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/cvs/deliantra/server/common/living.C
Revision: 1.57
Committed: Mon May 14 21:32:26 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +4 -11 lines
Log Message:
breath life into completely broken skill tools

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