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/cvs/deliantra/server/common/living.C
Revision: 1.72
Committed: Sun Jul 22 14:17:56 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +1 -6 lines
Log Message:
fix crash problem

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