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/cvs/deliantra/server/common/living.C
Revision: 1.82
Committed: Mon Apr 21 23:35:24 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.81: +1 -2 lines
Log Message:
- fix weight/pickup bugs, visible_to
- do more automatic nrof/weight updates
- kill funcpoint.h

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
22 */
23
24 #include <global.h>
25
26 /* Handy little macro that adds exp and keeps it within bounds. Since
27 * we are now using 64 bit values, I'm not all concerned about overflow issues
28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
29 */
30 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
31
32 static const int con_bonus[MAX_STAT + 1] = {
33 -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,
34 22, 25, 30, 40, 50
35 };
36
37 /* changed the name of this to "sp_bonus" from "int_bonus"
38 * because Pow can now be the stat that controls spellpoint
39 * advancement. -b.t.
40 */
41 static const int sp_bonus[MAX_STAT + 1] = {
42 -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,
43 30, 40, 50, 70, 100
44 };
45
46 static const int grace_bonus[MAX_STAT + 1] = {
47 -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,
48 30, 40, 50, 70, 100
49 };
50
51 /* 0.92.7 Changed way charisma works. Values now
52 * represent how much more it costs to buy something than to sell it
53 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
54 * would only get 5 gp when you sell.) Let query_cost do the calculations
55 * on how to really do this. Buy keeping it this simple number, it is
56 * much easier to know how things will be influenced. A value of '1' means
57 * buying and selling is both the same value - any value less than or equal
58 * to 1 should not be used.
59 * At least as of now, the only place that uses this code is query_cost,
60 * in server/shop.c. This bonus is split evenly between buying and selling
61 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
62 * at .667
63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
64 * it is 1-diff
65 */
66
67 const float cha_bonus[MAX_STAT + 1] = { 10.0,
68 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
69 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
70 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
71 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
72 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
73 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
74 };
75
76 const int dex_bonus[MAX_STAT + 1] = {
77 -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
78 };
79
80 /* speed_bonus uses dex as its stat */
81 const float speed_bonus[MAX_STAT + 1] = {
82 -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,
83 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
84 1.6, 1.8, 2.0, 2.5, 3.0
85 };
86
87 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
88 * strength.
89 */
90 const int dam_bonus[MAX_STAT + 1] = {
91 -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
92 };
93
94 const int thaco_bonus[MAX_STAT + 1] = {
95 -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
96 };
97
98 /* Max you can carry before you start getting extra speed penalties */
99 const int max_carry[MAX_STAT + 1] = {
100 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
101 301, 326, 352, 400, 450, 500, 600, 1000
102 };
103
104 /* weight_limit - the absolute most a character can carry - a character can't
105 * pick stuff up if it would put him above this limit.
106 * value is in grams, so we don't need to do conversion later
107 * These limits are probably overly generous, but being there were no values
108 * before, you need to start someplace.
109 */
110
111 const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
119 };
120
121 const int learn_spell[MAX_STAT + 1] = {
122 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,
123 100, 100, 100, 100, 100, 100
124 };
125
126 const int cleric_chance[MAX_STAT + 1] = {
127 100, 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
128 };
129
130 const int turn_bonus[MAX_STAT + 1] = {
131 -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
132 };
133
134 const int fear_bonus[MAX_STAT + 1] = {
135 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
136 };
137
138 /*
139 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp()
141 */
142
143 #define MAX_EXPERIENCE levels[settings.max_level]
144
145 /* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try
149 * to make the value of MAX_EXP_CAT close to the
150 * actual number of experience objects in the game,
151 * otherwise the maximum level in any experience
152 * category could be quite low. To help the situation
153 * out a little I added 10 more levels, and jacked
154 * up the last level experience value. Its out of
155 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed.
157 * -b.t.
158 */
159
160 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
161
162 extern sint64 *levels;
163
164 #define MAX_SAVE_LEVEL 110
165
166 /* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the
168 * right thing and always use range within this table.
169 * for safety, savethrow should not be accessed directly anymore,
170 * and instead did_make_save should be used instead.
171 */
172 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
173 18,
174 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
175 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
176 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
177 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
178 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
179 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
180 };
181
182 const char *const attacks[NROFATTACKS] = {
183 "physical", "magical", "fire", "electricity", "cold", "confusion",
184 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
185 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
186 "chaos", "counterspell", "god power", "holy power", "blinding", "",
187 "life stealing"
188 };
189
190 static const char *const drain_msg[NUM_STATS] = {
191 "Oh no! You are weakened!",
192 "You're feeling clumsy!",
193 "You feel less healthy",
194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
197 "Your face gets distorted!",
198 };
199 const char *const restore_msg[NUM_STATS] = {
200 "You feel your strength return.",
201 "You feel your agility return.",
202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.",
205 "You feel your spirits return.",
206 "You feel your charisma return.",
207 };
208 const char *const gain_msg[NUM_STATS] = {
209 "You feel stronger.",
210 "You feel more agile.",
211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.",
214 "You feel more potent.",
215 "You seem to look better.",
216 };
217 const char *const lose_msg[NUM_STATS] = {
218 "You feel weaker!",
219 "You feel clumsy!",
220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!",
223 "You feel less potent!",
224 "You look ugly!",
225 };
226
227 const char *const statname[NUM_STATS] = {
228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
229 };
230
231 const char *const short_stat_name[NUM_STATS] = {
232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
233 };
234
235 /*
236 * Like set_attr_value(), but instead the value (which can be negative)
237 * is added to the specified stat.
238 */
239 void
240 change_attr_value (living *stats, int attr, sint8 value)
241 {
242 stats->stat (attr) += value;
243 }
244
245 /*
246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
247 * 1-30 stat limit.
248 */
249 void
250 check_stat_bounds (living *stats)
251 {
252 for (int i = 0; i < NUM_STATS; i++)
253 {
254 sint8 &v = stats->stat (i);
255 v = clamp (v, MIN_STAT, MAX_STAT);
256 }
257 }
258
259 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
260
261 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded.
264 */
265 #define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
267
268 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269
270 /* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object.
272 * It is the calling functions responsibilty to check to see if the object
273 * can be applied or not.
274 * The main purpose of calling this function is the messages that are
275 * displayed - update_stats should really always be called after this when
276 * removing an object - that is because it is impossible to know if some object
277 * is the only source of an attacktype or spell attunement, so this function
278 * will clear the bits, but the player may still have some other object
279 * that gives them that ability.
280 */
281 int
282 change_abil (object *op, object *tmp)
283 {
284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
285 char message[MAX_BUF];
286 int potion_max = 0;
287
288 /* remember what object was like before it was changed. note that
289 * refop is a local copy of op only to be used for detecting changes
290 * found by update_stats. refop is not a real object
291 */
292 object_copy refop = *op;
293
294 if (op->type == PLAYER)
295 {
296 if (tmp->type == POTION)
297 {
298 potion_max = 1;
299 for (int j = 0; j < NUM_STATS; j++)
300 {
301 int ostat = op->contr->orig_stats.stat (j);
302 int i = tmp->stats.stat (j);
303
304 /* nstat is what the stat will be after use of the potion */
305 int nstat = flag * i + ostat;
306
307 /* Do some bounds checking. While I don't think any
308 * potions do so right now, there is the potential for potions
309 * that adjust that stat by more than one point, so we need
310 * to allow for that.
311 */
312 if (nstat < 1 && i * flag < 0)
313 nstat = 1;
314 else if (nstat > 20 + op->arch->stats.stat (j))
315 nstat = 20 + op->arch->stats.stat (j);
316
317 if (nstat != ostat)
318 {
319 op->contr->orig_stats.stat (j) = nstat;
320 potion_max = 0;
321 }
322 else if (i)
323 {
324 /* potion is useless - player has already hit the natural maximum */
325 potion_max = 1;
326 }
327 }
328
329 /* This section of code ups the characters normal stats also. I am not
330 * sure if this is strictly necessary, being that fix_player probably
331 * recalculates this anyway.
332 */
333 for (int j = 0; j < NUM_STATS; j++)
334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
335
336 check_stat_bounds (&op->stats);
337 } /* end of potion handling code */
338 }
339
340 /* reset attributes that update_stats doesn't reset since it doesn't search
341 * everything to set
342 */
343 if (flag == -1)
344 {
345 op->attacktype &= ~tmp->attacktype;
346 op->path_attuned &= ~tmp->path_attuned;
347 op->path_repelled &= ~tmp->path_repelled;
348 op->path_denied &= ~tmp->path_denied;
349 /* Presuming here that creatures only have move_type,
350 * and not the other move_ fields.
351 */
352 op->move_type &= ~tmp->move_type;
353 }
354
355 /* call fix_player since op object could have whatever attribute due
356 * to multiple items. if update_stats always has to be called after
357 * change_ability then might as well call it from here
358 */
359 op->update_stats ();
360
361 /* update_stats won't add the bows ability to the player, so don't
362 * print out message if this is a bow.
363 */
364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
365 {
366 success = 1;
367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
368 }
369
370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
371 {
372 success = 1;
373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
374 }
375
376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
377 {
378 success = 1;
379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
380 }
381
382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
383 {
384 success = 1;
385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
386 }
387
388 /* movement type has changed. We don't care about cases where
389 * user has multiple items giving the same type appled like we
390 * used to - that is more work than what we gain, plus messages
391 * can be misleading (a little higher could be miscontrued from
392 * from fly high)
393 */
394 if (tmp->move_type && op->move_type != refop.move_type)
395 {
396 success = 1;
397
398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
399 * status doesn't make a difference if you are flying high
400 */
401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 {
403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
404 }
405
406 if (tmp->move_type & MOVE_FLY_HIGH)
407 {
408 /* double conditional - second case covers if you have move_fly_low -
409 * in that case, you don't actually land
410 */
411 DIFF_MSG (flag, "You soar into the air!",
412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
413 }
414
415 if (tmp->move_type & MOVE_SWIM)
416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
417
418 /* Changing move status may mean you are affected by things you weren't before */
419 check_move_on (op, op);
420 }
421
422 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status
424 */
425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
427 {
428 success = 1;
429 if (flag > 0)
430 {
431 op->race = "undead";
432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433 }
434 else
435 {
436 op->race = op->arch->race;
437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
439 }
440
441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
442 {
443 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
448 {
449 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 }
452
453 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision
455 */
456 if (QUERY_FLAG (tmp, FLAG_BLIND))
457 {
458 success = 1;
459 if (flag > 0)
460 {
461 if (QUERY_FLAG (op, FLAG_WIZ))
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else
464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND);
467 if (op->type == PLAYER)
468 op->contr->do_los = 1;
469 }
470 }
471 else
472 {
473 if (QUERY_FLAG (op, FLAG_WIZ))
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else
476 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND);
479 if (op->type == PLAYER)
480 op->contr->do_los = 1;
481 }
482 }
483 }
484
485 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
486 {
487 success = 1;
488 if (op->type == PLAYER)
489 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 }
492
493 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
494 {
495 success = 1;
496 if (flag > 0)
497 {
498 if (QUERY_FLAG (op, FLAG_WIZ))
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500 else
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER)
504 op->contr->do_los = 1;
505 }
506 }
507 else
508 {
509 if (QUERY_FLAG (op, FLAG_WIZ))
510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511 else
512 {
513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514 if (op->type == PLAYER)
515 op->contr->do_los = 1;
516 }
517 }
518 }
519
520 if (tmp->stats.luck)
521 {
522 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 }
525
526 if (tmp->stats.hp && op->type == PLAYER)
527 {
528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 }
531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533 {
534 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 }
537
538 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER)
540 {
541 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 }
544
545 if (tmp->stats.food && op->type == PLAYER)
546 {
547 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 }
550
551 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++)
553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
557 if (op->resist[i] != refop.resist[i])
558 {
559 success = 1;
560 if (op->resist[i] > refop.resist[i])
561 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
562 else
563 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
564
565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 }
567 }
568
569 if (!potion_max)
570 {
571 for (int j = 0; j < NUM_STATS; j++)
572 {
573 if (int i = tmp->stats.stat (j))
574 {
575 success = 1;
576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
577 }
578 }
579 }
580
581 return success;
582 }
583
584 /*
585 * Stat draining by Vick 930307
586 * (Feeling evil, I made it work as well now. -Frank 8)
587 */
588 void
589 object::drain_stat ()
590 {
591 drain_specific_stat (rndm (NUM_STATS));
592 }
593
594 void
595 object::drain_specific_stat (int deplete_stats)
596 {
597 object *tmp;
598 archetype *at;
599
600 at = archetype::find (ARCH_DEPLETION);
601 if (!at)
602 {
603 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return;
605 }
606 else
607 {
608 tmp = present_arch_in_ob (at, this);
609
610 if (!tmp)
611 {
612 tmp = arch_to_object (at);
613 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED);
615 }
616 }
617
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1);
620 update_stats ();
621 }
622
623 /*
624 * A value of 0 indicates timeout, otherwise change the luck of the object.
625 * via an applied bad_luck object.
626 */
627 void
628 object::change_luck (int value)
629 {
630 archetype *at = archetype::find ("luck");
631 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n");
633 else
634 {
635 object *tmp = present_arch_in_ob (at, this);
636
637 if (!tmp)
638 {
639 if (!value)
640 return;
641
642 tmp = arch_to_object (at);
643 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED);
645 }
646
647 if (value)
648 {
649 /* Limit the luck value of the bad luck object to +/-100. This
650 * (arbitrary) value prevents overflows (both in the bad luck object and
651 * in op itself).
652 */
653 int new_luck = tmp->stats.luck + value;
654
655 if (new_luck >= -100 && new_luck <= 100)
656 {
657 stats.luck += value;
658 tmp->stats.luck = new_luck;
659 }
660 }
661 else
662 {
663 if (!tmp->stats.luck)
664 return;
665
666 /* Randomly change the players luck. Basically, we move it
667 * back neutral (if greater>0, subtract, otherwise add)
668 */
669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 {
671 int diff = tmp->stats.luck > 0 ? -1 : 1;
672
673 stats.luck += diff;
674 tmp->stats.luck += diff;
675 }
676 }
677 }
678 }
679
680 /*
681 * Subtracts stat-bonuses given by the class which the player has chosen.
682 */
683 void
684 object::remove_statbonus ()
685 {
686 for (int i = 0; i < NUM_STATS; ++i)
687 {
688 sint8 v = arch->stats.stat (i);
689 stats.stat (i) -= v;
690 contr->orig_stats.stat (i) -= v;
691 }
692 }
693
694 /*
695 * Adds stat-bonuses given by the class which the player has chosen.
696 */
697 void
698 object::add_statbonus ()
699 {
700 for (int i = 0; i < NUM_STATS; ++i)
701 {
702 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v;
705 }
706 }
707
708 /* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712 static struct digest_types : std::bitset<NUM_TYPES>
713 {
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732 } digest_types;
733
734 static struct copy_flags : object::flags_t
735 {
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746 } copy_flags;
747
748 /*
749 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters
751 * and players; the "player" in the name is purely an archaic inheritance.
752 * This functions starts from base values (archetype or player object)
753 * and then adjusts them according to what the player has equipped.
754 *
755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
756 * spell system split, grace points now added to system --peterm
757 */
758 void
759 object::update_stats ()
760 {
761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 int weapon_weight = 0, weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
768
769 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER)
771 {
772 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i);
774
775 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0;
777
778 attacktype = 0;
779
780 contr->digestion = 0;
781 contr->gen_hp = 0;
782 contr->gen_sp = 0;
783 contr->gen_grace = 0;
784 contr->gen_sp_armour = 10;
785 contr->item_power = 0;
786 }
787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
791 slaying = 0;
792
793 if (!QUERY_FLAG (this, FLAG_WIZ))
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 }
798
799 CLEAR_FLAG (this, FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND);
802
803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807
808 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius;
812 move_type = arch->move_type;
813
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's
817 * archetype clone
818 */
819 memcpy (&resist, &arch->resist, sizeof (resist));
820
821 for (int i = 0; i < NROFATTACKS; i++)
822 {
823 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0;
825 else
826 vuln[i] = -(resist[i]), prot[i] = 0;
827
828 potion_resist[i] = 0;
829 }
830
831 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam;
833
834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down
840 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 {
843 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 }
846 else
847 ac = arch->stats.ac;
848
849 stats.luck = arch->stats.luck;
850 speed = arch->speed;
851
852 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped.
854 */
855 for (tmp = inv; tmp; tmp = tmp->below)
856 {
857 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil
859 * then calls this function.
860 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 continue;
863
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius;
869
870 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL)
872 {
873 /* Want to take the highest skill here. */
874 if (IS_MANA_SKILL (tmp->subtype))
875 {
876 if (!mana_obj)
877 mana_obj = tmp;
878 else if (tmp->level > mana_obj->level)
879 mana_obj = tmp;
880 }
881
882 if (IS_GRACE_SKILL (tmp->subtype))
883 {
884 if (!grace_obj)
885 grace_obj = tmp;
886 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp;
888 }
889 }
890
891 /* Container objects are not meant to adjust a players, but other applied
892 * objects need to make adjustments.
893 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below,
897 * because the skill shouldn't count against body positions being used
898 * up, etc.
899 */
900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING))
905 {
906 if (type == PLAYER)
907 {
908 contr->item_power += tmp->item_power;
909
910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
915 continue;
916
917 for (int i = 0; i < NUM_STATS; i++)
918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
919
920 if (digest_types [tmp->type])
921 {
922 contr->digestion += tmp->stats.food;
923 contr->gen_hp += tmp->stats.hp;
924 contr->gen_sp += tmp->stats.sp;
925 contr->gen_grace += tmp->stats.grace;
926 contr->gen_sp_armour += tmp->gen_sp_armour;
927 }
928 } /* if this is a player */
929 else
930 {
931 if (tmp->type == WEAPON)
932 current_weapon = tmp;
933 }
934
935 /* Update slots used for items */
936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
938 slot[i].used += tmp->slot[i].info;
939
940 if (tmp->type == SYMPTOM)
941 speed_reduce_from_disease =
942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
943
944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
945 * (Negative protections are calculated exactly like positive.)
946 * Resistance from potions are treated special as well. If there's
947 * more than one potion-effect, the bigger prot.-value is taken.
948 */
949 if (tmp->type != POTION)
950 {
951 for (int i = 0; i < NROFATTACKS; i++)
952 {
953 /* Potential for cursed potions, in which case we just can use
954 * a straight MAX, as potion_resist is initialised to zero.
955 */
956 if (tmp->type == POTION_EFFECT)
957 {
958 if (potion_resist[i])
959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
960 else
961 potion_resist[i] = tmp->resist[i];
962 }
963 else if (tmp->resist[i] > 0)
964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
965 else if (tmp->resist[i] < 0)
966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
967 }
968 }
969
970 /* There may be other things that should not adjust the attacktype */
971 if (tmp->type != SYMPTOM)
972 {
973 attacktype |= tmp->attacktype;
974 path_attuned |= tmp->path_attuned;
975 path_repelled |= tmp->path_repelled;
976 path_denied |= tmp->path_denied;
977 move_type |= tmp->move_type;
978 stats.luck += tmp->stats.luck;
979 }
980
981 flag |= tmp->flag & copy_flags;
982
983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
984 SET_FLAG (this, FLAG_UNDEAD);
985
986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
987 {
988 SET_FLAG (this, FLAG_MAKE_INVIS);
989 invisible = 1;
990 }
991
992 if (tmp->stats.exp && tmp->type != SKILL)
993 {
994 if (tmp->stats.exp > 0)
995 {
996 added_speed += tmp->stats.exp / 3.f;
997 bonus_speed += tmp->stats.exp / 3.f + 1.f;
998 }
999 else
1000 added_speed += tmp->stats.exp;
1001 }
1002
1003 switch (tmp->type)
1004 {
1005 #if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012 #endif
1013
1014 /* skills modifying the character -b.t. */
1015 /* for all skills and skill granting objects */
1016 case SKILL:
1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1019 break;
1020
1021 if (chosen_skill)
1022 {
1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1029 }
1030 else
1031 chosen_skill = tmp;
1032
1033 if (tmp->stats.dam > 0)
1034 { /* skill is a 'weapon' */
1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1036 weapon_speed = WEAPON_SPEED (tmp);
1037
1038 if (weapon_speed < 0)
1039 weapon_speed = 0;
1040
1041 weapon_weight = tmp->weight;
1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043
1044 if (tmp->magic)
1045 stats.dam += tmp->magic;
1046 }
1047
1048 if (tmp->stats.wc)
1049 wc -= tmp->stats.wc + tmp->magic;
1050
1051 if (tmp->slaying)
1052 slaying = tmp->slaying;
1053
1054 if (tmp->stats.ac)
1055 ac -= tmp->stats.ac + tmp->magic;
1056
1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1059 }
1060
1061 break;
1062
1063 case SHIELD:
1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1065 contr->encumbrance += (int) tmp->weight / 2000;
1066 case RING:
1067 case AMULET:
1068 case GIRDLE:
1069 case HELMET:
1070 case BOOTS:
1071 case GLOVES:
1072 case CLOAK:
1073 if (tmp->stats.wc)
1074 wc -= tmp->stats.wc + tmp->magic;
1075
1076 if (tmp->stats.dam)
1077 stats.dam += tmp->stats.dam + tmp->magic;
1078
1079 if (tmp->stats.ac)
1080 ac -= tmp->stats.ac + tmp->magic;
1081
1082 break;
1083
1084 case BOW:
1085 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1088 wc -= tmp->stats.wc + tmp->magic;
1089
1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1091 ac -= tmp->stats.ac + tmp->magic;
1092
1093 stats.dam += tmp->stats.dam + tmp->magic;
1094 weapon_weight = tmp->weight;
1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096
1097 if (weapon_speed < 0)
1098 weapon_speed = 0;
1099
1100 slaying = tmp->slaying;
1101
1102 /* If there is desire that two handed weapons should do
1103 * extra strength damage, this is where the code should
1104 * go.
1105 */
1106
1107 if (type == PLAYER)
1108 if (settings.spell_encumbrance)
1109 contr->encumbrance += tmp->weight * 3 / 1000;
1110 }
1111
1112 break;
1113
1114 case ARMOUR: /* Only the best of these three are used: */
1115 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 contr->encumbrance += tmp->weight / 1000;
1117
1118 case BRACERS:
1119 case FORCE:
1120 if (tmp->stats.wc)
1121 {
1122 if (best_wc < tmp->stats.wc + tmp->magic)
1123 {
1124 wc += best_wc;
1125 best_wc = tmp->stats.wc + tmp->magic;
1126 }
1127 else
1128 wc += tmp->stats.wc + tmp->magic;
1129 }
1130
1131 if (tmp->stats.ac)
1132 {
1133 if (best_ac < tmp->stats.ac + tmp->magic)
1134 {
1135 ac += best_ac; /* Remove last bonus */
1136 best_ac = tmp->stats.ac + tmp->magic;
1137 }
1138 else /* To nullify the below effect */
1139 ac += tmp->stats.ac + tmp->magic;
1140 }
1141
1142 if (tmp->stats.wc)
1143 wc -= (tmp->stats.wc + tmp->magic);
1144
1145 if (tmp->stats.ac)
1146 ac -= (tmp->stats.ac + tmp->magic);
1147
1148 if (ARMOUR_SPEED (tmp))
1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150
1151 break;
1152 } /* switch tmp->type */
1153 } /* item is equipped */
1154 } /* for loop of items */
1155
1156 /* We've gone through all the objects the player has equipped. For many things, we
1157 * have generated intermediate values which we now need to assign.
1158 */
1159
1160 /* 'total resistance = total protections - total vulnerabilities'.
1161 * If there is an uncursed potion in effect, granting more protection
1162 * than that, we take: 'total resistance = resistance from potion'.
1163 * If there is a cursed (and no uncursed) potion in effect, we take
1164 * 'total resistance = vulnerability from cursed potion'.
1165 */
1166 for (int i = 0; i < NROFATTACKS; i++)
1167 {
1168 resist[i] = prot[i] - vuln[i];
1169
1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1171 resist[i] = potion_resist[i];
1172 }
1173
1174 if (type == PLAYER)
1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level;
1184
1185 check_stat_bounds (&(stats));
1186 pl_level = level;
1187
1188 if (pl_level < 1)
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190
1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */
1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1196 {
1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1198
1199 if (i % 2 && con_bonus[stats.Con] % 2)
1200 if (con_bonus[stats.Con] > 0)
1201 j++;
1202 else
1203 j--;
1204
1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1206 }
1207
1208 stats.maxhp += 2 * max (0, level - 10);
1209
1210 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp;
1212
1213 /* Sp gain is controlled by the level of the player's
1214 * relevant experience object (mana_obj, see above)
1215 */
1216 /* following happen when skills system is not used */
1217 if (!mana_obj)
1218 mana_obj = this;
1219
1220 if (!grace_obj)
1221 grace_obj = this;
1222
1223 /* set maxsp */
1224 if (!mana_obj || !mana_obj->level || type != PLAYER)
1225 mana_obj = this;
1226
1227 if (mana_obj == this && type == PLAYER)
1228 stats.maxsp = 1;
1229 else
1230 {
1231 float sp_tmp = 0.f;
1232
1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 {
1235 float stmp;
1236
1237 /* Got some extra bonus at first level */
1238 if (i < 2)
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1240 else
1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1242
1243 sp_tmp += max (1.f, stmp);
1244 }
1245
1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1247 }
1248
1249 /* Characters can get their sp supercharged via rune of transferrance */
1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1251
1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1254 grace_obj = this;
1255
1256 if (grace_obj == this && type == PLAYER)
1257 stats.maxgrace = 1;
1258 else
1259 {
1260 /* store grace in a float - this way, the divisions below don't create
1261 * big jumps when you go from level to level - with int's, it then
1262 * becomes big jumps when the sums of the bonuses jump to the next
1263 * step of 8 - with floats, even fractional ones are useful.
1264 */
1265 float sp_tmp = 0.f;
1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 {
1269 float grace_tmp = 0.f;
1270
1271 /* Got some extra bonus at first level */
1272 if (i < 2)
1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1274 else
1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1276
1277 sp_tmp += max (1.f, grace_tmp);
1278 }
1279
1280 /* two grace points per level after 10 */
1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1282 }
1283
1284 /* No limit on grace vs maxgrace */
1285
1286 if (contr->braced)
1287 {
1288 ac += 2;
1289 wc += 4;
1290 }
1291 else
1292 ac -= dex_bonus[stats.Dex];
1293
1294 /* In new exp/skills system, wc bonuses are related to
1295 * the players level in a relevant exp object (wc_obj)
1296 * not the general player level -b.t.
1297 * I changed this slightly so that wc bonuses are better
1298 * than before. This is to balance out the fact that
1299 * the player no longer gets a personal weapon w/ 1
1300 * improvement every level, now its fighterlevel/5. So
1301 * we give the player a bonus here in wc and dam
1302 * to make up for the change. Note that I left the
1303 * monster bonus the same as before. -b.t.
1304 */
1305 object *wc_obj = chosen_skill;
1306
1307 if (contr && wc_obj && wc_obj->level > 1)
1308 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1311 for (int i = 1; i < wc_obj->level; i++)
1312 {
1313 /* additional wc every 6 levels */
1314 if (!(i % 6))
1315 wc--;
1316
1317 /* additional dam every 4 levels. */
1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1320 }
1321 }
1322 else
1323 wc -= level + thaco_bonus[stats.Str];
1324
1325 stats.dam += dam_bonus[stats.Str];
1326
1327 if (stats.dam < 1)
1328 stats.dam = 1;
1329
1330 speed = 1.f + speed_bonus[stats.Dex];
1331
1332 if (settings.search_items && contr->search_str[0])
1333 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */
1338
1339 if (added_speed >= 0)
1340 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */
1342 speed /= 1.f - added_speed;
1343
1344 /* Max is determined by armour */
1345 speed = min (speed, max_speed);
1346
1347 if (type == PLAYER)
1348 {
1349 /* f is a number the represents the number of kg above (positive num)
1350 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is
1353 */
1354 float f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1357 }
1358
1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1361
1362 /* Put a lower limit on speed. Note with this speed, you move once every
1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1364 */
1365 if (speed < 0.04f && type == PLAYER)
1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1370
1371 if (type == PLAYER)
1372 {
1373 /* (This formula was made by vidarl@ifi.uio.no)
1374 * Note that we never used these values again - basically
1375 * all of these could be subbed into one big equation, but
1376 * that would just be a real pain to read.
1377 */
1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1379 float M2 = max_carry[stats.Str] / 100.f;
1380 float W = weapon_weight / 20000.f;
1381 float s = (20 - weapon_speed) / 10.f;
1382 float D = (stats.Dex - 14) / 14.f;
1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1384
1385 K *= (4 + level) * 1.2f / (6 + level);
1386
1387 if (K <= 0.01f)
1388 K = 0.01f;
1389
1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1391 }
1392
1393 /* I want to limit the power of small monsters with big weapons: */
1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1395 stats.dam = arch->stats.dam * 3;
1396
1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1399
1400 /* if for some reason the creature doesn't have any move type,
1401 * give them walking as a default.
1402 * The second case is a special case - to more closely mimic the
1403 * old behaviour - if your flying, your not walking - just
1404 * one or the other.
1405 */
1406 if (move_type == 0)
1407 move_type = MOVE_WALK;
1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409 move_type &= ~MOVE_WALK;
1410
1411 /* It is quite possible that a player's spell costing might have changed,
1412 * so we will check that now.
1413 */
1414 if (type == PLAYER)
1415 {
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419
1420 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0;
1423 }
1424
1425 /*
1426 * Returns true if the given player is a legal class.
1427 * The function to add and remove class-bonuses to the stats doesn't
1428 * check if the stat becomes negative, thus this function
1429 * merely checks that all stats are 1 or more, and returns
1430 * false otherwise.
1431 */
1432 int
1433 allowed_class (const object *op)
1434 {
1435 return op->stats.Dex > 0
1436 && op->stats.Str > 0
1437 && op->stats.Con > 0
1438 && op->stats.Int > 0
1439 && op->stats.Wis > 0
1440 && op->stats.Pow > 0
1441 && op->stats.Cha > 0;
1442 }
1443
1444 /*
1445 * set the new dragon name after gaining levels or
1446 * changing ability focus (later this can be extended to
1447 * eventually change the player's face and animation)
1448 *
1449 * Note that the title is written to 'own_title' in the
1450 * player struct. This should be changed to 'ext_title'
1451 * as soon as clients support this!
1452 * Please, anyone, write support for 'ext_title'.
1453 */
1454 void
1455 set_dragon_name (object *pl, const object *abil, const object *skin)
1456 {
1457 int atnr = -1; /* attacknumber of highest level */
1458 int level = 0; /* highest level */
1459 int i;
1460
1461 /* Perhaps do something more clever? */
1462 if (!abil || !skin)
1463 return;
1464
1465 /* first, look for the highest level */
1466 for (i = 0; i < NROFATTACKS; i++)
1467 {
1468 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1469 {
1470 level = abil->resist[i];
1471 atnr = i;
1472 }
1473 }
1474
1475 /* now if there are equals at highest level, pick the one with focus,
1476 or else at random */
1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1478 atnr = abil->stats.exp;
1479
1480 level = (int) (level / 25.);
1481
1482 /* now set the new title */
1483 if (pl->contr)
1484 {
1485 if (level == 0)
1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1487 else if (level == 1)
1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1489 else if (level == 2)
1490 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1491 else if (level == 3)
1492 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1493 else
1494 {
1495 /* special titles for extra high resistance! */
1496 if (skin->resist[atnr] > 80)
1497 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50)
1499 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1500 else
1501 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1502 }
1503 }
1504
1505 strcpy (pl->contr->own_title, "");
1506 }
1507
1508 /*
1509 * This function is called when a dragon-player gains
1510 * an overall level. Here, the dragon might gain new abilities
1511 * or change the ability-focus.
1512 */
1513 void
1514 dragon_level_gain (object *who)
1515 {
1516 object *abil = NULL; /* pointer to dragon ability force */
1517 object *skin = NULL; /* pointer to dragon skin force */
1518 object *tmp = NULL; /* tmp. object */
1519 char buf[MAX_BUF]; /* tmp. string buffer */
1520
1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1523 if (tmp->type == FORCE)
1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1525 abil = tmp;
1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1527 skin = tmp;
1528
1529 /* if the force is missing -> bail out */
1530 if (abil == NULL)
1531 return;
1532
1533 /* The ability_force keeps track of maximum level ever achieved.
1534 * New abilties can only be gained by surpassing this max level
1535 */
1536 if (who->level > abil->level)
1537 {
1538 /* increase our focused ability */
1539 abil->resist[abil->stats.exp]++;
1540
1541
1542 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1543 {
1544 /* time to hand out a new ability-gift */
1545 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1546 }
1547
1548 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1549 {
1550 /* apply new ability focus */
1551 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1552 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1553
1554 abil->stats.exp = abil->last_eat;
1555 abil->last_eat = 0;
1556 }
1557
1558 abil->level = who->level;
1559 }
1560
1561 /* last but not least, set the new title for the dragon */
1562 set_dragon_name (who, abil, skin);
1563 }
1564
1565 /* Handy function - given the skill name skill_name, we find the skill
1566 * archetype/object, set appropriate values, and insert it into
1567 * the object (op) that is passed.
1568 * We return the skill - this makes it easier for calling functions that
1569 * want to do something with it immediately.
1570 */
1571 object *
1572 give_skill_by_name (object *op, const char *skill_name)
1573 {
1574 object *skill_obj;
1575
1576 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1577 if (!skill_obj)
1578 {
1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1580 return NULL;
1581 }
1582
1583 /* clear the flag - exp goes into this bucket, but player
1584 * still doesn't know it.
1585 */
1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1587 skill_obj->stats.exp = 0;
1588 skill_obj->level = 1;
1589 insert_ob_in_ob (skill_obj, op);
1590
1591 if (player *pl = op->contr)
1592 {
1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1596 }
1597
1598 return skill_obj;
1599 }
1600
1601 /* player_lvl_adj() - for the new exp system. we are concerned with
1602 * whether the player gets more hp, sp and new levels.
1603 * Note this this function should only be called for players. Monstes
1604 * don't really gain levels
1605 * who is the player, op is what we are checking to gain the level
1606 * (eg, skill)
1607 */
1608 void
1609 player_lvl_adj (object *who, object *op)
1610 {
1611 char buf[MAX_BUF];
1612 bool changed = false;
1613
1614 if (!op) /* when rolling stats */
1615 op = who;
1616
1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1618 {
1619 changed = true;
1620
1621 op->level++;
1622
1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1624 dragon_level_gain (who);
1625
1626 /* Only roll these if it is the player (who) that gained the level */
1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1628 {
1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1632 }
1633
1634 if (op->level > 1)
1635 {
1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1646
1647 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 }
1650 }
1651
1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 {
1654 changed = true;
1655
1656 op->level--;
1657
1658 if (op->type != PLAYER)
1659 {
1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1662 }
1663 }
1664
1665 if (changed)
1666 {
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1669 /* check if the spell data has changed */
1670 esrv_update_spells (who->contr);
1671 }
1672 }
1673
1674 /*
1675 * Returns how much experience is needed for a player to become
1676 * the given level. level should really never exceed max_level
1677 */
1678
1679 sint64
1680 level_exp (int level, double expmul)
1681 {
1682 if (level > settings.max_level)
1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1685 return (sint64) (expmul * levels[level]);
1686 }
1687
1688 /*
1689 * Ensure that the permanent experience requirements in an exp object are met.
1690 * This really just checks 'op to make sure the perm_exp value is within
1691 * proper range. Note that the checking of what is passed through
1692 * has been reduced. Since there is now a proper field for perm_exp,
1693 * this can now work on a much larger set of objects.
1694 */
1695 void
1696 calc_perm_exp (object *op)
1697 {
1698 int p_exp_min;
1699
1700 /* Ensure that our permanent experience minimum is met.
1701 * permenent_exp_ratio is an integer percentage, we divide by 100
1702 * to get the fraction */
1703 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1704
1705 if (op->perm_exp < p_exp_min)
1706 op->perm_exp = p_exp_min;
1707
1708 /* Cap permanent experience. */
1709 if (op->perm_exp < 0)
1710 op->perm_exp = 0;
1711 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1712 op->perm_exp = MAX_EXPERIENCE;
1713 }
1714
1715 /* Add experience to a player - exp should only be positive.
1716 * Updates permanent exp for the skill we are adding to.
1717 * skill_name is the skill to add exp to. Skill name can be
1718 * NULL, in which case exp increases the players general
1719 * total, but not any particular skill.
1720 * flag is what to do if the player doesn't have the skill:
1721 */
1722 static void
1723 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1724 {
1725 object *skill_obj = NULL;
1726 sint64 limit, exp_to_add;
1727 int i;
1728
1729 /* prevents some forms of abuse. */
1730 if (op->contr->braced)
1731 exp /= 5;
1732
1733 /* Try to find the matching skill.
1734 * We do a shortcut/time saving mechanism first - see if it matches
1735 * chosen_skill. This means we don't need to search through
1736 * the players inventory.
1737 */
1738 if (skill_name)
1739 {
1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1741 skill_obj = op->chosen_skill;
1742 else
1743 {
1744 for (i = 0; i < NUM_SKILLS; i++)
1745 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1746 {
1747 skill_obj = op->contr->last_skill_ob[i];
1748 break;
1749 }
1750
1751 /* Player doesn't have the skill. Check to see what to do, and give
1752 * it to the player if necessary
1753 */
1754 if (!skill_obj)
1755 {
1756 if (flag == SK_EXP_NONE)
1757 return;
1758 else if (flag == SK_EXP_ADD_SKILL)
1759 give_skill_by_name (op, skill_name);
1760 }
1761 }
1762 }
1763
1764 if (flag != SK_EXP_SKILL_ONLY)
1765 {
1766 /* Basically, you can never gain more experience in one shot
1767 * than half what you need to gain for next level.
1768 */
1769 exp_to_add = exp;
1770 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1771 if (exp_to_add > limit)
1772 exp_to_add = limit;
1773
1774 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1775 if (settings.permanent_exp_ratio)
1776 {
1777 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1778 calc_perm_exp (op);
1779 }
1780
1781 player_lvl_adj (op, NULL);
1782 }
1783
1784 if (skill_obj)
1785 {
1786 exp_to_add = exp;
1787 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1788 if (exp_to_add > limit)
1789 exp_to_add = limit;
1790
1791 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1792 if (settings.permanent_exp_ratio)
1793 {
1794 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1795 calc_perm_exp (skill_obj);
1796 }
1797
1798 player_lvl_adj (op, skill_obj);
1799 }
1800 }
1801
1802 /* This function checks to make sure that object 'op' can
1803 * lost 'exp' experience. It returns the amount of exp
1804 * object 'op' can in fact lose - it basically makes
1805 * adjustments based on permanent exp and the like.
1806 * This function should always be used for losing experience -
1807 * the 'exp' value passed should be positive - this is the
1808 * amount that should get subtract from the player.
1809 */
1810 sint64
1811 check_exp_loss (const object *op, sint64 exp)
1812 {
1813 sint64 del_exp;
1814
1815 if (exp > op->stats.exp)
1816 exp = op->stats.exp;
1817 if (settings.permanent_exp_ratio)
1818 {
1819 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1820 if (del_exp < 0)
1821 del_exp = 0;
1822 if (exp > del_exp)
1823 exp = del_exp;
1824 }
1825 return exp;
1826 }
1827
1828 sint64
1829 check_exp_adjust (const object *op, sint64 exp)
1830 {
1831 if (exp < 0)
1832 return check_exp_loss (op, exp);
1833 else
1834 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1835 }
1836
1837
1838 /* Subtracts experience from player.
1839 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1840 * only subtract from the matching skill. Otherwise,
1841 * this subtracts a portion from all
1842 * skills the player has. Eg, if we figure the player is losing 10%
1843 * of his total exp, what happens is he loses 10% from all his skills.
1844 * Note that if permanent exp is used, player may not in fact lose
1845 * as much as listed. Eg, if player has gotten reduced to the point
1846 * where everything is at the minimum perm exp, he would lose nothing.
1847 * exp is the amount of exp to subtract - thus, it should be
1848 * a postive number.
1849 */
1850 static void
1851 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1852 {
1853 float fraction = (float) exp / (float) op->stats.exp;
1854 object *tmp;
1855 sint64 del_exp;
1856
1857 for (tmp = op->inv; tmp; tmp = tmp->below)
1858 if (tmp->type == SKILL && tmp->stats.exp)
1859 {
1860 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1861 {
1862 del_exp = check_exp_loss (tmp, exp);
1863 tmp->stats.exp -= del_exp;
1864 player_lvl_adj (op, tmp);
1865 }
1866 else if (flag != SK_SUBTRACT_SKILL_EXP)
1867 {
1868 /* only want to process other skills if we are not trying
1869 * to match a specific skill.
1870 */
1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1872 tmp->stats.exp -= del_exp;
1873 player_lvl_adj (op, tmp);
1874 }
1875 }
1876
1877 if (flag != SK_SUBTRACT_SKILL_EXP)
1878 {
1879 del_exp = check_exp_loss (op, exp);
1880 op->stats.exp -= del_exp;
1881 player_lvl_adj (op, NULL);
1882 }
1883 }
1884
1885 /* change_exp() - changes experience to a player/monster. This
1886 * does bounds checking to make sure we don't overflow the max exp.
1887 *
1888 * The exp passed is typically not modified much by this function -
1889 * it is assumed the caller has modified the exp as needed.
1890 * skill_name is the skill that should get the exp added.
1891 * flag is what to do if player doesn't have the skill.
1892 * these last two values are only used for players.
1893 */
1894 void
1895 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1896 {
1897 #ifdef EXP_DEBUG
1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1899 #endif
1900
1901 /* safety */
1902 if (!op)
1903 {
1904 LOG (llevError, "change_exp() called for null object!\n");
1905 return;
1906 }
1907
1908 /* if no change in exp, just return - most of the below code
1909 * won't do anything if the value is 0 anyways.
1910 */
1911 if (exp == 0)
1912 return;
1913
1914 /* Monsters are easy - we just adjust their exp - we
1915 * don't adjust level, since in most cases it is unrelated to
1916 * the exp they have - the monsters exp represents what its
1917 * worth.
1918 */
1919 if (op->type != PLAYER)
1920 {
1921 /* Sanity check */
1922 if (!QUERY_FLAG (op, FLAG_ALIVE))
1923 return;
1924
1925 /* reset exp to max allowed value. We subtract from
1926 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1927 * more than max exp, just return.
1928 */
1929 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1930 {
1931 exp = MAX_EXPERIENCE - op->stats.exp;
1932 if (exp < 0)
1933 return;
1934 }
1935
1936 op->stats.exp += exp;
1937 }
1938 else
1939 { /* Players only */
1940 if (exp > 0)
1941 add_player_exp (op, exp, skill_name, flag);
1942 else
1943 /* note that when you lose exp, it doesn't go against
1944 * a particular skill, so we don't need to pass that
1945 * along.
1946 */
1947 subtract_player_exp (op, abs (exp), skill_name, flag);
1948 }
1949 }
1950
1951 /* Applies a death penalty experience, the size of this is defined by the
1952 * settings death_penalty_percentage and death_penalty_levels, and by the
1953 * amount of permenent experience, whichever gives the lowest loss.
1954 */
1955 void
1956 apply_death_exp_penalty (object *op)
1957 {
1958 object *tmp;
1959 sint64 loss;
1960 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1961 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1962
1963 for (tmp = op->inv; tmp; tmp = tmp->below)
1964 if (tmp->type == SKILL && tmp->stats.exp)
1965 {
1966
1967 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1968 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1969
1970 /* With the revised exp system, you can get cases where
1971 * losing several levels would still require that you have more
1972 * exp than you currently have - this is true if the levels
1973 * tables is a lot harder.
1974 */
1975 if (level_loss < 0)
1976 level_loss = 0;
1977
1978 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1979
1980 tmp->stats.exp -= loss;
1981 player_lvl_adj (op, tmp);
1982 }
1983
1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1986
1987 if (level_loss < 0)
1988 level_loss = 0;
1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1990
1991 op->stats.exp -= loss;
1992 player_lvl_adj (op, NULL);
1993 }
1994
1995 /* This function takes an object (monster/player, op), and
1996 * determines if it makes a basic save throw by looking at the
1997 * save_throw table. level is the effective level to make
1998 * the save at, and bonus is any plus/bonus (typically based on
1999 * resistance to particular attacktype.
2000 * Returns 1 if op makes his save, 0 if he failed
2001 */
2002 int
2003 did_make_save (const object *op, int level, int bonus)
2004 {
2005 if (level > MAX_SAVE_LEVEL)
2006 level = MAX_SAVE_LEVEL;
2007
2008 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2009 return 0;
2010
2011 return 1;
2012 }