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/cvs/deliantra/server/common/living.C
Revision: 1.74
Committed: Tue Aug 7 21:58:25 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.73: +66 -57 lines
Log Message:
- lots of clamping on stats
- optimisations/bugfixes in update_stats
- disease progression now uses lots of ad-hoc clamping on various values

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 /* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713 static struct digest_types : std::bitset<NUM_TYPES>
714 {
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733 } digest_types;
734
735 static struct copy_flags : object::flags_t
736 {
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747 } copy_flags;
748
749 /*
750 * Updates all abilities given by applied objects in the inventory
751 * of the given object. Note: This function works for both monsters
752 * and players; the "player" in the name is purely an archaic inheritance.
753 * This functions starts from base values (archetype or player object)
754 * and then adjusts them according to what the player has equipped.
755 *
756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
757 * spell system split, grace points now added to system --peterm
758 */
759 void
760 object::update_stats ()
761 {
762 int i, j;
763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
764 int weapon_weight = 0, weapon_speed = 0;
765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
767 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed;
769
770 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER)
772 {
773 for (i = 0; i < NUM_STATS; i++)
774 stats.stat (i) = contr->orig_stats.stat (i);
775
776 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0;
778
779 attacktype = 0;
780
781 contr->digestion = 0;
782 contr->gen_hp = 0;
783 contr->gen_sp = 0;
784 contr->gen_grace = 0;
785 contr->gen_sp_armour = 10;
786 contr->item_power = 0;
787 }
788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
792 slaying = 0;
793
794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 }
799
800 CLEAR_FLAG (this, FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND);
803
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's
818 * archetype clone
819 */
820 memcpy (&resist, &arch->resist, sizeof (resist));
821
822 for (i = 0; i < NROFATTACKS; i++)
823 {
824 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0;
826 else
827 vuln[i] = -(resist[i]), prot[i] = 0;
828
829 potion_resist[i] = 0;
830 }
831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
836 * plus a small amount of physical resist, those poor suckers. ;)
837 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down
841 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
843 {
844 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 }
847 else
848 ac = arch->stats.ac;
849
850 stats.luck = arch->stats.luck;
851 speed = arch->speed;
852
853 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped.
855 */
856 for (tmp = inv; tmp; tmp = tmp->below)
857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius;
870
871 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL)
873 {
874 /* Want to take the highest skill here. */
875 if (IS_MANA_SKILL (tmp->subtype))
876 {
877 if (!mana_obj)
878 mana_obj = tmp;
879 else if (tmp->level > mana_obj->level)
880 mana_obj = tmp;
881 }
882
883 if (IS_GRACE_SKILL (tmp->subtype))
884 {
885 if (!grace_obj)
886 grace_obj = tmp;
887 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp;
889 }
890 }
891
892 /* Container objects are not meant to adjust a players, but other applied
893 * objects need to make adjustments.
894 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below,
898 * because the skill shouldn't count against body positions being used
899 * up, etc.
900 */
901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
905 && tmp->subtype == SK_PRAYING))
906 {
907 if (type == PLAYER)
908 {
909 contr->item_power += tmp->item_power;
910
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
917
918 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i)))
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921
922 if (digest_types [tmp->type])
923 {
924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
925 contr->gen_hp += tmp->stats.hp;
926 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour;
929 }
930 } /* if this is a player */
931 else
932 {
933 if (tmp->type == WEAPON)
934 current_weapon = tmp;
935 }
936
937 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info;
941
942 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken.
954 */
955 if (tmp->type != POTION)
956 {
957 for (i = 0; i < NROFATTACKS; i++)
958 {
959 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero.
961 */
962 if (tmp->type == POTION_EFFECT)
963 {
964 if (potion_resist[i])
965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
966 else
967 potion_resist[i] = tmp->resist[i];
968 }
969 else if (tmp->resist[i] > 0)
970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
971 else if (tmp->resist[i] < 0)
972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
973 }
974 }
975
976 /* There may be other things that should not adjust the attacktype */
977 if (tmp->type != SYMPTOM)
978 {
979 attacktype |= tmp->attacktype;
980 path_attuned |= tmp->path_attuned;
981 path_repelled |= tmp->path_repelled;
982 path_denied |= tmp->path_denied;
983 move_type |= tmp->move_type;
984 stats.luck += tmp->stats.luck;
985 }
986
987 flag |= tmp->flag & copy_flags;
988
989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
990 SET_FLAG (this, FLAG_UNDEAD);
991
992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
993 {
994 SET_FLAG (this, FLAG_MAKE_INVIS);
995 invisible = 1;
996 }
997
998 if (tmp->stats.exp && tmp->type != SKILL)
999 {
1000 if (tmp->stats.exp > 0)
1001 {
1002 added_speed += tmp->stats.exp / 3.f;
1003 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1004 }
1005 else
1006 added_speed += tmp->stats.exp;
1007 }
1008
1009 switch (tmp->type)
1010 {
1011 #if 0
1012 case WAND:
1013 case ROD:
1014 case HORN:
1015 if (type != PLAYER || current_weapon == tmp)
1016 chosen_skill = tmp;
1017 break;
1018 #endif
1019
1020 /* skills modifying the character -b.t. */
1021 /* for all skills and skill granting objects */
1022 case SKILL:
1023 {
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1025 break;
1026
1027 if (chosen_skill)
1028 {
1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1030 &name, &chosen_skill->name, &tmp->name);
1031
1032 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats ();
1034 return;
1035 }
1036 else
1037 chosen_skill = tmp;
1038
1039 if (tmp->stats.dam > 0)
1040 { /* skill is a 'weapon' */
1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1042 weapon_speed = WEAPON_SPEED (tmp);
1043
1044 if (weapon_speed < 0)
1045 weapon_speed = 0;
1046
1047 weapon_weight = tmp->weight;
1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049
1050 if (tmp->magic)
1051 stats.dam += tmp->magic;
1052 }
1053
1054 if (tmp->stats.wc)
1055 wc -= tmp->stats.wc + tmp->magic;
1056
1057 if (tmp->slaying)
1058 slaying = tmp->slaying;
1059
1060 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic;
1062
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1065 }
1066
1067 break;
1068
1069 case SHIELD:
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) tmp->weight / 2000;
1072 case RING:
1073 case AMULET:
1074 case GIRDLE:
1075 case HELMET:
1076 case BOOTS:
1077 case GLOVES:
1078 case CLOAK:
1079 if (tmp->stats.wc)
1080 wc -= tmp->stats.wc + tmp->magic;
1081
1082 if (tmp->stats.dam)
1083 stats.dam += tmp->stats.dam + tmp->magic;
1084
1085 if (tmp->stats.ac)
1086 ac -= tmp->stats.ac + tmp->magic;
1087
1088 break;
1089
1090 case BOW:
1091 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1094 wc -= tmp->stats.wc + tmp->magic;
1095
1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1097 ac -= tmp->stats.ac + tmp->magic;
1098
1099 stats.dam += tmp->stats.dam + tmp->magic;
1100 weapon_weight = tmp->weight;
1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102
1103 if (weapon_speed < 0)
1104 weapon_speed = 0;
1105
1106 slaying = tmp->slaying;
1107
1108 /* If there is desire that two handed weapons should do
1109 * extra strength damage, this is where the code should
1110 * go.
1111 */
1112
1113 if (type == PLAYER)
1114 if (settings.spell_encumbrance)
1115 contr->encumbrance += tmp->weight * 3 / 1000;
1116 }
1117
1118 break;
1119
1120 case ARMOUR: /* Only the best of these three are used: */
1121 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1122 contr->encumbrance += tmp->weight / 1000;
1123
1124 case BRACERS:
1125 case FORCE:
1126 if (tmp->stats.wc)
1127 {
1128 if (best_wc < tmp->stats.wc + tmp->magic)
1129 {
1130 wc += best_wc;
1131 best_wc = tmp->stats.wc + tmp->magic;
1132 }
1133 else
1134 wc += tmp->stats.wc + tmp->magic;
1135 }
1136
1137 if (tmp->stats.ac)
1138 {
1139 if (best_ac < tmp->stats.ac + tmp->magic)
1140 {
1141 ac += best_ac; /* Remove last bonus */
1142 best_ac = tmp->stats.ac + tmp->magic;
1143 }
1144 else /* To nullify the below effect */
1145 ac += tmp->stats.ac + tmp->magic;
1146 }
1147
1148 if (tmp->stats.wc)
1149 wc -= (tmp->stats.wc + tmp->magic);
1150
1151 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic);
1153
1154 if (ARMOUR_SPEED (tmp))
1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156
1157 break;
1158 } /* switch tmp->type */
1159 } /* item is equipped */
1160 } /* for loop of items */
1161
1162 /* We've gone through all the objects the player has equipped. For many things, we
1163 * have generated intermediate values which we now need to assign.
1164 */
1165
1166 /* 'total resistance = total protections - total vulnerabilities'.
1167 * If there is an uncursed potion in effect, granting more protection
1168 * than that, we take: 'total resistance = resistance from potion'.
1169 * If there is a cursed (and no uncursed) potion in effect, we take
1170 * 'total resistance = vulnerability from cursed potion'.
1171 */
1172 for (i = 0; i < NROFATTACKS; i++)
1173 {
1174 resist[i] = prot[i] - vuln[i];
1175
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1177 resist[i] = potion_resist[i];
1178 }
1179
1180 /* Figure out the players sp/mana/hp totals. */
1181 if (type == PLAYER)
1182 {
1183 int pl_level;
1184
1185 check_stat_bounds (&(stats));
1186 pl_level = level;
1187
1188 if (pl_level < 1)
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190
1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */
1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1195 {
1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0)
1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 for (i = 11; i <= level; i++)
1208 stats.maxhp += 2;
1209
1210 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp;
1212
1213 /* Sp gain is controlled by the level of the player's
1214 * relevant experience object (mana_obj, see above)
1215 */
1216 /* following happen when skills system is not used */
1217 if (!mana_obj)
1218 mana_obj = this;
1219
1220 if (!grace_obj)
1221 grace_obj = this;
1222
1223 /* set maxsp */
1224 if (!mana_obj || !mana_obj->level || type != PLAYER)
1225 mana_obj = this;
1226
1227 if (mana_obj == this && type == PLAYER)
1228 stats.maxsp = 1;
1229 else
1230 {
1231 float sp_tmp = 0.f;
1232
1233 for (i = 1; i <= min (10, mana_obj->level); i++)
1234 {
1235 float stmp;
1236
1237 /* Got some extra bonus at first level */
1238 if (i < 2)
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1240 else
1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1242
1243 sp_tmp += max (1.f, stmp);
1244 }
1245
1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1247 }
1248
1249 /* Characters can get their sp supercharged via rune of transferrance */
1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1251
1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1254 grace_obj = this;
1255
1256 if (grace_obj == this && type == PLAYER)
1257 stats.maxgrace = 1;
1258 else
1259 {
1260 /* store grace in a float - this way, the divisions below don't create
1261 * big jumps when you go from level to level - with int's, it then
1262 * becomes big jumps when the sums of the bonuses jump to the next
1263 * step of 8 - with floats, even fractional ones are useful.
1264 */
1265 float sp_tmp = 0.f;
1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++)
1268 {
1269 float grace_tmp = 0.f;
1270
1271 /* Got some extra bonus at first level */
1272 if (i < 2)
1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1274 else
1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1276
1277 sp_tmp += max (1.f, grace_tmp);
1278 }
1279
1280 /* two grace points per level after 10 */
1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1282 }
1283
1284 /* No limit on grace vs maxgrace */
1285
1286 if (contr->braced)
1287 {
1288 ac += 2;
1289 wc += 4;
1290 }
1291 else
1292 ac -= dex_bonus[stats.Dex];
1293
1294 /* In new exp/skills system, wc bonuses are related to
1295 * the players level in a relevant exp object (wc_obj)
1296 * not the general player level -b.t.
1297 * I changed this slightly so that wc bonuses are better
1298 * than before. This is to balance out the fact that
1299 * the player no longer gets a personal weapon w/ 1
1300 * improvement every level, now its fighterlevel/5. So
1301 * we give the player a bonus here in wc and dam
1302 * to make up for the change. Note that I left the
1303 * monster bonus the same as before. -b.t.
1304 */
1305 object *wc_obj = chosen_skill;
1306
1307 if (contr && wc_obj && wc_obj->level > 1)
1308 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1311 for (i = 1; i < wc_obj->level; i++)
1312 {
1313 /* additional wc every 6 levels */
1314 if (!(i % 6))
1315 wc--;
1316
1317 /* additional dam every 4 levels. */
1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1320 }
1321 }
1322 else
1323 wc -= level + thaco_bonus[stats.Str];
1324
1325 stats.dam += dam_bonus[stats.Str];
1326
1327 if (stats.dam < 1)
1328 stats.dam = 1;
1329
1330 speed = 1.f + speed_bonus[stats.Dex];
1331
1332 if (settings.search_items && contr->search_str[0])
1333 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */
1338
1339 if (added_speed >= 0)
1340 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */
1342 speed /= 1.f - added_speed;
1343
1344 /* Max is determined by armour */
1345 speed = min (speed, max_speed);
1346
1347 if (type == PLAYER)
1348 {
1349 /* f is a number the represents the number of kg above (positive num)
1350 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is
1353 */
1354 f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0)
1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1357 }
1358
1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360
1361 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1363 */
1364 speed = speed * speed_reduce_from_disease;
1365
1366 if (speed < 0.01f && type == PLAYER)
1367 speed = 0.01f;
1368
1369 if (type == PLAYER)
1370 {
1371 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically
1373 * all of these could be subbed into one big equation, but
1374 * that would just be a real pain to read.
1375 */
1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1377 float M2 = max_carry[stats.Str] / 100.f;
1378 float W = weapon_weight / 20000.f;
1379 float s = (20 - weapon_speed) / 10.f;
1380 float D = (stats.Dex - 14) / 14.f;
1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1382
1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1385 if (K <= 0.01f)
1386 K = 0.01f;
1387
1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1389 }
1390
1391 /* I want to limit the power of small monsters with big weapons: */
1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1393 stats.dam = arch->stats.dam * 3;
1394
1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1397
1398 /* if for some reason the creature doesn't have any move type,
1399 * give them walking as a default.
1400 * The second case is a special case - to more closely mimic the
1401 * old behaviour - if your flying, your not walking - just
1402 * one or the other.
1403 */
1404 if (move_type == 0)
1405 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK;
1408
1409 if (speed != old_speed)
1410 set_speed (speed);
1411
1412 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now.
1414 */
1415 if (type == PLAYER)
1416 {
1417 esrv_update_stats (contr);
1418 esrv_update_spells (contr);
1419 }
1420
1421 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0;
1424 }
1425
1426 /*
1427 * Returns true if the given player is a legal class.
1428 * The function to add and remove class-bonuses to the stats doesn't
1429 * check if the stat becomes negative, thus this function
1430 * merely checks that all stats are 1 or more, and returns
1431 * false otherwise.
1432 */
1433 int
1434 allowed_class (const object *op)
1435 {
1436 return op->stats.Dex > 0
1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1442 && op->stats.Cha > 0;
1443 }
1444
1445 /*
1446 * set the new dragon name after gaining levels or
1447 * changing ability focus (later this can be extended to
1448 * eventually change the player's face and animation)
1449 *
1450 * Note that the title is written to 'own_title' in the
1451 * player struct. This should be changed to 'ext_title'
1452 * as soon as clients support this!
1453 * Please, anyone, write support for 'ext_title'.
1454 */
1455 void
1456 set_dragon_name (object *pl, const object *abil, const object *skin)
1457 {
1458 int atnr = -1; /* attacknumber of highest level */
1459 int level = 0; /* highest level */
1460 int i;
1461
1462 /* Perhaps do something more clever? */
1463 if (!abil || !skin)
1464 return;
1465
1466 /* first, look for the highest level */
1467 for (i = 0; i < NROFATTACKS; i++)
1468 {
1469 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1470 {
1471 level = abil->resist[i];
1472 atnr = i;
1473 }
1474 }
1475
1476 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp;
1480
1481 level = (int) (level / 5.);
1482
1483 /* now set the new title */
1484 if (pl->contr != NULL)
1485 {
1486 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1490 else if (level == 2)
1491 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1492 else if (level == 3)
1493 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1494 else
1495 {
1496 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80)
1498 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1499 else if (skin->resist[atnr] > 50)
1500 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1501 else
1502 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1503 }
1504 }
1505
1506 strcpy (pl->contr->own_title, "");
1507 }
1508
1509 /*
1510 * This function is called when a dragon-player gains
1511 * an overall level. Here, the dragon might gain new abilities
1512 * or change the ability-focus.
1513 */
1514 void
1515 dragon_level_gain (object *who)
1516 {
1517 object *abil = NULL; /* pointer to dragon ability force */
1518 object *skin = NULL; /* pointer to dragon skin force */
1519 object *tmp = NULL; /* tmp. object */
1520 char buf[MAX_BUF]; /* tmp. string buffer */
1521
1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1524 if (tmp->type == FORCE)
1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1526 abil = tmp;
1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1528 skin = tmp;
1529
1530 /* if the force is missing -> bail out */
1531 if (abil == NULL)
1532 return;
1533
1534 /* The ability_force keeps track of maximum level ever achieved.
1535 * New abilties can only be gained by surpassing this max level
1536 */
1537 if (who->level > abil->level)
1538 {
1539 /* increase our focused ability */
1540 abil->resist[abil->stats.exp]++;
1541
1542
1543 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1544 {
1545 /* time to hand out a new ability-gift */
1546 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1547 }
1548
1549 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1550 {
1551 /* apply new ability focus */
1552 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1553 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1554
1555 abil->stats.exp = abil->last_eat;
1556 abil->last_eat = 0;
1557 }
1558
1559 abil->level = who->level;
1560 }
1561
1562 /* last but not least, set the new title for the dragon */
1563 set_dragon_name (who, abil, skin);
1564 }
1565
1566 /* Handy function - given the skill name skill_name, we find the skill
1567 * archetype/object, set appropriate values, and insert it into
1568 * the object (op) that is passed.
1569 * We return the skill - this makes it easier for calling functions that
1570 * want to do something with it immediately.
1571 */
1572 object *
1573 give_skill_by_name (object *op, const char *skill_name)
1574 {
1575 object *skill_obj;
1576
1577 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1578 if (!skill_obj)
1579 {
1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1581 return NULL;
1582 }
1583
1584 /* clear the flag - exp goes into this bucket, but player
1585 * still doesn't know it.
1586 */
1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1588 skill_obj->stats.exp = 0;
1589 skill_obj->level = 1;
1590 insert_ob_in_ob (skill_obj, op);
1591
1592 if (player *pl = op->contr)
1593 {
1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1597 }
1598
1599 return skill_obj;
1600 }
1601
1602 /* player_lvl_adj() - for the new exp system. we are concerned with
1603 * whether the player gets more hp, sp and new levels.
1604 * Note this this function should only be called for players. Monstes
1605 * don't really gain levels
1606 * who is the player, op is what we are checking to gain the level
1607 * (eg, skill)
1608 */
1609 void
1610 player_lvl_adj (object *who, object *op)
1611 {
1612 char buf[MAX_BUF];
1613 bool changed = false;
1614
1615 if (!op) /* when rolling stats */
1616 op = who;
1617
1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1619 {
1620 changed = true;
1621
1622 op->level++;
1623
1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1625 dragon_level_gain (who);
1626
1627 /* Only roll these if it is the player (who) that gained the level */
1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1629 {
1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1633 }
1634
1635 if (op->level > 1)
1636 {
1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1648 if (who)
1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1650 }
1651 }
1652
1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1654 {
1655 changed = true;
1656
1657 op->level--;
1658
1659 if (op->type != PLAYER)
1660 {
1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1663 }
1664 }
1665
1666 if (changed)
1667 {
1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1670 /* check if the spell data has changed */
1671 esrv_update_spells (who->contr);
1672 }
1673 }
1674
1675 /*
1676 * Returns how much experience is needed for a player to become
1677 * the given level. level should really never exceed max_level
1678 */
1679
1680 sint64
1681 level_exp (int level, double expmul)
1682 {
1683 if (level > settings.max_level)
1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1686 return (sint64) (expmul * levels[level]);
1687 }
1688
1689 /*
1690 * Ensure that the permanent experience requirements in an exp object are met.
1691 * This really just checks 'op to make sure the perm_exp value is within
1692 * proper range. Note that the checking of what is passed through
1693 * has been reduced. Since there is now a proper field for perm_exp,
1694 * this can now work on a much larger set of objects.
1695 */
1696 void
1697 calc_perm_exp (object *op)
1698 {
1699 int p_exp_min;
1700
1701 /* Ensure that our permanent experience minimum is met.
1702 * permenent_exp_ratio is an integer percentage, we divide by 100
1703 * to get the fraction */
1704 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1705
1706 if (op->perm_exp < p_exp_min)
1707 op->perm_exp = p_exp_min;
1708
1709 /* Cap permanent experience. */
1710 if (op->perm_exp < 0)
1711 op->perm_exp = 0;
1712 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1713 op->perm_exp = MAX_EXPERIENCE;
1714 }
1715
1716 /* Add experience to a player - exp should only be positive.
1717 * Updates permanent exp for the skill we are adding to.
1718 * skill_name is the skill to add exp to. Skill name can be
1719 * NULL, in which case exp increases the players general
1720 * total, but not any particular skill.
1721 * flag is what to do if the player doesn't have the skill:
1722 */
1723 static void
1724 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1725 {
1726 object *skill_obj = NULL;
1727 sint64 limit, exp_to_add;
1728 int i;
1729
1730 /* prevents some forms of abuse. */
1731 if (op->contr->braced)
1732 exp /= 5;
1733
1734 /* Try to find the matching skill.
1735 * We do a shortcut/time saving mechanism first - see if it matches
1736 * chosen_skill. This means we don't need to search through
1737 * the players inventory.
1738 */
1739 if (skill_name)
1740 {
1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1742 skill_obj = op->chosen_skill;
1743 else
1744 {
1745 for (i = 0; i < NUM_SKILLS; i++)
1746 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1747 {
1748 skill_obj = op->contr->last_skill_ob[i];
1749 break;
1750 }
1751
1752 /* Player doesn't have the skill. Check to see what to do, and give
1753 * it to the player if necessary
1754 */
1755 if (!skill_obj)
1756 {
1757 if (flag == SK_EXP_NONE)
1758 return;
1759 else if (flag == SK_EXP_ADD_SKILL)
1760 give_skill_by_name (op, skill_name);
1761 }
1762 }
1763 }
1764
1765 if (flag != SK_EXP_SKILL_ONLY)
1766 {
1767 /* Basically, you can never gain more experience in one shot
1768 * than half what you need to gain for next level.
1769 */
1770 exp_to_add = exp;
1771 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1772 if (exp_to_add > limit)
1773 exp_to_add = limit;
1774
1775 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1776 if (settings.permanent_exp_ratio)
1777 {
1778 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1779 calc_perm_exp (op);
1780 }
1781
1782 player_lvl_adj (op, NULL);
1783 }
1784
1785 if (skill_obj)
1786 {
1787 exp_to_add = exp;
1788 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1789 if (exp_to_add > limit)
1790 exp_to_add = limit;
1791
1792 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1793 if (settings.permanent_exp_ratio)
1794 {
1795 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1796 calc_perm_exp (skill_obj);
1797 }
1798
1799 player_lvl_adj (op, skill_obj);
1800 }
1801 }
1802
1803 /* This function checks to make sure that object 'op' can
1804 * lost 'exp' experience. It returns the amount of exp
1805 * object 'op' can in fact lose - it basically makes
1806 * adjustments based on permanent exp and the like.
1807 * This function should always be used for losing experience -
1808 * the 'exp' value passed should be positive - this is the
1809 * amount that should get subtract from the player.
1810 */
1811 sint64
1812 check_exp_loss (const object *op, sint64 exp)
1813 {
1814 sint64 del_exp;
1815
1816 if (exp > op->stats.exp)
1817 exp = op->stats.exp;
1818 if (settings.permanent_exp_ratio)
1819 {
1820 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1821 if (del_exp < 0)
1822 del_exp = 0;
1823 if (exp > del_exp)
1824 exp = del_exp;
1825 }
1826 return exp;
1827 }
1828
1829 sint64
1830 check_exp_adjust (const object *op, sint64 exp)
1831 {
1832 if (exp < 0)
1833 return check_exp_loss (op, exp);
1834 else
1835 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1836 }
1837
1838
1839 /* Subtracts experience from player.
1840 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1841 * only subtract from the matching skill. Otherwise,
1842 * this subtracts a portion from all
1843 * skills the player has. Eg, if we figure the player is losing 10%
1844 * of his total exp, what happens is he loses 10% from all his skills.
1845 * Note that if permanent exp is used, player may not in fact lose
1846 * as much as listed. Eg, if player has gotten reduced to the point
1847 * where everything is at the minimum perm exp, he would lose nothing.
1848 * exp is the amount of exp to subtract - thus, it should be
1849 * a postive number.
1850 */
1851 static void
1852 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1853 {
1854 float fraction = (float) exp / (float) op->stats.exp;
1855 object *tmp;
1856 sint64 del_exp;
1857
1858 for (tmp = op->inv; tmp; tmp = tmp->below)
1859 if (tmp->type == SKILL && tmp->stats.exp)
1860 {
1861 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1862 {
1863 del_exp = check_exp_loss (tmp, exp);
1864 tmp->stats.exp -= del_exp;
1865 player_lvl_adj (op, tmp);
1866 }
1867 else if (flag != SK_SUBTRACT_SKILL_EXP)
1868 {
1869 /* only want to process other skills if we are not trying
1870 * to match a specific skill.
1871 */
1872 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1873 tmp->stats.exp -= del_exp;
1874 player_lvl_adj (op, tmp);
1875 }
1876 }
1877
1878 if (flag != SK_SUBTRACT_SKILL_EXP)
1879 {
1880 del_exp = check_exp_loss (op, exp);
1881 op->stats.exp -= del_exp;
1882 player_lvl_adj (op, NULL);
1883 }
1884 }
1885
1886 /* change_exp() - changes experience to a player/monster. This
1887 * does bounds checking to make sure we don't overflow the max exp.
1888 *
1889 * The exp passed is typically not modified much by this function -
1890 * it is assumed the caller has modified the exp as needed.
1891 * skill_name is the skill that should get the exp added.
1892 * flag is what to do if player doesn't have the skill.
1893 * these last two values are only used for players.
1894 */
1895 void
1896 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1897 {
1898 #ifdef EXP_DEBUG
1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1900 #endif
1901
1902 /* safety */
1903 if (!op)
1904 {
1905 LOG (llevError, "change_exp() called for null object!\n");
1906 return;
1907 }
1908
1909 /* if no change in exp, just return - most of the below code
1910 * won't do anything if the value is 0 anyways.
1911 */
1912 if (exp == 0)
1913 return;
1914
1915 /* Monsters are easy - we just adjust their exp - we
1916 * don't adjust level, since in most cases it is unrelated to
1917 * the exp they have - the monsters exp represents what its
1918 * worth.
1919 */
1920 if (op->type != PLAYER)
1921 {
1922 /* Sanity check */
1923 if (!QUERY_FLAG (op, FLAG_ALIVE))
1924 return;
1925
1926 /* reset exp to max allowed value. We subtract from
1927 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1928 * more than max exp, just return.
1929 */
1930 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1931 {
1932 exp = MAX_EXPERIENCE - op->stats.exp;
1933 if (exp < 0)
1934 return;
1935 }
1936
1937 op->stats.exp += exp;
1938 }
1939 else
1940 { /* Players only */
1941 if (exp > 0)
1942 add_player_exp (op, exp, skill_name, flag);
1943 else
1944 /* note that when you lose exp, it doesn't go against
1945 * a particular skill, so we don't need to pass that
1946 * along.
1947 */
1948 subtract_player_exp (op, abs (exp), skill_name, flag);
1949 }
1950 }
1951
1952 /* Applies a death penalty experience, the size of this is defined by the
1953 * settings death_penalty_percentage and death_penalty_levels, and by the
1954 * amount of permenent experience, whichever gives the lowest loss.
1955 */
1956 void
1957 apply_death_exp_penalty (object *op)
1958 {
1959 object *tmp;
1960 sint64 loss;
1961 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1962 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1963
1964 for (tmp = op->inv; tmp; tmp = tmp->below)
1965 if (tmp->type == SKILL && tmp->stats.exp)
1966 {
1967
1968 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1969 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1970
1971 /* With the revised exp system, you can get cases where
1972 * losing several levels would still require that you have more
1973 * exp than you currently have - this is true if the levels
1974 * tables is a lot harder.
1975 */
1976 if (level_loss < 0)
1977 level_loss = 0;
1978
1979 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1980
1981 tmp->stats.exp -= loss;
1982 player_lvl_adj (op, tmp);
1983 }
1984
1985 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
1988 if (level_loss < 0)
1989 level_loss = 0;
1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1991
1992 op->stats.exp -= loss;
1993 player_lvl_adj (op, NULL);
1994 }
1995
1996 /* This function takes an object (monster/player, op), and
1997 * determines if it makes a basic save throw by looking at the
1998 * save_throw table. level is the effective level to make
1999 * the save at, and bonus is any plus/bonus (typically based on
2000 * resistance to particular attacktype.
2001 * Returns 1 if op makes his save, 0 if he failed
2002 */
2003 int
2004 did_make_save (const object *op, int level, int bonus)
2005 {
2006 if (level > MAX_SAVE_LEVEL)
2007 level = MAX_SAVE_LEVEL;
2008
2009 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2010 return 0;
2011
2012 return 1;
2013 }