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Revision: 1.68
Committed: Sun Jul 1 05:00:17 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +11 -12 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <funcpoint.h>
26
27 /* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */
31 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32
33 static const int con_bonus[MAX_STAT + 1] = {
34 -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,
35 22, 25, 30, 40, 50
36 };
37
38 /* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t.
41 */
42 static const int sp_bonus[MAX_STAT + 1] = {
43 -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,
44 30, 40, 50, 70, 100
45 };
46
47 static const int grace_bonus[MAX_STAT + 1] = {
48 -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,
49 30, 40, 50, 70, 100
50 };
51
52 /* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65 * it is 1-diff
66 */
67
68 const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 };
76
77 const int dex_bonus[MAX_STAT + 1] = {
78 -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
79 };
80
81 /* speed_bonus uses dex as its stat */
82 const float speed_bonus[MAX_STAT + 1] = {
83 -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,
84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85 1.6, 1.8, 2.0, 2.5, 3.0
86 };
87
88 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89 * strength.
90 */
91 const int dam_bonus[MAX_STAT + 1] = {
92 -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
93 };
94
95 const int thaco_bonus[MAX_STAT + 1] = {
96 -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
97 };
98
99 /* Max you can carry before you start getting extra speed penalties */
100 const int max_carry[MAX_STAT + 1] = {
101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102 301, 326, 352, 400, 450, 500, 600, 1000
103 };
104
105 /* weight_limit - the absolute most a character can carry - a character can't
106 * pick stuff up if it would put him above this limit.
107 * value is in grams, so we don't need to do conversion later
108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace.
110 */
111
112 const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 };
121
122 const int learn_spell[MAX_STAT + 1] = {
123 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,
124 100, 100, 100, 100, 100, 100
125 };
126
127 const int cleric_chance[MAX_STAT + 1] = {
128 100, 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
129 };
130
131 const int turn_bonus[MAX_STAT + 1] = {
132 -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
133 };
134
135 const int fear_bonus[MAX_STAT + 1] = {
136 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
137 };
138
139 /*
140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp()
142 */
143
144 #define MAX_EXPERIENCE levels[settings.max_level]
145
146 /* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed.
158 * -b.t.
159 */
160
161 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162
163 extern sint64 *levels;
164
165 #define MAX_SAVE_LEVEL 110
166
167 /* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the
169 * right thing and always use range within this table.
170 * for safety, savethrow should not be accessed directly anymore,
171 * and instead did_make_save should be used instead.
172 */
173 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 18,
175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 };
182
183 const char *const attacks[NROFATTACKS] = {
184 "physical", "magical", "fire", "electricity", "cold", "confusion",
185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 "life stealing"
189 };
190
191 static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!",
193 "You're feeling clumsy!",
194 "You feel less healthy",
195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
198 "Your face gets distorted!",
199 };
200 const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.",
202 "You feel your agility return.",
203 "You feel your health return.",
204 "You feel your memory return.",
205 "You feel your wisdom return.",
206 "You feel your spirits return.",
207 "You feel your charisma return.",
208 };
209 const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.",
211 "You feel more agile.",
212 "You feel healthy.",
213 "You feel smarter.",
214 "You feel wiser.",
215 "You feel more potent.",
216 "You seem to look better.",
217 };
218 const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!",
220 "You feel clumsy!",
221 "You feel less healthy!",
222 "You feel stupid!",
223 "You lose some of your memory!",
224 "You feel less potent!",
225 "You look ugly!",
226 };
227
228 const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230 };
231
232 const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234 };
235
236 /*
237 * Like set_attr_value(), but instead the value (which can be negative)
238 * is added to the specified stat.
239 */
240 void
241 change_attr_value (living *stats, int attr, sint8 value)
242 {
243 stats->stat (attr) += value;
244 }
245
246 /*
247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
248 * 1-30 stat limit.
249 */
250 void
251 check_stat_bounds (living *stats)
252 {
253 for (int i = 0; i < NUM_STATS; i++)
254 {
255 sint8 &v = stats->stat (i);
256 v = clamp (v, MIN_STAT, MAX_STAT);
257 }
258 }
259
260 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
261
262 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded.
265 */
266 #define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
268
269 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
271 /* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object.
273 * It is the calling functions responsibilty to check to see if the object
274 * can be applied or not.
275 * The main purpose of calling this function is the messages that are
276 * displayed - update_stats should really always be called after this when
277 * removing an object - that is because it is impossible to know if some object
278 * is the only source of an attacktype or spell attunement, so this function
279 * will clear the bits, but the player may still have some other object
280 * that gives them that ability.
281 */
282 int
283 change_abil (object *op, object *tmp)
284 {
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
286 char message[MAX_BUF];
287 int potion_max = 0;
288
289 /* remember what object was like before it was changed. note that
290 * refop is a local copy of op only to be used for detecting changes
291 * found by update_stats. refop is not a real object
292 */
293 object_copy refop = *op;
294
295 if (op->type == PLAYER)
296 {
297 if (tmp->type == POTION)
298 {
299 potion_max = 1;
300 for (int j = 0; j < NUM_STATS; j++)
301 {
302 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j);
304
305 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat;
307
308 /* Do some bounds checking. While I don't think any
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need
311 * to allow for that.
312 */
313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
315 else if (nstat > 20 + op->arch->stats.stat (j))
316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
322 }
323 else if (i)
324 {
325 /* potion is useless - player has already hit the natural maximum */
326 potion_max = 1;
327 }
328 }
329
330 /* This section of code ups the characters normal stats also. I am not
331 * sure if this is strictly necessary, being that fix_player probably
332 * recalculates this anyway.
333 */
334 for (int j = 0; j < NUM_STATS; j++)
335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
337 check_stat_bounds (&op->stats);
338 } /* end of potion handling code */
339 }
340
341 /* reset attributes that update_stats doesn't reset since it doesn't search
342 * everything to set
343 */
344 if (flag == -1)
345 {
346 op->attacktype &= ~tmp->attacktype;
347 op->path_attuned &= ~tmp->path_attuned;
348 op->path_repelled &= ~tmp->path_repelled;
349 op->path_denied &= ~tmp->path_denied;
350 /* Presuming here that creatures only have move_type,
351 * and not the other move_ fields.
352 */
353 op->move_type &= ~tmp->move_type;
354 }
355
356 /* call fix_player since op object could have whatever attribute due
357 * to multiple items. if update_stats always has to be called after
358 * change_ability then might as well call it from here
359 */
360 op->update_stats ();
361
362 /* update_stats won't add the bows ability to the player, so don't
363 * print out message if this is a bow.
364 */
365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
367 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 }
370
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
372 {
373 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 }
376
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
378 {
379 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 }
382
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
384 {
385 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 }
388
389 /* movement type has changed. We don't care about cases where
390 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from
393 * from fly high)
394 */
395 if (tmp->move_type && op->move_type != refop.move_type)
396 {
397 success = 1;
398
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high
401 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
405 }
406
407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
409 /* double conditional - second case covers if you have move_fly_low -
410 * in that case, you don't actually land
411 */
412 DIFF_MSG (flag, "You soar into the air!",
413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 }
415
416 if (tmp->move_type & MOVE_SWIM)
417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 }
422
423 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status
425 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
428 {
429 success = 1;
430 if (flag > 0)
431 {
432 op->race = "undead";
433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
434 }
435 else
436 {
437 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 }
440 }
441
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
443 {
444 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 }
447
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
449 {
450 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 }
453
454 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision
456 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND))
458 {
459 success = 1;
460 if (flag > 0)
461 {
462 if (QUERY_FLAG (op, FLAG_WIZ))
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else
465 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND);
468 if (op->type == PLAYER)
469 op->contr->do_los = 1;
470 }
471 }
472 else
473 {
474 if (QUERY_FLAG (op, FLAG_WIZ))
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else
477 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND);
480 if (op->type == PLAYER)
481 op->contr->do_los = 1;
482 }
483 }
484 }
485
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
487 {
488 success = 1;
489 if (op->type == PLAYER)
490 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 }
493
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
495 {
496 success = 1;
497 if (flag > 0)
498 {
499 if (QUERY_FLAG (op, FLAG_WIZ))
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else
502 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER)
505 op->contr->do_los = 1;
506 }
507 }
508 else
509 {
510 if (QUERY_FLAG (op, FLAG_WIZ))
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else
513 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER)
516 op->contr->do_los = 1;
517 }
518 }
519 }
520
521 if (tmp->stats.luck)
522 {
523 success = 1;
524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
525 }
526
527 if (tmp->stats.hp && op->type == PLAYER)
528 {
529 success = 1;
530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 }
532
533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
534 {
535 success = 1;
536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 }
538
539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER)
541 {
542 success = 1;
543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 }
545
546 if (tmp->stats.food && op->type == PLAYER)
547 {
548 success = 1;
549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551
552 /* Messages for changed resistance */
553 for (int i = 0; i < NROFATTACKS; i++)
554 {
555 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */
557
558 if (op->resist[i] != refop.resist[i])
559 {
560 success = 1;
561 if (op->resist[i] > refop.resist[i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
563 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
565
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j))
575 {
576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 }
579 }
580 }
581
582 return success;
583 }
584
585 /*
586 * Stat draining by Vick 930307
587 * (Feeling evil, I made it work as well now. -Frank 8)
588 */
589 void
590 object::drain_stat ()
591 {
592 drain_specific_stat (rndm (NUM_STATS));
593 }
594
595 void
596 object::drain_specific_stat (int deplete_stats)
597 {
598 object *tmp;
599 archetype *at;
600
601 at = archetype::find (ARCH_DEPLETION);
602 if (!at)
603 {
604 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return;
606 }
607 else
608 {
609 tmp = present_arch_in_ob (at, this);
610
611 if (!tmp)
612 {
613 tmp = arch_to_object (at);
614 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED);
616 }
617 }
618
619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 change_attr_value (&tmp->stats, deplete_stats, -1);
621 update_stats ();
622 }
623
624 /*
625 * A value of 0 indicates timeout, otherwise change the luck of the object.
626 * via an applied bad_luck object.
627 */
628 void
629 object::change_luck (int value)
630 {
631 archetype *at = archetype::find ("luck");
632 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n");
634 else
635 {
636 object *tmp = present_arch_in_ob (at, this);
637
638 if (!tmp)
639 {
640 if (!value)
641 return;
642
643 tmp = arch_to_object (at);
644 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED);
646 }
647
648 if (value)
649 {
650 /* Limit the luck value of the bad luck object to +/-100. This
651 * (arbitrary) value prevents overflows (both in the bad luck object and
652 * in op itself).
653 */
654 int new_luck = tmp->stats.luck + value;
655
656 if (new_luck >= -100 && new_luck <= 100)
657 {
658 stats.luck += value;
659 tmp->stats.luck = new_luck;
660 }
661 }
662 else
663 {
664 if (!tmp->stats.luck)
665 return;
666
667 /* Randomly change the players luck. Basically, we move it
668 * back neutral (if greater>0, subtract, otherwise add)
669 */
670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 {
672 int diff = tmp->stats.luck > 0 ? -1 : 1;
673
674 stats.luck += diff;
675 tmp->stats.luck += diff;
676 }
677 }
678 }
679 }
680
681 /*
682 * Subtracts stat-bonuses given by the class which the player has chosen.
683 */
684 void
685 object::remove_statbonus ()
686 {
687 for (int i = 0; i < NUM_STATS; ++i)
688 {
689 sint8 v = arch->stats.stat (i);
690 stats.stat (i) -= v;
691 contr->orig_stats.stat (i) -= v;
692 }
693 }
694
695 /*
696 * Adds stat-bonuses given by the class which the player has chosen.
697 */
698 void
699 object::add_statbonus ()
700 {
701 for (int i = 0; i < NUM_STATS; ++i)
702 {
703 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v;
706 }
707 }
708
709 /*
710 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance.
713 * This functions starts from base values (archetype or player object)
714 * and then adjusts them according to what the player has equipped.
715 *
716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
717 * spell system split, grace points now added to system --peterm
718 */
719 void
720 object::update_stats ()
721 {
722 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed;
729
730 /* First task is to clear all the values back to their original values */
731 if (type == PLAYER)
732 {
733 for (i = 0; i < NUM_STATS; i++)
734 stats.stat (i) = contr->orig_stats.stat (i);
735
736 if (settings.spell_encumbrance == TRUE)
737 contr->encumbrance = 0;
738
739 attacktype = 0;
740
741 contr->digestion = 0;
742 contr->gen_hp = 0;
743 contr->gen_sp = 0;
744 contr->gen_grace = 0;
745 contr->gen_sp_armour = 10;
746 contr->item_power = 0;
747 }
748
749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
751
752 slaying = 0;
753
754 if (!QUERY_FLAG (this, FLAG_WIZ))
755 {
756 CLEAR_FLAG (this, FLAG_XRAYS);
757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
758 }
759
760 CLEAR_FLAG (this, FLAG_LIFESAVE);
761 CLEAR_FLAG (this, FLAG_STEALTH);
762 CLEAR_FLAG (this, FLAG_BLIND);
763
764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
768
769 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius;
773 move_type = arch->move_type;
774
775 chosen_skill = 0;
776
777 /* initializing resistances from the values in player/monster's
778 * archetype clone
779 */
780 memcpy (&resist, &arch->resist, sizeof (resist));
781
782 for (i = 0; i < NROFATTACKS; i++)
783 {
784 if (resist[i] > 0)
785 prot[i] = resist[i], vuln[i] = 0;
786 else
787 vuln[i] = -(resist[i]), prot[i] = 0;
788
789 potion_resist[i] = 0;
790 }
791
792 wc = arch->stats.wc;
793 stats.dam = arch->stats.dam;
794
795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
796 * plus a small amount of physical resist, those poor suckers. ;)
797 * the fact that maxlevel is factored in could be considered sort of bogus -
798 * we should probably give them some bonus and cap it off - otherwise,
799 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down
801 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 {
804 ac = MAX (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 }
807 else
808 ac = arch->stats.ac;
809
810 stats.luck = arch->stats.luck;
811 speed = arch->speed;
812
813 /* OK - we've reset most all the objects attributes to sane values.
814 * now go through and make adjustments for what the player has equipped.
815 */
816 for (tmp = inv; tmp; tmp = tmp->below)
817 {
818 /* This happens because apply_potion calls change_abil with the potion
819 * applied so we can tell the player what changed. But change_abil
820 * then calls this function.
821 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue;
824
825 /* See note in map.c:update_position about making this additive
826 * since light sources are never applied, need to put check here.
827 */
828 if (tmp->glow_radius > glow_radius)
829 glow_radius = tmp->glow_radius;
830
831 /* For some things, we don't care what is equipped */
832 if (tmp->type == SKILL)
833 {
834 /* Want to take the highest skill here. */
835 if (IS_MANA_SKILL (tmp->subtype))
836 {
837 if (!mana_obj)
838 mana_obj = tmp;
839 else if (tmp->level > mana_obj->level)
840 mana_obj = tmp;
841 }
842
843 if (IS_GRACE_SKILL (tmp->subtype))
844 {
845 if (!grace_obj)
846 grace_obj = tmp;
847 else if (tmp->level > grace_obj->level)
848 grace_obj = tmp;
849 }
850 }
851
852 /* Container objects are not meant to adjust a players, but other applied
853 * objects need to make adjustments.
854 * This block should handle all player specific changes
855 * The check for Praying is a bit of a hack - god given bonuses are put
856 * in the praying skill, and the player should always get those.
857 * It also means we need to put in additional checks for applied below,
858 * because the skill shouldn't count against body positions being used
859 * up, etc.
860 */
861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
865 && tmp->subtype == SK_PRAYING))
866 {
867 if (type == PLAYER)
868 {
869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
870 if (tmp != current_weapon
871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
872 && !tmp->flag [FLAG_CURSED]
873 && !tmp->flag [FLAG_DAMNED])
874 continue;
875
876 for (i = 0; i < NUM_STATS; i++)
877 change_attr_value (&stats, i, tmp->stats.stat (i));
878
879 /* These are the items that currently can change digestion, regeneration,
880 * spell point recovery and mana point recovery. Seems sort of an arbitary
881 * list, but other items store other info into stats array.
882 */
883 if (tmp->type == WEAPON || tmp->type == BOW ||
884 tmp->type == ARMOUR || tmp->type == HELMET ||
885 tmp->type == SHIELD || tmp->type == RING ||
886 tmp->type == BOOTS || tmp->type == GLOVES ||
887 tmp->type == AMULET || tmp->type == GIRDLE ||
888 tmp->type == BRACERS || tmp->type == CLOAK ||
889 tmp->type == DISEASE || tmp->type == FORCE ||
890 tmp->type == SKILL)
891 {
892 contr->digestion += tmp->stats.food;
893 contr->gen_hp += tmp->stats.hp;
894 contr->gen_sp += tmp->stats.sp;
895 contr->gen_grace += tmp->stats.grace;
896 contr->gen_sp_armour += tmp->gen_sp_armour;
897 contr->item_power += tmp->item_power;
898 }
899 } /* if this is a player */
900 else
901 {
902 if (tmp->type == WEAPON)
903 current_weapon = tmp;
904 }
905
906 /* Update slots used for items */
907 if (QUERY_FLAG (tmp, FLAG_APPLIED))
908 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
909 slot[i].used += tmp->slot[i].info;
910
911 if (tmp->type == SYMPTOM)
912 {
913 speed_reduce_from_disease = tmp->last_sp / 100.f;
914
915 if (speed_reduce_from_disease == 0)
916 speed_reduce_from_disease = 1;
917 }
918
919 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
920 * (Negative protections are calculated exactly like positive.)
921 * Resistance from potions are treated special as well. If there's
922 * more than one potion-effect, the bigger prot.-value is taken.
923 */
924 if (tmp->type != POTION)
925 {
926 for (i = 0; i < NROFATTACKS; i++)
927 {
928 /* Potential for cursed potions, in which case we just can use
929 * a straight MAX, as potion_resist is initialised to zero.
930 */
931 if (tmp->type == POTION_EFFECT)
932 {
933 if (potion_resist[i])
934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
935 else
936 potion_resist[i] = tmp->resist[i];
937 }
938 else if (tmp->resist[i] > 0)
939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
940 else if (tmp->resist[i] < 0)
941 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
942 }
943 }
944
945 /* There may be other things that should not adjust the attacktype */
946 if (tmp->type != SYMPTOM)
947 {
948 attacktype |= tmp->attacktype;
949 path_attuned |= tmp->path_attuned;
950 path_repelled |= tmp->path_repelled;
951 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type;
953 stats.luck += tmp->stats.luck;
954 }
955
956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
963
964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
965 SET_FLAG (this, FLAG_UNDEAD);
966
967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
968 {
969 SET_FLAG (this, FLAG_MAKE_INVIS);
970 invisible = 1;
971 }
972
973 if (tmp->stats.exp && tmp->type != SKILL)
974 {
975 if (tmp->stats.exp > 0)
976 {
977 added_speed += tmp->stats.exp / 3.f;
978 bonus_speed += tmp->stats.exp / 3.f + 1.f;
979 }
980 else
981 added_speed += tmp->stats.exp;
982 }
983
984 switch (tmp->type)
985 {
986 #if 0
987 case WAND:
988 case ROD:
989 case HORN:
990 if (type != PLAYER || current_weapon == tmp)
991 chosen_skill = tmp;
992 break;
993 #endif
994
995 /* skills modifying the character -b.t. */
996 /* for all skills and skill granting objects */
997 case SKILL:
998 {
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1000 break;
1001
1002 if (chosen_skill)
1003 {
1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1005 &name, &chosen_skill->name, &tmp->name);
1006
1007 tmp->flag [FLAG_APPLIED] = false;
1008 update_stats ();
1009 return;
1010 }
1011 else
1012 chosen_skill = tmp;
1013
1014 if (tmp->stats.dam > 0)
1015 { /* skill is a 'weapon' */
1016 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1017 weapon_speed = WEAPON_SPEED (tmp);
1018
1019 if (weapon_speed < 0)
1020 weapon_speed = 0;
1021
1022 weapon_weight = tmp->weight;
1023 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1024
1025 if (tmp->magic)
1026 stats.dam += tmp->magic;
1027 }
1028
1029 if (tmp->stats.wc)
1030 wc -= tmp->stats.wc + tmp->magic;
1031
1032 if (tmp->slaying)
1033 slaying = tmp->slaying;
1034
1035 if (tmp->stats.ac)
1036 ac -= tmp->stats.ac + tmp->magic;
1037
1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 }
1041
1042 break;
1043
1044 case SHIELD:
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) tmp->weight / 2000;
1047 case RING:
1048 case AMULET:
1049 case GIRDLE:
1050 case HELMET:
1051 case BOOTS:
1052 case GLOVES:
1053 case CLOAK:
1054 if (tmp->stats.wc)
1055 wc -= tmp->stats.wc + tmp->magic;
1056
1057 if (tmp->stats.dam)
1058 stats.dam += tmp->stats.dam + tmp->magic;
1059
1060 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic;
1062
1063 break;
1064
1065 case BOW:
1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1069 wc -= tmp->stats.wc + tmp->magic;
1070
1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1072 ac -= tmp->stats.ac + tmp->magic;
1073
1074 stats.dam += tmp->stats.dam + tmp->magic;
1075 weapon_weight = tmp->weight;
1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077
1078 if (weapon_speed < 0)
1079 weapon_speed = 0;
1080
1081 slaying = tmp->slaying;
1082
1083 /* If there is desire that two handed weapons should do
1084 * extra strength damage, this is where the code should
1085 * go.
1086 */
1087
1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1092
1093 break;
1094
1095 case ARMOUR: /* Only the best of these three are used: */
1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1097 contr->encumbrance += tmp->weight / 1000;
1098
1099 case BRACERS:
1100 case FORCE:
1101 if (tmp->stats.wc)
1102 {
1103 if (best_wc < tmp->stats.wc + tmp->magic)
1104 {
1105 wc += best_wc;
1106 best_wc = tmp->stats.wc + tmp->magic;
1107 }
1108 else
1109 wc += tmp->stats.wc + tmp->magic;
1110 }
1111
1112 if (tmp->stats.ac)
1113 {
1114 if (best_ac < tmp->stats.ac + tmp->magic)
1115 {
1116 ac += best_ac; /* Remove last bonus */
1117 best_ac = tmp->stats.ac + tmp->magic;
1118 }
1119 else /* To nullify the below effect */
1120 ac += tmp->stats.ac + tmp->magic;
1121 }
1122
1123 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic);
1125
1126 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1130 max = ARMOUR_SPEED (tmp) / 10.f;
1131
1132 break;
1133 } /* switch tmp->type */
1134 } /* item is equipped */
1135 } /* for loop of items */
1136
1137 /* We've gone through all the objects the player has equipped. For many things, we
1138 * have generated intermediate values which we now need to assign.
1139 */
1140
1141 /* 'total resistance = total protections - total vulnerabilities'.
1142 * If there is an uncursed potion in effect, granting more protection
1143 * than that, we take: 'total resistance = resistance from potion'.
1144 * If there is a cursed (and no uncursed) potion in effect, we take
1145 * 'total resistance = vulnerability from cursed potion'.
1146 */
1147 for (i = 0; i < NROFATTACKS; i++)
1148 {
1149 resist[i] = prot[i] - vuln[i];
1150
1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1152 resist[i] = potion_resist[i];
1153 }
1154
1155 /* Figure out the players sp/mana/hp totals. */
1156 if (type == PLAYER)
1157 {
1158 int pl_level;
1159
1160 check_stat_bounds (&(stats));
1161 pl_level = level;
1162
1163 if (pl_level < 1)
1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1165
1166 /* You basically get half a con bonus/level. But we do take into account rounding,
1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1168 */
1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1170 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172
1173 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0)
1176 j++;
1177 else
1178 j--;
1179 }
1180
1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1182 }
1183
1184 for (i = 11; i <= level; i++)
1185 stats.maxhp += 2;
1186
1187 if (stats.hp > stats.maxhp)
1188 stats.hp = stats.maxhp;
1189
1190 /* Sp gain is controlled by the level of the player's
1191 * relevant experience object (mana_obj, see above)
1192 */
1193 /* following happen when skills system is not used */
1194 if (!mana_obj)
1195 mana_obj = this;
1196
1197 if (!grace_obj)
1198 grace_obj = this;
1199
1200 /* set maxsp */
1201 if (!mana_obj || !mana_obj->level || type != PLAYER)
1202 mana_obj = this;
1203
1204 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1;
1206 else
1207 {
1208 sp_tmp = 0.f;
1209
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1211 {
1212 float stmp;
1213
1214 /* Got some extra bonus at first level */
1215 if (i < 2)
1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1217 else
1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1219
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp;
1224 }
1225
1226 stats.maxsp = (sint16)sp_tmp;
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 }
1231
1232 /* Characters can get their sp supercharged via rune of transferrance */
1233 if (stats.sp > stats.maxsp * 2)
1234 stats.sp = stats.maxsp * 2;
1235
1236 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1237 if (!grace_obj || !grace_obj->level || type != PLAYER)
1238 grace_obj = this;
1239
1240 if (grace_obj == this && type == PLAYER)
1241 stats.maxgrace = 1;
1242 else
1243 {
1244 /* store grace in a float - this way, the divisions below don't create
1245 * big jumps when you go from level to level - with int's, it then
1246 * becomes big jumps when the sums of the bonuses jump to the next
1247 * step of 8 - with floats, even fractional ones are useful.
1248 */
1249 sp_tmp = 0.f;
1250 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1251 {
1252 float grace_tmp = 0.f;
1253
1254 /* Got some extra bonus at first level */
1255 if (i < 2)
1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1257 else
1258 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1259
1260 if (grace_tmp < 1.f)
1261 grace_tmp = 1.f;
1262
1263 sp_tmp += grace_tmp;
1264 }
1265
1266 stats.maxgrace = (sint16)sp_tmp;
1267
1268 /* two grace points per level after 11 */
1269 for (i = 11; i <= grace_obj->level; i++)
1270 stats.maxgrace += 2;
1271 }
1272
1273 /* No limit on grace vs maxgrace */
1274
1275 if (contr->braced)
1276 {
1277 ac += 2;
1278 wc += 4;
1279 }
1280 else
1281 ac -= dex_bonus[stats.Dex];
1282
1283 /* In new exp/skills system, wc bonuses are related to
1284 * the players level in a relevant exp object (wc_obj)
1285 * not the general player level -b.t.
1286 * I changed this slightly so that wc bonuses are better
1287 * than before. This is to balance out the fact that
1288 * the player no longer gets a personal weapon w/ 1
1289 * improvement every level, now its fighterlevel/5. So
1290 * we give the player a bonus here in wc and dam
1291 * to make up for the change. Note that I left the
1292 * monster bonus the same as before. -b.t.
1293 */
1294 object *wc_obj = chosen_skill;
1295
1296 if (contr && wc_obj && wc_obj->level > 1)
1297 {
1298 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299
1300 for (i = 1; i < wc_obj->level; i++)
1301 {
1302 /* additional wc every 6 levels */
1303 if (!(i % 6))
1304 wc--;
1305
1306 /* additional dam every 4 levels. */
1307 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1308 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1309 }
1310 }
1311 else
1312 wc -= level + thaco_bonus[stats.Str];
1313
1314 stats.dam += dam_bonus[stats.Str];
1315
1316 if (stats.dam < 1)
1317 stats.dam = 1;
1318
1319 speed = 1.f + speed_bonus[stats.Dex];
1320
1321 if (settings.search_items && contr->search_str[0])
1322 speed -= 1;
1323
1324 if (attacktype == 0)
1325 attacktype = arch->attacktype;
1326 } /* End if player */
1327
1328 if (added_speed >= 0)
1329 speed += added_speed / 10.f;
1330 else /* Something wrong here...: */
1331 speed /= 1.f - added_speed;
1332
1333 /* Max is determined by armour */
1334 if (speed > max)
1335 speed = max;
1336
1337 if (type == PLAYER)
1338 {
1339 /* f is a number the represents the number of kg above (positive num)
1340 * or below (negative number) that the player is carrying. If above
1341 * weight limit, then player suffers a speed reduction based on how
1342 * much above he is, and what is max carry is
1343 */
1344 f = (carrying / 1000) - max_carry[stats.Str];
1345 if (f > 0)
1346 speed = speed / (1.f + f / max_carry[stats.Str]);
1347 }
1348
1349 speed += bonus_speed / 10.f; /* Not affected by limits */
1350
1351 /* Put a lower limit on speed. Note with this speed, you move once every
1352 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1353 */
1354 speed = speed * speed_reduce_from_disease;
1355
1356 if (speed < 0.01f && type == PLAYER)
1357 speed = 0.01f;
1358
1359 if (type == PLAYER)
1360 {
1361 /* (This formula was made by vidarl@ifi.uio.no)
1362 * Note that we never used these values again - basically
1363 * all of these could be subbed into one big equation, but
1364 * that would just be a real pain to read.
1365 */
1366 float M = (max_carry[stats.Str] - 121) / 121.f;
1367 float M2 = max_carry[stats.Str] / 100.f;
1368 float W = weapon_weight / 20000.f;
1369 float s = (20 - weapon_speed) / 10.f;
1370 float D = (stats.Dex - 14) / 14.f;
1371 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1372
1373 K *= (4 + level) * 1.2f / (6 + level);
1374
1375 if (K <= 0.01f)
1376 K = 0.01f;
1377
1378 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1379 }
1380
1381 /* I want to limit the power of small monsters with big weapons: */
1382 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1383 stats.dam = arch->stats.dam * 3;
1384
1385 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1387
1388 /* if for some reason the creature doesn't have any move type,
1389 * give them walking as a default.
1390 * The second case is a special case - to more closely mimic the
1391 * old behaviour - if your flying, your not walking - just
1392 * one or the other.
1393 */
1394 if (move_type == 0)
1395 move_type = MOVE_WALK;
1396 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1397 move_type &= ~MOVE_WALK;
1398
1399 if (speed != old_speed)
1400 set_speed (speed);
1401
1402 /* It is quite possible that a player's spell costing might have changed,
1403 * so we will check that now.
1404 */
1405 if (type == PLAYER)
1406 {
1407 esrv_update_stats (contr);
1408 esrv_update_spells (contr);
1409 }
1410
1411 // update the mapspace, if we are on a map
1412 if (!flag [FLAG_REMOVED] && map)
1413 map->at (x, y).flags_ = 0;
1414 }
1415
1416 /*
1417 * Returns true if the given player is a legal class.
1418 * The function to add and remove class-bonuses to the stats doesn't
1419 * check if the stat becomes negative, thus this function
1420 * merely checks that all stats are 1 or more, and returns
1421 * false otherwise.
1422 */
1423 int
1424 allowed_class (const object *op)
1425 {
1426 return op->stats.Dex > 0
1427 && op->stats.Str > 0
1428 && op->stats.Con > 0
1429 && op->stats.Int > 0
1430 && op->stats.Wis > 0
1431 && op->stats.Pow > 0
1432 && op->stats.Cha > 0;
1433 }
1434
1435 /*
1436 * set the new dragon name after gaining levels or
1437 * changing ability focus (later this can be extended to
1438 * eventually change the player's face and animation)
1439 *
1440 * Note that the title is written to 'own_title' in the
1441 * player struct. This should be changed to 'ext_title'
1442 * as soon as clients support this!
1443 * Please, anyone, write support for 'ext_title'.
1444 */
1445 void
1446 set_dragon_name (object *pl, const object *abil, const object *skin)
1447 {
1448 int atnr = -1; /* attacknumber of highest level */
1449 int level = 0; /* highest level */
1450 int i;
1451
1452 /* Perhaps do something more clever? */
1453 if (!abil || !skin)
1454 return;
1455
1456 /* first, look for the highest level */
1457 for (i = 0; i < NROFATTACKS; i++)
1458 {
1459 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1460 {
1461 level = abil->resist[i];
1462 atnr = i;
1463 }
1464 }
1465
1466 /* now if there are equals at highest level, pick the one with focus,
1467 or else at random */
1468 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1469 atnr = abil->stats.exp;
1470
1471 level = (int) (level / 5.);
1472
1473 /* now set the new title */
1474 if (pl->contr != NULL)
1475 {
1476 if (level == 0)
1477 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1478 else if (level == 1)
1479 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1480 else if (level == 2)
1481 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1482 else if (level == 3)
1483 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1484 else
1485 {
1486 /* special titles for extra high resistance! */
1487 if (skin->resist[atnr] > 80)
1488 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1489 else if (skin->resist[atnr] > 50)
1490 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1491 else
1492 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1493 }
1494 }
1495
1496 strcpy (pl->contr->own_title, "");
1497 }
1498
1499 /*
1500 * This function is called when a dragon-player gains
1501 * an overall level. Here, the dragon might gain new abilities
1502 * or change the ability-focus.
1503 */
1504 void
1505 dragon_level_gain (object *who)
1506 {
1507 object *abil = NULL; /* pointer to dragon ability force */
1508 object *skin = NULL; /* pointer to dragon skin force */
1509 object *tmp = NULL; /* tmp. object */
1510 char buf[MAX_BUF]; /* tmp. string buffer */
1511
1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1517 if (tmp->type == FORCE)
1518 if (tmp->arch->archname == dragon_ability_force)
1519 abil = tmp;
1520 else if (tmp->arch->archname == dragon_skin_force)
1521 skin = tmp;
1522
1523 /* if the force is missing -> bail out */
1524 if (abil == NULL)
1525 return;
1526
1527 /* The ability_force keeps track of maximum level ever achieved.
1528 * New abilties can only be gained by surpassing this max level
1529 */
1530 if (who->level > abil->level)
1531 {
1532 /* increase our focused ability */
1533 abil->resist[abil->stats.exp]++;
1534
1535
1536 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1537 {
1538 /* time to hand out a new ability-gift */
1539 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1540 }
1541
1542 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1543 {
1544 /* apply new ability focus */
1545 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1546 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1547
1548 abil->stats.exp = abil->last_eat;
1549 abil->last_eat = 0;
1550 }
1551
1552 abil->level = who->level;
1553 }
1554
1555 /* last but not least, set the new title for the dragon */
1556 set_dragon_name (who, abil, skin);
1557 }
1558
1559 /* Handy function - given the skill name skill_name, we find the skill
1560 * archetype/object, set appropriate values, and insert it into
1561 * the object (op) that is passed.
1562 * We return the skill - this makes it easier for calling functions that
1563 * want to do something with it immediately.
1564 */
1565 object *
1566 give_skill_by_name (object *op, const char *skill_name)
1567 {
1568 object *skill_obj;
1569
1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1571 if (!skill_obj)
1572 {
1573 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1574 return NULL;
1575 }
1576
1577 /* clear the flag - exp goes into this bucket, but player
1578 * still doesn't know it.
1579 */
1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1581 skill_obj->stats.exp = 0;
1582 skill_obj->level = 1;
1583 insert_ob_in_ob (skill_obj, op);
1584
1585 if (player *pl = op->contr)
1586 {
1587 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1588 if (pl->ns)
1589 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1590 }
1591
1592 return skill_obj;
1593 }
1594
1595 /* player_lvl_adj() - for the new exp system. we are concerned with
1596 * whether the player gets more hp, sp and new levels.
1597 * Note this this function should only be called for players. Monstes
1598 * don't really gain levels
1599 * who is the player, op is what we are checking to gain the level
1600 * (eg, skill)
1601 */
1602 void
1603 player_lvl_adj (object *who, object *op)
1604 {
1605 char buf[MAX_BUF];
1606
1607 if (!op) /* when rolling stats */
1608 op = who;
1609
1610 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1611 {
1612 op->level++;
1613
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1615 dragon_level_gain (who);
1616
1617 /* Only roll these if it is the player (who) that gained the level */
1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 {
1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623 }
1624
1625 who->update_stats ();
1626 if (op->level > 1)
1627 {
1628 if (op->type != PLAYER)
1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 else
1631 sprintf (buf, "You are now level %d.", op->level);
1632
1633 if (who)
1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1635 }
1636
1637 player_lvl_adj (who, op); /* To increase more levels */
1638 }
1639 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1640 {
1641 op->level--;
1642 who->update_stats ();
1643
1644 if (op->type != PLAYER)
1645 {
1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 }
1649
1650 player_lvl_adj (who, op); /* To decrease more levels */
1651 }
1652
1653 /* check if the spell data has changed */
1654 esrv_update_stats (who->contr);
1655 esrv_update_spells (who->contr);
1656 }
1657
1658 /*
1659 * Returns how much experience is needed for a player to become
1660 * the given level. level should really never exceed max_level
1661 */
1662
1663 sint64
1664 level_exp (int level, double expmul)
1665 {
1666 if (level > settings.max_level)
1667 return (sint64) (expmul * levels[settings.max_level]);
1668
1669 return (sint64) (expmul * levels[level]);
1670 }
1671
1672 /*
1673 * Ensure that the permanent experience requirements in an exp object are met.
1674 * This really just checks 'op to make sure the perm_exp value is within
1675 * proper range. Note that the checking of what is passed through
1676 * has been reduced. Since there is now a proper field for perm_exp,
1677 * this can now work on a much larger set of objects.
1678 */
1679 void
1680 calc_perm_exp (object *op)
1681 {
1682 int p_exp_min;
1683
1684 /* Ensure that our permanent experience minimum is met.
1685 * permenent_exp_ratio is an integer percentage, we divide by 100
1686 * to get the fraction */
1687 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1688
1689 if (op->perm_exp < p_exp_min)
1690 op->perm_exp = p_exp_min;
1691
1692 /* Cap permanent experience. */
1693 if (op->perm_exp < 0)
1694 op->perm_exp = 0;
1695 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1696 op->perm_exp = MAX_EXPERIENCE;
1697 }
1698
1699 /* Add experience to a player - exp should only be positive.
1700 * Updates permanent exp for the skill we are adding to.
1701 * skill_name is the skill to add exp to. Skill name can be
1702 * NULL, in which case exp increases the players general
1703 * total, but not any particular skill.
1704 * flag is what to do if the player doesn't have the skill:
1705 */
1706 static void
1707 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1708 {
1709 object *skill_obj = NULL;
1710 sint64 limit, exp_to_add;
1711 int i;
1712
1713 /* prevents some forms of abuse. */
1714 if (op->contr->braced)
1715 exp /= 5;
1716
1717 /* Try to find the matching skill.
1718 * We do a shortcut/time saving mechanism first - see if it matches
1719 * chosen_skill. This means we don't need to search through
1720 * the players inventory.
1721 */
1722 if (skill_name)
1723 {
1724 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1725 skill_obj = op->chosen_skill;
1726 else
1727 {
1728 for (i = 0; i < NUM_SKILLS; i++)
1729 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1730 {
1731 skill_obj = op->contr->last_skill_ob[i];
1732 break;
1733 }
1734
1735 /* Player doesn't have the skill. Check to see what to do, and give
1736 * it to the player if necessary
1737 */
1738 if (!skill_obj)
1739 {
1740 if (flag == SK_EXP_NONE)
1741 return;
1742 else if (flag == SK_EXP_ADD_SKILL)
1743 give_skill_by_name (op, skill_name);
1744 }
1745 }
1746 }
1747
1748 if (flag != SK_EXP_SKILL_ONLY)
1749 {
1750 /* Basically, you can never gain more experience in one shot
1751 * than half what you need to gain for next level.
1752 */
1753 exp_to_add = exp;
1754 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1755 if (exp_to_add > limit)
1756 exp_to_add = limit;
1757
1758 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1759 if (settings.permanent_exp_ratio)
1760 {
1761 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1762 calc_perm_exp (op);
1763 }
1764
1765 player_lvl_adj (op, NULL);
1766 }
1767
1768 if (skill_obj)
1769 {
1770 exp_to_add = exp;
1771 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1772 if (exp_to_add > limit)
1773 exp_to_add = limit;
1774
1775 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1776 if (settings.permanent_exp_ratio)
1777 {
1778 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1779 calc_perm_exp (skill_obj);
1780 }
1781
1782 player_lvl_adj (op, skill_obj);
1783 }
1784 }
1785
1786 /* This function checks to make sure that object 'op' can
1787 * lost 'exp' experience. It returns the amount of exp
1788 * object 'op' can in fact lose - it basically makes
1789 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player.
1793 */
1794 sint64
1795 check_exp_loss (const object *op, sint64 exp)
1796 {
1797 sint64 del_exp;
1798
1799 if (exp > op->stats.exp)
1800 exp = op->stats.exp;
1801 if (settings.permanent_exp_ratio)
1802 {
1803 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1804 if (del_exp < 0)
1805 del_exp = 0;
1806 if (exp > del_exp)
1807 exp = del_exp;
1808 }
1809 return exp;
1810 }
1811
1812 sint64
1813 check_exp_adjust (const object *op, sint64 exp)
1814 {
1815 if (exp < 0)
1816 return check_exp_loss (op, exp);
1817 else
1818 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1819 }
1820
1821
1822 /* Subtracts experience from player.
1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1824 * only subtract from the matching skill. Otherwise,
1825 * this subtracts a portion from all
1826 * skills the player has. Eg, if we figure the player is losing 10%
1827 * of his total exp, what happens is he loses 10% from all his skills.
1828 * Note that if permanent exp is used, player may not in fact lose
1829 * as much as listed. Eg, if player has gotten reduced to the point
1830 * where everything is at the minimum perm exp, he would lose nothing.
1831 * exp is the amount of exp to subtract - thus, it should be
1832 * a postive number.
1833 */
1834 static void
1835 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1836 {
1837 float fraction = (float) exp / (float) op->stats.exp;
1838 object *tmp;
1839 sint64 del_exp;
1840
1841 for (tmp = op->inv; tmp; tmp = tmp->below)
1842 if (tmp->type == SKILL && tmp->stats.exp)
1843 {
1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1845 {
1846 del_exp = check_exp_loss (tmp, exp);
1847 tmp->stats.exp -= del_exp;
1848 player_lvl_adj (op, tmp);
1849 }
1850 else if (flag != SK_SUBTRACT_SKILL_EXP)
1851 {
1852 /* only want to process other skills if we are not trying
1853 * to match a specific skill.
1854 */
1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1856 tmp->stats.exp -= del_exp;
1857 player_lvl_adj (op, tmp);
1858 }
1859 }
1860
1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1862 {
1863 del_exp = check_exp_loss (op, exp);
1864 op->stats.exp -= del_exp;
1865 player_lvl_adj (op, NULL);
1866 }
1867 }
1868
1869 /* change_exp() - changes experience to a player/monster. This
1870 * does bounds checking to make sure we don't overflow the max exp.
1871 *
1872 * The exp passed is typically not modified much by this function -
1873 * it is assumed the caller has modified the exp as needed.
1874 * skill_name is the skill that should get the exp added.
1875 * flag is what to do if player doesn't have the skill.
1876 * these last two values are only used for players.
1877 */
1878 void
1879 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1880 {
1881 #ifdef EXP_DEBUG
1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1883 #endif
1884
1885 /* safety */
1886 if (!op)
1887 {
1888 LOG (llevError, "change_exp() called for null object!\n");
1889 return;
1890 }
1891
1892 /* if no change in exp, just return - most of the below code
1893 * won't do anything if the value is 0 anyways.
1894 */
1895 if (exp == 0)
1896 return;
1897
1898 /* Monsters are easy - we just adjust their exp - we
1899 * don't adjust level, since in most cases it is unrelated to
1900 * the exp they have - the monsters exp represents what its
1901 * worth.
1902 */
1903 if (op->type != PLAYER)
1904 {
1905 /* Sanity check */
1906 if (!QUERY_FLAG (op, FLAG_ALIVE))
1907 return;
1908
1909 /* reset exp to max allowed value. We subtract from
1910 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1911 * more than max exp, just return.
1912 */
1913 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1914 {
1915 exp = MAX_EXPERIENCE - op->stats.exp;
1916 if (exp < 0)
1917 return;
1918 }
1919
1920 op->stats.exp += exp;
1921 }
1922 else
1923 { /* Players only */
1924 if (exp > 0)
1925 add_player_exp (op, exp, skill_name, flag);
1926 else
1927 /* note that when you lose exp, it doesn't go against
1928 * a particular skill, so we don't need to pass that
1929 * along.
1930 */
1931 subtract_player_exp (op, abs (exp), skill_name, flag);
1932 }
1933 }
1934
1935 /* Applies a death penalty experience, the size of this is defined by the
1936 * settings death_penalty_percentage and death_penalty_levels, and by the
1937 * amount of permenent experience, whichever gives the lowest loss.
1938 */
1939 void
1940 apply_death_exp_penalty (object *op)
1941 {
1942 object *tmp;
1943 sint64 loss;
1944 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1945 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1946
1947 for (tmp = op->inv; tmp; tmp = tmp->below)
1948 if (tmp->type == SKILL && tmp->stats.exp)
1949 {
1950
1951 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1952 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1953
1954 /* With the revised exp system, you can get cases where
1955 * losing several levels would still require that you have more
1956 * exp than you currently have - this is true if the levels
1957 * tables is a lot harder.
1958 */
1959 if (level_loss < 0)
1960 level_loss = 0;
1961
1962 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1963
1964 tmp->stats.exp -= loss;
1965 player_lvl_adj (op, tmp);
1966 }
1967
1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1969 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1970
1971 if (level_loss < 0)
1972 level_loss = 0;
1973 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1974
1975 op->stats.exp -= loss;
1976 player_lvl_adj (op, NULL);
1977 }
1978
1979 /* This function takes an object (monster/player, op), and
1980 * determines if it makes a basic save throw by looking at the
1981 * save_throw table. level is the effective level to make
1982 * the save at, and bonus is any plus/bonus (typically based on
1983 * resistance to particular attacktype.
1984 * Returns 1 if op makes his save, 0 if he failed
1985 */
1986 int
1987 did_make_save (const object *op, int level, int bonus)
1988 {
1989 if (level > MAX_SAVE_LEVEL)
1990 level = MAX_SAVE_LEVEL;
1991
1992 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1993 return 0;
1994
1995 return 1;
1996 }