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/cvs/deliantra/server/common/living.C
Revision: 1.60
Committed: Fri May 18 01:01:01 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +2 -1 lines
Log Message:
more skill tuning:
- clear_skill is gone, use change_skill (0) instead.
- change_skill now clears the current_weapon.
- more intelligent weapon switching on unapply.
- be more clever when initially applying weapons
  on player load/connect.
- survive wrong setting of READY_WEAPON.

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