… | |
… | |
279 | * that gives them that ability. |
279 | * that gives them that ability. |
280 | */ |
280 | */ |
281 | int |
281 | int |
282 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
283 | { |
283 | { |
284 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
285 | int success = 0; |
285 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
286 | int potion_max = 0; |
287 | int potion_max = 0; |
287 | |
288 | |
|
|
289 | // keep some stats for comparison purposes |
288 | object::flags_t prev_flag = op->flag; |
290 | object::flags_t prev_flag = op->flag; |
289 | MoveType prev_move_type = op->move_type; |
291 | MoveType prev_move_type = op->move_type; |
290 | sint16 prev_resist [NROFATTACKS]; // clumsy |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
291 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
292 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
… | |
… | |
294 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
295 | { |
297 | { |
296 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
297 | { |
299 | { |
298 | potion_max = 1; |
300 | potion_max = 1; |
|
|
301 | |
299 | for (int j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
300 | { |
303 | { |
301 | int ostat = op->contr->orig_stats.stat (j); |
304 | int ostat = op->contr->orig_stats.stat (j); |
302 | int i = tmp->stats.stat (j); |
305 | int i = tmp->stats.stat (j); |
303 | |
306 | |
304 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
305 | int nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
306 | |
309 | |
307 | /* Do some bounds checking. While I don't think any |
310 | /* Do some bounds checking. There is the potential for potions |
308 | * potions do so right now, there is the potential for potions |
|
|
309 | * that adjust that stat by more than one point, so we need |
311 | * that adjust that stat by more than one point, so we need |
310 | * to allow for that. |
312 | * to allow for that. |
311 | */ |
313 | */ |
312 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
313 | nstat = 1; |
315 | nstat = 1; |
… | |
… | |
398 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
399 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
400 | */ |
402 | */ |
401 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
402 | { |
404 | { |
403 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
404 | } |
406 | } |
405 | |
407 | |
406 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | { |
409 | { |
408 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
566 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
567 | } |
569 | } |
568 | } |
570 | } |
569 | |
571 | |
570 | if (!potion_max) |
572 | if (!potion_max) |
571 | { |
|
|
572 | for (int j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
573 | { |
|
|
574 | if (int i = tmp->stats.stat (j)) |
574 | if (int i = tmp->stats.stat (j)) |
575 | { |
575 | { |
576 | success = 1; |
576 | success = 1; |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
578 | } |
578 | } |
579 | } |
|
|
580 | } |
|
|
581 | |
579 | |
582 | return success; |
580 | return success; |
583 | } |
581 | } |
584 | |
582 | |
585 | /* |
583 | /* |
… | |
… | |
860 | * then calls this function. |
858 | * then calls this function. |
861 | */ |
859 | */ |
862 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
863 | continue; |
861 | continue; |
864 | |
862 | |
865 | /* See note in map.c:update_position about making this additive |
|
|
866 | * since light sources are never applied, need to put check here. |
|
|
867 | */ |
|
|
868 | if (tmp->glow_radius > glow_radius) |
|
|
869 | glow_radius = tmp->glow_radius; |
863 | glow_radius += tmp->glow_radius; |
870 | |
864 | |
871 | /* For some things, we don't care what is equipped */ |
865 | /* For some things, we don't care what is equipped */ |
872 | if (tmp->type == SKILL) |
866 | if (tmp->type == SKILL) |
873 | { |
867 | { |
874 | /* Want to take the highest skill here. */ |
868 | /* Want to take the highest skill here. */ |
… | |
… | |
887 | else if (tmp->level > grace_obj->level) |
881 | else if (tmp->level > grace_obj->level) |
888 | grace_obj = tmp; |
882 | grace_obj = tmp; |
889 | } |
883 | } |
890 | } |
884 | } |
891 | |
885 | |
892 | /* Container objects are not meant to adjust a players, but other applied |
886 | /* Container objects are not meant to adjust players, but other applied |
893 | * objects need to make adjustments. |
887 | * objects need to make adjustments. |
894 | * This block should handle all player specific changes |
888 | * This block should handle all player specific changes |
895 | * The check for Praying is a bit of a hack - god given bonuses are put |
889 | * The check for Praying is a bit of a hack - god given bonuses are put |
896 | * in the praying skill, and the player should always get those. |
890 | * in the praying skill, and the player should always get those. |
897 | * It also means we need to put in additional checks for applied below, |
891 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
920 | |
914 | |
921 | if (digest_types [tmp->type]) |
915 | if (digest_types [tmp->type]) |
922 | { |
916 | { |
923 | contr->digestion += tmp->stats.food; |
917 | contr->digestion += tmp->stats.food; |
924 | contr->gen_hp += tmp->stats.hp; |
918 | contr->gen_hp += tmp->stats.hp; |
|
|
919 | if (tmp->type != BOW) // ugly exception for bows |
925 | contr->gen_sp += tmp->stats.sp; |
920 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_grace += tmp->stats.grace; |
921 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_sp_armour += tmp->gen_sp_armour; |
922 | contr->gen_sp_armour += tmp->gen_sp_armour; |
928 | } |
923 | } |
929 | } /* if this is a player */ |
924 | } /* if this is a player */ |
930 | else |
925 | else |
… | |
… | |
940 | |
935 | |
941 | if (tmp->type == SYMPTOM) |
936 | if (tmp->type == SYMPTOM) |
942 | speed_reduce_from_disease = |
937 | speed_reduce_from_disease = |
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
938 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
944 | |
939 | |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
940 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
946 | * (Negative protections are calculated exactly like positive.) |
941 | * (Negative protections are calculated exactly like positive.) |
947 | * Resistance from potions are treated special as well. If there's |
942 | * Resistance from potions are treated special as well. If there's |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
943 | * more than one potion-effect, the bigger prot.-value is taken. |
949 | */ |
944 | */ |
950 | if (tmp->type != POTION) |
945 | if (tmp->type != POTION) |
… | |
… | |
1139 | else /* To nullify the below effect */ |
1134 | else /* To nullify the below effect */ |
1140 | ac += tmp->stats.ac + tmp->magic; |
1135 | ac += tmp->stats.ac + tmp->magic; |
1141 | } |
1136 | } |
1142 | |
1137 | |
1143 | if (tmp->stats.wc) |
1138 | if (tmp->stats.wc) |
1144 | wc -= (tmp->stats.wc + tmp->magic); |
1139 | wc -= tmp->stats.wc + tmp->magic; |
1145 | |
1140 | |
1146 | if (tmp->stats.ac) |
1141 | if (tmp->stats.ac) |
1147 | ac -= (tmp->stats.ac + tmp->magic); |
1142 | ac -= tmp->stats.ac + tmp->magic; |
1148 | |
1143 | |
1149 | if (ARMOUR_SPEED (tmp)) |
1144 | if (ARMOUR_SPEED (tmp)) |
1150 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1145 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1151 | |
1146 | |
1152 | break; |
1147 | break; |
1153 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1154 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1155 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
|
|
1151 | |
|
|
1152 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1156 | |
1153 | |
1157 | /* We've gone through all the objects the player has equipped. For many things, we |
1154 | /* We've gone through all the objects the player has equipped. For many things, we |
1158 | * have generated intermediate values which we now need to assign. |
1155 | * have generated intermediate values which we now need to assign. |
1159 | */ |
1156 | */ |
1160 | |
1157 | |
… | |
… | |
1444 | |
1441 | |
1445 | /* |
1442 | /* |
1446 | * set the new dragon name after gaining levels or |
1443 | * set the new dragon name after gaining levels or |
1447 | * changing ability focus (later this can be extended to |
1444 | * changing ability focus (later this can be extended to |
1448 | * eventually change the player's face and animation) |
1445 | * eventually change the player's face and animation) |
1449 | * |
|
|
1450 | * Note that the title is written to 'own_title' in the |
|
|
1451 | * player struct. This should be changed to 'ext_title' |
|
|
1452 | * as soon as clients support this! |
|
|
1453 | * Please, anyone, write support for 'ext_title'. |
|
|
1454 | */ |
1446 | */ |
1455 | void |
1447 | void |
1456 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1448 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1457 | { |
1449 | { |
1458 | int atnr = -1; /* attacknumber of highest level */ |
1450 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1476 | /* now if there are equals at highest level, pick the one with focus, |
1468 | /* now if there are equals at highest level, pick the one with focus, |
1477 | or else at random */ |
1469 | or else at random */ |
1478 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1470 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1479 | atnr = abil->stats.exp; |
1471 | atnr = abil->stats.exp; |
1480 | |
1472 | |
1481 | level = (int) (level / 25.); |
|
|
1482 | |
|
|
1483 | /* now set the new title */ |
1473 | /* now set the new title */ |
1484 | if (pl->contr) |
|
|
1485 | { |
|
|
1486 | if (level == 0) |
|
|
1487 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1474 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1488 | else if (level == 1) |
|
|
1489 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1475 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1490 | else if (level == 2) |
|
|
1491 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1476 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1492 | else if (level == 3) |
|
|
1493 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1477 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1494 | else |
1478 | else |
1495 | { |
1479 | { |
1496 | /* special titles for extra high resistance! */ |
1480 | /* special titles for extra high resistance! */ |
1497 | if (skin->resist[atnr] > 80) |
|
|
1498 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1481 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1499 | else if (skin->resist[atnr] > 50) |
|
|
1500 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1482 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1501 | else |
|
|
1502 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1483 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1503 | } |
|
|
1504 | } |
1484 | } |
1505 | |
1485 | |
1506 | strcpy (pl->contr->own_title, ""); |
1486 | strcpy (pl->contr->own_title, ""); |
1507 | } |
1487 | } |
1508 | |
1488 | |
… | |
… | |
1575 | object *skill_obj; |
1555 | object *skill_obj; |
1576 | |
1556 | |
1577 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1557 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1578 | if (!skill_obj) |
1558 | if (!skill_obj) |
1579 | { |
1559 | { |
1580 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1560 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1581 | return NULL; |
1561 | return NULL; |
1582 | } |
1562 | } |
1583 | |
1563 | |
1584 | /* clear the flag - exp goes into this bucket, but player |
1564 | /* clear the flag - exp goes into this bucket, but player |
1585 | * still doesn't know it. |
1565 | * still doesn't know it. |
1586 | */ |
1566 | */ |
1587 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1567 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1588 | skill_obj->stats.exp = 0; |
1568 | skill_obj->stats.exp = 0; |
1589 | skill_obj->level = 1; |
1569 | skill_obj->level = 1; |
1590 | insert_ob_in_ob (skill_obj, op); |
1570 | op->insert (skill_obj); |
1591 | |
1571 | |
1592 | if (player *pl = op->contr) |
1572 | if (player *pl = op->contr) |
1593 | { |
1573 | pl->link_skills (); |
1594 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1595 | if (pl->ns) |
|
|
1596 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1597 | } |
|
|
1598 | |
1574 | |
1599 | return skill_obj; |
1575 | return skill_obj; |
1600 | } |
1576 | } |
1601 | |
1577 | |
1602 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1578 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1721 | * flag is what to do if the player doesn't have the skill: |
1697 | * flag is what to do if the player doesn't have the skill: |
1722 | */ |
1698 | */ |
1723 | static void |
1699 | static void |
1724 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1700 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1725 | { |
1701 | { |
1726 | object *skill_obj = NULL; |
1702 | object *skill_obj; |
1727 | sint64 limit, exp_to_add; |
1703 | sint64 limit, exp_to_add; |
1728 | int i; |
1704 | int i; |
1729 | |
1705 | |
1730 | /* prevents some forms of abuse. */ |
1706 | /* prevents some forms of abuse. */ |
1731 | if (op->contr->braced) |
1707 | if (op->contr->braced) |
… | |
… | |
1734 | /* Try to find the matching skill. |
1710 | /* Try to find the matching skill. |
1735 | * We do a shortcut/time saving mechanism first - see if it matches |
1711 | * We do a shortcut/time saving mechanism first - see if it matches |
1736 | * chosen_skill. This means we don't need to search through |
1712 | * chosen_skill. This means we don't need to search through |
1737 | * the players inventory. |
1713 | * the players inventory. |
1738 | */ |
1714 | */ |
|
|
1715 | skill_obj = 0; |
|
|
1716 | |
1739 | if (skill_name) |
1717 | if (skill_name) |
1740 | { |
1718 | { |
1741 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1719 | skill_obj = op->contr->find_skill (skill_name); |
1742 | skill_obj = op->chosen_skill; |
|
|
1743 | else |
|
|
1744 | { |
|
|
1745 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1746 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
|
|
1747 | { |
|
|
1748 | skill_obj = op->contr->last_skill_ob[i]; |
|
|
1749 | break; |
|
|
1750 | } |
|
|
1751 | |
1720 | |
1752 | /* Player doesn't have the skill. Check to see what to do, and give |
1721 | /* Player doesn't have the skill. Check to see what to do, and give |
1753 | * it to the player if necessary |
1722 | * it to the player if necessary |
1754 | */ |
1723 | */ |
1755 | if (!skill_obj) |
1724 | if (!skill_obj) |
1756 | { |
1725 | { |
1757 | if (flag == SK_EXP_NONE) |
1726 | if (flag == SK_EXP_NONE) |
1758 | return; |
1727 | return; |
|
|
1728 | |
1759 | else if (flag == SK_EXP_ADD_SKILL) |
1729 | if (flag == SK_EXP_ADD_SKILL) |
1760 | give_skill_by_name (op, skill_name); |
1730 | skill_obj = give_skill_by_name (op, skill_name); |
1761 | } |
|
|
1762 | } |
1731 | } |
1763 | } |
1732 | } |
1764 | |
1733 | |
1765 | if (flag != SK_EXP_SKILL_ONLY) |
1734 | if (flag != SK_EXP_SKILL_ONLY) |
1766 | { |
1735 | { |
… | |
… | |
1799 | player_lvl_adj (op, skill_obj); |
1768 | player_lvl_adj (op, skill_obj); |
1800 | } |
1769 | } |
1801 | } |
1770 | } |
1802 | |
1771 | |
1803 | /* This function checks to make sure that object 'op' can |
1772 | /* This function checks to make sure that object 'op' can |
1804 | * lost 'exp' experience. It returns the amount of exp |
1773 | * lose 'exp' experience. It returns the amount of exp |
1805 | * object 'op' can in fact lose - it basically makes |
1774 | * object 'op' can in fact lose - it basically makes |
1806 | * adjustments based on permanent exp and the like. |
1775 | * adjustments based on permanent exp and the like. |
1807 | * This function should always be used for losing experience - |
1776 | * This function should always be used for losing experience - |
1808 | * the 'exp' value passed should be positive - this is the |
1777 | * the 'exp' value passed should be positive - this is the |
1809 | * amount that should get subtract from the player. |
1778 | * amount that should get subtract from the player. |
… | |
… | |
1813 | { |
1782 | { |
1814 | sint64 del_exp; |
1783 | sint64 del_exp; |
1815 | |
1784 | |
1816 | if (exp > op->stats.exp) |
1785 | if (exp > op->stats.exp) |
1817 | exp = op->stats.exp; |
1786 | exp = op->stats.exp; |
|
|
1787 | |
1818 | if (settings.permanent_exp_ratio) |
1788 | if (settings.permanent_exp_ratio) |
1819 | { |
1789 | { |
1820 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1790 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1791 | |
1821 | if (del_exp < 0) |
1792 | if (del_exp < 0) |
1822 | del_exp = 0; |
1793 | del_exp = 0; |
|
|
1794 | |
1823 | if (exp > del_exp) |
1795 | if (exp > del_exp) |
1824 | exp = del_exp; |
1796 | exp = del_exp; |
1825 | } |
1797 | } |
|
|
1798 | |
1826 | return exp; |
1799 | return exp; |
1827 | } |
1800 | } |
1828 | |
1801 | |
1829 | sint64 |
1802 | sint64 |
1830 | check_exp_adjust (const object *op, sint64 exp) |
1803 | check_exp_adjust (const object *op, sint64 exp) |
1831 | { |
1804 | { |
1832 | if (exp < 0) |
1805 | if (exp < 0) |
1833 | return check_exp_loss (op, exp); |
1806 | return check_exp_loss (op, exp); |
1834 | else |
1807 | else |
1835 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1808 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1836 | } |
1809 | } |
1837 | |
|
|
1838 | |
1810 | |
1839 | /* Subtracts experience from player. |
1811 | /* Subtracts experience from player. |
1840 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1812 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1841 | * only subtract from the matching skill. Otherwise, |
1813 | * only subtract from the matching skill. Otherwise, |
1842 | * this subtracts a portion from all |
1814 | * this subtracts a portion from all |
… | |
… | |
1856 | sint64 del_exp; |
1828 | sint64 del_exp; |
1857 | |
1829 | |
1858 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1830 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1859 | if (tmp->type == SKILL && tmp->stats.exp) |
1831 | if (tmp->type == SKILL && tmp->stats.exp) |
1860 | { |
1832 | { |
1861 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1833 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1862 | { |
1834 | { |
1863 | del_exp = check_exp_loss (tmp, exp); |
1835 | del_exp = check_exp_loss (tmp, exp); |
1864 | tmp->stats.exp -= del_exp; |
1836 | tmp->stats.exp -= del_exp; |
1865 | player_lvl_adj (op, tmp); |
1837 | player_lvl_adj (op, tmp); |
1866 | } |
1838 | } |
… | |
… | |
1954 | * amount of permenent experience, whichever gives the lowest loss. |
1926 | * amount of permenent experience, whichever gives the lowest loss. |
1955 | */ |
1927 | */ |
1956 | void |
1928 | void |
1957 | apply_death_exp_penalty (object *op) |
1929 | apply_death_exp_penalty (object *op) |
1958 | { |
1930 | { |
1959 | object *tmp; |
|
|
1960 | sint64 loss; |
1931 | sint64 loss; |
1961 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1932 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1962 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1933 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1963 | |
1934 | |
1964 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1935 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1965 | if (tmp->type == SKILL && tmp->stats.exp) |
1936 | if (tmp->type == SKILL && tmp->stats.exp) |
1966 | { |
1937 | { |
1967 | |
|
|
1968 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1938 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1969 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1939 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1970 | |
1940 | |
1971 | /* With the revised exp system, you can get cases where |
1941 | /* With the revised exp system, you can get cases where |
1972 | * losing several levels would still require that you have more |
1942 | * losing several levels would still require that you have more |
… | |
… | |
1974 | * tables is a lot harder. |
1944 | * tables is a lot harder. |
1975 | */ |
1945 | */ |
1976 | if (level_loss < 0) |
1946 | if (level_loss < 0) |
1977 | level_loss = 0; |
1947 | level_loss = 0; |
1978 | |
1948 | |
1979 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1949 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1980 | |
1950 | |
1981 | tmp->stats.exp -= loss; |
1951 | tmp->stats.exp -= loss; |
1982 | player_lvl_adj (op, tmp); |
1952 | player_lvl_adj (op, tmp); |
1983 | } |
1953 | } |
1984 | |
1954 | |
1985 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1986 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1956 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1987 | |
1957 | |
1988 | if (level_loss < 0) |
1958 | if (level_loss < 0) |
1989 | level_loss = 0; |
1959 | level_loss = 0; |
|
|
1960 | |
1990 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1961 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1991 | |
1962 | |
1992 | op->stats.exp -= loss; |
1963 | op->stats.exp -= loss; |
1993 | player_lvl_adj (op, NULL); |
1964 | player_lvl_adj (op, NULL); |
1994 | } |
1965 | } |
1995 | |
1966 | |