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/cvs/deliantra/server/common/living.C
Revision: 1.77
Committed: Tue Aug 7 23:38:12 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.76: +7 -11 lines
Log Message:
no kidding, but crossfire actually rewards a speed bonus for progressing
diseases.

this makes no sense, so I changed that to reflect what most likely was intended.

(looking at the disease code there might be still more such traps)

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