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/cvs/deliantra/server/common/living.C
Revision: 1.52
Committed: Sat May 12 18:34:19 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +0 -38 lines
Log Message:
now heavily optimise indexed stat access without sacrificing abstraction

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 /* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */
32 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
33
34 static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50
37 };
38
39 /* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t.
42 */
43 static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
45 30, 40, 50, 70, 100
46 };
47
48 static const int grace_bonus[MAX_STAT + 1] = {
49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
50 30, 40, 50, 70, 100
51 };
52
53 /* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
66 * it is 1-diff
67 */
68
69 const float cha_bonus[MAX_STAT + 1] = { 10.0,
70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
76 };
77
78 const int dex_bonus[MAX_STAT + 1] = {
79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
80 };
81
82 /* speed_bonus uses dex as its stat */
83 const float speed_bonus[MAX_STAT + 1] = {
84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
86 1.6, 1.8, 2.0, 2.5, 3.0
87 };
88
89 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
90 * strength.
91 */
92 const int dam_bonus[MAX_STAT + 1] = {
93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
94 };
95
96 const int thaco_bonus[MAX_STAT + 1] = {
97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
98 };
99
100 /* Max you can carry before you start getting extra speed penalties */
101 const int max_carry[MAX_STAT + 1] = {
102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
103 301, 326, 352, 400, 450, 500, 600, 1000
104 };
105
106 /* weight_limit - the absolute most a character can carry - a character can't
107 * pick stuff up if it would put him above this limit.
108 * value is in grams, so we don't need to do conversion later
109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace.
111 */
112
113 const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
121 };
122
123 const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100
126 };
127
128 const int cleric_chance[MAX_STAT + 1] = {
129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
130 };
131
132 const int turn_bonus[MAX_STAT + 1] = {
133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
134 };
135
136 const int fear_bonus[MAX_STAT + 1] = {
137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
138 };
139
140 /*
141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp()
143 */
144
145 #define MAX_EXPERIENCE levels[settings.max_level]
146
147 /* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed.
159 * -b.t.
160 */
161
162 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
163
164 extern sint64 *levels;
165
166 #define MAX_SAVE_LEVEL 110
167
168 /* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the
170 * right thing and always use range within this table.
171 * for safety, savethrow should not be accessed directly anymore,
172 * and instead did_make_save should be used instead.
173 */
174 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
175 18,
176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
182 };
183
184 const char *const attacks[NROFATTACKS] = {
185 "physical", "magical", "fire", "electricity", "cold", "confusion",
186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
189 "life stealing"
190 };
191
192 static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!",
194 "You're feeling clumsy!",
195 "You feel less healthy",
196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
199 "Your face gets distorted!",
200 };
201 const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.",
203 "You feel your agility return.",
204 "You feel your health return.",
205 "You feel your memory return.",
206 "You feel your wisdom return.",
207 "You feel your spirits return.",
208 "You feel your charisma return.",
209 };
210 const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.",
212 "You feel more agile.",
213 "You feel healthy.",
214 "You feel smarter.",
215 "You feel wiser.",
216 "You feel more potent.",
217 "You seem to look better.",
218 };
219 const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!",
221 "You feel clumsy!",
222 "You feel less healthy!",
223 "You feel stupid!",
224 "You lose some of your memory!",
225 "You feel less potent!",
226 "You look ugly!",
227 };
228
229 const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231 };
232
233 const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235 };
236
237 /*
238 * Like set_attr_value(), but instead the value (which can be negative)
239 * is added to the specified stat.
240 */
241 void
242 change_attr_value (living *stats, int attr, sint8 value)
243 {
244 stats->stat (attr) += value;
245 }
246
247 /*
248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
249 * 1-30 stat limit.
250 */
251 void
252 check_stat_bounds (living *stats)
253 {
254 for (int i = 0; i < NUM_STATS; i++)
255 {
256 sint8 &v = stats->stat (i);
257 v = clamp (v, MIN_STAT, MAX_STAT);
258 }
259 }
260
261 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
262
263 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264 * make this macro to clean those up. Not usuable outside change_abil
265 * function since some of the values passed to new_draw_info are hardcoded.
266 */
267 #define DIFF_MSG(flag, msg1, msg2) \
268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
269
270 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271
272 /* flag is set to 1 if we are applying the object, -1 if we are removing
273 * the object.
274 * It is the calling functions responsibilty to check to see if the object
275 * can be applied or not.
276 * The main purpose of calling this function is the messages that are
277 * displayed - update_stats should really always be called after this when
278 * removing an object - that is because it is impossible to know if some object
279 * is the only source of an attacktype or spell attunement, so this function
280 * will clear the bits, but the player may still have some other object
281 * that gives them that ability.
282 */
283 int
284 change_abil (object *op, object *tmp)
285 {
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
287 char message[MAX_BUF];
288 int potion_max = 0;
289
290 /* remember what object was like before it was changed. note that
291 * refop is a local copy of op only to be used for detecting changes
292 * found by update_stats. refop is not a real object
293 */
294 object_copy refop = *op;
295
296 if (op->type == PLAYER)
297 {
298 if (tmp->type == POTION)
299 {
300 potion_max = 1;
301 for (int j = 0; j < NUM_STATS; j++)
302 {
303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j);
305
306 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat;
308
309 /* Do some bounds checking. While I don't think any
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need
312 * to allow for that.
313 */
314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
323 }
324 else if (i)
325 {
326 /* potion is useless - player has already hit the natural maximum */
327 potion_max = 1;
328 }
329 }
330
331 /* This section of code ups the characters normal stats also. I am not
332 * sure if this is strictly necessary, being that fix_player probably
333 * recalculates this anyway.
334 */
335 for (int j = 0; j < NUM_STATS; j++)
336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
338 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */
340 }
341
342 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set
344 */
345 if (flag == -1)
346 {
347 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned;
349 op->path_repelled &= ~tmp->path_repelled;
350 op->path_denied &= ~tmp->path_denied;
351 /* Presuming here that creatures only have move_type,
352 * and not the other move_ fields.
353 */
354 op->move_type &= ~tmp->move_type;
355 }
356
357 /* call fix_player since op object could have whatever attribute due
358 * to multiple items. if update_stats always has to be called after
359 * change_ability then might as well call it from here
360 */
361 op->update_stats ();
362
363 /* update_stats won't add the bows ability to the player, so don't
364 * print out message if this is a bow.
365 */
366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 }
371
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
373 {
374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 }
377
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
379 {
380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 }
383
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
385 {
386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 }
389
390 /* movement type has changed. We don't care about cases where
391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from
394 * from fly high)
395 */
396 if (tmp->move_type && op->move_type != refop.move_type)
397 {
398 success = 1;
399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high
402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
406 }
407
408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
410 /* double conditional - second case covers if you have move_fly_low -
411 * in that case, you don't actually land
412 */
413 DIFF_MSG (flag, "You soar into the air!",
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 }
416
417 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 }
423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status
426 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 {
430 success = 1;
431 if (flag > 0)
432 {
433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 }
436 else
437 {
438 op->race = op->arch->clone.race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 }
441 }
442
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
444 {
445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 }
448
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
450 {
451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 }
454
455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision
457 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND))
459 {
460 success = 1;
461 if (flag > 0)
462 {
463 if (QUERY_FLAG (op, FLAG_WIZ))
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else
466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND);
469 if (op->type == PLAYER)
470 op->contr->do_los = 1;
471 }
472 }
473 else
474 {
475 if (QUERY_FLAG (op, FLAG_WIZ))
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else
478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND);
481 if (op->type == PLAYER)
482 op->contr->do_los = 1;
483 }
484 }
485 }
486
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
488 {
489 success = 1;
490 if (op->type == PLAYER)
491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 }
494
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
496 {
497 success = 1;
498 if (flag > 0)
499 {
500 if (QUERY_FLAG (op, FLAG_WIZ))
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else
503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER)
506 op->contr->do_los = 1;
507 }
508 }
509 else
510 {
511 if (QUERY_FLAG (op, FLAG_WIZ))
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else
514 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER)
517 op->contr->do_los = 1;
518 }
519 }
520 }
521
522 if (tmp->stats.luck)
523 {
524 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 }
527
528 if (tmp->stats.hp && op->type == PLAYER)
529 {
530 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 }
533
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535 {
536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 }
539
540 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER)
542 {
543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 }
546
547 if (tmp->stats.food && op->type == PLAYER)
548 {
549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
552
553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++)
555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
559 if (op->resist[i] != refop.resist[i])
560 {
561 success = 1;
562 if (op->resist[i] > refop.resist[i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
564 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
566
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 }
569 }
570
571 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j))
576 {
577 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 }
580 }
581 }
582
583 return success;
584 }
585
586 /*
587 * Stat draining by Vick 930307
588 * (Feeling evil, I made it work as well now. -Frank 8)
589 */
590 void
591 object::drain_stat ()
592 {
593 drain_specific_stat (rndm (NUM_STATS));
594 }
595
596 void
597 object::drain_specific_stat (int deplete_stats)
598 {
599 object *tmp;
600 archetype *at;
601
602 at = archetype::find (ARCH_DEPLETION);
603 if (!at)
604 {
605 LOG (llevError, "Couldn't find archetype depletion.\n");
606 return;
607 }
608 else
609 {
610 tmp = present_arch_in_ob (at, this);
611
612 if (!tmp)
613 {
614 tmp = arch_to_object (at);
615 tmp = insert_ob_in_ob (tmp, this);
616 SET_FLAG (tmp, FLAG_APPLIED);
617 }
618 }
619
620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 change_attr_value (&tmp->stats, deplete_stats, -1);
622 update_stats ();
623 }
624
625 /*
626 * A value of 0 indicates timeout, otherwise change the luck of the object.
627 * via an applied bad_luck object.
628 */
629 void
630 object::change_luck (int value)
631 {
632 archetype *at = archetype::find ("luck");
633 if (!at)
634 LOG (llevError, "Couldn't find archetype luck.\n");
635 else
636 {
637 object *tmp = present_arch_in_ob (at, this);
638
639 if (!tmp)
640 {
641 if (!value)
642 return;
643
644 tmp = arch_to_object (at);
645 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED);
647 }
648
649 if (value)
650 {
651 /* Limit the luck value of the bad luck object to +/-100. This
652 * (arbitrary) value prevents overflows (both in the bad luck object and
653 * in op itself).
654 */
655 int new_luck = tmp->stats.luck + value;
656
657 if (new_luck >= -100 && new_luck <= 100)
658 {
659 stats.luck += value;
660 tmp->stats.luck = new_luck;
661 }
662 }
663 else
664 {
665 if (!tmp->stats.luck)
666 return;
667
668 /* Randomly change the players luck. Basically, we move it
669 * back neutral (if greater>0, subtract, otherwise add)
670 */
671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
672 {
673 int diff = tmp->stats.luck > 0 ? -1 : 1;
674
675 stats.luck += diff;
676 tmp->stats.luck += diff;
677 }
678 }
679 }
680 }
681
682 /*
683 * Subtracts stat-bonuses given by the class which the player has chosen.
684 */
685 void
686 object::remove_statbonus ()
687 {
688 for (int i = 0; i < NUM_STATS; ++i)
689 {
690 sint8 v = arch->clone.stats.stat (i);
691 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v;
693 }
694 }
695
696 /*
697 * Adds stat-bonuses given by the class which the player has chosen.
698 */
699 void
700 object::add_statbonus ()
701 {
702 for (int i = 0; i < NUM_STATS; ++i)
703 {
704 sint8 v = arch->clone.stats.stat (i);
705 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v;
707 }
708 }
709
710 /*
711 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance.
714 * This functions starts from base values (archetype or player object)
715 * and then adjusts them according to what the player has equipped.
716 *
717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
718 * spell system split, grace points now added to system --peterm
719 */
720 void
721 object::update_stats ()
722 {
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
729 float old_speed = speed;
730
731 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER)
733 {
734 for (i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i);
736
737 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0;
739
740 attacktype = 0;
741
742 contr->digestion = 0;
743 contr->gen_hp = 0;
744 contr->gen_sp = 0;
745 contr->gen_grace = 0;
746 contr->gen_sp_armour = 10;
747 contr->item_power = 0;
748 }
749
750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
752
753 slaying = 0;
754
755 if (!QUERY_FLAG (this, FLAG_WIZ))
756 {
757 CLEAR_FLAG (this, FLAG_XRAYS);
758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 }
760
761 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND);
764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
770 path_attuned = arch->clone.path_attuned;
771 path_repelled = arch->clone.path_repelled;
772 path_denied = arch->clone.path_denied;
773 glow_radius = arch->clone.glow_radius;
774 move_type = arch->clone.move_type;
775
776 chosen_skill = 0;
777
778 /* initializing resistances from the values in player/monster's
779 * archetype clone
780 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
782
783 for (i = 0; i < NROFATTACKS; i++)
784 {
785 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0;
787 else
788 vuln[i] = -(resist[i]), prot[i] = 0;
789
790 potion_resist[i] = 0;
791 }
792
793 wc = arch->clone.stats.wc;
794 stats.dam = arch->clone.stats.dam;
795
796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down
802 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 }
808 else
809 ac = arch->clone.stats.ac;
810
811 stats.luck = arch->clone.stats.luck;
812 speed = arch->clone.speed;
813
814 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped.
816 */
817 for (tmp = inv; tmp; tmp = tmp->below)
818 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil
827 * then calls this function.
828 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue;
831
832 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL)
834 {
835 /* Want to take the highest skill here. */
836 if (IS_MANA_SKILL (tmp->subtype))
837 {
838 if (!mana_obj)
839 mana_obj = tmp;
840 else if (tmp->level > mana_obj->level)
841 mana_obj = tmp;
842 }
843
844 if (IS_GRACE_SKILL (tmp->subtype))
845 {
846 if (!grace_obj)
847 grace_obj = tmp;
848 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp;
850 }
851 }
852
853 /* Container objects are not meant to adjust a players, but other applied
854 * objects need to make adjustments.
855 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below,
859 * because the skill shouldn't count against body positions being used
860 * up, etc.
861 */
862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING))
867 {
868 if (type == PLAYER)
869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872 continue;
873
874 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i));
876
877 /* these are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 {
890 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp;
892 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 }
897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
903
904 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info;
908
909 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1;
915 }
916
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken.
921 */
922 if (tmp->type != POTION)
923 {
924 for (i = 0; i < NROFATTACKS; i++)
925 {
926 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero.
928 */
929 if (tmp->type == POTION_EFFECT)
930 {
931 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
933 else
934 potion_resist[i] = tmp->resist[i];
935 }
936 else if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
938 else if (tmp->resist[i] < 0)
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
940 }
941 }
942
943 /* There may be other things that should not adjust the attacktype */
944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 {
947 attacktype |= tmp->attacktype;
948 path_attuned |= tmp->path_attuned;
949 path_repelled |= tmp->path_repelled;
950 path_denied |= tmp->path_denied;
951 move_type |= tmp->move_type;
952 stats.luck += tmp->stats.luck;
953 }
954
955 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
956 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
957 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
959 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
960 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
961 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
962
963 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
964 SET_FLAG (this, FLAG_UNDEAD);
965
966 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
967 {
968 SET_FLAG (this, FLAG_MAKE_INVIS);
969 invisible = 1;
970 }
971
972 if (tmp->stats.exp && tmp->type != SKILL)
973 {
974 if (tmp->stats.exp > 0)
975 {
976 added_speed += tmp->stats.exp / 3.f;
977 bonus_speed += tmp->stats.exp / 3.f + 1.f;
978 }
979 else
980 added_speed += tmp->stats.exp;
981 }
982
983 switch (tmp->type)
984 {
985 #if 0
986 case WAND:
987 case ROD:
988 case HORN:
989 if (type != PLAYER || current_weapon == tmp)
990 chosen_skill = tmp;
991 break;
992 #endif
993
994 /* skills modifying the character -b.t. */
995 /* for all skills and skill granting objects */
996 case SKILL:
997 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
998 break;
999
1000 if (IS_COMBAT_SKILL (tmp->subtype))
1001 wc_obj = tmp;
1002
1003 if (chosen_skill)
1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1005
1006 chosen_skill = tmp;
1007
1008 if (tmp->stats.dam > 0)
1009 { /* skill is a 'weapon' */
1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1011 weapon_speed = WEAPON_SPEED (tmp);
1012
1013 if (weapon_speed < 0)
1014 weapon_speed = 0;
1015
1016 weapon_weight = tmp->weight;
1017 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1018
1019 if (tmp->magic)
1020 stats.dam += tmp->magic;
1021 }
1022
1023 if (tmp->stats.wc)
1024 wc -= tmp->stats.wc + tmp->magic;
1025
1026 if (tmp->slaying)
1027 slaying = tmp->slaying;
1028
1029 if (tmp->stats.ac)
1030 ac -= tmp->stats.ac + tmp->magic;
1031
1032 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1033 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1034
1035 break;
1036
1037 case SKILL_TOOL:
1038 if (chosen_skill)
1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1040
1041 chosen_skill = tmp;
1042 break;
1043
1044 case SHIELD:
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) tmp->weight / 2000;
1047 case RING:
1048 case AMULET:
1049 case GIRDLE:
1050 case HELMET:
1051 case BOOTS:
1052 case GLOVES:
1053 case CLOAK:
1054 if (tmp->stats.wc)
1055 wc -= tmp->stats.wc + tmp->magic;
1056
1057 if (tmp->stats.dam)
1058 stats.dam += tmp->stats.dam + tmp->magic;
1059
1060 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic;
1062
1063 break;
1064
1065 case BOW:
1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1069 wc -= tmp->stats.wc + tmp->magic;
1070
1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1072 ac -= tmp->stats.ac + tmp->magic;
1073
1074 stats.dam += tmp->stats.dam + tmp->magic;
1075 weapon_weight = tmp->weight;
1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077
1078 if (weapon_speed < 0)
1079 weapon_speed = 0;
1080
1081 slaying = tmp->slaying;
1082
1083 /* If there is desire that two handed weapons should do
1084 * extra strength damage, this is where the code should
1085 * go.
1086 */
1087
1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1092
1093 break;
1094
1095 case ARMOUR: /* Only the best of these three are used: */
1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1097 contr->encumbrance += tmp->weight / 1000;
1098
1099 case BRACERS:
1100 case FORCE:
1101 if (tmp->stats.wc)
1102 {
1103 if (best_wc < tmp->stats.wc + tmp->magic)
1104 {
1105 wc += best_wc;
1106 best_wc = tmp->stats.wc + tmp->magic;
1107 }
1108 else
1109 wc += tmp->stats.wc + tmp->magic;
1110 }
1111
1112 if (tmp->stats.ac)
1113 {
1114 if (best_ac < tmp->stats.ac + tmp->magic)
1115 {
1116 ac += best_ac; /* Remove last bonus */
1117 best_ac = tmp->stats.ac + tmp->magic;
1118 }
1119 else /* To nullify the below effect */
1120 ac += tmp->stats.ac + tmp->magic;
1121 }
1122
1123 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic);
1125
1126 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1130 max = ARMOUR_SPEED (tmp) / 10.f;
1131
1132 break;
1133 } /* switch tmp->type */
1134 } /* item is equipped */
1135 } /* for loop of items */
1136
1137 /* We've gone through all the objects the player has equipped. For many things, we
1138 * have generated intermediate values which we now need to assign.
1139 */
1140
1141 /* 'total resistance = total protections - total vulnerabilities'.
1142 * If there is an uncursed potion in effect, granting more protection
1143 * than that, we take: 'total resistance = resistance from potion'.
1144 * If there is a cursed (and no uncursed) potion in effect, we take
1145 * 'total resistance = vulnerability from cursed potion'.
1146 */
1147 for (i = 0; i < NROFATTACKS; i++)
1148 {
1149 resist[i] = prot[i] - vuln[i];
1150
1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1152 resist[i] = potion_resist[i];
1153 }
1154
1155 /* Figure out the players sp/mana/hp totals. */
1156 if (type == PLAYER)
1157 {
1158 int pl_level;
1159
1160 check_stat_bounds (&(stats));
1161 pl_level = level;
1162
1163 if (pl_level < 1)
1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1165
1166 /* You basically get half a con bonus/level. But we do take into account rounding,
1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1168 */
1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1170 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172
1173 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0)
1176 j++;
1177 else
1178 j--;
1179 }
1180
1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1182 }
1183
1184 for (i = 11; i <= level; i++)
1185 stats.maxhp += 2;
1186
1187 if (stats.hp > stats.maxhp)
1188 stats.hp = stats.maxhp;
1189
1190 /* Sp gain is controlled by the level of the player's
1191 * relevant experience object (mana_obj, see above)
1192 */
1193 /* following happen when skills system is not used */
1194 if (!mana_obj)
1195 mana_obj = this;
1196
1197 if (!grace_obj)
1198 grace_obj = this;
1199
1200 /* set maxsp */
1201 if (!mana_obj || !mana_obj->level || type != PLAYER)
1202 mana_obj = this;
1203
1204 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1;
1206 else
1207 {
1208 sp_tmp = 0.f;
1209
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1211 {
1212 float stmp;
1213
1214 /* Got some extra bonus at first level */
1215 if (i < 2)
1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1217 else
1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1219
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp;
1224 }
1225
1226 stats.maxsp = (sint16)sp_tmp;
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 }
1231 /* Characters can get their sp supercharged via rune of transferrance */
1232 if (stats.sp > stats.maxsp * 2)
1233 stats.sp = stats.maxsp * 2;
1234
1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1236 if (!grace_obj || !grace_obj->level || type != PLAYER)
1237 grace_obj = this;
1238
1239 if (grace_obj == this && type == PLAYER)
1240 stats.maxgrace = 1;
1241 else
1242 {
1243 /* store grace in a float - this way, the divisions below don't create
1244 * big jumps when you go from level to level - with int's, it then
1245 * becomes big jumps when the sums of the bonuses jump to the next
1246 * step of 8 - with floats, even fractional ones are useful.
1247 */
1248 sp_tmp = 0.f;
1249 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1250 {
1251 float grace_tmp = 0.f;
1252
1253 /* Got some extra bonus at first level */
1254 if (i < 2)
1255 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1256 else
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1258
1259 if (grace_tmp < 1.f)
1260 grace_tmp = 1.f;
1261
1262 sp_tmp += grace_tmp;
1263 }
1264
1265 stats.maxgrace = (sint16)sp_tmp;
1266
1267 /* two grace points per level after 11 */
1268 for (i = 11; i <= grace_obj->level; i++)
1269 stats.maxgrace += 2;
1270 }
1271 /* No limit on grace vs maxgrace */
1272
1273 if (contr->braced)
1274 {
1275 ac += 2;
1276 wc += 4;
1277 }
1278 else
1279 ac -= dex_bonus[stats.Dex];
1280
1281 /* In new exp/skills system, wc bonuses are related to
1282 * the players level in a relevant exp object (wc_obj)
1283 * not the general player level -b.t.
1284 * I changed this slightly so that wc bonuses are better
1285 * than before. This is to balance out the fact that
1286 * the player no longer gets a personal weapon w/ 1
1287 * improvement every level, now its fighterlevel/5. So
1288 * we give the player a bonus here in wc and dam
1289 * to make up for the change. Note that I left the
1290 * monster bonus the same as before. -b.t.
1291 */
1292
1293 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1294 {
1295 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296
1297 for (i = 1; i < wc_obj->level; i++)
1298 {
1299 /* addtional wc every 6 levels */
1300 if (!(i % 6))
1301 wc--;
1302
1303 /* addtional dam every 4 levels. */
1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1305 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1306 }
1307 }
1308 else
1309 wc -= level + thaco_bonus[stats.Str];
1310
1311 stats.dam += dam_bonus[stats.Str];
1312
1313 if (stats.dam < 1)
1314 stats.dam = 1;
1315
1316 speed = 1.f + speed_bonus[stats.Dex];
1317
1318 if (settings.search_items && contr->search_str[0])
1319 speed -= 1;
1320
1321 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype;
1323
1324 } /* End if player */
1325
1326 if (added_speed >= 0)
1327 speed += added_speed / 10.f;
1328 else /* Something wrong here...: */
1329 speed /= 1.f - added_speed;
1330
1331 /* Max is determined by armour */
1332 if (speed > max)
1333 speed = max;
1334
1335 if (type == PLAYER)
1336 {
1337 /* f is a number the represents the number of kg above (positive num)
1338 * or below (negative number) that the player is carrying. If above
1339 * weight limit, then player suffers a speed reduction based on how
1340 * much above he is, and what is max carry is
1341 */
1342 f = (carrying / 1000) - max_carry[stats.Str];
1343 if (f > 0)
1344 speed = speed / (1.f + f / max_carry[stats.Str]);
1345 }
1346
1347 speed += bonus_speed / 10.f; /* Not affected by limits */
1348
1349 /* Put a lower limit on speed. Note with this speed, you move once every
1350 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1351 */
1352 speed = speed * speed_reduce_from_disease;
1353
1354 if (speed < 0.01f && type == PLAYER)
1355 speed = 0.01f;
1356
1357 if (type == PLAYER)
1358 {
1359 /* (This formula was made by vidarl@ifi.uio.no)
1360 * Note that we never used these values again - basically
1361 * all of these could be subbed into one big equation, but
1362 * that would just be a real pain to read.
1363 */
1364 float M = (max_carry[stats.Str] - 121) / 121.f;
1365 float M2 = max_carry[stats.Str] / 100.f;
1366 float W = weapon_weight / 20000.f;
1367 float s = 2 - weapon_speed / 10.f;
1368 float D = (stats.Dex - 14) / 14.f;
1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1370
1371 K *= (4 + level) *1.2f / (6 + level);
1372
1373 if (K <= 0.f)
1374 K = 0.01f;
1375
1376 float S = speed / (K * s);
1377
1378 contr->weapon_sp = S;
1379 }
1380
1381 /* I want to limit the power of small monsters with big weapons: */
1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1383 stats.dam = arch->clone.stats.dam * 3;
1384
1385 /* Prevent overflows of wc - best you can get is ABS(120) - this
1386 * should be more than enough - remember, AC is also in 8 bits,
1387 * so its value is the same.
1388 */
1389 if (wc > 120)
1390 wc = 120;
1391 else if (wc < -120)
1392 wc = -120;
1393
1394 stats.wc = wc;
1395
1396 if (ac > 120)
1397 ac = 120;
1398 else if (ac < -120)
1399 ac = -120;
1400
1401 stats.ac = ac;
1402
1403 /* if for some reason the creature doesn't have any move type,
1404 * give them walking as a default.
1405 * The second case is a special case - to more closely mimic the
1406 * old behaviour - if your flying, your not walking - just
1407 * one or the other.
1408 */
1409 if (move_type == 0)
1410 move_type = MOVE_WALK;
1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412 move_type &= ~MOVE_WALK;
1413
1414 if (speed != old_speed)
1415 set_speed (speed);
1416
1417 /* It is quite possible that a player's spell costing might have changed,
1418 * so we will check that now.
1419 */
1420 if (type == PLAYER)
1421 {
1422 esrv_update_stats (contr);
1423 esrv_update_spells (contr);
1424 }
1425
1426 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0;
1429 }
1430
1431 /*
1432 * Returns true if the given player is a legal class.
1433 * The function to add and remove class-bonuses to the stats doesn't
1434 * check if the stat becomes negative, thus this function
1435 * merely checks that all stats are 1 or more, and returns
1436 * false otherwise.
1437 */
1438 int
1439 allowed_class (const object *op)
1440 {
1441 return op->stats.Dex > 0
1442 && op->stats.Str > 0
1443 && op->stats.Con > 0
1444 && op->stats.Int > 0
1445 && op->stats.Wis > 0
1446 && op->stats.Pow > 0
1447 && op->stats.Cha > 0;
1448 }
1449
1450 /*
1451 * set the new dragon name after gaining levels or
1452 * changing ability focus (later this can be extended to
1453 * eventually change the player's face and animation)
1454 *
1455 * Note that the title is written to 'own_title' in the
1456 * player struct. This should be changed to 'ext_title'
1457 * as soon as clients support this!
1458 * Please, anyone, write support for 'ext_title'.
1459 */
1460 void
1461 set_dragon_name (object *pl, const object *abil, const object *skin)
1462 {
1463 int atnr = -1; /* attacknumber of highest level */
1464 int level = 0; /* highest level */
1465 int i;
1466
1467 /* Perhaps do something more clever? */
1468 if (!abil || !skin)
1469 return;
1470
1471 /* first, look for the highest level */
1472 for (i = 0; i < NROFATTACKS; i++)
1473 {
1474 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1475 {
1476 level = abil->resist[i];
1477 atnr = i;
1478 }
1479 }
1480
1481 /* now if there are equals at highest level, pick the one with focus,
1482 or else at random */
1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 atnr = abil->stats.exp;
1485
1486 level = (int) (level / 5.);
1487
1488 /* now set the new title */
1489 if (pl->contr != NULL)
1490 {
1491 if (level == 0)
1492 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1493 else if (level == 1)
1494 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1495 else if (level == 2)
1496 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1497 else if (level == 3)
1498 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1499 else
1500 {
1501 /* special titles for extra high resistance! */
1502 if (skin->resist[atnr] > 80)
1503 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504 else if (skin->resist[atnr] > 50)
1505 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1506 else
1507 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1508 }
1509 }
1510
1511 strcpy (pl->contr->own_title, "");
1512 }
1513
1514 /*
1515 * This function is called when a dragon-player gains
1516 * an overall level. Here, the dragon might gain new abilities
1517 * or change the ability-focus.
1518 */
1519 void
1520 dragon_level_gain (object *who)
1521 {
1522 object *abil = NULL; /* pointer to dragon ability force */
1523 object *skin = NULL; /* pointer to dragon skin force */
1524 object *tmp = NULL; /* tmp. object */
1525 char buf[MAX_BUF]; /* tmp. string buffer */
1526
1527 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1531 for (tmp = who->inv; tmp; tmp = tmp->below)
1532 if (tmp->type == FORCE)
1533 if (tmp->arch->name == dragon_ability_force)
1534 abil = tmp;
1535 else if (tmp->arch->name == dragon_skin_force)
1536 skin = tmp;
1537
1538 /* if the force is missing -> bail out */
1539 if (abil == NULL)
1540 return;
1541
1542 /* The ability_force keeps track of maximum level ever achieved.
1543 * New abilties can only be gained by surpassing this max level
1544 */
1545 if (who->level > abil->level)
1546 {
1547 /* increase our focused ability */
1548 abil->resist[abil->stats.exp]++;
1549
1550
1551 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1552 {
1553 /* time to hand out a new ability-gift */
1554 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1555 }
1556
1557 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1558 {
1559 /* apply new ability focus */
1560 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1561 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1562
1563 abil->stats.exp = abil->last_eat;
1564 abil->last_eat = 0;
1565 }
1566
1567 abil->level = who->level;
1568 }
1569
1570 /* last but not least, set the new title for the dragon */
1571 set_dragon_name (who, abil, skin);
1572 }
1573
1574 /* Handy function - given the skill name skill_name, we find the skill
1575 * archetype/object, set appropriate values, and insert it into
1576 * the object (op) that is passed.
1577 * We return the skill - this makes it easier for calling functions that
1578 * want to do something with it immediately.
1579 */
1580 object *
1581 give_skill_by_name (object *op, const char *skill_name)
1582 {
1583 object *skill_obj;
1584
1585 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1586 if (!skill_obj)
1587 {
1588 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1589 return NULL;
1590 }
1591 /* clear the flag - exp goes into this bucket, but player
1592 * still doesn't know it.
1593 */
1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1595 skill_obj->stats.exp = 0;
1596 skill_obj->level = 1;
1597 insert_ob_in_ob (skill_obj, op);
1598
1599 if (op->contr)
1600 {
1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1602 if (op->contr->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1604 }
1605
1606 return skill_obj;
1607 }
1608
1609
1610 /* player_lvl_adj() - for the new exp system. we are concerned with
1611 * whether the player gets more hp, sp and new levels.
1612 * Note this this function should only be called for players. Monstes
1613 * don't really gain levels
1614 * who is the player, op is what we are checking to gain the level
1615 * (eg, skill)
1616 */
1617 void
1618 player_lvl_adj (object *who, object *op)
1619 {
1620 char buf[MAX_BUF];
1621
1622 if (!op) /* when rolling stats */
1623 op = who;
1624
1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1626 {
1627 op->level++;
1628
1629 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1630 dragon_level_gain (who);
1631
1632 /* Only roll these if it is the player (who) that gained the level */
1633 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 {
1635 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1636 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1638 }
1639
1640 who->update_stats ();
1641 if (op->level > 1)
1642 {
1643 if (op->type != PLAYER)
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1645 else
1646 sprintf (buf, "You are now level %d.", op->level);
1647 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 }
1650 player_lvl_adj (who, op); /* To increase more levels */
1651 }
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 {
1654 op->level--;
1655 who->update_stats ();
1656 if (op->type != PLAYER)
1657 {
1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 }
1661 player_lvl_adj (who, op); /* To decrease more levels */
1662 }
1663
1664 /* check if the spell data has changed */
1665 esrv_update_stats (who->contr);
1666 esrv_update_spells (who->contr);
1667 }
1668
1669 /*
1670 * Returns how much experience is needed for a player to become
1671 * the given level. level should really never exceed max_level
1672 */
1673
1674 sint64
1675 level_exp (int level, double expmul)
1676 {
1677 if (level > settings.max_level)
1678 return (sint64) (expmul * levels[settings.max_level]);
1679
1680 return (sint64) (expmul * levels[level]);
1681 }
1682
1683 /*
1684 * Ensure that the permanent experience requirements in an exp object are met.
1685 * This really just checks 'op to make sure the perm_exp value is within
1686 * proper range. Note that the checking of what is passed through
1687 * has been reduced. Since there is now a proper field for perm_exp,
1688 * this can now work on a much larger set of objects.
1689 */
1690 void
1691 calc_perm_exp (object *op)
1692 {
1693 int p_exp_min;
1694
1695 /* Ensure that our permanent experience minimum is met.
1696 * permenent_exp_ratio is an integer percentage, we divide by 100
1697 * to get the fraction */
1698 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1699
1700 if (op->perm_exp < p_exp_min)
1701 op->perm_exp = p_exp_min;
1702
1703 /* Cap permanent experience. */
1704 if (op->perm_exp < 0)
1705 op->perm_exp = 0;
1706 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1707 op->perm_exp = MAX_EXPERIENCE;
1708 }
1709
1710 /* Add experience to a player - exp should only be positive.
1711 * Updates permanent exp for the skill we are adding to.
1712 * skill_name is the skill to add exp to. Skill name can be
1713 * NULL, in which case exp increases the players general
1714 * total, but not any particular skill.
1715 * flag is what to do if the player doesn't have the skill:
1716 */
1717 static void
1718 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1719 {
1720 object *skill_obj = NULL;
1721 sint64 limit, exp_to_add;
1722 int i;
1723
1724 /* prevents some forms of abuse. */
1725 if (op->contr->braced)
1726 exp /= 5;
1727
1728 /* Try to find the matching skill.
1729 * We do a shortcut/time saving mechanism first - see if it matches
1730 * chosen_skill. This means we don't need to search through
1731 * the players inventory.
1732 */
1733 if (skill_name)
1734 {
1735 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1736 skill_obj = op->chosen_skill;
1737 else
1738 {
1739 for (i = 0; i < NUM_SKILLS; i++)
1740 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1741 {
1742 skill_obj = op->contr->last_skill_ob[i];
1743 break;
1744 }
1745
1746 /* Player doesn't have the skill. Check to see what to do, and give
1747 * it to the player if necessary
1748 */
1749 if (!skill_obj)
1750 {
1751 if (flag == SK_EXP_NONE)
1752 return;
1753 else if (flag == SK_EXP_ADD_SKILL)
1754 give_skill_by_name (op, skill_name);
1755 }
1756 }
1757 }
1758
1759 if (flag != SK_EXP_SKILL_ONLY)
1760 {
1761 /* Basically, you can never gain more experience in one shot
1762 * than half what you need to gain for next level.
1763 */
1764 exp_to_add = exp;
1765 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1766 if (exp_to_add > limit)
1767 exp_to_add = limit;
1768
1769 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1770 if (settings.permanent_exp_ratio)
1771 {
1772 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1773 calc_perm_exp (op);
1774 }
1775
1776 player_lvl_adj (op, NULL);
1777 }
1778
1779 if (skill_obj)
1780 {
1781 exp_to_add = exp;
1782 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1783 if (exp_to_add > limit)
1784 exp_to_add = limit;
1785
1786 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1787 if (settings.permanent_exp_ratio)
1788 {
1789 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1790 calc_perm_exp (skill_obj);
1791 }
1792
1793 player_lvl_adj (op, skill_obj);
1794 }
1795 }
1796
1797 /* This function checks to make sure that object 'op' can
1798 * lost 'exp' experience. It returns the amount of exp
1799 * object 'op' can in fact lose - it basically makes
1800 * adjustments based on permanent exp and the like.
1801 * This function should always be used for losing experience -
1802 * the 'exp' value passed should be positive - this is the
1803 * amount that should get subtract from the player.
1804 */
1805 sint64
1806 check_exp_loss (const object *op, sint64 exp)
1807 {
1808 sint64 del_exp;
1809
1810 if (exp > op->stats.exp)
1811 exp = op->stats.exp;
1812 if (settings.permanent_exp_ratio)
1813 {
1814 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1815 if (del_exp < 0)
1816 del_exp = 0;
1817 if (exp > del_exp)
1818 exp = del_exp;
1819 }
1820 return exp;
1821 }
1822
1823 sint64
1824 check_exp_adjust (const object *op, sint64 exp)
1825 {
1826 if (exp < 0)
1827 return check_exp_loss (op, exp);
1828 else
1829 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1830 }
1831
1832
1833 /* Subtracts experience from player.
1834 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1835 * only subtract from the matching skill. Otherwise,
1836 * this subtracts a portion from all
1837 * skills the player has. Eg, if we figure the player is losing 10%
1838 * of his total exp, what happens is he loses 10% from all his skills.
1839 * Note that if permanent exp is used, player may not in fact lose
1840 * as much as listed. Eg, if player has gotten reduced to the point
1841 * where everything is at the minimum perm exp, he would lose nothing.
1842 * exp is the amount of exp to subtract - thus, it should be
1843 * a postive number.
1844 */
1845 static void
1846 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1847 {
1848 float fraction = (float) exp / (float) op->stats.exp;
1849 object *tmp;
1850 sint64 del_exp;
1851
1852 for (tmp = op->inv; tmp; tmp = tmp->below)
1853 if (tmp->type == SKILL && tmp->stats.exp)
1854 {
1855 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1856 {
1857 del_exp = check_exp_loss (tmp, exp);
1858 tmp->stats.exp -= del_exp;
1859 player_lvl_adj (op, tmp);
1860 }
1861 else if (flag != SK_SUBTRACT_SKILL_EXP)
1862 {
1863 /* only want to process other skills if we are not trying
1864 * to match a specific skill.
1865 */
1866 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1867 tmp->stats.exp -= del_exp;
1868 player_lvl_adj (op, tmp);
1869 }
1870 }
1871
1872 if (flag != SK_SUBTRACT_SKILL_EXP)
1873 {
1874 del_exp = check_exp_loss (op, exp);
1875 op->stats.exp -= del_exp;
1876 player_lvl_adj (op, NULL);
1877 }
1878 }
1879
1880 /* change_exp() - changes experience to a player/monster. This
1881 * does bounds checking to make sure we don't overflow the max exp.
1882 *
1883 * The exp passed is typically not modified much by this function -
1884 * it is assumed the caller has modified the exp as needed.
1885 * skill_name is the skill that should get the exp added.
1886 * flag is what to do if player doesn't have the skill.
1887 * these last two values are only used for players.
1888 */
1889 void
1890 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1891 {
1892 #ifdef EXP_DEBUG
1893 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1894 #endif
1895
1896 /* safety */
1897 if (!op)
1898 {
1899 LOG (llevError, "change_exp() called for null object!\n");
1900 return;
1901 }
1902
1903 /* if no change in exp, just return - most of the below code
1904 * won't do anything if the value is 0 anyways.
1905 */
1906 if (exp == 0)
1907 return;
1908
1909 /* Monsters are easy - we just adjust their exp - we
1910 * don't adjust level, since in most cases it is unrelated to
1911 * the exp they have - the monsters exp represents what its
1912 * worth.
1913 */
1914 if (op->type != PLAYER)
1915 {
1916 /* Sanity check */
1917 if (!QUERY_FLAG (op, FLAG_ALIVE))
1918 return;
1919
1920 /* reset exp to max allowed value. We subtract from
1921 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1922 * more than max exp, just return.
1923 */
1924 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1925 {
1926 exp = MAX_EXPERIENCE - op->stats.exp;
1927 if (exp < 0)
1928 return;
1929 }
1930
1931 op->stats.exp += exp;
1932 }
1933 else
1934 { /* Players only */
1935 if (exp > 0)
1936 add_player_exp (op, exp, skill_name, flag);
1937 else
1938 /* note that when you lose exp, it doesn't go against
1939 * a particular skill, so we don't need to pass that
1940 * along.
1941 */
1942 subtract_player_exp (op, abs (exp), skill_name, flag);
1943 }
1944 }
1945
1946 /* Applies a death penalty experience, the size of this is defined by the
1947 * settings death_penalty_percentage and death_penalty_levels, and by the
1948 * amount of permenent experience, whichever gives the lowest loss.
1949 */
1950 void
1951 apply_death_exp_penalty (object *op)
1952 {
1953 object *tmp;
1954 sint64 loss;
1955 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1956 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1957
1958 for (tmp = op->inv; tmp; tmp = tmp->below)
1959 if (tmp->type == SKILL && tmp->stats.exp)
1960 {
1961
1962 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1963 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1964
1965 /* With the revised exp system, you can get cases where
1966 * losing several levels would still require that you have more
1967 * exp than you currently have - this is true if the levels
1968 * tables is a lot harder.
1969 */
1970 if (level_loss < 0)
1971 level_loss = 0;
1972
1973 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1974
1975 tmp->stats.exp -= loss;
1976 player_lvl_adj (op, tmp);
1977 }
1978
1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1980 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1981 if (level_loss < 0)
1982 level_loss = 0;
1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1984
1985 op->stats.exp -= loss;
1986 player_lvl_adj (op, NULL);
1987 }
1988
1989 /* This function takes an object (monster/player, op), and
1990 * determines if it makes a basic save throw by looking at the
1991 * save_throw table. level is the effective level to make
1992 * the save at, and bonus is any plus/bonus (typically based on
1993 * resistance to particular attacktype.
1994 * Returns 1 if op makes his save, 0 if he failed
1995 */
1996 int
1997 did_make_save (const object *op, int level, int bonus)
1998 {
1999 if (level > MAX_SAVE_LEVEL)
2000 level = MAX_SAVE_LEVEL;
2001
2002 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2003 return 0;
2004
2005 return 1;
2006 }