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/cvs/deliantra/server/common/living.C
Revision: 1.62
Committed: Sat May 19 00:31:08 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +1 -1 lines
Log Message:
A player must never apply two skills. crossfire always has and will ever
complain about that.

Nevertheless, levitation (and ONLY levitation) gets applied in addition to
other skills. Now that cannot work with the new skill system. Introduce a
special flag for levitation only so it only gets half-applied.

This probably fixes quite a number of older "has two skills applied"
messages.

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) || skill_flags [tmp->subtype] & SF_APPLY)
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 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1372 }
1373
1374 /* I want to limit the power of small monsters with big weapons: */
1375 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1376 stats.dam = arch->clone.stats.dam * 3;
1377
1378 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1379 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1380
1381 /* if for some reason the creature doesn't have any move type,
1382 * give them walking as a default.
1383 * The second case is a special case - to more closely mimic the
1384 * old behaviour - if your flying, your not walking - just
1385 * one or the other.
1386 */
1387 if (move_type == 0)
1388 move_type = MOVE_WALK;
1389 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1390 move_type &= ~MOVE_WALK;
1391
1392 if (speed != old_speed)
1393 set_speed (speed);
1394
1395 /* It is quite possible that a player's spell costing might have changed,
1396 * so we will check that now.
1397 */
1398 if (type == PLAYER)
1399 {
1400 esrv_update_stats (contr);
1401 esrv_update_spells (contr);
1402 }
1403
1404 // update the mapspace, if we are on a map
1405 if (!flag [FLAG_REMOVED] && map)
1406 map->at (x, y).flags_ = 0;
1407 }
1408
1409 /*
1410 * Returns true if the given player is a legal class.
1411 * The function to add and remove class-bonuses to the stats doesn't
1412 * check if the stat becomes negative, thus this function
1413 * merely checks that all stats are 1 or more, and returns
1414 * false otherwise.
1415 */
1416 int
1417 allowed_class (const object *op)
1418 {
1419 return op->stats.Dex > 0
1420 && op->stats.Str > 0
1421 && op->stats.Con > 0
1422 && op->stats.Int > 0
1423 && op->stats.Wis > 0
1424 && op->stats.Pow > 0
1425 && op->stats.Cha > 0;
1426 }
1427
1428 /*
1429 * set the new dragon name after gaining levels or
1430 * changing ability focus (later this can be extended to
1431 * eventually change the player's face and animation)
1432 *
1433 * Note that the title is written to 'own_title' in the
1434 * player struct. This should be changed to 'ext_title'
1435 * as soon as clients support this!
1436 * Please, anyone, write support for 'ext_title'.
1437 */
1438 void
1439 set_dragon_name (object *pl, const object *abil, const object *skin)
1440 {
1441 int atnr = -1; /* attacknumber of highest level */
1442 int level = 0; /* highest level */
1443 int i;
1444
1445 /* Perhaps do something more clever? */
1446 if (!abil || !skin)
1447 return;
1448
1449 /* first, look for the highest level */
1450 for (i = 0; i < NROFATTACKS; i++)
1451 {
1452 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1453 {
1454 level = abil->resist[i];
1455 atnr = i;
1456 }
1457 }
1458
1459 /* now if there are equals at highest level, pick the one with focus,
1460 or else at random */
1461 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1462 atnr = abil->stats.exp;
1463
1464 level = (int) (level / 5.);
1465
1466 /* now set the new title */
1467 if (pl->contr != NULL)
1468 {
1469 if (level == 0)
1470 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1471 else if (level == 1)
1472 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1473 else if (level == 2)
1474 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1475 else if (level == 3)
1476 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1477 else
1478 {
1479 /* special titles for extra high resistance! */
1480 if (skin->resist[atnr] > 80)
1481 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1482 else if (skin->resist[atnr] > 50)
1483 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1484 else
1485 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1486 }
1487 }
1488
1489 strcpy (pl->contr->own_title, "");
1490 }
1491
1492 /*
1493 * This function is called when a dragon-player gains
1494 * an overall level. Here, the dragon might gain new abilities
1495 * or change the ability-focus.
1496 */
1497 void
1498 dragon_level_gain (object *who)
1499 {
1500 object *abil = NULL; /* pointer to dragon ability force */
1501 object *skin = NULL; /* pointer to dragon skin force */
1502 object *tmp = NULL; /* tmp. object */
1503 char buf[MAX_BUF]; /* tmp. string buffer */
1504
1505 /* now grab the 'dragon_ability'-forces from the player's inventory */
1506 shstr_cmp dragon_ability_force ("dragon_ability_force");
1507 shstr_cmp dragon_skin_force ("dragon_skin_force");
1508
1509 for (tmp = who->inv; tmp; tmp = tmp->below)
1510 if (tmp->type == FORCE)
1511 if (tmp->arch->name == dragon_ability_force)
1512 abil = tmp;
1513 else if (tmp->arch->name == dragon_skin_force)
1514 skin = tmp;
1515
1516 /* if the force is missing -> bail out */
1517 if (abil == NULL)
1518 return;
1519
1520 /* The ability_force keeps track of maximum level ever achieved.
1521 * New abilties can only be gained by surpassing this max level
1522 */
1523 if (who->level > abil->level)
1524 {
1525 /* increase our focused ability */
1526 abil->resist[abil->stats.exp]++;
1527
1528
1529 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1530 {
1531 /* time to hand out a new ability-gift */
1532 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1533 }
1534
1535 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1536 {
1537 /* apply new ability focus */
1538 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1539 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1540
1541 abil->stats.exp = abil->last_eat;
1542 abil->last_eat = 0;
1543 }
1544
1545 abil->level = who->level;
1546 }
1547
1548 /* last but not least, set the new title for the dragon */
1549 set_dragon_name (who, abil, skin);
1550 }
1551
1552 /* Handy function - given the skill name skill_name, we find the skill
1553 * archetype/object, set appropriate values, and insert it into
1554 * the object (op) that is passed.
1555 * We return the skill - this makes it easier for calling functions that
1556 * want to do something with it immediately.
1557 */
1558 object *
1559 give_skill_by_name (object *op, const char *skill_name)
1560 {
1561 object *skill_obj;
1562
1563 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1564 if (!skill_obj)
1565 {
1566 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1567 return NULL;
1568 }
1569
1570 /* clear the flag - exp goes into this bucket, but player
1571 * still doesn't know it.
1572 */
1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1574 skill_obj->stats.exp = 0;
1575 skill_obj->level = 1;
1576 insert_ob_in_ob (skill_obj, op);
1577
1578 if (player *pl = op->contr)
1579 {
1580 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1581 if (pl->ns)
1582 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1583 }
1584
1585 return skill_obj;
1586 }
1587
1588 /* player_lvl_adj() - for the new exp system. we are concerned with
1589 * whether the player gets more hp, sp and new levels.
1590 * Note this this function should only be called for players. Monstes
1591 * don't really gain levels
1592 * who is the player, op is what we are checking to gain the level
1593 * (eg, skill)
1594 */
1595 void
1596 player_lvl_adj (object *who, object *op)
1597 {
1598 char buf[MAX_BUF];
1599
1600 if (!op) /* when rolling stats */
1601 op = who;
1602
1603 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1604 {
1605 op->level++;
1606
1607 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1608 dragon_level_gain (who);
1609
1610 /* Only roll these if it is the player (who) that gained the level */
1611 if (op == who && (who->level < 11) && who->type == PLAYER)
1612 {
1613 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1614 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1615 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1616 }
1617
1618 who->update_stats ();
1619 if (op->level > 1)
1620 {
1621 if (op->type != PLAYER)
1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1623 else
1624 sprintf (buf, "You are now level %d.", op->level);
1625
1626 if (who)
1627 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1628 }
1629
1630 player_lvl_adj (who, op); /* To increase more levels */
1631 }
1632 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1633 {
1634 op->level--;
1635 who->update_stats ();
1636
1637 if (op->type != PLAYER)
1638 {
1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1641 }
1642
1643 player_lvl_adj (who, op); /* To decrease more levels */
1644 }
1645
1646 /* check if the spell data has changed */
1647 esrv_update_stats (who->contr);
1648 esrv_update_spells (who->contr);
1649 }
1650
1651 /*
1652 * Returns how much experience is needed for a player to become
1653 * the given level. level should really never exceed max_level
1654 */
1655
1656 sint64
1657 level_exp (int level, double expmul)
1658 {
1659 if (level > settings.max_level)
1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1662 return (sint64) (expmul * levels[level]);
1663 }
1664
1665 /*
1666 * Ensure that the permanent experience requirements in an exp object are met.
1667 * This really just checks 'op to make sure the perm_exp value is within
1668 * proper range. Note that the checking of what is passed through
1669 * has been reduced. Since there is now a proper field for perm_exp,
1670 * this can now work on a much larger set of objects.
1671 */
1672 void
1673 calc_perm_exp (object *op)
1674 {
1675 int p_exp_min;
1676
1677 /* Ensure that our permanent experience minimum is met.
1678 * permenent_exp_ratio is an integer percentage, we divide by 100
1679 * to get the fraction */
1680 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1681
1682 if (op->perm_exp < p_exp_min)
1683 op->perm_exp = p_exp_min;
1684
1685 /* Cap permanent experience. */
1686 if (op->perm_exp < 0)
1687 op->perm_exp = 0;
1688 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1689 op->perm_exp = MAX_EXPERIENCE;
1690 }
1691
1692 /* Add experience to a player - exp should only be positive.
1693 * Updates permanent exp for the skill we are adding to.
1694 * skill_name is the skill to add exp to. Skill name can be
1695 * NULL, in which case exp increases the players general
1696 * total, but not any particular skill.
1697 * flag is what to do if the player doesn't have the skill:
1698 */
1699 static void
1700 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1701 {
1702 object *skill_obj = NULL;
1703 sint64 limit, exp_to_add;
1704 int i;
1705
1706 /* prevents some forms of abuse. */
1707 if (op->contr->braced)
1708 exp /= 5;
1709
1710 /* Try to find the matching skill.
1711 * We do a shortcut/time saving mechanism first - see if it matches
1712 * chosen_skill. This means we don't need to search through
1713 * the players inventory.
1714 */
1715 if (skill_name)
1716 {
1717 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1718 skill_obj = op->chosen_skill;
1719 else
1720 {
1721 for (i = 0; i < NUM_SKILLS; i++)
1722 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1723 {
1724 skill_obj = op->contr->last_skill_ob[i];
1725 break;
1726 }
1727
1728 /* Player doesn't have the skill. Check to see what to do, and give
1729 * it to the player if necessary
1730 */
1731 if (!skill_obj)
1732 {
1733 if (flag == SK_EXP_NONE)
1734 return;
1735 else if (flag == SK_EXP_ADD_SKILL)
1736 give_skill_by_name (op, skill_name);
1737 }
1738 }
1739 }
1740
1741 if (flag != SK_EXP_SKILL_ONLY)
1742 {
1743 /* Basically, you can never gain more experience in one shot
1744 * than half what you need to gain for next level.
1745 */
1746 exp_to_add = exp;
1747 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1748 if (exp_to_add > limit)
1749 exp_to_add = limit;
1750
1751 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1752 if (settings.permanent_exp_ratio)
1753 {
1754 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1755 calc_perm_exp (op);
1756 }
1757
1758 player_lvl_adj (op, NULL);
1759 }
1760
1761 if (skill_obj)
1762 {
1763 exp_to_add = exp;
1764 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1765 if (exp_to_add > limit)
1766 exp_to_add = limit;
1767
1768 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1769 if (settings.permanent_exp_ratio)
1770 {
1771 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1772 calc_perm_exp (skill_obj);
1773 }
1774
1775 player_lvl_adj (op, skill_obj);
1776 }
1777 }
1778
1779 /* This function checks to make sure that object 'op' can
1780 * lost 'exp' experience. It returns the amount of exp
1781 * object 'op' can in fact lose - it basically makes
1782 * adjustments based on permanent exp and the like.
1783 * This function should always be used for losing experience -
1784 * the 'exp' value passed should be positive - this is the
1785 * amount that should get subtract from the player.
1786 */
1787 sint64
1788 check_exp_loss (const object *op, sint64 exp)
1789 {
1790 sint64 del_exp;
1791
1792 if (exp > op->stats.exp)
1793 exp = op->stats.exp;
1794 if (settings.permanent_exp_ratio)
1795 {
1796 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1797 if (del_exp < 0)
1798 del_exp = 0;
1799 if (exp > del_exp)
1800 exp = del_exp;
1801 }
1802 return exp;
1803 }
1804
1805 sint64
1806 check_exp_adjust (const object *op, sint64 exp)
1807 {
1808 if (exp < 0)
1809 return check_exp_loss (op, exp);
1810 else
1811 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1812 }
1813
1814
1815 /* Subtracts experience from player.
1816 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1817 * only subtract from the matching skill. Otherwise,
1818 * this subtracts a portion from all
1819 * skills the player has. Eg, if we figure the player is losing 10%
1820 * of his total exp, what happens is he loses 10% from all his skills.
1821 * Note that if permanent exp is used, player may not in fact lose
1822 * as much as listed. Eg, if player has gotten reduced to the point
1823 * where everything is at the minimum perm exp, he would lose nothing.
1824 * exp is the amount of exp to subtract - thus, it should be
1825 * a postive number.
1826 */
1827 static void
1828 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1829 {
1830 float fraction = (float) exp / (float) op->stats.exp;
1831 object *tmp;
1832 sint64 del_exp;
1833
1834 for (tmp = op->inv; tmp; tmp = tmp->below)
1835 if (tmp->type == SKILL && tmp->stats.exp)
1836 {
1837 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1838 {
1839 del_exp = check_exp_loss (tmp, exp);
1840 tmp->stats.exp -= del_exp;
1841 player_lvl_adj (op, tmp);
1842 }
1843 else if (flag != SK_SUBTRACT_SKILL_EXP)
1844 {
1845 /* only want to process other skills if we are not trying
1846 * to match a specific skill.
1847 */
1848 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1849 tmp->stats.exp -= del_exp;
1850 player_lvl_adj (op, tmp);
1851 }
1852 }
1853
1854 if (flag != SK_SUBTRACT_SKILL_EXP)
1855 {
1856 del_exp = check_exp_loss (op, exp);
1857 op->stats.exp -= del_exp;
1858 player_lvl_adj (op, NULL);
1859 }
1860 }
1861
1862 /* change_exp() - changes experience to a player/monster. This
1863 * does bounds checking to make sure we don't overflow the max exp.
1864 *
1865 * The exp passed is typically not modified much by this function -
1866 * it is assumed the caller has modified the exp as needed.
1867 * skill_name is the skill that should get the exp added.
1868 * flag is what to do if player doesn't have the skill.
1869 * these last two values are only used for players.
1870 */
1871 void
1872 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1873 {
1874 #ifdef EXP_DEBUG
1875 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1876 #endif
1877
1878 /* safety */
1879 if (!op)
1880 {
1881 LOG (llevError, "change_exp() called for null object!\n");
1882 return;
1883 }
1884
1885 /* if no change in exp, just return - most of the below code
1886 * won't do anything if the value is 0 anyways.
1887 */
1888 if (exp == 0)
1889 return;
1890
1891 /* Monsters are easy - we just adjust their exp - we
1892 * don't adjust level, since in most cases it is unrelated to
1893 * the exp they have - the monsters exp represents what its
1894 * worth.
1895 */
1896 if (op->type != PLAYER)
1897 {
1898 /* Sanity check */
1899 if (!QUERY_FLAG (op, FLAG_ALIVE))
1900 return;
1901
1902 /* reset exp to max allowed value. We subtract from
1903 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1904 * more than max exp, just return.
1905 */
1906 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1907 {
1908 exp = MAX_EXPERIENCE - op->stats.exp;
1909 if (exp < 0)
1910 return;
1911 }
1912
1913 op->stats.exp += exp;
1914 }
1915 else
1916 { /* Players only */
1917 if (exp > 0)
1918 add_player_exp (op, exp, skill_name, flag);
1919 else
1920 /* note that when you lose exp, it doesn't go against
1921 * a particular skill, so we don't need to pass that
1922 * along.
1923 */
1924 subtract_player_exp (op, abs (exp), skill_name, flag);
1925 }
1926 }
1927
1928 /* Applies a death penalty experience, the size of this is defined by the
1929 * settings death_penalty_percentage and death_penalty_levels, and by the
1930 * amount of permenent experience, whichever gives the lowest loss.
1931 */
1932 void
1933 apply_death_exp_penalty (object *op)
1934 {
1935 object *tmp;
1936 sint64 loss;
1937 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1938 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1939
1940 for (tmp = op->inv; tmp; tmp = tmp->below)
1941 if (tmp->type == SKILL && tmp->stats.exp)
1942 {
1943
1944 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1945 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1946
1947 /* With the revised exp system, you can get cases where
1948 * losing several levels would still require that you have more
1949 * exp than you currently have - this is true if the levels
1950 * tables is a lot harder.
1951 */
1952 if (level_loss < 0)
1953 level_loss = 0;
1954
1955 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1956
1957 tmp->stats.exp -= loss;
1958 player_lvl_adj (op, tmp);
1959 }
1960
1961 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1962 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1963
1964 if (level_loss < 0)
1965 level_loss = 0;
1966 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1967
1968 op->stats.exp -= loss;
1969 player_lvl_adj (op, NULL);
1970 }
1971
1972 /* This function takes an object (monster/player, op), and
1973 * determines if it makes a basic save throw by looking at the
1974 * save_throw table. level is the effective level to make
1975 * the save at, and bonus is any plus/bonus (typically based on
1976 * resistance to particular attacktype.
1977 * Returns 1 if op makes his save, 0 if he failed
1978 */
1979 int
1980 did_make_save (const object *op, int level, int bonus)
1981 {
1982 if (level > MAX_SAVE_LEVEL)
1983 level = MAX_SAVE_LEVEL;
1984
1985 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1986 return 0;
1987
1988 return 1;
1989 }