ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.64
Committed: Sat May 26 15:44:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.63: +6 -6 lines
Log Message:
- restore after combined mainboard+harddisk crash
- cleanup/fixes for 2.1 release
- fix invoke to actually do work
- refactor invoke shortcuts, gcc cannot inline
  varargs functions.
- optimised invoke to 4-5 insns in the common case.
- optimised (For no good reason) the int-to-ascii
  conversions of dynbuf_text into division-less and
  branchless code (of which I am pretty proud).
- actually move players to their savebed when they did
  not use one and the map has been reste in the meantime.
  does not kill (yet) when too long.
- enter_map is now handled completely in perl.
- goto is now using generation counting to ensure that only the
  most-recently-issues goto will succeed.
- make some heavy use of __builtin_expect to streamline
  rare callbacks even more.
- optimised thawer.

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 /* This happens because apply_potion calls change_abil with the potion
820 * applied so we can tell the player what changed. But change_abil
821 * then calls this function.
822 */
823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
824 continue;
825
826 /* See note in map.c:update_position about making this additive
827 * since light sources are never applied, need to put check here.
828 */
829 if (tmp->glow_radius > glow_radius)
830 glow_radius = tmp->glow_radius;
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 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1001 break;
1002
1003 if (chosen_skill)
1004 {
1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1013 chosen_skill = tmp;
1014
1015 if (tmp->stats.dam > 0)
1016 { /* skill is a 'weapon' */
1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1018 weapon_speed = WEAPON_SPEED (tmp);
1019
1020 if (weapon_speed < 0)
1021 weapon_speed = 0;
1022
1023 weapon_weight = tmp->weight;
1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025
1026 if (tmp->magic)
1027 stats.dam += tmp->magic;
1028 }
1029
1030 if (tmp->stats.wc)
1031 wc -= tmp->stats.wc + tmp->magic;
1032
1033 if (tmp->slaying)
1034 slaying = tmp->slaying;
1035
1036 if (tmp->stats.ac)
1037 ac -= tmp->stats.ac + tmp->magic;
1038
1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1041 }
1042
1043 break;
1044
1045 case SHIELD:
1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1047 contr->encumbrance += (int) tmp->weight / 2000;
1048 case RING:
1049 case AMULET:
1050 case GIRDLE:
1051 case HELMET:
1052 case BOOTS:
1053 case GLOVES:
1054 case CLOAK:
1055 if (tmp->stats.wc)
1056 wc -= tmp->stats.wc + tmp->magic;
1057
1058 if (tmp->stats.dam)
1059 stats.dam += tmp->stats.dam + tmp->magic;
1060
1061 if (tmp->stats.ac)
1062 ac -= tmp->stats.ac + tmp->magic;
1063
1064 break;
1065
1066 case BOW:
1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1070 wc -= tmp->stats.wc + tmp->magic;
1071
1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1073 ac -= tmp->stats.ac + tmp->magic;
1074
1075 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight = tmp->weight;
1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078
1079 if (weapon_speed < 0)
1080 weapon_speed = 0;
1081
1082 slaying = tmp->slaying;
1083
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088
1089 if (type == PLAYER)
1090 if (settings.spell_encumbrance)
1091 contr->encumbrance += tmp->weight * 3 / 1000;
1092 }
1093
1094 break;
1095
1096 case ARMOUR: /* Only the best of these three are used: */
1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1098 contr->encumbrance += tmp->weight / 1000;
1099
1100 case BRACERS:
1101 case FORCE:
1102 if (tmp->stats.wc)
1103 {
1104 if (best_wc < tmp->stats.wc + tmp->magic)
1105 {
1106 wc += best_wc;
1107 best_wc = tmp->stats.wc + tmp->magic;
1108 }
1109 else
1110 wc += tmp->stats.wc + tmp->magic;
1111 }
1112
1113 if (tmp->stats.ac)
1114 {
1115 if (best_ac < tmp->stats.ac + tmp->magic)
1116 {
1117 ac += best_ac; /* Remove last bonus */
1118 best_ac = tmp->stats.ac + tmp->magic;
1119 }
1120 else /* To nullify the below effect */
1121 ac += tmp->stats.ac + tmp->magic;
1122 }
1123
1124 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic);
1126
1127 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic);
1129
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1131 max = ARMOUR_SPEED (tmp) / 10.f;
1132
1133 break;
1134 } /* switch tmp->type */
1135 } /* item is equipped */
1136 } /* for loop of items */
1137
1138 /* We've gone through all the objects the player has equipped. For many things, we
1139 * have generated intermediate values which we now need to assign.
1140 */
1141
1142 /* 'total resistance = total protections - total vulnerabilities'.
1143 * If there is an uncursed potion in effect, granting more protection
1144 * than that, we take: 'total resistance = resistance from potion'.
1145 * If there is a cursed (and no uncursed) potion in effect, we take
1146 * 'total resistance = vulnerability from cursed potion'.
1147 */
1148 for (i = 0; i < NROFATTACKS; i++)
1149 {
1150 resist[i] = prot[i] - vuln[i];
1151
1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1153 resist[i] = potion_resist[i];
1154 }
1155
1156 /* Figure out the players sp/mana/hp totals. */
1157 if (type == PLAYER)
1158 {
1159 int pl_level;
1160
1161 check_stat_bounds (&(stats));
1162 pl_level = level;
1163
1164 if (pl_level < 1)
1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1166
1167 /* You basically get half a con bonus/level. But we do take into account rounding,
1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1169 */
1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1171 {
1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173
1174 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1176 if (con_bonus[stats.Con] > 0)
1177 j++;
1178 else
1179 j--;
1180 }
1181
1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1183 }
1184
1185 for (i = 11; i <= level; i++)
1186 stats.maxhp += 2;
1187
1188 if (stats.hp > stats.maxhp)
1189 stats.hp = stats.maxhp;
1190
1191 /* Sp gain is controlled by the level of the player's
1192 * relevant experience object (mana_obj, see above)
1193 */
1194 /* following happen when skills system is not used */
1195 if (!mana_obj)
1196 mana_obj = this;
1197
1198 if (!grace_obj)
1199 grace_obj = this;
1200
1201 /* set maxsp */
1202 if (!mana_obj || !mana_obj->level || type != PLAYER)
1203 mana_obj = this;
1204
1205 if (mana_obj == this && type == PLAYER)
1206 stats.maxsp = 1;
1207 else
1208 {
1209 sp_tmp = 0.f;
1210
1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1212 {
1213 float stmp;
1214
1215 /* Got some extra bonus at first level */
1216 if (i < 2)
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1218 else
1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1220
1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1224 sp_tmp += stmp;
1225 }
1226
1227 stats.maxsp = (sint16)sp_tmp;
1228
1229 for (i = 11; i <= mana_obj->level; i++)
1230 stats.maxsp += 2;
1231 }
1232
1233 /* Characters can get their sp supercharged via rune of transferrance */
1234 if (stats.sp > stats.maxsp * 2)
1235 stats.sp = stats.maxsp * 2;
1236
1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1238 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this;
1240
1241 if (grace_obj == this && type == PLAYER)
1242 stats.maxgrace = 1;
1243 else
1244 {
1245 /* store grace in a float - this way, the divisions below don't create
1246 * big jumps when you go from level to level - with int's, it then
1247 * becomes big jumps when the sums of the bonuses jump to the next
1248 * step of 8 - with floats, even fractional ones are useful.
1249 */
1250 sp_tmp = 0.f;
1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1252 {
1253 float grace_tmp = 0.f;
1254
1255 /* Got some extra bonus at first level */
1256 if (i < 2)
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1258 else
1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1260
1261 if (grace_tmp < 1.f)
1262 grace_tmp = 1.f;
1263
1264 sp_tmp += grace_tmp;
1265 }
1266
1267 stats.maxgrace = (sint16)sp_tmp;
1268
1269 /* two grace points per level after 11 */
1270 for (i = 11; i <= grace_obj->level; i++)
1271 stats.maxgrace += 2;
1272 }
1273
1274 /* No limit on grace vs maxgrace */
1275
1276 if (contr->braced)
1277 {
1278 ac += 2;
1279 wc += 4;
1280 }
1281 else
1282 ac -= dex_bonus[stats.Dex];
1283
1284 /* In new exp/skills system, wc bonuses are related to
1285 * the players level in a relevant exp object (wc_obj)
1286 * not the general player level -b.t.
1287 * I changed this slightly so that wc bonuses are better
1288 * than before. This is to balance out the fact that
1289 * the player no longer gets a personal weapon w/ 1
1290 * improvement every level, now its fighterlevel/5. So
1291 * we give the player a bonus here in wc and dam
1292 * to make up for the change. Note that I left the
1293 * monster bonus the same as before. -b.t.
1294 */
1295 object *wc_obj = chosen_skill;
1296
1297 if (contr && wc_obj && wc_obj->level > 1)
1298 {
1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1301 for (i = 1; i < wc_obj->level; i++)
1302 {
1303 /* additional wc every 6 levels */
1304 if (!(i % 6))
1305 wc--;
1306
1307 /* additional dam every 4 levels. */
1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1310 }
1311 }
1312 else
1313 wc -= level + thaco_bonus[stats.Str];
1314
1315 stats.dam += dam_bonus[stats.Str];
1316
1317 if (stats.dam < 1)
1318 stats.dam = 1;
1319
1320 speed = 1.f + speed_bonus[stats.Dex];
1321
1322 if (settings.search_items && contr->search_str[0])
1323 speed -= 1;
1324
1325 if (attacktype == 0)
1326 attacktype = arch->clone.attacktype;
1327 } /* End if player */
1328
1329 if (added_speed >= 0)
1330 speed += added_speed / 10.f;
1331 else /* Something wrong here...: */
1332 speed /= 1.f - added_speed;
1333
1334 /* Max is determined by armour */
1335 if (speed > max)
1336 speed = max;
1337
1338 if (type == PLAYER)
1339 {
1340 /* f is a number the represents the number of kg above (positive num)
1341 * or below (negative number) that the player is carrying. If above
1342 * weight limit, then player suffers a speed reduction based on how
1343 * much above he is, and what is max carry is
1344 */
1345 f = (carrying / 1000) - max_carry[stats.Str];
1346 if (f > 0)
1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1348 }
1349
1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1351
1352 /* Put a lower limit on speed. Note with this speed, you move once every
1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1354 */
1355 speed = speed * speed_reduce_from_disease;
1356
1357 if (speed < 0.01f && type == PLAYER)
1358 speed = 0.01f;
1359
1360 if (type == PLAYER)
1361 {
1362 /* (This formula was made by vidarl@ifi.uio.no)
1363 * Note that we never used these values again - basically
1364 * all of these could be subbed into one big equation, but
1365 * that would just be a real pain to read.
1366 */
1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1368 float M2 = max_carry[stats.Str] / 100.f;
1369 float W = weapon_weight / 20000.f;
1370 float s = (20 - weapon_speed) / 10.f;
1371 float D = (stats.Dex - 14) / 14.f;
1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1373
1374 K *= (4 + level) * 1.2f / (6 + level);
1375
1376 if (K <= 0.01f)
1377 K = 0.01f;
1378
1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1380 }
1381
1382 /* I want to limit the power of small monsters with big weapons: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3;
1385
1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388
1389 /* if for some reason the creature doesn't have any move type,
1390 * give them walking as a default.
1391 * The second case is a special case - to more closely mimic the
1392 * old behaviour - if your flying, your not walking - just
1393 * one or the other.
1394 */
1395 if (move_type == 0)
1396 move_type = MOVE_WALK;
1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398 move_type &= ~MOVE_WALK;
1399
1400 if (speed != old_speed)
1401 set_speed (speed);
1402
1403 /* It is quite possible that a player's spell costing might have changed,
1404 * so we will check that now.
1405 */
1406 if (type == PLAYER)
1407 {
1408 esrv_update_stats (contr);
1409 esrv_update_spells (contr);
1410 }
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1415 }
1416
1417 /*
1418 * Returns true if the given player is a legal class.
1419 * The function to add and remove class-bonuses to the stats doesn't
1420 * check if the stat becomes negative, thus this function
1421 * merely checks that all stats are 1 or more, and returns
1422 * false otherwise.
1423 */
1424 int
1425 allowed_class (const object *op)
1426 {
1427 return op->stats.Dex > 0
1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1433 && op->stats.Cha > 0;
1434 }
1435
1436 /*
1437 * set the new dragon name after gaining levels or
1438 * changing ability focus (later this can be extended to
1439 * eventually change the player's face and animation)
1440 *
1441 * Note that the title is written to 'own_title' in the
1442 * player struct. This should be changed to 'ext_title'
1443 * as soon as clients support this!
1444 * Please, anyone, write support for 'ext_title'.
1445 */
1446 void
1447 set_dragon_name (object *pl, const object *abil, const object *skin)
1448 {
1449 int atnr = -1; /* attacknumber of highest level */
1450 int level = 0; /* highest level */
1451 int i;
1452
1453 /* Perhaps do something more clever? */
1454 if (!abil || !skin)
1455 return;
1456
1457 /* first, look for the highest level */
1458 for (i = 0; i < NROFATTACKS; i++)
1459 {
1460 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1461 {
1462 level = abil->resist[i];
1463 atnr = i;
1464 }
1465 }
1466
1467 /* now if there are equals at highest level, pick the one with focus,
1468 or else at random */
1469 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1470 atnr = abil->stats.exp;
1471
1472 level = (int) (level / 5.);
1473
1474 /* now set the new title */
1475 if (pl->contr != NULL)
1476 {
1477 if (level == 0)
1478 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1479 else if (level == 1)
1480 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1481 else if (level == 2)
1482 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1483 else if (level == 3)
1484 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1485 else
1486 {
1487 /* special titles for extra high resistance! */
1488 if (skin->resist[atnr] > 80)
1489 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1490 else if (skin->resist[atnr] > 50)
1491 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1492 else
1493 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1494 }
1495 }
1496
1497 strcpy (pl->contr->own_title, "");
1498 }
1499
1500 /*
1501 * This function is called when a dragon-player gains
1502 * an overall level. Here, the dragon might gain new abilities
1503 * or change the ability-focus.
1504 */
1505 void
1506 dragon_level_gain (object *who)
1507 {
1508 object *abil = NULL; /* pointer to dragon ability force */
1509 object *skin = NULL; /* pointer to dragon skin force */
1510 object *tmp = NULL; /* tmp. object */
1511 char buf[MAX_BUF]; /* tmp. string buffer */
1512
1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1516
1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1518 if (tmp->type == FORCE)
1519 if (tmp->arch->name == dragon_ability_force)
1520 abil = tmp;
1521 else if (tmp->arch->name == dragon_skin_force)
1522 skin = tmp;
1523
1524 /* if the force is missing -> bail out */
1525 if (abil == NULL)
1526 return;
1527
1528 /* The ability_force keeps track of maximum level ever achieved.
1529 * New abilties can only be gained by surpassing this max level
1530 */
1531 if (who->level > abil->level)
1532 {
1533 /* increase our focused ability */
1534 abil->resist[abil->stats.exp]++;
1535
1536
1537 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1538 {
1539 /* time to hand out a new ability-gift */
1540 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1541 }
1542
1543 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1544 {
1545 /* apply new ability focus */
1546 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1547 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1548
1549 abil->stats.exp = abil->last_eat;
1550 abil->last_eat = 0;
1551 }
1552
1553 abil->level = who->level;
1554 }
1555
1556 /* last but not least, set the new title for the dragon */
1557 set_dragon_name (who, abil, skin);
1558 }
1559
1560 /* Handy function - given the skill name skill_name, we find the skill
1561 * archetype/object, set appropriate values, and insert it into
1562 * the object (op) that is passed.
1563 * We return the skill - this makes it easier for calling functions that
1564 * want to do something with it immediately.
1565 */
1566 object *
1567 give_skill_by_name (object *op, const char *skill_name)
1568 {
1569 object *skill_obj;
1570
1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1572 if (!skill_obj)
1573 {
1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1575 return NULL;
1576 }
1577
1578 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it.
1580 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1;
1584 insert_ob_in_ob (skill_obj, op);
1585
1586 if (player *pl = op->contr)
1587 {
1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1589 if (pl->ns)
1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1591 }
1592
1593 return skill_obj;
1594 }
1595
1596 /* player_lvl_adj() - for the new exp system. we are concerned with
1597 * whether the player gets more hp, sp and new levels.
1598 * Note this this function should only be called for players. Monstes
1599 * don't really gain levels
1600 * who is the player, op is what we are checking to gain the level
1601 * (eg, skill)
1602 */
1603 void
1604 player_lvl_adj (object *who, object *op)
1605 {
1606 char buf[MAX_BUF];
1607
1608 if (!op) /* when rolling stats */
1609 op = who;
1610
1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1612 {
1613 op->level++;
1614
1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1616 dragon_level_gain (who);
1617
1618 /* Only roll these if it is the player (who) that gained the level */
1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1620 {
1621 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1622 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1623 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1624 }
1625
1626 who->update_stats ();
1627 if (op->level > 1)
1628 {
1629 if (op->type != PLAYER)
1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 else
1632 sprintf (buf, "You are now level %d.", op->level);
1633
1634 if (who)
1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1636 }
1637
1638 player_lvl_adj (who, op); /* To increase more levels */
1639 }
1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1641 {
1642 op->level--;
1643 who->update_stats ();
1644
1645 if (op->type != PLAYER)
1646 {
1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 }
1650
1651 player_lvl_adj (who, op); /* To decrease more levels */
1652 }
1653
1654 /* check if the spell data has changed */
1655 esrv_update_stats (who->contr);
1656 esrv_update_spells (who->contr);
1657 }
1658
1659 /*
1660 * Returns how much experience is needed for a player to become
1661 * the given level. level should really never exceed max_level
1662 */
1663
1664 sint64
1665 level_exp (int level, double expmul)
1666 {
1667 if (level > settings.max_level)
1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1670 return (sint64) (expmul * levels[level]);
1671 }
1672
1673 /*
1674 * Ensure that the permanent experience requirements in an exp object are met.
1675 * This really just checks 'op to make sure the perm_exp value is within
1676 * proper range. Note that the checking of what is passed through
1677 * has been reduced. Since there is now a proper field for perm_exp,
1678 * this can now work on a much larger set of objects.
1679 */
1680 void
1681 calc_perm_exp (object *op)
1682 {
1683 int p_exp_min;
1684
1685 /* Ensure that our permanent experience minimum is met.
1686 * permenent_exp_ratio is an integer percentage, we divide by 100
1687 * to get the fraction */
1688 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1689
1690 if (op->perm_exp < p_exp_min)
1691 op->perm_exp = p_exp_min;
1692
1693 /* Cap permanent experience. */
1694 if (op->perm_exp < 0)
1695 op->perm_exp = 0;
1696 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1697 op->perm_exp = MAX_EXPERIENCE;
1698 }
1699
1700 /* Add experience to a player - exp should only be positive.
1701 * Updates permanent exp for the skill we are adding to.
1702 * skill_name is the skill to add exp to. Skill name can be
1703 * NULL, in which case exp increases the players general
1704 * total, but not any particular skill.
1705 * flag is what to do if the player doesn't have the skill:
1706 */
1707 static void
1708 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1709 {
1710 object *skill_obj = NULL;
1711 sint64 limit, exp_to_add;
1712 int i;
1713
1714 /* prevents some forms of abuse. */
1715 if (op->contr->braced)
1716 exp /= 5;
1717
1718 /* Try to find the matching skill.
1719 * We do a shortcut/time saving mechanism first - see if it matches
1720 * chosen_skill. This means we don't need to search through
1721 * the players inventory.
1722 */
1723 if (skill_name)
1724 {
1725 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1726 skill_obj = op->chosen_skill;
1727 else
1728 {
1729 for (i = 0; i < NUM_SKILLS; i++)
1730 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1731 {
1732 skill_obj = op->contr->last_skill_ob[i];
1733 break;
1734 }
1735
1736 /* Player doesn't have the skill. Check to see what to do, and give
1737 * it to the player if necessary
1738 */
1739 if (!skill_obj)
1740 {
1741 if (flag == SK_EXP_NONE)
1742 return;
1743 else if (flag == SK_EXP_ADD_SKILL)
1744 give_skill_by_name (op, skill_name);
1745 }
1746 }
1747 }
1748
1749 if (flag != SK_EXP_SKILL_ONLY)
1750 {
1751 /* Basically, you can never gain more experience in one shot
1752 * than half what you need to gain for next level.
1753 */
1754 exp_to_add = exp;
1755 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1756 if (exp_to_add > limit)
1757 exp_to_add = limit;
1758
1759 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1760 if (settings.permanent_exp_ratio)
1761 {
1762 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1763 calc_perm_exp (op);
1764 }
1765
1766 player_lvl_adj (op, NULL);
1767 }
1768
1769 if (skill_obj)
1770 {
1771 exp_to_add = exp;
1772 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1773 if (exp_to_add > limit)
1774 exp_to_add = limit;
1775
1776 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1777 if (settings.permanent_exp_ratio)
1778 {
1779 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1780 calc_perm_exp (skill_obj);
1781 }
1782
1783 player_lvl_adj (op, skill_obj);
1784 }
1785 }
1786
1787 /* This function checks to make sure that object 'op' can
1788 * lost 'exp' experience. It returns the amount of exp
1789 * object 'op' can in fact lose - it basically makes
1790 * adjustments based on permanent exp and the like.
1791 * This function should always be used for losing experience -
1792 * the 'exp' value passed should be positive - this is the
1793 * amount that should get subtract from the player.
1794 */
1795 sint64
1796 check_exp_loss (const object *op, sint64 exp)
1797 {
1798 sint64 del_exp;
1799
1800 if (exp > op->stats.exp)
1801 exp = op->stats.exp;
1802 if (settings.permanent_exp_ratio)
1803 {
1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805 if (del_exp < 0)
1806 del_exp = 0;
1807 if (exp > del_exp)
1808 exp = del_exp;
1809 }
1810 return exp;
1811 }
1812
1813 sint64
1814 check_exp_adjust (const object *op, sint64 exp)
1815 {
1816 if (exp < 0)
1817 return check_exp_loss (op, exp);
1818 else
1819 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1820 }
1821
1822
1823 /* Subtracts experience from player.
1824 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1825 * only subtract from the matching skill. Otherwise,
1826 * this subtracts a portion from all
1827 * skills the player has. Eg, if we figure the player is losing 10%
1828 * of his total exp, what happens is he loses 10% from all his skills.
1829 * Note that if permanent exp is used, player may not in fact lose
1830 * as much as listed. Eg, if player has gotten reduced to the point
1831 * where everything is at the minimum perm exp, he would lose nothing.
1832 * exp is the amount of exp to subtract - thus, it should be
1833 * a postive number.
1834 */
1835 static void
1836 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1837 {
1838 float fraction = (float) exp / (float) op->stats.exp;
1839 object *tmp;
1840 sint64 del_exp;
1841
1842 for (tmp = op->inv; tmp; tmp = tmp->below)
1843 if (tmp->type == SKILL && tmp->stats.exp)
1844 {
1845 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1846 {
1847 del_exp = check_exp_loss (tmp, exp);
1848 tmp->stats.exp -= del_exp;
1849 player_lvl_adj (op, tmp);
1850 }
1851 else if (flag != SK_SUBTRACT_SKILL_EXP)
1852 {
1853 /* only want to process other skills if we are not trying
1854 * to match a specific skill.
1855 */
1856 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1857 tmp->stats.exp -= del_exp;
1858 player_lvl_adj (op, tmp);
1859 }
1860 }
1861
1862 if (flag != SK_SUBTRACT_SKILL_EXP)
1863 {
1864 del_exp = check_exp_loss (op, exp);
1865 op->stats.exp -= del_exp;
1866 player_lvl_adj (op, NULL);
1867 }
1868 }
1869
1870 /* change_exp() - changes experience to a player/monster. This
1871 * does bounds checking to make sure we don't overflow the max exp.
1872 *
1873 * The exp passed is typically not modified much by this function -
1874 * it is assumed the caller has modified the exp as needed.
1875 * skill_name is the skill that should get the exp added.
1876 * flag is what to do if player doesn't have the skill.
1877 * these last two values are only used for players.
1878 */
1879 void
1880 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1881 {
1882 #ifdef EXP_DEBUG
1883 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1884 #endif
1885
1886 /* safety */
1887 if (!op)
1888 {
1889 LOG (llevError, "change_exp() called for null object!\n");
1890 return;
1891 }
1892
1893 /* if no change in exp, just return - most of the below code
1894 * won't do anything if the value is 0 anyways.
1895 */
1896 if (exp == 0)
1897 return;
1898
1899 /* Monsters are easy - we just adjust their exp - we
1900 * don't adjust level, since in most cases it is unrelated to
1901 * the exp they have - the monsters exp represents what its
1902 * worth.
1903 */
1904 if (op->type != PLAYER)
1905 {
1906 /* Sanity check */
1907 if (!QUERY_FLAG (op, FLAG_ALIVE))
1908 return;
1909
1910 /* reset exp to max allowed value. We subtract from
1911 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1912 * more than max exp, just return.
1913 */
1914 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1915 {
1916 exp = MAX_EXPERIENCE - op->stats.exp;
1917 if (exp < 0)
1918 return;
1919 }
1920
1921 op->stats.exp += exp;
1922 }
1923 else
1924 { /* Players only */
1925 if (exp > 0)
1926 add_player_exp (op, exp, skill_name, flag);
1927 else
1928 /* note that when you lose exp, it doesn't go against
1929 * a particular skill, so we don't need to pass that
1930 * along.
1931 */
1932 subtract_player_exp (op, abs (exp), skill_name, flag);
1933 }
1934 }
1935
1936 /* Applies a death penalty experience, the size of this is defined by the
1937 * settings death_penalty_percentage and death_penalty_levels, and by the
1938 * amount of permenent experience, whichever gives the lowest loss.
1939 */
1940 void
1941 apply_death_exp_penalty (object *op)
1942 {
1943 object *tmp;
1944 sint64 loss;
1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1947
1948 for (tmp = op->inv; tmp; tmp = tmp->below)
1949 if (tmp->type == SKILL && tmp->stats.exp)
1950 {
1951
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1954
1955 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder.
1959 */
1960 if (level_loss < 0)
1961 level_loss = 0;
1962
1963 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1964
1965 tmp->stats.exp -= loss;
1966 player_lvl_adj (op, tmp);
1967 }
1968
1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1971
1972 if (level_loss < 0)
1973 level_loss = 0;
1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1975
1976 op->stats.exp -= loss;
1977 player_lvl_adj (op, NULL);
1978 }
1979
1980 /* This function takes an object (monster/player, op), and
1981 * determines if it makes a basic save throw by looking at the
1982 * save_throw table. level is the effective level to make
1983 * the save at, and bonus is any plus/bonus (typically based on
1984 * resistance to particular attacktype.
1985 * Returns 1 if op makes his save, 0 if he failed
1986 */
1987 int
1988 did_make_save (const object *op, int level, int bonus)
1989 {
1990 if (level > MAX_SAVE_LEVEL)
1991 level = MAX_SAVE_LEVEL;
1992
1993 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1994 return 0;
1995
1996 return 1;
1997 }