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/cvs/deliantra/server/common/living.C
Revision: 1.58
Committed: Wed May 16 23:40:06 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +4 -1 lines
Log Message:
- always force-apply cursed weapons even when not "wielded".

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
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
875 continue;
876
877 for (i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i));
879
880 /* these are the items that currently can change digestion, regeneration,
881 * spell point recovery and mana point recovery. Seems sort of an arbitary
882 * list, but other items store other info into stats array.
883 */
884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING ||
887 tmp->type == BOOTS || tmp->type == GLOVES ||
888 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
892 {
893 contr->digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp;
895 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 }
900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
906
907 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info;
911
912 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1;
918 }
919
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken.
924 */
925 if (tmp->type != POTION)
926 {
927 for (i = 0; i < NROFATTACKS; i++)
928 {
929 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero.
931 */
932 if (tmp->type == POTION_EFFECT)
933 {
934 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
936 else
937 potion_resist[i] = tmp->resist[i];
938 }
939 else if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
941 else if (tmp->resist[i] < 0)
942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
943 }
944 }
945
946 /* There may be other things that should not adjust the attacktype */
947 if (tmp->type != SYMPTOM)
948 {
949 attacktype |= tmp->attacktype;
950 path_attuned |= tmp->path_attuned;
951 path_repelled |= tmp->path_repelled;
952 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck;
955 }
956
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD);
967
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969 {
970 SET_FLAG (this, FLAG_MAKE_INVIS);
971 invisible = 1;
972 }
973
974 if (tmp->stats.exp && tmp->type != SKILL)
975 {
976 if (tmp->stats.exp > 0)
977 {
978 added_speed += tmp->stats.exp / 3.f;
979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
980 }
981 else
982 added_speed += tmp->stats.exp;
983 }
984
985 switch (tmp->type)
986 {
987 #if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994 #endif
995
996 /* skills modifying the character -b.t. */
997 /* for all skills and skill granting objects */
998 case SKILL:
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1000 break;
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 += 1 + (chosen_skill->level * tmp->stats.dam / 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 SHIELD:
1037 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1038 contr->encumbrance += (int) tmp->weight / 2000;
1039 case RING:
1040 case AMULET:
1041 case GIRDLE:
1042 case HELMET:
1043 case BOOTS:
1044 case GLOVES:
1045 case CLOAK:
1046 if (tmp->stats.wc)
1047 wc -= tmp->stats.wc + tmp->magic;
1048
1049 if (tmp->stats.dam)
1050 stats.dam += tmp->stats.dam + tmp->magic;
1051
1052 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic;
1054
1055 break;
1056
1057 case BOW:
1058 case WEAPON:
1059 if (type != PLAYER || current_weapon == tmp)
1060 {
1061 wc -= tmp->stats.wc + tmp->magic;
1062
1063 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1064 ac -= tmp->stats.ac + tmp->magic;
1065
1066 stats.dam += tmp->stats.dam + tmp->magic;
1067 weapon_weight = tmp->weight;
1068 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1069
1070 if (weapon_speed < 0)
1071 weapon_speed = 0;
1072
1073 slaying = tmp->slaying;
1074
1075 /* If there is desire that two handed weapons should do
1076 * extra strength damage, this is where the code should
1077 * go.
1078 */
1079
1080 if (type == PLAYER)
1081 if (settings.spell_encumbrance)
1082 contr->encumbrance += tmp->weight * 3 / 1000;
1083 }
1084
1085 break;
1086
1087 case ARMOUR: /* Only the best of these three are used: */
1088 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1089 contr->encumbrance += tmp->weight / 1000;
1090
1091 case BRACERS:
1092 case FORCE:
1093 if (tmp->stats.wc)
1094 {
1095 if (best_wc < tmp->stats.wc + tmp->magic)
1096 {
1097 wc += best_wc;
1098 best_wc = tmp->stats.wc + tmp->magic;
1099 }
1100 else
1101 wc += tmp->stats.wc + tmp->magic;
1102 }
1103
1104 if (tmp->stats.ac)
1105 {
1106 if (best_ac < tmp->stats.ac + tmp->magic)
1107 {
1108 ac += best_ac; /* Remove last bonus */
1109 best_ac = tmp->stats.ac + tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac += tmp->stats.ac + tmp->magic;
1113 }
1114
1115 if (tmp->stats.wc)
1116 wc -= (tmp->stats.wc + tmp->magic);
1117
1118 if (tmp->stats.ac)
1119 ac -= (tmp->stats.ac + tmp->magic);
1120
1121 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1122 max = ARMOUR_SPEED (tmp) / 10.f;
1123
1124 break;
1125 } /* switch tmp->type */
1126 } /* item is equipped */
1127 } /* for loop of items */
1128
1129 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign.
1131 */
1132
1133 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'.
1138 */
1139 for (i = 0; i < NROFATTACKS; i++)
1140 {
1141 resist[i] = prot[i] - vuln[i];
1142
1143 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1144 resist[i] = potion_resist[i];
1145 }
1146
1147 /* Figure out the players sp/mana/hp totals. */
1148 if (type == PLAYER)
1149 {
1150 int pl_level;
1151
1152 check_stat_bounds (&(stats));
1153 pl_level = level;
1154
1155 if (pl_level < 1)
1156 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1157
1158 /* You basically get half a con bonus/level. But we do take into account rounding,
1159 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1160 */
1161 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1162 {
1163 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1164
1165 if (i % 2 && con_bonus[stats.Con] % 2)
1166 {
1167 if (con_bonus[stats.Con] > 0)
1168 j++;
1169 else
1170 j--;
1171 }
1172
1173 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1174 }
1175
1176 for (i = 11; i <= level; i++)
1177 stats.maxhp += 2;
1178
1179 if (stats.hp > stats.maxhp)
1180 stats.hp = stats.maxhp;
1181
1182 /* Sp gain is controlled by the level of the player's
1183 * relevant experience object (mana_obj, see above)
1184 */
1185 /* following happen when skills system is not used */
1186 if (!mana_obj)
1187 mana_obj = this;
1188
1189 if (!grace_obj)
1190 grace_obj = this;
1191
1192 /* set maxsp */
1193 if (!mana_obj || !mana_obj->level || type != PLAYER)
1194 mana_obj = this;
1195
1196 if (mana_obj == this && type == PLAYER)
1197 stats.maxsp = 1;
1198 else
1199 {
1200 sp_tmp = 0.f;
1201
1202 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1203 {
1204 float stmp;
1205
1206 /* Got some extra bonus at first level */
1207 if (i < 2)
1208 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1209 else
1210 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1211
1212 if (stmp < 1.f)
1213 stmp = 1.f;
1214
1215 sp_tmp += stmp;
1216 }
1217
1218 stats.maxsp = (sint16)sp_tmp;
1219
1220 for (i = 11; i <= mana_obj->level; i++)
1221 stats.maxsp += 2;
1222 }
1223
1224 /* Characters can get their sp supercharged via rune of transferrance */
1225 if (stats.sp > stats.maxsp * 2)
1226 stats.sp = stats.maxsp * 2;
1227
1228 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1229 if (!grace_obj || !grace_obj->level || type != PLAYER)
1230 grace_obj = this;
1231
1232 if (grace_obj == this && type == PLAYER)
1233 stats.maxgrace = 1;
1234 else
1235 {
1236 /* store grace in a float - this way, the divisions below don't create
1237 * big jumps when you go from level to level - with int's, it then
1238 * becomes big jumps when the sums of the bonuses jump to the next
1239 * step of 8 - with floats, even fractional ones are useful.
1240 */
1241 sp_tmp = 0.f;
1242 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1243 {
1244 float grace_tmp = 0.f;
1245
1246 /* Got some extra bonus at first level */
1247 if (i < 2)
1248 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1249 else
1250 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1251
1252 if (grace_tmp < 1.f)
1253 grace_tmp = 1.f;
1254
1255 sp_tmp += grace_tmp;
1256 }
1257
1258 stats.maxgrace = (sint16)sp_tmp;
1259
1260 /* two grace points per level after 11 */
1261 for (i = 11; i <= grace_obj->level; i++)
1262 stats.maxgrace += 2;
1263 }
1264
1265 /* No limit on grace vs maxgrace */
1266
1267 if (contr->braced)
1268 {
1269 ac += 2;
1270 wc += 4;
1271 }
1272 else
1273 ac -= dex_bonus[stats.Dex];
1274
1275 /* In new exp/skills system, wc bonuses are related to
1276 * the players level in a relevant exp object (wc_obj)
1277 * not the general player level -b.t.
1278 * I changed this slightly so that wc bonuses are better
1279 * than before. This is to balance out the fact that
1280 * the player no longer gets a personal weapon w/ 1
1281 * improvement every level, now its fighterlevel/5. So
1282 * we give the player a bonus here in wc and dam
1283 * to make up for the change. Note that I left the
1284 * monster bonus the same as before. -b.t.
1285 */
1286 object *wc_obj = chosen_skill;
1287
1288 if (contr && wc_obj && wc_obj->level > 1)
1289 {
1290 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291
1292 for (i = 1; i < wc_obj->level; i++)
1293 {
1294 /* additional wc every 6 levels */
1295 if (!(i % 6))
1296 wc--;
1297
1298 /* additional dam every 4 levels. */
1299 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1300 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1301 }
1302 }
1303 else
1304 wc -= level + thaco_bonus[stats.Str];
1305
1306 stats.dam += dam_bonus[stats.Str];
1307
1308 if (stats.dam < 1)
1309 stats.dam = 1;
1310
1311 speed = 1.f + speed_bonus[stats.Dex];
1312
1313 if (settings.search_items && contr->search_str[0])
1314 speed -= 1;
1315
1316 if (attacktype == 0)
1317 attacktype = arch->clone.attacktype;
1318 } /* End if player */
1319
1320 if (added_speed >= 0)
1321 speed += added_speed / 10.f;
1322 else /* Something wrong here...: */
1323 speed /= 1.f - added_speed;
1324
1325 /* Max is determined by armour */
1326 if (speed > max)
1327 speed = max;
1328
1329 if (type == PLAYER)
1330 {
1331 /* f is a number the represents the number of kg above (positive num)
1332 * or below (negative number) that the player is carrying. If above
1333 * weight limit, then player suffers a speed reduction based on how
1334 * much above he is, and what is max carry is
1335 */
1336 f = (carrying / 1000) - max_carry[stats.Str];
1337 if (f > 0)
1338 speed = speed / (1.f + f / max_carry[stats.Str]);
1339 }
1340
1341 speed += bonus_speed / 10.f; /* Not affected by limits */
1342
1343 /* Put a lower limit on speed. Note with this speed, you move once every
1344 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1345 */
1346 speed = speed * speed_reduce_from_disease;
1347
1348 if (speed < 0.01f && type == PLAYER)
1349 speed = 0.01f;
1350
1351 if (type == PLAYER)
1352 {
1353 /* (This formula was made by vidarl@ifi.uio.no)
1354 * Note that we never used these values again - basically
1355 * all of these could be subbed into one big equation, but
1356 * that would just be a real pain to read.
1357 */
1358 float M = (max_carry[stats.Str] - 121) / 121.f;
1359 float M2 = max_carry[stats.Str] / 100.f;
1360 float W = weapon_weight / 20000.f;
1361 float s = (20 - weapon_speed) / 10.f;
1362 float D = (stats.Dex - 14) / 14.f;
1363 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1364
1365 K *= (4 + level) * 1.2f / (6 + level);
1366
1367 if (K <= 0.01f)
1368 K = 0.01f;
1369
1370 float S = speed / (K * s);
1371
1372 contr->weapon_sp = S;
1373 }
1374
1375 /* I want to limit the power of small monsters with big weapons: */
1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1377 stats.dam = arch->clone.stats.dam * 3;
1378
1379 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1380 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1381
1382 /* if for some reason the creature doesn't have any move type,
1383 * give them walking as a default.
1384 * The second case is a special case - to more closely mimic the
1385 * old behaviour - if your flying, your not walking - just
1386 * one or the other.
1387 */
1388 if (move_type == 0)
1389 move_type = MOVE_WALK;
1390 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1391 move_type &= ~MOVE_WALK;
1392
1393 if (speed != old_speed)
1394 set_speed (speed);
1395
1396 /* It is quite possible that a player's spell costing might have changed,
1397 * so we will check that now.
1398 */
1399 if (type == PLAYER)
1400 {
1401 esrv_update_stats (contr);
1402 esrv_update_spells (contr);
1403 }
1404
1405 // update the mapspace, if we are on a map
1406 if (!flag [FLAG_REMOVED] && map)
1407 map->at (x, y).flags_ = 0;
1408 }
1409
1410 /*
1411 * Returns true if the given player is a legal class.
1412 * The function to add and remove class-bonuses to the stats doesn't
1413 * check if the stat becomes negative, thus this function
1414 * merely checks that all stats are 1 or more, and returns
1415 * false otherwise.
1416 */
1417 int
1418 allowed_class (const object *op)
1419 {
1420 return op->stats.Dex > 0
1421 && op->stats.Str > 0
1422 && op->stats.Con > 0
1423 && op->stats.Int > 0
1424 && op->stats.Wis > 0
1425 && op->stats.Pow > 0
1426 && op->stats.Cha > 0;
1427 }
1428
1429 /*
1430 * set the new dragon name after gaining levels or
1431 * changing ability focus (later this can be extended to
1432 * eventually change the player's face and animation)
1433 *
1434 * Note that the title is written to 'own_title' in the
1435 * player struct. This should be changed to 'ext_title'
1436 * as soon as clients support this!
1437 * Please, anyone, write support for 'ext_title'.
1438 */
1439 void
1440 set_dragon_name (object *pl, const object *abil, const object *skin)
1441 {
1442 int atnr = -1; /* attacknumber of highest level */
1443 int level = 0; /* highest level */
1444 int i;
1445
1446 /* Perhaps do something more clever? */
1447 if (!abil || !skin)
1448 return;
1449
1450 /* first, look for the highest level */
1451 for (i = 0; i < NROFATTACKS; i++)
1452 {
1453 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1454 {
1455 level = abil->resist[i];
1456 atnr = i;
1457 }
1458 }
1459
1460 /* now if there are equals at highest level, pick the one with focus,
1461 or else at random */
1462 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1463 atnr = abil->stats.exp;
1464
1465 level = (int) (level / 5.);
1466
1467 /* now set the new title */
1468 if (pl->contr != NULL)
1469 {
1470 if (level == 0)
1471 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1472 else if (level == 1)
1473 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1474 else if (level == 2)
1475 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1476 else if (level == 3)
1477 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1478 else
1479 {
1480 /* special titles for extra high resistance! */
1481 if (skin->resist[atnr] > 80)
1482 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1483 else if (skin->resist[atnr] > 50)
1484 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1485 else
1486 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1487 }
1488 }
1489
1490 strcpy (pl->contr->own_title, "");
1491 }
1492
1493 /*
1494 * This function is called when a dragon-player gains
1495 * an overall level. Here, the dragon might gain new abilities
1496 * or change the ability-focus.
1497 */
1498 void
1499 dragon_level_gain (object *who)
1500 {
1501 object *abil = NULL; /* pointer to dragon ability force */
1502 object *skin = NULL; /* pointer to dragon skin force */
1503 object *tmp = NULL; /* tmp. object */
1504 char buf[MAX_BUF]; /* tmp. string buffer */
1505
1506 /* now grab the 'dragon_ability'-forces from the player's inventory */
1507 shstr_cmp dragon_ability_force ("dragon_ability_force");
1508 shstr_cmp dragon_skin_force ("dragon_skin_force");
1509
1510 for (tmp = who->inv; tmp; tmp = tmp->below)
1511 if (tmp->type == FORCE)
1512 if (tmp->arch->name == dragon_ability_force)
1513 abil = tmp;
1514 else if (tmp->arch->name == dragon_skin_force)
1515 skin = tmp;
1516
1517 /* if the force is missing -> bail out */
1518 if (abil == NULL)
1519 return;
1520
1521 /* The ability_force keeps track of maximum level ever achieved.
1522 * New abilties can only be gained by surpassing this max level
1523 */
1524 if (who->level > abil->level)
1525 {
1526 /* increase our focused ability */
1527 abil->resist[abil->stats.exp]++;
1528
1529
1530 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1531 {
1532 /* time to hand out a new ability-gift */
1533 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1534 }
1535
1536 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1537 {
1538 /* apply new ability focus */
1539 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1540 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1541
1542 abil->stats.exp = abil->last_eat;
1543 abil->last_eat = 0;
1544 }
1545
1546 abil->level = who->level;
1547 }
1548
1549 /* last but not least, set the new title for the dragon */
1550 set_dragon_name (who, abil, skin);
1551 }
1552
1553 /* Handy function - given the skill name skill_name, we find the skill
1554 * archetype/object, set appropriate values, and insert it into
1555 * the object (op) that is passed.
1556 * We return the skill - this makes it easier for calling functions that
1557 * want to do something with it immediately.
1558 */
1559 object *
1560 give_skill_by_name (object *op, const char *skill_name)
1561 {
1562 object *skill_obj;
1563
1564 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1565 if (!skill_obj)
1566 {
1567 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1568 return NULL;
1569 }
1570
1571 /* clear the flag - exp goes into this bucket, but player
1572 * still doesn't know it.
1573 */
1574 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1575 skill_obj->stats.exp = 0;
1576 skill_obj->level = 1;
1577 insert_ob_in_ob (skill_obj, op);
1578
1579 if (player *pl = op->contr)
1580 {
1581 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1582 if (pl->ns)
1583 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1584 }
1585
1586 return skill_obj;
1587 }
1588
1589 /* player_lvl_adj() - for the new exp system. we are concerned with
1590 * whether the player gets more hp, sp and new levels.
1591 * Note this this function should only be called for players. Monstes
1592 * don't really gain levels
1593 * who is the player, op is what we are checking to gain the level
1594 * (eg, skill)
1595 */
1596 void
1597 player_lvl_adj (object *who, object *op)
1598 {
1599 char buf[MAX_BUF];
1600
1601 if (!op) /* when rolling stats */
1602 op = who;
1603
1604 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1605 {
1606 op->level++;
1607
1608 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1609 dragon_level_gain (who);
1610
1611 /* Only roll these if it is the player (who) that gained the level */
1612 if (op == who && (who->level < 11) && who->type == PLAYER)
1613 {
1614 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1615 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1616 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1617 }
1618
1619 who->update_stats ();
1620 if (op->level > 1)
1621 {
1622 if (op->type != PLAYER)
1623 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1624 else
1625 sprintf (buf, "You are now level %d.", op->level);
1626
1627 if (who)
1628 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1629 }
1630
1631 player_lvl_adj (who, op); /* To increase more levels */
1632 }
1633 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1634 {
1635 op->level--;
1636 who->update_stats ();
1637
1638 if (op->type != PLAYER)
1639 {
1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1642 }
1643
1644 player_lvl_adj (who, op); /* To decrease more levels */
1645 }
1646
1647 /* check if the spell data has changed */
1648 esrv_update_stats (who->contr);
1649 esrv_update_spells (who->contr);
1650 }
1651
1652 /*
1653 * Returns how much experience is needed for a player to become
1654 * the given level. level should really never exceed max_level
1655 */
1656
1657 sint64
1658 level_exp (int level, double expmul)
1659 {
1660 if (level > settings.max_level)
1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1663 return (sint64) (expmul * levels[level]);
1664 }
1665
1666 /*
1667 * Ensure that the permanent experience requirements in an exp object are met.
1668 * This really just checks 'op to make sure the perm_exp value is within
1669 * proper range. Note that the checking of what is passed through
1670 * has been reduced. Since there is now a proper field for perm_exp,
1671 * this can now work on a much larger set of objects.
1672 */
1673 void
1674 calc_perm_exp (object *op)
1675 {
1676 int p_exp_min;
1677
1678 /* Ensure that our permanent experience minimum is met.
1679 * permenent_exp_ratio is an integer percentage, we divide by 100
1680 * to get the fraction */
1681 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1682
1683 if (op->perm_exp < p_exp_min)
1684 op->perm_exp = p_exp_min;
1685
1686 /* Cap permanent experience. */
1687 if (op->perm_exp < 0)
1688 op->perm_exp = 0;
1689 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1690 op->perm_exp = MAX_EXPERIENCE;
1691 }
1692
1693 /* Add experience to a player - exp should only be positive.
1694 * Updates permanent exp for the skill we are adding to.
1695 * skill_name is the skill to add exp to. Skill name can be
1696 * NULL, in which case exp increases the players general
1697 * total, but not any particular skill.
1698 * flag is what to do if the player doesn't have the skill:
1699 */
1700 static void
1701 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702 {
1703 object *skill_obj = NULL;
1704 sint64 limit, exp_to_add;
1705 int i;
1706
1707 /* prevents some forms of abuse. */
1708 if (op->contr->braced)
1709 exp /= 5;
1710
1711 /* Try to find the matching skill.
1712 * We do a shortcut/time saving mechanism first - see if it matches
1713 * chosen_skill. This means we don't need to search through
1714 * the players inventory.
1715 */
1716 if (skill_name)
1717 {
1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1719 skill_obj = op->chosen_skill;
1720 else
1721 {
1722 for (i = 0; i < NUM_SKILLS; i++)
1723 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1724 {
1725 skill_obj = op->contr->last_skill_ob[i];
1726 break;
1727 }
1728
1729 /* Player doesn't have the skill. Check to see what to do, and give
1730 * it to the player if necessary
1731 */
1732 if (!skill_obj)
1733 {
1734 if (flag == SK_EXP_NONE)
1735 return;
1736 else if (flag == SK_EXP_ADD_SKILL)
1737 give_skill_by_name (op, skill_name);
1738 }
1739 }
1740 }
1741
1742 if (flag != SK_EXP_SKILL_ONLY)
1743 {
1744 /* Basically, you can never gain more experience in one shot
1745 * than half what you need to gain for next level.
1746 */
1747 exp_to_add = exp;
1748 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1749 if (exp_to_add > limit)
1750 exp_to_add = limit;
1751
1752 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1753 if (settings.permanent_exp_ratio)
1754 {
1755 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1756 calc_perm_exp (op);
1757 }
1758
1759 player_lvl_adj (op, NULL);
1760 }
1761
1762 if (skill_obj)
1763 {
1764 exp_to_add = exp;
1765 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1766 if (exp_to_add > limit)
1767 exp_to_add = limit;
1768
1769 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1770 if (settings.permanent_exp_ratio)
1771 {
1772 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1773 calc_perm_exp (skill_obj);
1774 }
1775
1776 player_lvl_adj (op, skill_obj);
1777 }
1778 }
1779
1780 /* This function checks to make sure that object 'op' can
1781 * lost 'exp' experience. It returns the amount of exp
1782 * object 'op' can in fact lose - it basically makes
1783 * adjustments based on permanent exp and the like.
1784 * This function should always be used for losing experience -
1785 * the 'exp' value passed should be positive - this is the
1786 * amount that should get subtract from the player.
1787 */
1788 sint64
1789 check_exp_loss (const object *op, sint64 exp)
1790 {
1791 sint64 del_exp;
1792
1793 if (exp > op->stats.exp)
1794 exp = op->stats.exp;
1795 if (settings.permanent_exp_ratio)
1796 {
1797 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1798 if (del_exp < 0)
1799 del_exp = 0;
1800 if (exp > del_exp)
1801 exp = del_exp;
1802 }
1803 return exp;
1804 }
1805
1806 sint64
1807 check_exp_adjust (const object *op, sint64 exp)
1808 {
1809 if (exp < 0)
1810 return check_exp_loss (op, exp);
1811 else
1812 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1813 }
1814
1815
1816 /* Subtracts experience from player.
1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all
1820 * skills the player has. Eg, if we figure the player is losing 10%
1821 * of his total exp, what happens is he loses 10% from all his skills.
1822 * Note that if permanent exp is used, player may not in fact lose
1823 * as much as listed. Eg, if player has gotten reduced to the point
1824 * where everything is at the minimum perm exp, he would lose nothing.
1825 * exp is the amount of exp to subtract - thus, it should be
1826 * a postive number.
1827 */
1828 static void
1829 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1830 {
1831 float fraction = (float) exp / (float) op->stats.exp;
1832 object *tmp;
1833 sint64 del_exp;
1834
1835 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp)
1837 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1839 {
1840 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp);
1843 }
1844 else if (flag != SK_SUBTRACT_SKILL_EXP)
1845 {
1846 /* only want to process other skills if we are not trying
1847 * to match a specific skill.
1848 */
1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1850 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp);
1852 }
1853 }
1854
1855 if (flag != SK_SUBTRACT_SKILL_EXP)
1856 {
1857 del_exp = check_exp_loss (op, exp);
1858 op->stats.exp -= del_exp;
1859 player_lvl_adj (op, NULL);
1860 }
1861 }
1862
1863 /* change_exp() - changes experience to a player/monster. This
1864 * does bounds checking to make sure we don't overflow the max exp.
1865 *
1866 * The exp passed is typically not modified much by this function -
1867 * it is assumed the caller has modified the exp as needed.
1868 * skill_name is the skill that should get the exp added.
1869 * flag is what to do if player doesn't have the skill.
1870 * these last two values are only used for players.
1871 */
1872 void
1873 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1874 {
1875 #ifdef EXP_DEBUG
1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1877 #endif
1878
1879 /* safety */
1880 if (!op)
1881 {
1882 LOG (llevError, "change_exp() called for null object!\n");
1883 return;
1884 }
1885
1886 /* if no change in exp, just return - most of the below code
1887 * won't do anything if the value is 0 anyways.
1888 */
1889 if (exp == 0)
1890 return;
1891
1892 /* Monsters are easy - we just adjust their exp - we
1893 * don't adjust level, since in most cases it is unrelated to
1894 * the exp they have - the monsters exp represents what its
1895 * worth.
1896 */
1897 if (op->type != PLAYER)
1898 {
1899 /* Sanity check */
1900 if (!QUERY_FLAG (op, FLAG_ALIVE))
1901 return;
1902
1903 /* reset exp to max allowed value. We subtract from
1904 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905 * more than max exp, just return.
1906 */
1907 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1908 {
1909 exp = MAX_EXPERIENCE - op->stats.exp;
1910 if (exp < 0)
1911 return;
1912 }
1913
1914 op->stats.exp += exp;
1915 }
1916 else
1917 { /* Players only */
1918 if (exp > 0)
1919 add_player_exp (op, exp, skill_name, flag);
1920 else
1921 /* note that when you lose exp, it doesn't go against
1922 * a particular skill, so we don't need to pass that
1923 * along.
1924 */
1925 subtract_player_exp (op, abs (exp), skill_name, flag);
1926 }
1927 }
1928
1929 /* Applies a death penalty experience, the size of this is defined by the
1930 * settings death_penalty_percentage and death_penalty_levels, and by the
1931 * amount of permenent experience, whichever gives the lowest loss.
1932 */
1933 void
1934 apply_death_exp_penalty (object *op)
1935 {
1936 object *tmp;
1937 sint64 loss;
1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1940
1941 for (tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->type == SKILL && tmp->stats.exp)
1943 {
1944
1945 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1946 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1947
1948 /* With the revised exp system, you can get cases where
1949 * losing several levels would still require that you have more
1950 * exp than you currently have - this is true if the levels
1951 * tables is a lot harder.
1952 */
1953 if (level_loss < 0)
1954 level_loss = 0;
1955
1956 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1957
1958 tmp->stats.exp -= loss;
1959 player_lvl_adj (op, tmp);
1960 }
1961
1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1964
1965 if (level_loss < 0)
1966 level_loss = 0;
1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1968
1969 op->stats.exp -= loss;
1970 player_lvl_adj (op, NULL);
1971 }
1972
1973 /* This function takes an object (monster/player, op), and
1974 * determines if it makes a basic save throw by looking at the
1975 * save_throw table. level is the effective level to make
1976 * the save at, and bonus is any plus/bonus (typically based on
1977 * resistance to particular attacktype.
1978 * Returns 1 if op makes his save, 0 if he failed
1979 */
1980 int
1981 did_make_save (const object *op, int level, int bonus)
1982 {
1983 if (level > MAX_SAVE_LEVEL)
1984 level = MAX_SAVE_LEVEL;
1985
1986 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1987 return 0;
1988
1989 return 1;
1990 }