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Revision: 1.71
Committed: Sat Jul 21 14:37:25 2007 UTC (16 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.70: +6 -1 lines
Log Message:
adjusted digestion algorithm and clamped in limits

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 sint16 digestion = 0; // a local var to add digestion
814
815 /* OK - we've reset most all the objects attributes to sane values.
816 * now go through and make adjustments for what the player has equipped.
817 */
818 for (tmp = inv; tmp; tmp = tmp->below)
819 {
820 /* This happens because apply_potion calls change_abil with the potion
821 * applied so we can tell the player what changed. But change_abil
822 * then calls this function.
823 */
824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
825 continue;
826
827 /* See note in map.c:update_position about making this additive
828 * since light sources are never applied, need to put check here.
829 */
830 if (tmp->glow_radius > glow_radius)
831 glow_radius = tmp->glow_radius;
832
833 /* For some things, we don't care what is equipped */
834 if (tmp->type == SKILL)
835 {
836 /* Want to take the highest skill here. */
837 if (IS_MANA_SKILL (tmp->subtype))
838 {
839 if (!mana_obj)
840 mana_obj = tmp;
841 else if (tmp->level > mana_obj->level)
842 mana_obj = tmp;
843 }
844
845 if (IS_GRACE_SKILL (tmp->subtype))
846 {
847 if (!grace_obj)
848 grace_obj = tmp;
849 else if (tmp->level > grace_obj->level)
850 grace_obj = tmp;
851 }
852 }
853
854 /* Container objects are not meant to adjust a players, but other applied
855 * objects need to make adjustments.
856 * This block should handle all player specific changes
857 * The check for Praying is a bit of a hack - god given bonuses are put
858 * in the praying skill, and the player should always get those.
859 * It also means we need to put in additional checks for applied below,
860 * because the skill shouldn't count against body positions being used
861 * up, etc.
862 */
863 if ((tmp->flag [FLAG_APPLIED]
864 && tmp->type != CONTAINER
865 && tmp->type != CLOSE_CON)
866 || (tmp->type == SKILL
867 && tmp->subtype == SK_PRAYING))
868 {
869 if (type == PLAYER)
870 {
871 contr->item_power += tmp->item_power;
872
873 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
874 if (tmp != current_weapon
875 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
876 && !tmp->flag [FLAG_CURSED]
877 && !tmp->flag [FLAG_DAMNED])
878 continue;
879
880 for (i = 0; i < NUM_STATS; i++)
881 change_attr_value (&stats, i, tmp->stats.stat (i));
882
883 /* These are the items that currently can change digestion, regeneration,
884 * spell point recovery and mana point recovery. Seems sort of an arbitary
885 * list, but other items store other info into stats array.
886 */
887 if (tmp->type == WEAPON || tmp->type == BOW ||
888 tmp->type == ARMOUR || tmp->type == HELMET ||
889 tmp->type == SHIELD || tmp->type == RING ||
890 tmp->type == BOOTS || tmp->type == GLOVES ||
891 tmp->type == AMULET || tmp->type == GIRDLE ||
892 tmp->type == BRACERS || tmp->type == CLOAK ||
893 tmp->type == DISEASE || tmp->type == FORCE ||
894 tmp->type == SKILL)
895 {
896 digestion += tmp->stats.food;
897 contr->gen_hp += tmp->stats.hp;
898 contr->gen_sp += tmp->stats.sp;
899 contr->gen_grace += tmp->stats.grace;
900 contr->gen_sp_armour += tmp->gen_sp_armour;
901 }
902 } /* if this is a player */
903 else
904 {
905 if (tmp->type == WEAPON)
906 current_weapon = tmp;
907 }
908
909 /* Update slots used for items */
910 if (QUERY_FLAG (tmp, FLAG_APPLIED))
911 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
912 slot[i].used += tmp->slot[i].info;
913
914 if (tmp->type == SYMPTOM)
915 {
916 speed_reduce_from_disease = tmp->last_sp / 100.f;
917
918 if (speed_reduce_from_disease == 0)
919 speed_reduce_from_disease = 1;
920 }
921
922 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
923 * (Negative protections are calculated exactly like positive.)
924 * Resistance from potions are treated special as well. If there's
925 * more than one potion-effect, the bigger prot.-value is taken.
926 */
927 if (tmp->type != POTION)
928 {
929 for (i = 0; i < NROFATTACKS; i++)
930 {
931 /* Potential for cursed potions, in which case we just can use
932 * a straight MAX, as potion_resist is initialised to zero.
933 */
934 if (tmp->type == POTION_EFFECT)
935 {
936 if (potion_resist[i])
937 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
938 else
939 potion_resist[i] = tmp->resist[i];
940 }
941 else if (tmp->resist[i] > 0)
942 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
943 else if (tmp->resist[i] < 0)
944 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
945 }
946 }
947
948 /* There may be other things that should not adjust the attacktype */
949 if (tmp->type != SYMPTOM)
950 {
951 attacktype |= tmp->attacktype;
952 path_attuned |= tmp->path_attuned;
953 path_repelled |= tmp->path_repelled;
954 path_denied |= tmp->path_denied;
955 move_type |= tmp->move_type;
956 stats.luck += tmp->stats.luck;
957 }
958
959 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
960 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
961 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
962 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
963 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
964 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
965 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
966
967 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
968 SET_FLAG (this, FLAG_UNDEAD);
969
970 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
971 {
972 SET_FLAG (this, FLAG_MAKE_INVIS);
973 invisible = 1;
974 }
975
976 if (tmp->stats.exp && tmp->type != SKILL)
977 {
978 if (tmp->stats.exp > 0)
979 {
980 added_speed += tmp->stats.exp / 3.f;
981 bonus_speed += tmp->stats.exp / 3.f + 1.f;
982 }
983 else
984 added_speed += tmp->stats.exp;
985 }
986
987 switch (tmp->type)
988 {
989 #if 0
990 case WAND:
991 case ROD:
992 case HORN:
993 if (type != PLAYER || current_weapon == tmp)
994 chosen_skill = tmp;
995 break;
996 #endif
997
998 /* skills modifying the character -b.t. */
999 /* for all skills and skill granting objects */
1000 case SKILL:
1001 {
1002 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1003 break;
1004
1005 if (chosen_skill)
1006 {
1007 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1008 &name, &chosen_skill->name, &tmp->name);
1009
1010 tmp->flag [FLAG_APPLIED] = false;
1011 update_stats ();
1012 return;
1013 }
1014 else
1015 chosen_skill = tmp;
1016
1017 if (tmp->stats.dam > 0)
1018 { /* skill is a 'weapon' */
1019 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1020 weapon_speed = WEAPON_SPEED (tmp);
1021
1022 if (weapon_speed < 0)
1023 weapon_speed = 0;
1024
1025 weapon_weight = tmp->weight;
1026 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1027
1028 if (tmp->magic)
1029 stats.dam += tmp->magic;
1030 }
1031
1032 if (tmp->stats.wc)
1033 wc -= tmp->stats.wc + tmp->magic;
1034
1035 if (tmp->slaying)
1036 slaying = tmp->slaying;
1037
1038 if (tmp->stats.ac)
1039 ac -= tmp->stats.ac + tmp->magic;
1040
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1043 }
1044
1045 break;
1046
1047 case SHIELD:
1048 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1049 contr->encumbrance += (int) tmp->weight / 2000;
1050 case RING:
1051 case AMULET:
1052 case GIRDLE:
1053 case HELMET:
1054 case BOOTS:
1055 case GLOVES:
1056 case CLOAK:
1057 if (tmp->stats.wc)
1058 wc -= tmp->stats.wc + tmp->magic;
1059
1060 if (tmp->stats.dam)
1061 stats.dam += tmp->stats.dam + tmp->magic;
1062
1063 if (tmp->stats.ac)
1064 ac -= tmp->stats.ac + tmp->magic;
1065
1066 break;
1067
1068 case BOW:
1069 case WEAPON:
1070 if (type != PLAYER || current_weapon == tmp)
1071 {
1072 wc -= tmp->stats.wc + tmp->magic;
1073
1074 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1075 ac -= tmp->stats.ac + tmp->magic;
1076
1077 stats.dam += tmp->stats.dam + tmp->magic;
1078 weapon_weight = tmp->weight;
1079 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1080
1081 if (weapon_speed < 0)
1082 weapon_speed = 0;
1083
1084 slaying = tmp->slaying;
1085
1086 /* If there is desire that two handed weapons should do
1087 * extra strength damage, this is where the code should
1088 * go.
1089 */
1090
1091 if (type == PLAYER)
1092 if (settings.spell_encumbrance)
1093 contr->encumbrance += tmp->weight * 3 / 1000;
1094 }
1095
1096 break;
1097
1098 case ARMOUR: /* Only the best of these three are used: */
1099 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1100 contr->encumbrance += tmp->weight / 1000;
1101
1102 case BRACERS:
1103 case FORCE:
1104 if (tmp->stats.wc)
1105 {
1106 if (best_wc < tmp->stats.wc + tmp->magic)
1107 {
1108 wc += best_wc;
1109 best_wc = tmp->stats.wc + tmp->magic;
1110 }
1111 else
1112 wc += tmp->stats.wc + tmp->magic;
1113 }
1114
1115 if (tmp->stats.ac)
1116 {
1117 if (best_ac < tmp->stats.ac + tmp->magic)
1118 {
1119 ac += best_ac; /* Remove last bonus */
1120 best_ac = tmp->stats.ac + tmp->magic;
1121 }
1122 else /* To nullify the below effect */
1123 ac += tmp->stats.ac + tmp->magic;
1124 }
1125
1126 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic);
1128
1129 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic);
1131
1132 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1133 max = ARMOUR_SPEED (tmp) / 10.f;
1134
1135 break;
1136 } /* switch tmp->type */
1137 } /* item is equipped */
1138 } /* for loop of items */
1139
1140 // now clamp digestion to our limits
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142
1143 /* We've gone through all the objects the player has equipped. For many things, we
1144 * have generated intermediate values which we now need to assign.
1145 */
1146
1147 /* 'total resistance = total protections - total vulnerabilities'.
1148 * If there is an uncursed potion in effect, granting more protection
1149 * than that, we take: 'total resistance = resistance from potion'.
1150 * If there is a cursed (and no uncursed) potion in effect, we take
1151 * 'total resistance = vulnerability from cursed potion'.
1152 */
1153 for (i = 0; i < NROFATTACKS; i++)
1154 {
1155 resist[i] = prot[i] - vuln[i];
1156
1157 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1158 resist[i] = potion_resist[i];
1159 }
1160
1161 /* Figure out the players sp/mana/hp totals. */
1162 if (type == PLAYER)
1163 {
1164 int pl_level;
1165
1166 check_stat_bounds (&(stats));
1167 pl_level = level;
1168
1169 if (pl_level < 1)
1170 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1171
1172 /* You basically get half a con bonus/level. But we do take into account rounding,
1173 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1174 */
1175 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1176 {
1177 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1178
1179 if (i % 2 && con_bonus[stats.Con] % 2)
1180 {
1181 if (con_bonus[stats.Con] > 0)
1182 j++;
1183 else
1184 j--;
1185 }
1186
1187 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1188 }
1189
1190 for (i = 11; i <= level; i++)
1191 stats.maxhp += 2;
1192
1193 if (stats.hp > stats.maxhp)
1194 stats.hp = stats.maxhp;
1195
1196 /* Sp gain is controlled by the level of the player's
1197 * relevant experience object (mana_obj, see above)
1198 */
1199 /* following happen when skills system is not used */
1200 if (!mana_obj)
1201 mana_obj = this;
1202
1203 if (!grace_obj)
1204 grace_obj = this;
1205
1206 /* set maxsp */
1207 if (!mana_obj || !mana_obj->level || type != PLAYER)
1208 mana_obj = this;
1209
1210 if (mana_obj == this && type == PLAYER)
1211 stats.maxsp = 1;
1212 else
1213 {
1214 sp_tmp = 0.f;
1215
1216 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1217 {
1218 float stmp;
1219
1220 /* Got some extra bonus at first level */
1221 if (i < 2)
1222 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1223 else
1224 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1225
1226 if (stmp < 1.f)
1227 stmp = 1.f;
1228
1229 sp_tmp += stmp;
1230 }
1231
1232 stats.maxsp = (sint16)sp_tmp;
1233
1234 for (i = 11; i <= mana_obj->level; i++)
1235 stats.maxsp += 2;
1236 }
1237
1238 /* Characters can get their sp supercharged via rune of transferrance */
1239 if (stats.sp > stats.maxsp * 2)
1240 stats.sp = stats.maxsp * 2;
1241
1242 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1243 if (!grace_obj || !grace_obj->level || type != PLAYER)
1244 grace_obj = this;
1245
1246 if (grace_obj == this && type == PLAYER)
1247 stats.maxgrace = 1;
1248 else
1249 {
1250 /* store grace in a float - this way, the divisions below don't create
1251 * big jumps when you go from level to level - with int's, it then
1252 * becomes big jumps when the sums of the bonuses jump to the next
1253 * step of 8 - with floats, even fractional ones are useful.
1254 */
1255 sp_tmp = 0.f;
1256 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1257 {
1258 float grace_tmp = 0.f;
1259
1260 /* Got some extra bonus at first level */
1261 if (i < 2)
1262 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1263 else
1264 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1265
1266 if (grace_tmp < 1.f)
1267 grace_tmp = 1.f;
1268
1269 sp_tmp += grace_tmp;
1270 }
1271
1272 stats.maxgrace = (sint16)sp_tmp;
1273
1274 /* two grace points per level after 11 */
1275 for (i = 11; i <= grace_obj->level; i++)
1276 stats.maxgrace += 2;
1277 }
1278
1279 /* No limit on grace vs maxgrace */
1280
1281 if (contr->braced)
1282 {
1283 ac += 2;
1284 wc += 4;
1285 }
1286 else
1287 ac -= dex_bonus[stats.Dex];
1288
1289 /* In new exp/skills system, wc bonuses are related to
1290 * the players level in a relevant exp object (wc_obj)
1291 * not the general player level -b.t.
1292 * I changed this slightly so that wc bonuses are better
1293 * than before. This is to balance out the fact that
1294 * the player no longer gets a personal weapon w/ 1
1295 * improvement every level, now its fighterlevel/5. So
1296 * we give the player a bonus here in wc and dam
1297 * to make up for the change. Note that I left the
1298 * monster bonus the same as before. -b.t.
1299 */
1300 object *wc_obj = chosen_skill;
1301
1302 if (contr && wc_obj && wc_obj->level > 1)
1303 {
1304 wc -= wc_obj->level + thaco_bonus[stats.Str];
1305
1306 for (i = 1; i < wc_obj->level; i++)
1307 {
1308 /* additional wc every 6 levels */
1309 if (!(i % 6))
1310 wc--;
1311
1312 /* additional dam every 4 levels. */
1313 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1314 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1315 }
1316 }
1317 else
1318 wc -= level + thaco_bonus[stats.Str];
1319
1320 stats.dam += dam_bonus[stats.Str];
1321
1322 if (stats.dam < 1)
1323 stats.dam = 1;
1324
1325 speed = 1.f + speed_bonus[stats.Dex];
1326
1327 if (settings.search_items && contr->search_str[0])
1328 speed -= 1;
1329
1330 if (attacktype == 0)
1331 attacktype = arch->attacktype;
1332 } /* End if player */
1333
1334 if (added_speed >= 0)
1335 speed += added_speed / 10.f;
1336 else /* Something wrong here...: */
1337 speed /= 1.f - added_speed;
1338
1339 /* Max is determined by armour */
1340 if (speed > max)
1341 speed = max;
1342
1343 if (type == PLAYER)
1344 {
1345 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is
1349 */
1350 f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0)
1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 }
1354
1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356
1357 /* Put a lower limit on speed. Note with this speed, you move once every
1358 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1359 */
1360 speed = speed * speed_reduce_from_disease;
1361
1362 if (speed < 0.01f && type == PLAYER)
1363 speed = 0.01f;
1364
1365 if (type == PLAYER)
1366 {
1367 /* (This formula was made by vidarl@ifi.uio.no)
1368 * Note that we never used these values again - basically
1369 * all of these could be subbed into one big equation, but
1370 * that would just be a real pain to read.
1371 */
1372 float M = (max_carry[stats.Str] - 121) / 121.f;
1373 float M2 = max_carry[stats.Str] / 100.f;
1374 float W = weapon_weight / 20000.f;
1375 float s = (20 - weapon_speed) / 10.f;
1376 float D = (stats.Dex - 14) / 14.f;
1377 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1378
1379 K *= (4 + level) * 1.2f / (6 + level);
1380
1381 if (K <= 0.01f)
1382 K = 0.01f;
1383
1384 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1385 }
1386
1387 /* I want to limit the power of small monsters with big weapons: */
1388 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1389 stats.dam = arch->stats.dam * 3;
1390
1391 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1392 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1393
1394 /* if for some reason the creature doesn't have any move type,
1395 * give them walking as a default.
1396 * The second case is a special case - to more closely mimic the
1397 * old behaviour - if your flying, your not walking - just
1398 * one or the other.
1399 */
1400 if (move_type == 0)
1401 move_type = MOVE_WALK;
1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1403 move_type &= ~MOVE_WALK;
1404
1405 if (speed != old_speed)
1406 set_speed (speed);
1407
1408 /* It is quite possible that a player's spell costing might have changed,
1409 * so we will check that now.
1410 */
1411 if (type == PLAYER)
1412 {
1413 esrv_update_stats (contr);
1414 esrv_update_spells (contr);
1415 }
1416
1417 // update the mapspace, if we are on a map
1418 if (!flag [FLAG_REMOVED] && map)
1419 map->at (x, y).flags_ = 0;
1420 }
1421
1422 /*
1423 * Returns true if the given player is a legal class.
1424 * The function to add and remove class-bonuses to the stats doesn't
1425 * check if the stat becomes negative, thus this function
1426 * merely checks that all stats are 1 or more, and returns
1427 * false otherwise.
1428 */
1429 int
1430 allowed_class (const object *op)
1431 {
1432 return op->stats.Dex > 0
1433 && op->stats.Str > 0
1434 && op->stats.Con > 0
1435 && op->stats.Int > 0
1436 && op->stats.Wis > 0
1437 && op->stats.Pow > 0
1438 && op->stats.Cha > 0;
1439 }
1440
1441 /*
1442 * set the new dragon name after gaining levels or
1443 * changing ability focus (later this can be extended to
1444 * eventually change the player's face and animation)
1445 *
1446 * Note that the title is written to 'own_title' in the
1447 * player struct. This should be changed to 'ext_title'
1448 * as soon as clients support this!
1449 * Please, anyone, write support for 'ext_title'.
1450 */
1451 void
1452 set_dragon_name (object *pl, const object *abil, const object *skin)
1453 {
1454 int atnr = -1; /* attacknumber of highest level */
1455 int level = 0; /* highest level */
1456 int i;
1457
1458 /* Perhaps do something more clever? */
1459 if (!abil || !skin)
1460 return;
1461
1462 /* first, look for the highest level */
1463 for (i = 0; i < NROFATTACKS; i++)
1464 {
1465 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1466 {
1467 level = abil->resist[i];
1468 atnr = i;
1469 }
1470 }
1471
1472 /* now if there are equals at highest level, pick the one with focus,
1473 or else at random */
1474 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1475 atnr = abil->stats.exp;
1476
1477 level = (int) (level / 5.);
1478
1479 /* now set the new title */
1480 if (pl->contr != NULL)
1481 {
1482 if (level == 0)
1483 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1484 else if (level == 1)
1485 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1486 else if (level == 2)
1487 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1488 else if (level == 3)
1489 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1490 else
1491 {
1492 /* special titles for extra high resistance! */
1493 if (skin->resist[atnr] > 80)
1494 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1495 else if (skin->resist[atnr] > 50)
1496 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1497 else
1498 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1499 }
1500 }
1501
1502 strcpy (pl->contr->own_title, "");
1503 }
1504
1505 /*
1506 * This function is called when a dragon-player gains
1507 * an overall level. Here, the dragon might gain new abilities
1508 * or change the ability-focus.
1509 */
1510 void
1511 dragon_level_gain (object *who)
1512 {
1513 object *abil = NULL; /* pointer to dragon ability force */
1514 object *skin = NULL; /* pointer to dragon skin force */
1515 object *tmp = NULL; /* tmp. object */
1516 char buf[MAX_BUF]; /* tmp. string buffer */
1517
1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1520 if (tmp->type == FORCE)
1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1522 abil = tmp;
1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1524 skin = tmp;
1525
1526 /* if the force is missing -> bail out */
1527 if (abil == NULL)
1528 return;
1529
1530 /* The ability_force keeps track of maximum level ever achieved.
1531 * New abilties can only be gained by surpassing this max level
1532 */
1533 if (who->level > abil->level)
1534 {
1535 /* increase our focused ability */
1536 abil->resist[abil->stats.exp]++;
1537
1538
1539 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1540 {
1541 /* time to hand out a new ability-gift */
1542 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1543 }
1544
1545 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1546 {
1547 /* apply new ability focus */
1548 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1549 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1550
1551 abil->stats.exp = abil->last_eat;
1552 abil->last_eat = 0;
1553 }
1554
1555 abil->level = who->level;
1556 }
1557
1558 /* last but not least, set the new title for the dragon */
1559 set_dragon_name (who, abil, skin);
1560 }
1561
1562 /* Handy function - given the skill name skill_name, we find the skill
1563 * archetype/object, set appropriate values, and insert it into
1564 * the object (op) that is passed.
1565 * We return the skill - this makes it easier for calling functions that
1566 * want to do something with it immediately.
1567 */
1568 object *
1569 give_skill_by_name (object *op, const char *skill_name)
1570 {
1571 object *skill_obj;
1572
1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1574 if (!skill_obj)
1575 {
1576 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1577 return NULL;
1578 }
1579
1580 /* clear the flag - exp goes into this bucket, but player
1581 * still doesn't know it.
1582 */
1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1584 skill_obj->stats.exp = 0;
1585 skill_obj->level = 1;
1586 insert_ob_in_ob (skill_obj, op);
1587
1588 if (player *pl = op->contr)
1589 {
1590 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1591 if (pl->ns)
1592 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1593 }
1594
1595 return skill_obj;
1596 }
1597
1598 /* player_lvl_adj() - for the new exp system. we are concerned with
1599 * whether the player gets more hp, sp and new levels.
1600 * Note this this function should only be called for players. Monstes
1601 * don't really gain levels
1602 * who is the player, op is what we are checking to gain the level
1603 * (eg, skill)
1604 */
1605 void
1606 player_lvl_adj (object *who, object *op)
1607 {
1608 char buf[MAX_BUF];
1609
1610 if (!op) /* when rolling stats */
1611 op = who;
1612
1613 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1614 {
1615 op->level++;
1616
1617 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1618 dragon_level_gain (who);
1619
1620 /* Only roll these if it is the player (who) that gained the level */
1621 if (op == who && (who->level < 11) && who->type == PLAYER)
1622 {
1623 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1624 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1625 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1626 }
1627
1628 who->update_stats ();
1629 if (op->level > 1)
1630 {
1631 if (op->type != PLAYER)
1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1633 else
1634 sprintf (buf, "You are now level %d.", op->level);
1635
1636 if (who)
1637 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1638 }
1639
1640 player_lvl_adj (who, op); /* To increase more levels */
1641 }
1642 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643 {
1644 op->level--;
1645 who->update_stats ();
1646
1647 if (op->type != PLAYER)
1648 {
1649 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1651 }
1652
1653 player_lvl_adj (who, op); /* To decrease more levels */
1654 }
1655
1656 /* check if the spell data has changed */
1657 esrv_update_stats (who->contr);
1658 esrv_update_spells (who->contr);
1659 }
1660
1661 /*
1662 * Returns how much experience is needed for a player to become
1663 * the given level. level should really never exceed max_level
1664 */
1665
1666 sint64
1667 level_exp (int level, double expmul)
1668 {
1669 if (level > settings.max_level)
1670 return (sint64) (expmul * levels[settings.max_level]);
1671
1672 return (sint64) (expmul * levels[level]);
1673 }
1674
1675 /*
1676 * Ensure that the permanent experience requirements in an exp object are met.
1677 * This really just checks 'op to make sure the perm_exp value is within
1678 * proper range. Note that the checking of what is passed through
1679 * has been reduced. Since there is now a proper field for perm_exp,
1680 * this can now work on a much larger set of objects.
1681 */
1682 void
1683 calc_perm_exp (object *op)
1684 {
1685 int p_exp_min;
1686
1687 /* Ensure that our permanent experience minimum is met.
1688 * permenent_exp_ratio is an integer percentage, we divide by 100
1689 * to get the fraction */
1690 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1691
1692 if (op->perm_exp < p_exp_min)
1693 op->perm_exp = p_exp_min;
1694
1695 /* Cap permanent experience. */
1696 if (op->perm_exp < 0)
1697 op->perm_exp = 0;
1698 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1699 op->perm_exp = MAX_EXPERIENCE;
1700 }
1701
1702 /* Add experience to a player - exp should only be positive.
1703 * Updates permanent exp for the skill we are adding to.
1704 * skill_name is the skill to add exp to. Skill name can be
1705 * NULL, in which case exp increases the players general
1706 * total, but not any particular skill.
1707 * flag is what to do if the player doesn't have the skill:
1708 */
1709 static void
1710 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1711 {
1712 object *skill_obj = NULL;
1713 sint64 limit, exp_to_add;
1714 int i;
1715
1716 /* prevents some forms of abuse. */
1717 if (op->contr->braced)
1718 exp /= 5;
1719
1720 /* Try to find the matching skill.
1721 * We do a shortcut/time saving mechanism first - see if it matches
1722 * chosen_skill. This means we don't need to search through
1723 * the players inventory.
1724 */
1725 if (skill_name)
1726 {
1727 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1728 skill_obj = op->chosen_skill;
1729 else
1730 {
1731 for (i = 0; i < NUM_SKILLS; i++)
1732 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1733 {
1734 skill_obj = op->contr->last_skill_ob[i];
1735 break;
1736 }
1737
1738 /* Player doesn't have the skill. Check to see what to do, and give
1739 * it to the player if necessary
1740 */
1741 if (!skill_obj)
1742 {
1743 if (flag == SK_EXP_NONE)
1744 return;
1745 else if (flag == SK_EXP_ADD_SKILL)
1746 give_skill_by_name (op, skill_name);
1747 }
1748 }
1749 }
1750
1751 if (flag != SK_EXP_SKILL_ONLY)
1752 {
1753 /* Basically, you can never gain more experience in one shot
1754 * than half what you need to gain for next level.
1755 */
1756 exp_to_add = exp;
1757 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1758 if (exp_to_add > limit)
1759 exp_to_add = limit;
1760
1761 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1762 if (settings.permanent_exp_ratio)
1763 {
1764 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1765 calc_perm_exp (op);
1766 }
1767
1768 player_lvl_adj (op, NULL);
1769 }
1770
1771 if (skill_obj)
1772 {
1773 exp_to_add = exp;
1774 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1775 if (exp_to_add > limit)
1776 exp_to_add = limit;
1777
1778 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1779 if (settings.permanent_exp_ratio)
1780 {
1781 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1782 calc_perm_exp (skill_obj);
1783 }
1784
1785 player_lvl_adj (op, skill_obj);
1786 }
1787 }
1788
1789 /* This function checks to make sure that object 'op' can
1790 * lost 'exp' experience. It returns the amount of exp
1791 * object 'op' can in fact lose - it basically makes
1792 * adjustments based on permanent exp and the like.
1793 * This function should always be used for losing experience -
1794 * the 'exp' value passed should be positive - this is the
1795 * amount that should get subtract from the player.
1796 */
1797 sint64
1798 check_exp_loss (const object *op, sint64 exp)
1799 {
1800 sint64 del_exp;
1801
1802 if (exp > op->stats.exp)
1803 exp = op->stats.exp;
1804 if (settings.permanent_exp_ratio)
1805 {
1806 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1807 if (del_exp < 0)
1808 del_exp = 0;
1809 if (exp > del_exp)
1810 exp = del_exp;
1811 }
1812 return exp;
1813 }
1814
1815 sint64
1816 check_exp_adjust (const object *op, sint64 exp)
1817 {
1818 if (exp < 0)
1819 return check_exp_loss (op, exp);
1820 else
1821 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1822 }
1823
1824
1825 /* Subtracts experience from player.
1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1827 * only subtract from the matching skill. Otherwise,
1828 * this subtracts a portion from all
1829 * skills the player has. Eg, if we figure the player is losing 10%
1830 * of his total exp, what happens is he loses 10% from all his skills.
1831 * Note that if permanent exp is used, player may not in fact lose
1832 * as much as listed. Eg, if player has gotten reduced to the point
1833 * where everything is at the minimum perm exp, he would lose nothing.
1834 * exp is the amount of exp to subtract - thus, it should be
1835 * a postive number.
1836 */
1837 static void
1838 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1839 {
1840 float fraction = (float) exp / (float) op->stats.exp;
1841 object *tmp;
1842 sint64 del_exp;
1843
1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1845 if (tmp->type == SKILL && tmp->stats.exp)
1846 {
1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1848 {
1849 del_exp = check_exp_loss (tmp, exp);
1850 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp);
1852 }
1853 else if (flag != SK_SUBTRACT_SKILL_EXP)
1854 {
1855 /* only want to process other skills if we are not trying
1856 * to match a specific skill.
1857 */
1858 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1859 tmp->stats.exp -= del_exp;
1860 player_lvl_adj (op, tmp);
1861 }
1862 }
1863
1864 if (flag != SK_SUBTRACT_SKILL_EXP)
1865 {
1866 del_exp = check_exp_loss (op, exp);
1867 op->stats.exp -= del_exp;
1868 player_lvl_adj (op, NULL);
1869 }
1870 }
1871
1872 /* change_exp() - changes experience to a player/monster. This
1873 * does bounds checking to make sure we don't overflow the max exp.
1874 *
1875 * The exp passed is typically not modified much by this function -
1876 * it is assumed the caller has modified the exp as needed.
1877 * skill_name is the skill that should get the exp added.
1878 * flag is what to do if player doesn't have the skill.
1879 * these last two values are only used for players.
1880 */
1881 void
1882 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1883 {
1884 #ifdef EXP_DEBUG
1885 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1886 #endif
1887
1888 /* safety */
1889 if (!op)
1890 {
1891 LOG (llevError, "change_exp() called for null object!\n");
1892 return;
1893 }
1894
1895 /* if no change in exp, just return - most of the below code
1896 * won't do anything if the value is 0 anyways.
1897 */
1898 if (exp == 0)
1899 return;
1900
1901 /* Monsters are easy - we just adjust their exp - we
1902 * don't adjust level, since in most cases it is unrelated to
1903 * the exp they have - the monsters exp represents what its
1904 * worth.
1905 */
1906 if (op->type != PLAYER)
1907 {
1908 /* Sanity check */
1909 if (!QUERY_FLAG (op, FLAG_ALIVE))
1910 return;
1911
1912 /* reset exp to max allowed value. We subtract from
1913 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1914 * more than max exp, just return.
1915 */
1916 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1917 {
1918 exp = MAX_EXPERIENCE - op->stats.exp;
1919 if (exp < 0)
1920 return;
1921 }
1922
1923 op->stats.exp += exp;
1924 }
1925 else
1926 { /* Players only */
1927 if (exp > 0)
1928 add_player_exp (op, exp, skill_name, flag);
1929 else
1930 /* note that when you lose exp, it doesn't go against
1931 * a particular skill, so we don't need to pass that
1932 * along.
1933 */
1934 subtract_player_exp (op, abs (exp), skill_name, flag);
1935 }
1936 }
1937
1938 /* Applies a death penalty experience, the size of this is defined by the
1939 * settings death_penalty_percentage and death_penalty_levels, and by the
1940 * amount of permenent experience, whichever gives the lowest loss.
1941 */
1942 void
1943 apply_death_exp_penalty (object *op)
1944 {
1945 object *tmp;
1946 sint64 loss;
1947 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1948 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1949
1950 for (tmp = op->inv; tmp; tmp = tmp->below)
1951 if (tmp->type == SKILL && tmp->stats.exp)
1952 {
1953
1954 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1955 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1956
1957 /* With the revised exp system, you can get cases where
1958 * losing several levels would still require that you have more
1959 * exp than you currently have - this is true if the levels
1960 * tables is a lot harder.
1961 */
1962 if (level_loss < 0)
1963 level_loss = 0;
1964
1965 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1966
1967 tmp->stats.exp -= loss;
1968 player_lvl_adj (op, tmp);
1969 }
1970
1971 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1972 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1973
1974 if (level_loss < 0)
1975 level_loss = 0;
1976 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1977
1978 op->stats.exp -= loss;
1979 player_lvl_adj (op, NULL);
1980 }
1981
1982 /* This function takes an object (monster/player, op), and
1983 * determines if it makes a basic save throw by looking at the
1984 * save_throw table. level is the effective level to make
1985 * the save at, and bonus is any plus/bonus (typically based on
1986 * resistance to particular attacktype.
1987 * Returns 1 if op makes his save, 0 if he failed
1988 */
1989 int
1990 did_make_save (const object *op, int level, int bonus)
1991 {
1992 if (level > MAX_SAVE_LEVEL)
1993 level = MAX_SAVE_LEVEL;
1994
1995 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1996 return 0;
1997
1998 return 1;
1999 }