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/cvs/deliantra/server/common/living.C
Revision: 1.75
Committed: Tue Aug 7 22:36:18 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +23 -17 lines
Log Message:
- some optimisations
- it is incorrect to clamp digestion and other values multiple times,
  it should be summed and then clamped. otherwise the order of items
  (which is undefined) changes the results.

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 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
769
770 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER)
772 {
773 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [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 (int 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 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921
922 if (digest_types [tmp->type])
923 {
924 contr->digestion += tmp->stats.food;
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 (int 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 (int 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 (int 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 if (type == PLAYER)
1181 {
1182 // clamp various player stats
1183 for (int i = 0; i < NUM_STATS; ++i)
1184 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1185
1186 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1187
1188 /* Figure out the players sp/mana/hp totals. */
1189 int pl_level;
1190
1191 check_stat_bounds (&(stats));
1192 pl_level = level;
1193
1194 if (pl_level < 1)
1195 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1196
1197 /* You basically get half a con bonus/level. But we do take into account rounding,
1198 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1199 */
1200 stats.maxhp = 0;
1201 for (int i = 1; i <= min (10, pl_level); i++)
1202 {
1203 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1204
1205 if (i % 2 && con_bonus[stats.Con] % 2)
1206 if (con_bonus[stats.Con] > 0)
1207 j++;
1208 else
1209 j--;
1210
1211 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1212 }
1213
1214 stats.maxhp += 2 * max (0, level - 10);
1215
1216 if (stats.hp > stats.maxhp)
1217 stats.hp = stats.maxhp;
1218
1219 /* Sp gain is controlled by the level of the player's
1220 * relevant experience object (mana_obj, see above)
1221 */
1222 /* following happen when skills system is not used */
1223 if (!mana_obj)
1224 mana_obj = this;
1225
1226 if (!grace_obj)
1227 grace_obj = this;
1228
1229 /* set maxsp */
1230 if (!mana_obj || !mana_obj->level || type != PLAYER)
1231 mana_obj = this;
1232
1233 if (mana_obj == this && type == PLAYER)
1234 stats.maxsp = 1;
1235 else
1236 {
1237 float sp_tmp = 0.f;
1238
1239 for (int i = 1; i <= min (10, mana_obj->level); i++)
1240 {
1241 float stmp;
1242
1243 /* Got some extra bonus at first level */
1244 if (i < 2)
1245 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1246 else
1247 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1248
1249 sp_tmp += max (1.f, stmp);
1250 }
1251
1252 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1253 }
1254
1255 /* Characters can get their sp supercharged via rune of transferrance */
1256 stats.sp = min (stats.sp, stats.maxsp * 2);
1257
1258 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1259 if (!grace_obj || !grace_obj->level || type != PLAYER)
1260 grace_obj = this;
1261
1262 if (grace_obj == this && type == PLAYER)
1263 stats.maxgrace = 1;
1264 else
1265 {
1266 /* store grace in a float - this way, the divisions below don't create
1267 * big jumps when you go from level to level - with int's, it then
1268 * becomes big jumps when the sums of the bonuses jump to the next
1269 * step of 8 - with floats, even fractional ones are useful.
1270 */
1271 float sp_tmp = 0.f;
1272
1273 for (int i = 1; i <= min (10, grace_obj->level); i++)
1274 {
1275 float grace_tmp = 0.f;
1276
1277 /* Got some extra bonus at first level */
1278 if (i < 2)
1279 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1280 else
1281 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1282
1283 sp_tmp += max (1.f, grace_tmp);
1284 }
1285
1286 /* two grace points per level after 10 */
1287 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1288 }
1289
1290 /* No limit on grace vs maxgrace */
1291
1292 if (contr->braced)
1293 {
1294 ac += 2;
1295 wc += 4;
1296 }
1297 else
1298 ac -= dex_bonus[stats.Dex];
1299
1300 /* In new exp/skills system, wc bonuses are related to
1301 * the players level in a relevant exp object (wc_obj)
1302 * not the general player level -b.t.
1303 * I changed this slightly so that wc bonuses are better
1304 * than before. This is to balance out the fact that
1305 * the player no longer gets a personal weapon w/ 1
1306 * improvement every level, now its fighterlevel/5. So
1307 * we give the player a bonus here in wc and dam
1308 * to make up for the change. Note that I left the
1309 * monster bonus the same as before. -b.t.
1310 */
1311 object *wc_obj = chosen_skill;
1312
1313 if (contr && wc_obj && wc_obj->level > 1)
1314 {
1315 wc -= wc_obj->level + thaco_bonus[stats.Str];
1316
1317 for (int i = 1; i < wc_obj->level; i++)
1318 {
1319 /* additional wc every 6 levels */
1320 if (!(i % 6))
1321 wc--;
1322
1323 /* additional dam every 4 levels. */
1324 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1325 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1326 }
1327 }
1328 else
1329 wc -= level + thaco_bonus[stats.Str];
1330
1331 stats.dam += dam_bonus[stats.Str];
1332
1333 if (stats.dam < 1)
1334 stats.dam = 1;
1335
1336 speed = 1.f + speed_bonus[stats.Dex];
1337
1338 if (settings.search_items && contr->search_str[0])
1339 speed -= 1;
1340
1341 if (attacktype == 0)
1342 attacktype = arch->attacktype;
1343 } /* End if player */
1344
1345 if (added_speed >= 0)
1346 speed += added_speed / 10.f;
1347 else /* Something wrong here...: */
1348 speed /= 1.f - added_speed;
1349
1350 /* Max is determined by armour */
1351 speed = min (speed, max_speed);
1352
1353 if (type == PLAYER)
1354 {
1355 /* f is a number the represents the number of kg above (positive num)
1356 * or below (negative number) that the player is carrying. If above
1357 * weight limit, then player suffers a speed reduction based on how
1358 * much above he is, and what is max carry is
1359 */
1360 f = (carrying / 1000) - max_carry[stats.Str];
1361 if (f > 0)
1362 speed = speed / (1.f + f / max_carry[stats.Str]);
1363 }
1364
1365 speed += bonus_speed / 10.f; /* Not affected by limits */
1366
1367 /* Put a lower limit on speed. Note with this speed, you move once every
1368 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1369 */
1370 speed = speed * speed_reduce_from_disease;
1371
1372 if (speed < 0.01f && type == PLAYER)
1373 speed = 0.01f;
1374
1375 if (type == PLAYER)
1376 {
1377 /* (This formula was made by vidarl@ifi.uio.no)
1378 * Note that we never used these values again - basically
1379 * all of these could be subbed into one big equation, but
1380 * that would just be a real pain to read.
1381 */
1382 float M = (max_carry[stats.Str] - 121) / 121.f;
1383 float M2 = max_carry[stats.Str] / 100.f;
1384 float W = weapon_weight / 20000.f;
1385 float s = (20 - weapon_speed) / 10.f;
1386 float D = (stats.Dex - 14) / 14.f;
1387 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1388
1389 K *= (4 + level) * 1.2f / (6 + level);
1390
1391 if (K <= 0.01f)
1392 K = 0.01f;
1393
1394 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1395 }
1396
1397 /* I want to limit the power of small monsters with big weapons: */
1398 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1399 stats.dam = arch->stats.dam * 3;
1400
1401 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1402 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1403
1404 /* if for some reason the creature doesn't have any move type,
1405 * give them walking as a default.
1406 * The second case is a special case - to more closely mimic the
1407 * old behaviour - if your flying, your not walking - just
1408 * one or the other.
1409 */
1410 if (move_type == 0)
1411 move_type = MOVE_WALK;
1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1413 move_type &= ~MOVE_WALK;
1414
1415 if (speed != old_speed)
1416 set_speed (speed);
1417
1418 /* It is quite possible that a player's spell costing might have changed,
1419 * so we will check that now.
1420 */
1421 if (type == PLAYER)
1422 {
1423 esrv_update_stats (contr);
1424 esrv_update_spells (contr);
1425 }
1426
1427 // update the mapspace, if we are on a map
1428 if (!flag [FLAG_REMOVED] && map)
1429 map->at (x, y).flags_ = 0;
1430 }
1431
1432 /*
1433 * Returns true if the given player is a legal class.
1434 * The function to add and remove class-bonuses to the stats doesn't
1435 * check if the stat becomes negative, thus this function
1436 * merely checks that all stats are 1 or more, and returns
1437 * false otherwise.
1438 */
1439 int
1440 allowed_class (const object *op)
1441 {
1442 return op->stats.Dex > 0
1443 && op->stats.Str > 0
1444 && op->stats.Con > 0
1445 && op->stats.Int > 0
1446 && op->stats.Wis > 0
1447 && op->stats.Pow > 0
1448 && op->stats.Cha > 0;
1449 }
1450
1451 /*
1452 * set the new dragon name after gaining levels or
1453 * changing ability focus (later this can be extended to
1454 * eventually change the player's face and animation)
1455 *
1456 * Note that the title is written to 'own_title' in the
1457 * player struct. This should be changed to 'ext_title'
1458 * as soon as clients support this!
1459 * Please, anyone, write support for 'ext_title'.
1460 */
1461 void
1462 set_dragon_name (object *pl, const object *abil, const object *skin)
1463 {
1464 int atnr = -1; /* attacknumber of highest level */
1465 int level = 0; /* highest level */
1466 int i;
1467
1468 /* Perhaps do something more clever? */
1469 if (!abil || !skin)
1470 return;
1471
1472 /* first, look for the highest level */
1473 for (i = 0; i < NROFATTACKS; i++)
1474 {
1475 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1476 {
1477 level = abil->resist[i];
1478 atnr = i;
1479 }
1480 }
1481
1482 /* now if there are equals at highest level, pick the one with focus,
1483 or else at random */
1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 atnr = abil->stats.exp;
1486
1487 level = (int) (level / 5.);
1488
1489 /* now set the new title */
1490 if (pl->contr != NULL)
1491 {
1492 if (level == 0)
1493 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1494 else if (level == 1)
1495 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1496 else if (level == 2)
1497 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1498 else if (level == 3)
1499 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1500 else
1501 {
1502 /* special titles for extra high resistance! */
1503 if (skin->resist[atnr] > 80)
1504 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1505 else if (skin->resist[atnr] > 50)
1506 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1507 else
1508 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1509 }
1510 }
1511
1512 strcpy (pl->contr->own_title, "");
1513 }
1514
1515 /*
1516 * This function is called when a dragon-player gains
1517 * an overall level. Here, the dragon might gain new abilities
1518 * or change the ability-focus.
1519 */
1520 void
1521 dragon_level_gain (object *who)
1522 {
1523 object *abil = NULL; /* pointer to dragon ability force */
1524 object *skin = NULL; /* pointer to dragon skin force */
1525 object *tmp = NULL; /* tmp. object */
1526 char buf[MAX_BUF]; /* tmp. string buffer */
1527
1528 /* now grab the 'dragon_ability'-forces from the player's inventory */
1529 for (tmp = who->inv; tmp; tmp = tmp->below)
1530 if (tmp->type == FORCE)
1531 if (tmp->arch->archname == shstr_dragon_ability_force)
1532 abil = tmp;
1533 else if (tmp->arch->archname == shstr_dragon_skin_force)
1534 skin = tmp;
1535
1536 /* if the force is missing -> bail out */
1537 if (abil == NULL)
1538 return;
1539
1540 /* The ability_force keeps track of maximum level ever achieved.
1541 * New abilties can only be gained by surpassing this max level
1542 */
1543 if (who->level > abil->level)
1544 {
1545 /* increase our focused ability */
1546 abil->resist[abil->stats.exp]++;
1547
1548
1549 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1550 {
1551 /* time to hand out a new ability-gift */
1552 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1553 }
1554
1555 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1556 {
1557 /* apply new ability focus */
1558 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1559 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1560
1561 abil->stats.exp = abil->last_eat;
1562 abil->last_eat = 0;
1563 }
1564
1565 abil->level = who->level;
1566 }
1567
1568 /* last but not least, set the new title for the dragon */
1569 set_dragon_name (who, abil, skin);
1570 }
1571
1572 /* Handy function - given the skill name skill_name, we find the skill
1573 * archetype/object, set appropriate values, and insert it into
1574 * the object (op) that is passed.
1575 * We return the skill - this makes it easier for calling functions that
1576 * want to do something with it immediately.
1577 */
1578 object *
1579 give_skill_by_name (object *op, const char *skill_name)
1580 {
1581 object *skill_obj;
1582
1583 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1584 if (!skill_obj)
1585 {
1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1587 return NULL;
1588 }
1589
1590 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it.
1592 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op);
1597
1598 if (player *pl = op->contr)
1599 {
1600 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (pl->ns)
1602 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 }
1604
1605 return skill_obj;
1606 }
1607
1608 /* player_lvl_adj() - for the new exp system. we are concerned with
1609 * whether the player gets more hp, sp and new levels.
1610 * Note this this function should only be called for players. Monstes
1611 * don't really gain levels
1612 * who is the player, op is what we are checking to gain the level
1613 * (eg, skill)
1614 */
1615 void
1616 player_lvl_adj (object *who, object *op)
1617 {
1618 char buf[MAX_BUF];
1619 bool changed = false;
1620
1621 if (!op) /* when rolling stats */
1622 op = who;
1623
1624 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 {
1626 changed = true;
1627
1628 op->level++;
1629
1630 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1631 dragon_level_gain (who);
1632
1633 /* Only roll these if it is the player (who) that gained the level */
1634 if (op == who && (who->level < 11) && who->type == PLAYER)
1635 {
1636 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1637 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1638 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1639 }
1640
1641 if (op->level > 1)
1642 {
1643 if (op->type != PLAYER)
1644 {
1645 who->contr->play_sound (sound_find ("skill_up"));
1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647 }
1648 else
1649 {
1650 who->contr->play_sound (sound_find ("level_up"));
1651 sprintf (buf, "You are now level %d.", op->level);
1652 }
1653
1654 if (who)
1655 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1656 }
1657 }
1658
1659 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1660 {
1661 changed = true;
1662
1663 op->level--;
1664
1665 if (op->type != PLAYER)
1666 {
1667 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1668 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1669 }
1670 }
1671
1672 if (changed)
1673 {
1674 who->update_stats ();
1675 esrv_update_stats (who->contr);
1676 /* check if the spell data has changed */
1677 esrv_update_spells (who->contr);
1678 }
1679 }
1680
1681 /*
1682 * Returns how much experience is needed for a player to become
1683 * the given level. level should really never exceed max_level
1684 */
1685
1686 sint64
1687 level_exp (int level, double expmul)
1688 {
1689 if (level > settings.max_level)
1690 return (sint64) (expmul * levels[settings.max_level]);
1691
1692 return (sint64) (expmul * levels[level]);
1693 }
1694
1695 /*
1696 * Ensure that the permanent experience requirements in an exp object are met.
1697 * This really just checks 'op to make sure the perm_exp value is within
1698 * proper range. Note that the checking of what is passed through
1699 * has been reduced. Since there is now a proper field for perm_exp,
1700 * this can now work on a much larger set of objects.
1701 */
1702 void
1703 calc_perm_exp (object *op)
1704 {
1705 int p_exp_min;
1706
1707 /* Ensure that our permanent experience minimum is met.
1708 * permenent_exp_ratio is an integer percentage, we divide by 100
1709 * to get the fraction */
1710 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1711
1712 if (op->perm_exp < p_exp_min)
1713 op->perm_exp = p_exp_min;
1714
1715 /* Cap permanent experience. */
1716 if (op->perm_exp < 0)
1717 op->perm_exp = 0;
1718 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1719 op->perm_exp = MAX_EXPERIENCE;
1720 }
1721
1722 /* Add experience to a player - exp should only be positive.
1723 * Updates permanent exp for the skill we are adding to.
1724 * skill_name is the skill to add exp to. Skill name can be
1725 * NULL, in which case exp increases the players general
1726 * total, but not any particular skill.
1727 * flag is what to do if the player doesn't have the skill:
1728 */
1729 static void
1730 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1731 {
1732 object *skill_obj = NULL;
1733 sint64 limit, exp_to_add;
1734 int i;
1735
1736 /* prevents some forms of abuse. */
1737 if (op->contr->braced)
1738 exp /= 5;
1739
1740 /* Try to find the matching skill.
1741 * We do a shortcut/time saving mechanism first - see if it matches
1742 * chosen_skill. This means we don't need to search through
1743 * the players inventory.
1744 */
1745 if (skill_name)
1746 {
1747 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1748 skill_obj = op->chosen_skill;
1749 else
1750 {
1751 for (i = 0; i < NUM_SKILLS; i++)
1752 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1753 {
1754 skill_obj = op->contr->last_skill_ob[i];
1755 break;
1756 }
1757
1758 /* Player doesn't have the skill. Check to see what to do, and give
1759 * it to the player if necessary
1760 */
1761 if (!skill_obj)
1762 {
1763 if (flag == SK_EXP_NONE)
1764 return;
1765 else if (flag == SK_EXP_ADD_SKILL)
1766 give_skill_by_name (op, skill_name);
1767 }
1768 }
1769 }
1770
1771 if (flag != SK_EXP_SKILL_ONLY)
1772 {
1773 /* Basically, you can never gain more experience in one shot
1774 * than half what you need to gain for next level.
1775 */
1776 exp_to_add = exp;
1777 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1778 if (exp_to_add > limit)
1779 exp_to_add = limit;
1780
1781 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1782 if (settings.permanent_exp_ratio)
1783 {
1784 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1785 calc_perm_exp (op);
1786 }
1787
1788 player_lvl_adj (op, NULL);
1789 }
1790
1791 if (skill_obj)
1792 {
1793 exp_to_add = exp;
1794 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1795 if (exp_to_add > limit)
1796 exp_to_add = limit;
1797
1798 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1799 if (settings.permanent_exp_ratio)
1800 {
1801 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1802 calc_perm_exp (skill_obj);
1803 }
1804
1805 player_lvl_adj (op, skill_obj);
1806 }
1807 }
1808
1809 /* This function checks to make sure that object 'op' can
1810 * lost 'exp' experience. It returns the amount of exp
1811 * object 'op' can in fact lose - it basically makes
1812 * adjustments based on permanent exp and the like.
1813 * This function should always be used for losing experience -
1814 * the 'exp' value passed should be positive - this is the
1815 * amount that should get subtract from the player.
1816 */
1817 sint64
1818 check_exp_loss (const object *op, sint64 exp)
1819 {
1820 sint64 del_exp;
1821
1822 if (exp > op->stats.exp)
1823 exp = op->stats.exp;
1824 if (settings.permanent_exp_ratio)
1825 {
1826 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1827 if (del_exp < 0)
1828 del_exp = 0;
1829 if (exp > del_exp)
1830 exp = del_exp;
1831 }
1832 return exp;
1833 }
1834
1835 sint64
1836 check_exp_adjust (const object *op, sint64 exp)
1837 {
1838 if (exp < 0)
1839 return check_exp_loss (op, exp);
1840 else
1841 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1842 }
1843
1844
1845 /* Subtracts experience from player.
1846 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1847 * only subtract from the matching skill. Otherwise,
1848 * this subtracts a portion from all
1849 * skills the player has. Eg, if we figure the player is losing 10%
1850 * of his total exp, what happens is he loses 10% from all his skills.
1851 * Note that if permanent exp is used, player may not in fact lose
1852 * as much as listed. Eg, if player has gotten reduced to the point
1853 * where everything is at the minimum perm exp, he would lose nothing.
1854 * exp is the amount of exp to subtract - thus, it should be
1855 * a postive number.
1856 */
1857 static void
1858 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1859 {
1860 float fraction = (float) exp / (float) op->stats.exp;
1861 object *tmp;
1862 sint64 del_exp;
1863
1864 for (tmp = op->inv; tmp; tmp = tmp->below)
1865 if (tmp->type == SKILL && tmp->stats.exp)
1866 {
1867 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1868 {
1869 del_exp = check_exp_loss (tmp, exp);
1870 tmp->stats.exp -= del_exp;
1871 player_lvl_adj (op, tmp);
1872 }
1873 else if (flag != SK_SUBTRACT_SKILL_EXP)
1874 {
1875 /* only want to process other skills if we are not trying
1876 * to match a specific skill.
1877 */
1878 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1879 tmp->stats.exp -= del_exp;
1880 player_lvl_adj (op, tmp);
1881 }
1882 }
1883
1884 if (flag != SK_SUBTRACT_SKILL_EXP)
1885 {
1886 del_exp = check_exp_loss (op, exp);
1887 op->stats.exp -= del_exp;
1888 player_lvl_adj (op, NULL);
1889 }
1890 }
1891
1892 /* change_exp() - changes experience to a player/monster. This
1893 * does bounds checking to make sure we don't overflow the max exp.
1894 *
1895 * The exp passed is typically not modified much by this function -
1896 * it is assumed the caller has modified the exp as needed.
1897 * skill_name is the skill that should get the exp added.
1898 * flag is what to do if player doesn't have the skill.
1899 * these last two values are only used for players.
1900 */
1901 void
1902 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1903 {
1904 #ifdef EXP_DEBUG
1905 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1906 #endif
1907
1908 /* safety */
1909 if (!op)
1910 {
1911 LOG (llevError, "change_exp() called for null object!\n");
1912 return;
1913 }
1914
1915 /* if no change in exp, just return - most of the below code
1916 * won't do anything if the value is 0 anyways.
1917 */
1918 if (exp == 0)
1919 return;
1920
1921 /* Monsters are easy - we just adjust their exp - we
1922 * don't adjust level, since in most cases it is unrelated to
1923 * the exp they have - the monsters exp represents what its
1924 * worth.
1925 */
1926 if (op->type != PLAYER)
1927 {
1928 /* Sanity check */
1929 if (!QUERY_FLAG (op, FLAG_ALIVE))
1930 return;
1931
1932 /* reset exp to max allowed value. We subtract from
1933 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1934 * more than max exp, just return.
1935 */
1936 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1937 {
1938 exp = MAX_EXPERIENCE - op->stats.exp;
1939 if (exp < 0)
1940 return;
1941 }
1942
1943 op->stats.exp += exp;
1944 }
1945 else
1946 { /* Players only */
1947 if (exp > 0)
1948 add_player_exp (op, exp, skill_name, flag);
1949 else
1950 /* note that when you lose exp, it doesn't go against
1951 * a particular skill, so we don't need to pass that
1952 * along.
1953 */
1954 subtract_player_exp (op, abs (exp), skill_name, flag);
1955 }
1956 }
1957
1958 /* Applies a death penalty experience, the size of this is defined by the
1959 * settings death_penalty_percentage and death_penalty_levels, and by the
1960 * amount of permenent experience, whichever gives the lowest loss.
1961 */
1962 void
1963 apply_death_exp_penalty (object *op)
1964 {
1965 object *tmp;
1966 sint64 loss;
1967 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1968 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1969
1970 for (tmp = op->inv; tmp; tmp = tmp->below)
1971 if (tmp->type == SKILL && tmp->stats.exp)
1972 {
1973
1974 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1975 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1976
1977 /* With the revised exp system, you can get cases where
1978 * losing several levels would still require that you have more
1979 * exp than you currently have - this is true if the levels
1980 * tables is a lot harder.
1981 */
1982 if (level_loss < 0)
1983 level_loss = 0;
1984
1985 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1986
1987 tmp->stats.exp -= loss;
1988 player_lvl_adj (op, tmp);
1989 }
1990
1991 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1992 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1993
1994 if (level_loss < 0)
1995 level_loss = 0;
1996 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1997
1998 op->stats.exp -= loss;
1999 player_lvl_adj (op, NULL);
2000 }
2001
2002 /* This function takes an object (monster/player, op), and
2003 * determines if it makes a basic save throw by looking at the
2004 * save_throw table. level is the effective level to make
2005 * the save at, and bonus is any plus/bonus (typically based on
2006 * resistance to particular attacktype.
2007 * Returns 1 if op makes his save, 0 if he failed
2008 */
2009 int
2010 did_make_save (const object *op, int level, int bonus)
2011 {
2012 if (level > MAX_SAVE_LEVEL)
2013 level = MAX_SAVE_LEVEL;
2014
2015 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2016 return 0;
2017
2018 return 1;
2019 }