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Revision: 1.76
Committed: Tue Aug 7 22:57:57 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.75: +1 -2 lines
Log Message:
talk is cheap

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 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
920
921 if (digest_types [tmp->type])
922 {
923 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp;
925 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour;
928 }
929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
935
936 /* Update slots used for items */
937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 slot[i].used += tmp->slot[i].info;
940
941 if (tmp->type == SYMPTOM)
942 {
943 speed_reduce_from_disease = tmp->last_sp / 100.f;
944
945 if (speed_reduce_from_disease == 0)
946 speed_reduce_from_disease = 1;
947 }
948
949 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
950 * (Negative protections are calculated exactly like positive.)
951 * Resistance from potions are treated special as well. If there's
952 * more than one potion-effect, the bigger prot.-value is taken.
953 */
954 if (tmp->type != POTION)
955 {
956 for (int i = 0; i < NROFATTACKS; i++)
957 {
958 /* Potential for cursed potions, in which case we just can use
959 * a straight MAX, as potion_resist is initialised to zero.
960 */
961 if (tmp->type == POTION_EFFECT)
962 {
963 if (potion_resist[i])
964 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
965 else
966 potion_resist[i] = tmp->resist[i];
967 }
968 else if (tmp->resist[i] > 0)
969 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
970 else if (tmp->resist[i] < 0)
971 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
972 }
973 }
974
975 /* There may be other things that should not adjust the attacktype */
976 if (tmp->type != SYMPTOM)
977 {
978 attacktype |= tmp->attacktype;
979 path_attuned |= tmp->path_attuned;
980 path_repelled |= tmp->path_repelled;
981 path_denied |= tmp->path_denied;
982 move_type |= tmp->move_type;
983 stats.luck += tmp->stats.luck;
984 }
985
986 flag |= tmp->flag & copy_flags;
987
988 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
989 SET_FLAG (this, FLAG_UNDEAD);
990
991 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
992 {
993 SET_FLAG (this, FLAG_MAKE_INVIS);
994 invisible = 1;
995 }
996
997 if (tmp->stats.exp && tmp->type != SKILL)
998 {
999 if (tmp->stats.exp > 0)
1000 {
1001 added_speed += tmp->stats.exp / 3.f;
1002 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1003 }
1004 else
1005 added_speed += tmp->stats.exp;
1006 }
1007
1008 switch (tmp->type)
1009 {
1010 #if 0
1011 case WAND:
1012 case ROD:
1013 case HORN:
1014 if (type != PLAYER || current_weapon == tmp)
1015 chosen_skill = tmp;
1016 break;
1017 #endif
1018
1019 /* skills modifying the character -b.t. */
1020 /* for all skills and skill granting objects */
1021 case SKILL:
1022 {
1023 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1024 break;
1025
1026 if (chosen_skill)
1027 {
1028 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1029 &name, &chosen_skill->name, &tmp->name);
1030
1031 tmp->flag [FLAG_APPLIED] = false;
1032 update_stats ();
1033 return;
1034 }
1035 else
1036 chosen_skill = tmp;
1037
1038 if (tmp->stats.dam > 0)
1039 { /* skill is a 'weapon' */
1040 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1041 weapon_speed = WEAPON_SPEED (tmp);
1042
1043 if (weapon_speed < 0)
1044 weapon_speed = 0;
1045
1046 weapon_weight = tmp->weight;
1047 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1048
1049 if (tmp->magic)
1050 stats.dam += tmp->magic;
1051 }
1052
1053 if (tmp->stats.wc)
1054 wc -= tmp->stats.wc + tmp->magic;
1055
1056 if (tmp->slaying)
1057 slaying = tmp->slaying;
1058
1059 if (tmp->stats.ac)
1060 ac -= tmp->stats.ac + tmp->magic;
1061
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1064 }
1065
1066 break;
1067
1068 case SHIELD:
1069 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1070 contr->encumbrance += (int) tmp->weight / 2000;
1071 case RING:
1072 case AMULET:
1073 case GIRDLE:
1074 case HELMET:
1075 case BOOTS:
1076 case GLOVES:
1077 case CLOAK:
1078 if (tmp->stats.wc)
1079 wc -= tmp->stats.wc + tmp->magic;
1080
1081 if (tmp->stats.dam)
1082 stats.dam += tmp->stats.dam + tmp->magic;
1083
1084 if (tmp->stats.ac)
1085 ac -= tmp->stats.ac + tmp->magic;
1086
1087 break;
1088
1089 case BOW:
1090 case WEAPON:
1091 if (type != PLAYER || current_weapon == tmp)
1092 {
1093 wc -= tmp->stats.wc + tmp->magic;
1094
1095 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1096 ac -= tmp->stats.ac + tmp->magic;
1097
1098 stats.dam += tmp->stats.dam + tmp->magic;
1099 weapon_weight = tmp->weight;
1100 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1101
1102 if (weapon_speed < 0)
1103 weapon_speed = 0;
1104
1105 slaying = tmp->slaying;
1106
1107 /* If there is desire that two handed weapons should do
1108 * extra strength damage, this is where the code should
1109 * go.
1110 */
1111
1112 if (type == PLAYER)
1113 if (settings.spell_encumbrance)
1114 contr->encumbrance += tmp->weight * 3 / 1000;
1115 }
1116
1117 break;
1118
1119 case ARMOUR: /* Only the best of these three are used: */
1120 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1121 contr->encumbrance += tmp->weight / 1000;
1122
1123 case BRACERS:
1124 case FORCE:
1125 if (tmp->stats.wc)
1126 {
1127 if (best_wc < tmp->stats.wc + tmp->magic)
1128 {
1129 wc += best_wc;
1130 best_wc = tmp->stats.wc + tmp->magic;
1131 }
1132 else
1133 wc += tmp->stats.wc + tmp->magic;
1134 }
1135
1136 if (tmp->stats.ac)
1137 {
1138 if (best_ac < tmp->stats.ac + tmp->magic)
1139 {
1140 ac += best_ac; /* Remove last bonus */
1141 best_ac = tmp->stats.ac + tmp->magic;
1142 }
1143 else /* To nullify the below effect */
1144 ac += tmp->stats.ac + tmp->magic;
1145 }
1146
1147 if (tmp->stats.wc)
1148 wc -= (tmp->stats.wc + tmp->magic);
1149
1150 if (tmp->stats.ac)
1151 ac -= (tmp->stats.ac + tmp->magic);
1152
1153 if (ARMOUR_SPEED (tmp))
1154 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1155
1156 break;
1157 } /* switch tmp->type */
1158 } /* item is equipped */
1159 } /* for loop of items */
1160
1161 /* We've gone through all the objects the player has equipped. For many things, we
1162 * have generated intermediate values which we now need to assign.
1163 */
1164
1165 /* 'total resistance = total protections - total vulnerabilities'.
1166 * If there is an uncursed potion in effect, granting more protection
1167 * than that, we take: 'total resistance = resistance from potion'.
1168 * If there is a cursed (and no uncursed) potion in effect, we take
1169 * 'total resistance = vulnerability from cursed potion'.
1170 */
1171 for (int i = 0; i < NROFATTACKS; i++)
1172 {
1173 resist[i] = prot[i] - vuln[i];
1174
1175 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1176 resist[i] = potion_resist[i];
1177 }
1178
1179 if (type == PLAYER)
1180 {
1181 // clamp various player stats
1182 for (int i = 0; i < NUM_STATS; ++i)
1183 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1187 /* Figure out the players sp/mana/hp totals. */
1188 int pl_level;
1189
1190 check_stat_bounds (&(stats));
1191 pl_level = level;
1192
1193 if (pl_level < 1)
1194 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1195
1196 /* You basically get half a con bonus/level. But we do take into account rounding,
1197 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1198 */
1199 stats.maxhp = 0;
1200 for (int i = 1; i <= min (10, pl_level); i++)
1201 {
1202 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1203
1204 if (i % 2 && con_bonus[stats.Con] % 2)
1205 if (con_bonus[stats.Con] > 0)
1206 j++;
1207 else
1208 j--;
1209
1210 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1211 }
1212
1213 stats.maxhp += 2 * max (0, level - 10);
1214
1215 if (stats.hp > stats.maxhp)
1216 stats.hp = stats.maxhp;
1217
1218 /* Sp gain is controlled by the level of the player's
1219 * relevant experience object (mana_obj, see above)
1220 */
1221 /* following happen when skills system is not used */
1222 if (!mana_obj)
1223 mana_obj = this;
1224
1225 if (!grace_obj)
1226 grace_obj = this;
1227
1228 /* set maxsp */
1229 if (!mana_obj || !mana_obj->level || type != PLAYER)
1230 mana_obj = this;
1231
1232 if (mana_obj == this && type == PLAYER)
1233 stats.maxsp = 1;
1234 else
1235 {
1236 float sp_tmp = 0.f;
1237
1238 for (int i = 1; i <= min (10, mana_obj->level); i++)
1239 {
1240 float stmp;
1241
1242 /* Got some extra bonus at first level */
1243 if (i < 2)
1244 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1245 else
1246 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1247
1248 sp_tmp += max (1.f, stmp);
1249 }
1250
1251 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1252 }
1253
1254 /* Characters can get their sp supercharged via rune of transferrance */
1255 stats.sp = min (stats.sp, stats.maxsp * 2);
1256
1257 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1258 if (!grace_obj || !grace_obj->level || type != PLAYER)
1259 grace_obj = this;
1260
1261 if (grace_obj == this && type == PLAYER)
1262 stats.maxgrace = 1;
1263 else
1264 {
1265 /* store grace in a float - this way, the divisions below don't create
1266 * big jumps when you go from level to level - with int's, it then
1267 * becomes big jumps when the sums of the bonuses jump to the next
1268 * step of 8 - with floats, even fractional ones are useful.
1269 */
1270 float sp_tmp = 0.f;
1271
1272 for (int i = 1; i <= min (10, grace_obj->level); i++)
1273 {
1274 float grace_tmp = 0.f;
1275
1276 /* Got some extra bonus at first level */
1277 if (i < 2)
1278 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1279 else
1280 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1281
1282 sp_tmp += max (1.f, grace_tmp);
1283 }
1284
1285 /* two grace points per level after 10 */
1286 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1287 }
1288
1289 /* No limit on grace vs maxgrace */
1290
1291 if (contr->braced)
1292 {
1293 ac += 2;
1294 wc += 4;
1295 }
1296 else
1297 ac -= dex_bonus[stats.Dex];
1298
1299 /* In new exp/skills system, wc bonuses are related to
1300 * the players level in a relevant exp object (wc_obj)
1301 * not the general player level -b.t.
1302 * I changed this slightly so that wc bonuses are better
1303 * than before. This is to balance out the fact that
1304 * the player no longer gets a personal weapon w/ 1
1305 * improvement every level, now its fighterlevel/5. So
1306 * we give the player a bonus here in wc and dam
1307 * to make up for the change. Note that I left the
1308 * monster bonus the same as before. -b.t.
1309 */
1310 object *wc_obj = chosen_skill;
1311
1312 if (contr && wc_obj && wc_obj->level > 1)
1313 {
1314 wc -= wc_obj->level + thaco_bonus[stats.Str];
1315
1316 for (int i = 1; i < wc_obj->level; i++)
1317 {
1318 /* additional wc every 6 levels */
1319 if (!(i % 6))
1320 wc--;
1321
1322 /* additional dam every 4 levels. */
1323 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1324 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1325 }
1326 }
1327 else
1328 wc -= level + thaco_bonus[stats.Str];
1329
1330 stats.dam += dam_bonus[stats.Str];
1331
1332 if (stats.dam < 1)
1333 stats.dam = 1;
1334
1335 speed = 1.f + speed_bonus[stats.Dex];
1336
1337 if (settings.search_items && contr->search_str[0])
1338 speed -= 1;
1339
1340 if (attacktype == 0)
1341 attacktype = arch->attacktype;
1342 } /* End if player */
1343
1344 if (added_speed >= 0)
1345 speed += added_speed / 10.f;
1346 else /* Something wrong here...: */
1347 speed /= 1.f - added_speed;
1348
1349 /* Max is determined by armour */
1350 speed = min (speed, max_speed);
1351
1352 if (type == PLAYER)
1353 {
1354 /* f is a number the represents the number of kg above (positive num)
1355 * or below (negative number) that the player is carrying. If above
1356 * weight limit, then player suffers a speed reduction based on how
1357 * much above he is, and what is max carry is
1358 */
1359 f = (carrying / 1000) - max_carry[stats.Str];
1360 if (f > 0)
1361 speed = speed / (1.f + f / max_carry[stats.Str]);
1362 }
1363
1364 speed += bonus_speed / 10.f; /* Not affected by limits */
1365
1366 /* Put a lower limit on speed. Note with this speed, you move once every
1367 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1368 */
1369 speed = speed * speed_reduce_from_disease;
1370
1371 if (speed < 0.01f && type == PLAYER)
1372 speed = 0.01f;
1373
1374 if (type == PLAYER)
1375 {
1376 /* (This formula was made by vidarl@ifi.uio.no)
1377 * Note that we never used these values again - basically
1378 * all of these could be subbed into one big equation, but
1379 * that would just be a real pain to read.
1380 */
1381 float M = (max_carry[stats.Str] - 121) / 121.f;
1382 float M2 = max_carry[stats.Str] / 100.f;
1383 float W = weapon_weight / 20000.f;
1384 float s = (20 - weapon_speed) / 10.f;
1385 float D = (stats.Dex - 14) / 14.f;
1386 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1387
1388 K *= (4 + level) * 1.2f / (6 + level);
1389
1390 if (K <= 0.01f)
1391 K = 0.01f;
1392
1393 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1394 }
1395
1396 /* I want to limit the power of small monsters with big weapons: */
1397 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1398 stats.dam = arch->stats.dam * 3;
1399
1400 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1401 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1402
1403 /* if for some reason the creature doesn't have any move type,
1404 * give them walking as a default.
1405 * The second case is a special case - to more closely mimic the
1406 * old behaviour - if your flying, your not walking - just
1407 * one or the other.
1408 */
1409 if (move_type == 0)
1410 move_type = MOVE_WALK;
1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412 move_type &= ~MOVE_WALK;
1413
1414 if (speed != old_speed)
1415 set_speed (speed);
1416
1417 /* It is quite possible that a player's spell costing might have changed,
1418 * so we will check that now.
1419 */
1420 if (type == PLAYER)
1421 {
1422 esrv_update_stats (contr);
1423 esrv_update_spells (contr);
1424 }
1425
1426 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0;
1429 }
1430
1431 /*
1432 * Returns true if the given player is a legal class.
1433 * The function to add and remove class-bonuses to the stats doesn't
1434 * check if the stat becomes negative, thus this function
1435 * merely checks that all stats are 1 or more, and returns
1436 * false otherwise.
1437 */
1438 int
1439 allowed_class (const object *op)
1440 {
1441 return op->stats.Dex > 0
1442 && op->stats.Str > 0
1443 && op->stats.Con > 0
1444 && op->stats.Int > 0
1445 && op->stats.Wis > 0
1446 && op->stats.Pow > 0
1447 && op->stats.Cha > 0;
1448 }
1449
1450 /*
1451 * set the new dragon name after gaining levels or
1452 * changing ability focus (later this can be extended to
1453 * eventually change the player's face and animation)
1454 *
1455 * Note that the title is written to 'own_title' in the
1456 * player struct. This should be changed to 'ext_title'
1457 * as soon as clients support this!
1458 * Please, anyone, write support for 'ext_title'.
1459 */
1460 void
1461 set_dragon_name (object *pl, const object *abil, const object *skin)
1462 {
1463 int atnr = -1; /* attacknumber of highest level */
1464 int level = 0; /* highest level */
1465 int i;
1466
1467 /* Perhaps do something more clever? */
1468 if (!abil || !skin)
1469 return;
1470
1471 /* first, look for the highest level */
1472 for (i = 0; i < NROFATTACKS; i++)
1473 {
1474 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1475 {
1476 level = abil->resist[i];
1477 atnr = i;
1478 }
1479 }
1480
1481 /* now if there are equals at highest level, pick the one with focus,
1482 or else at random */
1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 atnr = abil->stats.exp;
1485
1486 level = (int) (level / 5.);
1487
1488 /* now set the new title */
1489 if (pl->contr != NULL)
1490 {
1491 if (level == 0)
1492 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1493 else if (level == 1)
1494 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1495 else if (level == 2)
1496 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1497 else if (level == 3)
1498 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1499 else
1500 {
1501 /* special titles for extra high resistance! */
1502 if (skin->resist[atnr] > 80)
1503 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504 else if (skin->resist[atnr] > 50)
1505 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1506 else
1507 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1508 }
1509 }
1510
1511 strcpy (pl->contr->own_title, "");
1512 }
1513
1514 /*
1515 * This function is called when a dragon-player gains
1516 * an overall level. Here, the dragon might gain new abilities
1517 * or change the ability-focus.
1518 */
1519 void
1520 dragon_level_gain (object *who)
1521 {
1522 object *abil = NULL; /* pointer to dragon ability force */
1523 object *skin = NULL; /* pointer to dragon skin force */
1524 object *tmp = NULL; /* tmp. object */
1525 char buf[MAX_BUF]; /* tmp. string buffer */
1526
1527 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 for (tmp = who->inv; tmp; tmp = tmp->below)
1529 if (tmp->type == FORCE)
1530 if (tmp->arch->archname == shstr_dragon_ability_force)
1531 abil = tmp;
1532 else if (tmp->arch->archname == shstr_dragon_skin_force)
1533 skin = tmp;
1534
1535 /* if the force is missing -> bail out */
1536 if (abil == NULL)
1537 return;
1538
1539 /* The ability_force keeps track of maximum level ever achieved.
1540 * New abilties can only be gained by surpassing this max level
1541 */
1542 if (who->level > abil->level)
1543 {
1544 /* increase our focused ability */
1545 abil->resist[abil->stats.exp]++;
1546
1547
1548 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1549 {
1550 /* time to hand out a new ability-gift */
1551 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1552 }
1553
1554 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1555 {
1556 /* apply new ability focus */
1557 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1558 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1559
1560 abil->stats.exp = abil->last_eat;
1561 abil->last_eat = 0;
1562 }
1563
1564 abil->level = who->level;
1565 }
1566
1567 /* last but not least, set the new title for the dragon */
1568 set_dragon_name (who, abil, skin);
1569 }
1570
1571 /* Handy function - given the skill name skill_name, we find the skill
1572 * archetype/object, set appropriate values, and insert it into
1573 * the object (op) that is passed.
1574 * We return the skill - this makes it easier for calling functions that
1575 * want to do something with it immediately.
1576 */
1577 object *
1578 give_skill_by_name (object *op, const char *skill_name)
1579 {
1580 object *skill_obj;
1581
1582 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1583 if (!skill_obj)
1584 {
1585 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1586 return NULL;
1587 }
1588
1589 /* clear the flag - exp goes into this bucket, but player
1590 * still doesn't know it.
1591 */
1592 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1593 skill_obj->stats.exp = 0;
1594 skill_obj->level = 1;
1595 insert_ob_in_ob (skill_obj, op);
1596
1597 if (player *pl = op->contr)
1598 {
1599 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1600 if (pl->ns)
1601 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1602 }
1603
1604 return skill_obj;
1605 }
1606
1607 /* player_lvl_adj() - for the new exp system. we are concerned with
1608 * whether the player gets more hp, sp and new levels.
1609 * Note this this function should only be called for players. Monstes
1610 * don't really gain levels
1611 * who is the player, op is what we are checking to gain the level
1612 * (eg, skill)
1613 */
1614 void
1615 player_lvl_adj (object *who, object *op)
1616 {
1617 char buf[MAX_BUF];
1618 bool changed = false;
1619
1620 if (!op) /* when rolling stats */
1621 op = who;
1622
1623 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1624 {
1625 changed = true;
1626
1627 op->level++;
1628
1629 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1630 dragon_level_gain (who);
1631
1632 /* Only roll these if it is the player (who) that gained the level */
1633 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 {
1635 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1636 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1638 }
1639
1640 if (op->level > 1)
1641 {
1642 if (op->type != PLAYER)
1643 {
1644 who->contr->play_sound (sound_find ("skill_up"));
1645 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1646 }
1647 else
1648 {
1649 who->contr->play_sound (sound_find ("level_up"));
1650 sprintf (buf, "You are now level %d.", op->level);
1651 }
1652
1653 if (who)
1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1655 }
1656 }
1657
1658 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1659 {
1660 changed = true;
1661
1662 op->level--;
1663
1664 if (op->type != PLAYER)
1665 {
1666 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1667 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1668 }
1669 }
1670
1671 if (changed)
1672 {
1673 who->update_stats ();
1674 esrv_update_stats (who->contr);
1675 /* check if the spell data has changed */
1676 esrv_update_spells (who->contr);
1677 }
1678 }
1679
1680 /*
1681 * Returns how much experience is needed for a player to become
1682 * the given level. level should really never exceed max_level
1683 */
1684
1685 sint64
1686 level_exp (int level, double expmul)
1687 {
1688 if (level > settings.max_level)
1689 return (sint64) (expmul * levels[settings.max_level]);
1690
1691 return (sint64) (expmul * levels[level]);
1692 }
1693
1694 /*
1695 * Ensure that the permanent experience requirements in an exp object are met.
1696 * This really just checks 'op to make sure the perm_exp value is within
1697 * proper range. Note that the checking of what is passed through
1698 * has been reduced. Since there is now a proper field for perm_exp,
1699 * this can now work on a much larger set of objects.
1700 */
1701 void
1702 calc_perm_exp (object *op)
1703 {
1704 int p_exp_min;
1705
1706 /* Ensure that our permanent experience minimum is met.
1707 * permenent_exp_ratio is an integer percentage, we divide by 100
1708 * to get the fraction */
1709 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1710
1711 if (op->perm_exp < p_exp_min)
1712 op->perm_exp = p_exp_min;
1713
1714 /* Cap permanent experience. */
1715 if (op->perm_exp < 0)
1716 op->perm_exp = 0;
1717 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1718 op->perm_exp = MAX_EXPERIENCE;
1719 }
1720
1721 /* Add experience to a player - exp should only be positive.
1722 * Updates permanent exp for the skill we are adding to.
1723 * skill_name is the skill to add exp to. Skill name can be
1724 * NULL, in which case exp increases the players general
1725 * total, but not any particular skill.
1726 * flag is what to do if the player doesn't have the skill:
1727 */
1728 static void
1729 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1730 {
1731 object *skill_obj = NULL;
1732 sint64 limit, exp_to_add;
1733 int i;
1734
1735 /* prevents some forms of abuse. */
1736 if (op->contr->braced)
1737 exp /= 5;
1738
1739 /* Try to find the matching skill.
1740 * We do a shortcut/time saving mechanism first - see if it matches
1741 * chosen_skill. This means we don't need to search through
1742 * the players inventory.
1743 */
1744 if (skill_name)
1745 {
1746 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1747 skill_obj = op->chosen_skill;
1748 else
1749 {
1750 for (i = 0; i < NUM_SKILLS; i++)
1751 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1752 {
1753 skill_obj = op->contr->last_skill_ob[i];
1754 break;
1755 }
1756
1757 /* Player doesn't have the skill. Check to see what to do, and give
1758 * it to the player if necessary
1759 */
1760 if (!skill_obj)
1761 {
1762 if (flag == SK_EXP_NONE)
1763 return;
1764 else if (flag == SK_EXP_ADD_SKILL)
1765 give_skill_by_name (op, skill_name);
1766 }
1767 }
1768 }
1769
1770 if (flag != SK_EXP_SKILL_ONLY)
1771 {
1772 /* Basically, you can never gain more experience in one shot
1773 * than half what you need to gain for next level.
1774 */
1775 exp_to_add = exp;
1776 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1777 if (exp_to_add > limit)
1778 exp_to_add = limit;
1779
1780 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1781 if (settings.permanent_exp_ratio)
1782 {
1783 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1784 calc_perm_exp (op);
1785 }
1786
1787 player_lvl_adj (op, NULL);
1788 }
1789
1790 if (skill_obj)
1791 {
1792 exp_to_add = exp;
1793 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1794 if (exp_to_add > limit)
1795 exp_to_add = limit;
1796
1797 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1798 if (settings.permanent_exp_ratio)
1799 {
1800 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1801 calc_perm_exp (skill_obj);
1802 }
1803
1804 player_lvl_adj (op, skill_obj);
1805 }
1806 }
1807
1808 /* This function checks to make sure that object 'op' can
1809 * lost 'exp' experience. It returns the amount of exp
1810 * object 'op' can in fact lose - it basically makes
1811 * adjustments based on permanent exp and the like.
1812 * This function should always be used for losing experience -
1813 * the 'exp' value passed should be positive - this is the
1814 * amount that should get subtract from the player.
1815 */
1816 sint64
1817 check_exp_loss (const object *op, sint64 exp)
1818 {
1819 sint64 del_exp;
1820
1821 if (exp > op->stats.exp)
1822 exp = op->stats.exp;
1823 if (settings.permanent_exp_ratio)
1824 {
1825 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1826 if (del_exp < 0)
1827 del_exp = 0;
1828 if (exp > del_exp)
1829 exp = del_exp;
1830 }
1831 return exp;
1832 }
1833
1834 sint64
1835 check_exp_adjust (const object *op, sint64 exp)
1836 {
1837 if (exp < 0)
1838 return check_exp_loss (op, exp);
1839 else
1840 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1841 }
1842
1843
1844 /* Subtracts experience from player.
1845 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1846 * only subtract from the matching skill. Otherwise,
1847 * this subtracts a portion from all
1848 * skills the player has. Eg, if we figure the player is losing 10%
1849 * of his total exp, what happens is he loses 10% from all his skills.
1850 * Note that if permanent exp is used, player may not in fact lose
1851 * as much as listed. Eg, if player has gotten reduced to the point
1852 * where everything is at the minimum perm exp, he would lose nothing.
1853 * exp is the amount of exp to subtract - thus, it should be
1854 * a postive number.
1855 */
1856 static void
1857 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1858 {
1859 float fraction = (float) exp / (float) op->stats.exp;
1860 object *tmp;
1861 sint64 del_exp;
1862
1863 for (tmp = op->inv; tmp; tmp = tmp->below)
1864 if (tmp->type == SKILL && tmp->stats.exp)
1865 {
1866 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1867 {
1868 del_exp = check_exp_loss (tmp, exp);
1869 tmp->stats.exp -= del_exp;
1870 player_lvl_adj (op, tmp);
1871 }
1872 else if (flag != SK_SUBTRACT_SKILL_EXP)
1873 {
1874 /* only want to process other skills if we are not trying
1875 * to match a specific skill.
1876 */
1877 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1878 tmp->stats.exp -= del_exp;
1879 player_lvl_adj (op, tmp);
1880 }
1881 }
1882
1883 if (flag != SK_SUBTRACT_SKILL_EXP)
1884 {
1885 del_exp = check_exp_loss (op, exp);
1886 op->stats.exp -= del_exp;
1887 player_lvl_adj (op, NULL);
1888 }
1889 }
1890
1891 /* change_exp() - changes experience to a player/monster. This
1892 * does bounds checking to make sure we don't overflow the max exp.
1893 *
1894 * The exp passed is typically not modified much by this function -
1895 * it is assumed the caller has modified the exp as needed.
1896 * skill_name is the skill that should get the exp added.
1897 * flag is what to do if player doesn't have the skill.
1898 * these last two values are only used for players.
1899 */
1900 void
1901 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1902 {
1903 #ifdef EXP_DEBUG
1904 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1905 #endif
1906
1907 /* safety */
1908 if (!op)
1909 {
1910 LOG (llevError, "change_exp() called for null object!\n");
1911 return;
1912 }
1913
1914 /* if no change in exp, just return - most of the below code
1915 * won't do anything if the value is 0 anyways.
1916 */
1917 if (exp == 0)
1918 return;
1919
1920 /* Monsters are easy - we just adjust their exp - we
1921 * don't adjust level, since in most cases it is unrelated to
1922 * the exp they have - the monsters exp represents what its
1923 * worth.
1924 */
1925 if (op->type != PLAYER)
1926 {
1927 /* Sanity check */
1928 if (!QUERY_FLAG (op, FLAG_ALIVE))
1929 return;
1930
1931 /* reset exp to max allowed value. We subtract from
1932 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1933 * more than max exp, just return.
1934 */
1935 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1936 {
1937 exp = MAX_EXPERIENCE - op->stats.exp;
1938 if (exp < 0)
1939 return;
1940 }
1941
1942 op->stats.exp += exp;
1943 }
1944 else
1945 { /* Players only */
1946 if (exp > 0)
1947 add_player_exp (op, exp, skill_name, flag);
1948 else
1949 /* note that when you lose exp, it doesn't go against
1950 * a particular skill, so we don't need to pass that
1951 * along.
1952 */
1953 subtract_player_exp (op, abs (exp), skill_name, flag);
1954 }
1955 }
1956
1957 /* Applies a death penalty experience, the size of this is defined by the
1958 * settings death_penalty_percentage and death_penalty_levels, and by the
1959 * amount of permenent experience, whichever gives the lowest loss.
1960 */
1961 void
1962 apply_death_exp_penalty (object *op)
1963 {
1964 object *tmp;
1965 sint64 loss;
1966 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1967 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1968
1969 for (tmp = op->inv; tmp; tmp = tmp->below)
1970 if (tmp->type == SKILL && tmp->stats.exp)
1971 {
1972
1973 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1974 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1975
1976 /* With the revised exp system, you can get cases where
1977 * losing several levels would still require that you have more
1978 * exp than you currently have - this is true if the levels
1979 * tables is a lot harder.
1980 */
1981 if (level_loss < 0)
1982 level_loss = 0;
1983
1984 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1985
1986 tmp->stats.exp -= loss;
1987 player_lvl_adj (op, tmp);
1988 }
1989
1990 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1991 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1992
1993 if (level_loss < 0)
1994 level_loss = 0;
1995 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1996
1997 op->stats.exp -= loss;
1998 player_lvl_adj (op, NULL);
1999 }
2000
2001 /* This function takes an object (monster/player, op), and
2002 * determines if it makes a basic save throw by looking at the
2003 * save_throw table. level is the effective level to make
2004 * the save at, and bonus is any plus/bonus (typically based on
2005 * resistance to particular attacktype.
2006 * Returns 1 if op makes his save, 0 if he failed
2007 */
2008 int
2009 did_make_save (const object *op, int level, int bonus)
2010 {
2011 if (level > MAX_SAVE_LEVEL)
2012 level = MAX_SAVE_LEVEL;
2013
2014 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2015 return 0;
2016
2017 return 1;
2018 }