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/cvs/deliantra/server/common/living.C
Revision: 1.53
Committed: Sat May 12 19:07:21 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +1 -2 lines
Log Message:
more bow fixes

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 != SYMPTOM)
945 {
946 attacktype |= tmp->attacktype;
947 path_attuned |= tmp->path_attuned;
948 path_repelled |= tmp->path_repelled;
949 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck;
952 }
953
954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
963 SET_FLAG (this, FLAG_UNDEAD);
964
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 {
967 SET_FLAG (this, FLAG_MAKE_INVIS);
968 invisible = 1;
969 }
970
971 if (tmp->stats.exp && tmp->type != SKILL)
972 {
973 if (tmp->stats.exp > 0)
974 {
975 added_speed += tmp->stats.exp / 3.f;
976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
977 }
978 else
979 added_speed += tmp->stats.exp;
980 }
981
982 switch (tmp->type)
983 {
984 #if 0
985 case WAND:
986 case ROD:
987 case HORN:
988 if (type != PLAYER || current_weapon == tmp)
989 chosen_skill = tmp;
990 break;
991 #endif
992
993 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */
995 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
997 break;
998
999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1002 if (chosen_skill)
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1004
1005 chosen_skill = tmp;
1006
1007 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1010 weapon_speed = WEAPON_SPEED (tmp);
1011
1012 if (weapon_speed < 0)
1013 weapon_speed = 0;
1014
1015 weapon_weight = tmp->weight;
1016 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1017
1018 if (tmp->magic)
1019 stats.dam += tmp->magic;
1020 }
1021
1022 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic;
1024
1025 if (tmp->slaying)
1026 slaying = tmp->slaying;
1027
1028 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic;
1030
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033
1034 break;
1035
1036 case SKILL_TOOL:
1037 if (chosen_skill)
1038 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1039
1040 chosen_skill = tmp;
1041 break;
1042
1043 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000;
1046 case RING:
1047 case AMULET:
1048 case GIRDLE:
1049 case HELMET:
1050 case BOOTS:
1051 case GLOVES:
1052 case CLOAK:
1053 if (tmp->stats.wc)
1054 wc -= tmp->stats.wc + tmp->magic;
1055
1056 if (tmp->stats.dam)
1057 stats.dam += tmp->stats.dam + tmp->magic;
1058
1059 if (tmp->stats.ac)
1060 ac -= tmp->stats.ac + tmp->magic;
1061
1062 break;
1063
1064 case BOW:
1065 case WEAPON:
1066 if (type != PLAYER || current_weapon == tmp)
1067 {
1068 wc -= tmp->stats.wc + tmp->magic;
1069
1070 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1071 ac -= tmp->stats.ac + tmp->magic;
1072
1073 stats.dam += tmp->stats.dam + tmp->magic;
1074 weapon_weight = tmp->weight;
1075 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1076
1077 if (weapon_speed < 0)
1078 weapon_speed = 0;
1079
1080 slaying = tmp->slaying;
1081
1082 /* If there is desire that two handed weapons should do
1083 * extra strength damage, this is where the code should
1084 * go.
1085 */
1086
1087 if (type == PLAYER)
1088 if (settings.spell_encumbrance)
1089 contr->encumbrance += tmp->weight * 3 / 1000;
1090 }
1091
1092 break;
1093
1094 case ARMOUR: /* Only the best of these three are used: */
1095 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1096 contr->encumbrance += tmp->weight / 1000;
1097
1098 case BRACERS:
1099 case FORCE:
1100 if (tmp->stats.wc)
1101 {
1102 if (best_wc < tmp->stats.wc + tmp->magic)
1103 {
1104 wc += best_wc;
1105 best_wc = tmp->stats.wc + tmp->magic;
1106 }
1107 else
1108 wc += tmp->stats.wc + tmp->magic;
1109 }
1110
1111 if (tmp->stats.ac)
1112 {
1113 if (best_ac < tmp->stats.ac + tmp->magic)
1114 {
1115 ac += best_ac; /* Remove last bonus */
1116 best_ac = tmp->stats.ac + tmp->magic;
1117 }
1118 else /* To nullify the below effect */
1119 ac += tmp->stats.ac + tmp->magic;
1120 }
1121
1122 if (tmp->stats.wc)
1123 wc -= (tmp->stats.wc + tmp->magic);
1124
1125 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic);
1127
1128 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1129 max = ARMOUR_SPEED (tmp) / 10.f;
1130
1131 break;
1132 } /* switch tmp->type */
1133 } /* item is equipped */
1134 } /* for loop of items */
1135
1136 /* We've gone through all the objects the player has equipped. For many things, we
1137 * have generated intermediate values which we now need to assign.
1138 */
1139
1140 /* 'total resistance = total protections - total vulnerabilities'.
1141 * If there is an uncursed potion in effect, granting more protection
1142 * than that, we take: 'total resistance = resistance from potion'.
1143 * If there is a cursed (and no uncursed) potion in effect, we take
1144 * 'total resistance = vulnerability from cursed potion'.
1145 */
1146 for (i = 0; i < NROFATTACKS; i++)
1147 {
1148 resist[i] = prot[i] - vuln[i];
1149
1150 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1151 resist[i] = potion_resist[i];
1152 }
1153
1154 /* Figure out the players sp/mana/hp totals. */
1155 if (type == PLAYER)
1156 {
1157 int pl_level;
1158
1159 check_stat_bounds (&(stats));
1160 pl_level = level;
1161
1162 if (pl_level < 1)
1163 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1164
1165 /* You basically get half a con bonus/level. But we do take into account rounding,
1166 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1167 */
1168 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1169 {
1170 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1171
1172 if (i % 2 && con_bonus[stats.Con] % 2)
1173 {
1174 if (con_bonus[stats.Con] > 0)
1175 j++;
1176 else
1177 j--;
1178 }
1179
1180 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1181 }
1182
1183 for (i = 11; i <= level; i++)
1184 stats.maxhp += 2;
1185
1186 if (stats.hp > stats.maxhp)
1187 stats.hp = stats.maxhp;
1188
1189 /* Sp gain is controlled by the level of the player's
1190 * relevant experience object (mana_obj, see above)
1191 */
1192 /* following happen when skills system is not used */
1193 if (!mana_obj)
1194 mana_obj = this;
1195
1196 if (!grace_obj)
1197 grace_obj = this;
1198
1199 /* set maxsp */
1200 if (!mana_obj || !mana_obj->level || type != PLAYER)
1201 mana_obj = this;
1202
1203 if (mana_obj == this && type == PLAYER)
1204 stats.maxsp = 1;
1205 else
1206 {
1207 sp_tmp = 0.f;
1208
1209 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1210 {
1211 float stmp;
1212
1213 /* Got some extra bonus at first level */
1214 if (i < 2)
1215 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1216 else
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1218
1219 if (stmp < 1.f)
1220 stmp = 1.f;
1221
1222 sp_tmp += stmp;
1223 }
1224
1225 stats.maxsp = (sint16)sp_tmp;
1226
1227 for (i = 11; i <= mana_obj->level; i++)
1228 stats.maxsp += 2;
1229 }
1230 /* Characters can get their sp supercharged via rune of transferrance */
1231 if (stats.sp > stats.maxsp * 2)
1232 stats.sp = stats.maxsp * 2;
1233
1234 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1235 if (!grace_obj || !grace_obj->level || type != PLAYER)
1236 grace_obj = this;
1237
1238 if (grace_obj == this && type == PLAYER)
1239 stats.maxgrace = 1;
1240 else
1241 {
1242 /* store grace in a float - this way, the divisions below don't create
1243 * big jumps when you go from level to level - with int's, it then
1244 * becomes big jumps when the sums of the bonuses jump to the next
1245 * step of 8 - with floats, even fractional ones are useful.
1246 */
1247 sp_tmp = 0.f;
1248 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1249 {
1250 float grace_tmp = 0.f;
1251
1252 /* Got some extra bonus at first level */
1253 if (i < 2)
1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1255 else
1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1257
1258 if (grace_tmp < 1.f)
1259 grace_tmp = 1.f;
1260
1261 sp_tmp += grace_tmp;
1262 }
1263
1264 stats.maxgrace = (sint16)sp_tmp;
1265
1266 /* two grace points per level after 11 */
1267 for (i = 11; i <= grace_obj->level; i++)
1268 stats.maxgrace += 2;
1269 }
1270 /* No limit on grace vs maxgrace */
1271
1272 if (contr->braced)
1273 {
1274 ac += 2;
1275 wc += 4;
1276 }
1277 else
1278 ac -= dex_bonus[stats.Dex];
1279
1280 /* In new exp/skills system, wc bonuses are related to
1281 * the players level in a relevant exp object (wc_obj)
1282 * not the general player level -b.t.
1283 * I changed this slightly so that wc bonuses are better
1284 * than before. This is to balance out the fact that
1285 * the player no longer gets a personal weapon w/ 1
1286 * improvement every level, now its fighterlevel/5. So
1287 * we give the player a bonus here in wc and dam
1288 * to make up for the change. Note that I left the
1289 * monster bonus the same as before. -b.t.
1290 */
1291
1292 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1293 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295
1296 for (i = 1; i < wc_obj->level; i++)
1297 {
1298 /* addtional wc every 6 levels */
1299 if (!(i % 6))
1300 wc--;
1301
1302 /* addtional dam every 4 levels. */
1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1304 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 }
1306 }
1307 else
1308 wc -= level + thaco_bonus[stats.Str];
1309
1310 stats.dam += dam_bonus[stats.Str];
1311
1312 if (stats.dam < 1)
1313 stats.dam = 1;
1314
1315 speed = 1.f + speed_bonus[stats.Dex];
1316
1317 if (settings.search_items && contr->search_str[0])
1318 speed -= 1;
1319
1320 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype;
1322
1323 } /* End if player */
1324
1325 if (added_speed >= 0)
1326 speed += added_speed / 10.f;
1327 else /* Something wrong here...: */
1328 speed /= 1.f - added_speed;
1329
1330 /* Max is determined by armour */
1331 if (speed > max)
1332 speed = max;
1333
1334 if (type == PLAYER)
1335 {
1336 /* f is a number the represents the number of kg above (positive num)
1337 * or below (negative number) that the player is carrying. If above
1338 * weight limit, then player suffers a speed reduction based on how
1339 * much above he is, and what is max carry is
1340 */
1341 f = (carrying / 1000) - max_carry[stats.Str];
1342 if (f > 0)
1343 speed = speed / (1.f + f / max_carry[stats.Str]);
1344 }
1345
1346 speed += bonus_speed / 10.f; /* Not affected by limits */
1347
1348 /* Put a lower limit on speed. Note with this speed, you move once every
1349 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1350 */
1351 speed = speed * speed_reduce_from_disease;
1352
1353 if (speed < 0.01f && type == PLAYER)
1354 speed = 0.01f;
1355
1356 if (type == PLAYER)
1357 {
1358 /* (This formula was made by vidarl@ifi.uio.no)
1359 * Note that we never used these values again - basically
1360 * all of these could be subbed into one big equation, but
1361 * that would just be a real pain to read.
1362 */
1363 float M = (max_carry[stats.Str] - 121) / 121.f;
1364 float M2 = max_carry[stats.Str] / 100.f;
1365 float W = weapon_weight / 20000.f;
1366 float s = 2 - weapon_speed / 10.f;
1367 float D = (stats.Dex - 14) / 14.f;
1368 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1369
1370 K *= (4 + level) *1.2f / (6 + level);
1371
1372 if (K <= 0.f)
1373 K = 0.01f;
1374
1375 float S = speed / (K * s);
1376
1377 contr->weapon_sp = S;
1378 }
1379
1380 /* I want to limit the power of small monsters with big weapons: */
1381 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1382 stats.dam = arch->clone.stats.dam * 3;
1383
1384 /* Prevent overflows of wc - best you can get is ABS(120) - this
1385 * should be more than enough - remember, AC is also in 8 bits,
1386 * so its value is the same.
1387 */
1388 if (wc > 120)
1389 wc = 120;
1390 else if (wc < -120)
1391 wc = -120;
1392
1393 stats.wc = wc;
1394
1395 if (ac > 120)
1396 ac = 120;
1397 else if (ac < -120)
1398 ac = -120;
1399
1400 stats.ac = ac;
1401
1402 /* if for some reason the creature doesn't have any move type,
1403 * give them walking as a default.
1404 * The second case is a special case - to more closely mimic the
1405 * old behaviour - if your flying, your not walking - just
1406 * one or the other.
1407 */
1408 if (move_type == 0)
1409 move_type = MOVE_WALK;
1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411 move_type &= ~MOVE_WALK;
1412
1413 if (speed != old_speed)
1414 set_speed (speed);
1415
1416 /* It is quite possible that a player's spell costing might have changed,
1417 * so we will check that now.
1418 */
1419 if (type == PLAYER)
1420 {
1421 esrv_update_stats (contr);
1422 esrv_update_spells (contr);
1423 }
1424
1425 // update the mapspace, if we are on a map
1426 if (!flag [FLAG_REMOVED] && map)
1427 map->at (x, y).flags_ = 0;
1428 }
1429
1430 /*
1431 * Returns true if the given player is a legal class.
1432 * The function to add and remove class-bonuses to the stats doesn't
1433 * check if the stat becomes negative, thus this function
1434 * merely checks that all stats are 1 or more, and returns
1435 * false otherwise.
1436 */
1437 int
1438 allowed_class (const object *op)
1439 {
1440 return op->stats.Dex > 0
1441 && op->stats.Str > 0
1442 && op->stats.Con > 0
1443 && op->stats.Int > 0
1444 && op->stats.Wis > 0
1445 && op->stats.Pow > 0
1446 && op->stats.Cha > 0;
1447 }
1448
1449 /*
1450 * set the new dragon name after gaining levels or
1451 * changing ability focus (later this can be extended to
1452 * eventually change the player's face and animation)
1453 *
1454 * Note that the title is written to 'own_title' in the
1455 * player struct. This should be changed to 'ext_title'
1456 * as soon as clients support this!
1457 * Please, anyone, write support for 'ext_title'.
1458 */
1459 void
1460 set_dragon_name (object *pl, const object *abil, const object *skin)
1461 {
1462 int atnr = -1; /* attacknumber of highest level */
1463 int level = 0; /* highest level */
1464 int i;
1465
1466 /* Perhaps do something more clever? */
1467 if (!abil || !skin)
1468 return;
1469
1470 /* first, look for the highest level */
1471 for (i = 0; i < NROFATTACKS; i++)
1472 {
1473 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1474 {
1475 level = abil->resist[i];
1476 atnr = i;
1477 }
1478 }
1479
1480 /* now if there are equals at highest level, pick the one with focus,
1481 or else at random */
1482 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1483 atnr = abil->stats.exp;
1484
1485 level = (int) (level / 5.);
1486
1487 /* now set the new title */
1488 if (pl->contr != NULL)
1489 {
1490 if (level == 0)
1491 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1492 else if (level == 1)
1493 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1494 else if (level == 2)
1495 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1496 else if (level == 3)
1497 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1498 else
1499 {
1500 /* special titles for extra high resistance! */
1501 if (skin->resist[atnr] > 80)
1502 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1503 else if (skin->resist[atnr] > 50)
1504 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1505 else
1506 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1507 }
1508 }
1509
1510 strcpy (pl->contr->own_title, "");
1511 }
1512
1513 /*
1514 * This function is called when a dragon-player gains
1515 * an overall level. Here, the dragon might gain new abilities
1516 * or change the ability-focus.
1517 */
1518 void
1519 dragon_level_gain (object *who)
1520 {
1521 object *abil = NULL; /* pointer to dragon ability force */
1522 object *skin = NULL; /* pointer to dragon skin force */
1523 object *tmp = NULL; /* tmp. object */
1524 char buf[MAX_BUF]; /* tmp. string buffer */
1525
1526 /* now grab the 'dragon_ability'-forces from the player's inventory */
1527 shstr_cmp dragon_ability_force ("dragon_ability_force");
1528 shstr_cmp dragon_skin_force ("dragon_skin_force");
1529
1530 for (tmp = who->inv; tmp; tmp = tmp->below)
1531 if (tmp->type == FORCE)
1532 if (tmp->arch->name == dragon_ability_force)
1533 abil = tmp;
1534 else if (tmp->arch->name == dragon_skin_force)
1535 skin = tmp;
1536
1537 /* if the force is missing -> bail out */
1538 if (abil == NULL)
1539 return;
1540
1541 /* The ability_force keeps track of maximum level ever achieved.
1542 * New abilties can only be gained by surpassing this max level
1543 */
1544 if (who->level > abil->level)
1545 {
1546 /* increase our focused ability */
1547 abil->resist[abil->stats.exp]++;
1548
1549
1550 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1551 {
1552 /* time to hand out a new ability-gift */
1553 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1554 }
1555
1556 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1557 {
1558 /* apply new ability focus */
1559 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1560 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1561
1562 abil->stats.exp = abil->last_eat;
1563 abil->last_eat = 0;
1564 }
1565
1566 abil->level = who->level;
1567 }
1568
1569 /* last but not least, set the new title for the dragon */
1570 set_dragon_name (who, abil, skin);
1571 }
1572
1573 /* Handy function - given the skill name skill_name, we find the skill
1574 * archetype/object, set appropriate values, and insert it into
1575 * the object (op) that is passed.
1576 * We return the skill - this makes it easier for calling functions that
1577 * want to do something with it immediately.
1578 */
1579 object *
1580 give_skill_by_name (object *op, const char *skill_name)
1581 {
1582 object *skill_obj;
1583
1584 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1585 if (!skill_obj)
1586 {
1587 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1588 return NULL;
1589 }
1590 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it.
1592 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op);
1597
1598 if (op->contr)
1599 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604
1605 return skill_obj;
1606 }
1607
1608
1609 /* player_lvl_adj() - for the new exp system. we are concerned with
1610 * whether the player gets more hp, sp and new levels.
1611 * Note this this function should only be called for players. Monstes
1612 * don't really gain levels
1613 * who is the player, op is what we are checking to gain the level
1614 * (eg, skill)
1615 */
1616 void
1617 player_lvl_adj (object *who, object *op)
1618 {
1619 char buf[MAX_BUF];
1620
1621 if (!op) /* when rolling stats */
1622 op = who;
1623
1624 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 {
1626 op->level++;
1627
1628 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1629 dragon_level_gain (who);
1630
1631 /* Only roll these if it is the player (who) that gained the level */
1632 if (op == who && (who->level < 11) && who->type == PLAYER)
1633 {
1634 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1635 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1636 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1637 }
1638
1639 who->update_stats ();
1640 if (op->level > 1)
1641 {
1642 if (op->type != PLAYER)
1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1644 else
1645 sprintf (buf, "You are now level %d.", op->level);
1646 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 }
1649 player_lvl_adj (who, op); /* To increase more levels */
1650 }
1651 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652 {
1653 op->level--;
1654 who->update_stats ();
1655 if (op->type != PLAYER)
1656 {
1657 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1658 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1659 }
1660 player_lvl_adj (who, op); /* To decrease more levels */
1661 }
1662
1663 /* check if the spell data has changed */
1664 esrv_update_stats (who->contr);
1665 esrv_update_spells (who->contr);
1666 }
1667
1668 /*
1669 * Returns how much experience is needed for a player to become
1670 * the given level. level should really never exceed max_level
1671 */
1672
1673 sint64
1674 level_exp (int level, double expmul)
1675 {
1676 if (level > settings.max_level)
1677 return (sint64) (expmul * levels[settings.max_level]);
1678
1679 return (sint64) (expmul * levels[level]);
1680 }
1681
1682 /*
1683 * Ensure that the permanent experience requirements in an exp object are met.
1684 * This really just checks 'op to make sure the perm_exp value is within
1685 * proper range. Note that the checking of what is passed through
1686 * has been reduced. Since there is now a proper field for perm_exp,
1687 * this can now work on a much larger set of objects.
1688 */
1689 void
1690 calc_perm_exp (object *op)
1691 {
1692 int p_exp_min;
1693
1694 /* Ensure that our permanent experience minimum is met.
1695 * permenent_exp_ratio is an integer percentage, we divide by 100
1696 * to get the fraction */
1697 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1698
1699 if (op->perm_exp < p_exp_min)
1700 op->perm_exp = p_exp_min;
1701
1702 /* Cap permanent experience. */
1703 if (op->perm_exp < 0)
1704 op->perm_exp = 0;
1705 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1706 op->perm_exp = MAX_EXPERIENCE;
1707 }
1708
1709 /* Add experience to a player - exp should only be positive.
1710 * Updates permanent exp for the skill we are adding to.
1711 * skill_name is the skill to add exp to. Skill name can be
1712 * NULL, in which case exp increases the players general
1713 * total, but not any particular skill.
1714 * flag is what to do if the player doesn't have the skill:
1715 */
1716 static void
1717 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1718 {
1719 object *skill_obj = NULL;
1720 sint64 limit, exp_to_add;
1721 int i;
1722
1723 /* prevents some forms of abuse. */
1724 if (op->contr->braced)
1725 exp /= 5;
1726
1727 /* Try to find the matching skill.
1728 * We do a shortcut/time saving mechanism first - see if it matches
1729 * chosen_skill. This means we don't need to search through
1730 * the players inventory.
1731 */
1732 if (skill_name)
1733 {
1734 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1735 skill_obj = op->chosen_skill;
1736 else
1737 {
1738 for (i = 0; i < NUM_SKILLS; i++)
1739 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1740 {
1741 skill_obj = op->contr->last_skill_ob[i];
1742 break;
1743 }
1744
1745 /* Player doesn't have the skill. Check to see what to do, and give
1746 * it to the player if necessary
1747 */
1748 if (!skill_obj)
1749 {
1750 if (flag == SK_EXP_NONE)
1751 return;
1752 else if (flag == SK_EXP_ADD_SKILL)
1753 give_skill_by_name (op, skill_name);
1754 }
1755 }
1756 }
1757
1758 if (flag != SK_EXP_SKILL_ONLY)
1759 {
1760 /* Basically, you can never gain more experience in one shot
1761 * than half what you need to gain for next level.
1762 */
1763 exp_to_add = exp;
1764 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1765 if (exp_to_add > limit)
1766 exp_to_add = limit;
1767
1768 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1769 if (settings.permanent_exp_ratio)
1770 {
1771 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1772 calc_perm_exp (op);
1773 }
1774
1775 player_lvl_adj (op, NULL);
1776 }
1777
1778 if (skill_obj)
1779 {
1780 exp_to_add = exp;
1781 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1782 if (exp_to_add > limit)
1783 exp_to_add = limit;
1784
1785 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1786 if (settings.permanent_exp_ratio)
1787 {
1788 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1789 calc_perm_exp (skill_obj);
1790 }
1791
1792 player_lvl_adj (op, skill_obj);
1793 }
1794 }
1795
1796 /* This function checks to make sure that object 'op' can
1797 * lost 'exp' experience. It returns the amount of exp
1798 * object 'op' can in fact lose - it basically makes
1799 * adjustments based on permanent exp and the like.
1800 * This function should always be used for losing experience -
1801 * the 'exp' value passed should be positive - this is the
1802 * amount that should get subtract from the player.
1803 */
1804 sint64
1805 check_exp_loss (const object *op, sint64 exp)
1806 {
1807 sint64 del_exp;
1808
1809 if (exp > op->stats.exp)
1810 exp = op->stats.exp;
1811 if (settings.permanent_exp_ratio)
1812 {
1813 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1814 if (del_exp < 0)
1815 del_exp = 0;
1816 if (exp > del_exp)
1817 exp = del_exp;
1818 }
1819 return exp;
1820 }
1821
1822 sint64
1823 check_exp_adjust (const object *op, sint64 exp)
1824 {
1825 if (exp < 0)
1826 return check_exp_loss (op, exp);
1827 else
1828 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1829 }
1830
1831
1832 /* Subtracts experience from player.
1833 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1834 * only subtract from the matching skill. Otherwise,
1835 * this subtracts a portion from all
1836 * skills the player has. Eg, if we figure the player is losing 10%
1837 * of his total exp, what happens is he loses 10% from all his skills.
1838 * Note that if permanent exp is used, player may not in fact lose
1839 * as much as listed. Eg, if player has gotten reduced to the point
1840 * where everything is at the minimum perm exp, he would lose nothing.
1841 * exp is the amount of exp to subtract - thus, it should be
1842 * a postive number.
1843 */
1844 static void
1845 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1846 {
1847 float fraction = (float) exp / (float) op->stats.exp;
1848 object *tmp;
1849 sint64 del_exp;
1850
1851 for (tmp = op->inv; tmp; tmp = tmp->below)
1852 if (tmp->type == SKILL && tmp->stats.exp)
1853 {
1854 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1855 {
1856 del_exp = check_exp_loss (tmp, exp);
1857 tmp->stats.exp -= del_exp;
1858 player_lvl_adj (op, tmp);
1859 }
1860 else if (flag != SK_SUBTRACT_SKILL_EXP)
1861 {
1862 /* only want to process other skills if we are not trying
1863 * to match a specific skill.
1864 */
1865 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1866 tmp->stats.exp -= del_exp;
1867 player_lvl_adj (op, tmp);
1868 }
1869 }
1870
1871 if (flag != SK_SUBTRACT_SKILL_EXP)
1872 {
1873 del_exp = check_exp_loss (op, exp);
1874 op->stats.exp -= del_exp;
1875 player_lvl_adj (op, NULL);
1876 }
1877 }
1878
1879 /* change_exp() - changes experience to a player/monster. This
1880 * does bounds checking to make sure we don't overflow the max exp.
1881 *
1882 * The exp passed is typically not modified much by this function -
1883 * it is assumed the caller has modified the exp as needed.
1884 * skill_name is the skill that should get the exp added.
1885 * flag is what to do if player doesn't have the skill.
1886 * these last two values are only used for players.
1887 */
1888 void
1889 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1890 {
1891 #ifdef EXP_DEBUG
1892 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1893 #endif
1894
1895 /* safety */
1896 if (!op)
1897 {
1898 LOG (llevError, "change_exp() called for null object!\n");
1899 return;
1900 }
1901
1902 /* if no change in exp, just return - most of the below code
1903 * won't do anything if the value is 0 anyways.
1904 */
1905 if (exp == 0)
1906 return;
1907
1908 /* Monsters are easy - we just adjust their exp - we
1909 * don't adjust level, since in most cases it is unrelated to
1910 * the exp they have - the monsters exp represents what its
1911 * worth.
1912 */
1913 if (op->type != PLAYER)
1914 {
1915 /* Sanity check */
1916 if (!QUERY_FLAG (op, FLAG_ALIVE))
1917 return;
1918
1919 /* reset exp to max allowed value. We subtract from
1920 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1921 * more than max exp, just return.
1922 */
1923 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1924 {
1925 exp = MAX_EXPERIENCE - op->stats.exp;
1926 if (exp < 0)
1927 return;
1928 }
1929
1930 op->stats.exp += exp;
1931 }
1932 else
1933 { /* Players only */
1934 if (exp > 0)
1935 add_player_exp (op, exp, skill_name, flag);
1936 else
1937 /* note that when you lose exp, it doesn't go against
1938 * a particular skill, so we don't need to pass that
1939 * along.
1940 */
1941 subtract_player_exp (op, abs (exp), skill_name, flag);
1942 }
1943 }
1944
1945 /* Applies a death penalty experience, the size of this is defined by the
1946 * settings death_penalty_percentage and death_penalty_levels, and by the
1947 * amount of permenent experience, whichever gives the lowest loss.
1948 */
1949 void
1950 apply_death_exp_penalty (object *op)
1951 {
1952 object *tmp;
1953 sint64 loss;
1954 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1955 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1956
1957 for (tmp = op->inv; tmp; tmp = tmp->below)
1958 if (tmp->type == SKILL && tmp->stats.exp)
1959 {
1960
1961 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1962 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1963
1964 /* With the revised exp system, you can get cases where
1965 * losing several levels would still require that you have more
1966 * exp than you currently have - this is true if the levels
1967 * tables is a lot harder.
1968 */
1969 if (level_loss < 0)
1970 level_loss = 0;
1971
1972 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1973
1974 tmp->stats.exp -= loss;
1975 player_lvl_adj (op, tmp);
1976 }
1977
1978 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1979 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1980 if (level_loss < 0)
1981 level_loss = 0;
1982 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1983
1984 op->stats.exp -= loss;
1985 player_lvl_adj (op, NULL);
1986 }
1987
1988 /* This function takes an object (monster/player, op), and
1989 * determines if it makes a basic save throw by looking at the
1990 * save_throw table. level is the effective level to make
1991 * the save at, and bonus is any plus/bonus (typically based on
1992 * resistance to particular attacktype.
1993 * Returns 1 if op makes his save, 0 if he failed
1994 */
1995 int
1996 did_make_save (const object *op, int level, int bonus)
1997 {
1998 if (level > MAX_SAVE_LEVEL)
1999 level = MAX_SAVE_LEVEL;
2000
2001 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2002 return 0;
2003
2004 return 1;
2005 }