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Revision: 1.84
Committed: Fri May 2 20:24:48 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_53
Changes since 1.83: +9 -11 lines
Log Message:
indent

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 = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
286 char message[MAX_BUF];
287 int potion_max = 0;
288
289 // keep some stats for comparison purposes
290 object::flags_t prev_flag = op->flag;
291 MoveType prev_move_type = op->move_type;
292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295
296 if (op->type == PLAYER)
297 {
298 if (tmp->type == POTION)
299 {
300 potion_max = 1;
301
302 for (int j = 0; j < NUM_STATS; j++)
303 {
304 int ostat = op->contr->orig_stats.stat (j);
305 int i = tmp->stats.stat (j);
306
307 /* nstat is what the stat will be after use of the potion */
308 int nstat = flag * i + ostat;
309
310 /* Do some bounds checking. There is the potential for potions
311 * that adjust that stat by more than one point, so we need
312 * to allow for that.
313 */
314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
323 }
324 else if (i)
325 {
326 /* potion is useless - player has already hit the natural maximum */
327 potion_max = 1;
328 }
329 }
330
331 /* This section of code ups the characters normal stats also. I am not
332 * sure if this is strictly necessary, being that fix_player probably
333 * recalculates this anyway.
334 */
335 for (int j = 0; j < NUM_STATS; j++)
336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
338 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */
340 }
341
342 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set
344 */
345 if (flag == -1)
346 {
347 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned;
349 op->path_repelled &= ~tmp->path_repelled;
350 op->path_denied &= ~tmp->path_denied;
351 /* Presuming here that creatures only have move_type,
352 * and not the other move_ fields.
353 */
354 op->move_type &= ~tmp->move_type;
355 }
356
357 /* call fix_player since op object could have whatever attribute due
358 * to multiple items. if update_stats always has to be called after
359 * change_ability then might as well call it from here
360 */
361 op->update_stats ();
362
363 /* update_stats won't add the bows ability to the player, so don't
364 * print out message if this is a bow.
365 */
366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 }
371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 {
374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 }
377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 {
380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 }
383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 {
386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 }
389
390 /* movement type has changed. We don't care about cases where
391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from
394 * from fly high)
395 */
396 if (tmp->move_type && op->move_type != prev_move_type)
397 {
398 success = 1;
399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high
402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
406 }
407
408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
410 /* double conditional - second case covers if you have move_fly_low -
411 * in that case, you don't actually land
412 */
413 DIFF_MSG (flag, "You soar into the air!",
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 }
416
417 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 }
423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status
426 */
427 if (!op->arch->flag [FLAG_UNDEAD])
428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 {
430 success = 1;
431 if (flag > 0)
432 {
433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 }
436 else
437 {
438 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 }
441 }
442
443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 {
445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 }
448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 {
451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 }
454
455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision
457 */
458 if (tmp->flag [FLAG_BLIND])
459 {
460 success = 1;
461 if (flag > 0)
462 {
463 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else
466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND);
469 if (op->type == PLAYER)
470 op->contr->do_los = 1;
471 }
472 }
473 else
474 {
475 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else
478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND);
481 if (op->type == PLAYER)
482 op->contr->do_los = 1;
483 }
484 }
485 }
486
487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 {
489 success = 1;
490 if (op->type == PLAYER)
491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 }
494
495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 {
497 success = 1;
498 if (flag > 0)
499 {
500 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else
503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER)
506 op->contr->do_los = 1;
507 }
508 }
509 else
510 {
511 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else
514 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER)
517 op->contr->do_los = 1;
518 }
519 }
520 }
521
522 if (tmp->stats.luck)
523 {
524 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 }
527
528 if (tmp->stats.hp && op->type == PLAYER)
529 {
530 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 }
533
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535 {
536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 }
539
540 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER)
542 {
543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 }
546
547 if (tmp->stats.food && op->type == PLAYER)
548 {
549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
552
553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++)
555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
559 if (op->resist [i] != prev_resist [i])
560 {
561 success = 1;
562
563 if (op->resist [i] > prev_resist [i])
564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
565 else
566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
567
568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
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 return success;
581 }
582
583 /*
584 * Stat draining by Vick 930307
585 * (Feeling evil, I made it work as well now. -Frank 8)
586 */
587 void
588 object::drain_stat ()
589 {
590 drain_specific_stat (rndm (NUM_STATS));
591 }
592
593 void
594 object::drain_specific_stat (int deplete_stats)
595 {
596 object *tmp;
597 archetype *at;
598
599 at = archetype::find (ARCH_DEPLETION);
600 if (!at)
601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return;
604 }
605 else
606 {
607 tmp = present_arch_in_ob (at, this);
608
609 if (!tmp)
610 {
611 tmp = arch_to_object (at);
612 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED);
614 }
615 }
616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1);
619 update_stats ();
620 }
621
622 /*
623 * A value of 0 indicates timeout, otherwise change the luck of the object.
624 * via an applied bad_luck object.
625 */
626 void
627 object::change_luck (int value)
628 {
629 archetype *at = archetype::find ("luck");
630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else
633 {
634 object *tmp = present_arch_in_ob (at, this);
635
636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = arch_to_object (at);
642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED);
644 }
645
646 if (value)
647 {
648 /* Limit the luck value of the bad luck object to +/-100. This
649 * (arbitrary) value prevents overflows (both in the bad luck object and
650 * in op itself).
651 */
652 int new_luck = tmp->stats.luck + value;
653
654 if (new_luck >= -100 && new_luck <= 100)
655 {
656 stats.luck += value;
657 tmp->stats.luck = new_luck;
658 }
659 }
660 else
661 {
662 if (!tmp->stats.luck)
663 return;
664
665 /* Randomly change the players luck. Basically, we move it
666 * back neutral (if greater>0, subtract, otherwise add)
667 */
668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
672 stats.luck += diff;
673 tmp->stats.luck += diff;
674 }
675 }
676 }
677 }
678
679 /*
680 * Subtracts stat-bonuses given by the class which the player has chosen.
681 */
682 void
683 object::remove_statbonus ()
684 {
685 for (int i = 0; i < NUM_STATS; ++i)
686 {
687 sint8 v = arch->stats.stat (i);
688 stats.stat (i) -= v;
689 contr->orig_stats.stat (i) -= v;
690 }
691 }
692
693 /*
694 * Adds stat-bonuses given by the class which the player has chosen.
695 */
696 void
697 object::add_statbonus ()
698 {
699 for (int i = 0; i < NUM_STATS; ++i)
700 {
701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v;
704 }
705 }
706
707 /* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711 static struct digest_types : std::bitset<NUM_TYPES>
712 {
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731 } digest_types;
732
733 static struct copy_flags : object::flags_t
734 {
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745 } copy_flags;
746
747 /*
748 * Updates all abilities given by applied objects in the inventory
749 * of the given object. Note: This function works for both monsters
750 * and players; the "player" in the name is purely an archaic inheritance.
751 * This functions starts from base values (archetype or player object)
752 * and then adjusts them according to what the player has equipped.
753 *
754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
755 * spell system split, grace points now added to system --peterm
756 */
757 void
758 object::update_stats ()
759 {
760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
761 int weapon_weight = 0, weapon_speed = 0;
762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
767
768 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER)
770 {
771 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i);
773
774 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0;
776
777 attacktype = 0;
778
779 contr->digestion = 0;
780 contr->gen_hp = 0;
781 contr->gen_sp = 0;
782 contr->gen_grace = 0;
783 contr->gen_sp_armour = 10;
784 contr->item_power = 0;
785 }
786
787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
789
790 slaying = 0;
791
792 if (!QUERY_FLAG (this, FLAG_WIZ))
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 }
797
798 CLEAR_FLAG (this, FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND);
801
802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
806
807 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius;
811 move_type = arch->move_type;
812
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's
816 * archetype clone
817 */
818 memcpy (&resist, &arch->resist, sizeof (resist));
819
820 for (int i = 0; i < NROFATTACKS; i++)
821 {
822 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0;
824 else
825 vuln[i] = -(resist[i]), prot[i] = 0;
826
827 potion_resist[i] = 0;
828 }
829
830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam;
832
833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
834 * plus a small amount of physical resist, those poor suckers. ;)
835 * the fact that maxlevel is factored in could be considered sort of bogus -
836 * we should probably give them some bonus and cap it off - otherwise,
837 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down
839 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
841 {
842 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 }
845 else
846 ac = arch->stats.ac;
847
848 stats.luck = arch->stats.luck;
849 speed = arch->speed;
850
851 /* OK - we've reset most all the objects attributes to sane values.
852 * now go through and make adjustments for what the player has equipped.
853 */
854 for (tmp = inv; tmp; tmp = tmp->below)
855 {
856 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil
858 * then calls this function.
859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue;
862
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 if (tmp->glow_radius > glow_radius)
867 glow_radius = tmp->glow_radius;
868
869 /* For some things, we don't care what is equipped */
870 if (tmp->type == SKILL)
871 {
872 /* Want to take the highest skill here. */
873 if (IS_MANA_SKILL (tmp->subtype))
874 {
875 if (!mana_obj)
876 mana_obj = tmp;
877 else if (tmp->level > mana_obj->level)
878 mana_obj = tmp;
879 }
880
881 if (IS_GRACE_SKILL (tmp->subtype))
882 {
883 if (!grace_obj)
884 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level)
886 grace_obj = tmp;
887 }
888 }
889
890 /* Container objects are not meant to adjust a players, but other applied
891 * objects need to make adjustments.
892 * This block should handle all player specific changes
893 * The check for Praying is a bit of a hack - god given bonuses are put
894 * in the praying skill, and the player should always get those.
895 * It also means we need to put in additional checks for applied below,
896 * because the skill shouldn't count against body positions being used
897 * up, etc.
898 */
899 if ((tmp->flag [FLAG_APPLIED]
900 && tmp->type != CONTAINER
901 && tmp->type != CLOSE_CON)
902 || (tmp->type == SKILL
903 && tmp->subtype == SK_PRAYING))
904 {
905 if (type == PLAYER)
906 {
907 contr->item_power += tmp->item_power;
908
909 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
910 if (tmp != current_weapon
911 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
912 && !tmp->flag [FLAG_CURSED]
913 && !tmp->flag [FLAG_DAMNED])
914 continue;
915
916 for (int i = 0; i < NUM_STATS; i++)
917 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
918
919 if (digest_types [tmp->type])
920 {
921 contr->digestion += tmp->stats.food;
922 contr->gen_hp += tmp->stats.hp;
923 contr->gen_sp += tmp->stats.sp;
924 contr->gen_grace += tmp->stats.grace;
925 contr->gen_sp_armour += tmp->gen_sp_armour;
926 }
927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
933
934 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info;
938
939 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942
943 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken.
947 */
948 if (tmp->type != POTION)
949 {
950 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i];
961 }
962 else if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
964 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
966 }
967 }
968
969 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM)
971 {
972 attacktype |= tmp->attacktype;
973 path_attuned |= tmp->path_attuned;
974 path_repelled |= tmp->path_repelled;
975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
977 stats.luck += tmp->stats.luck;
978 }
979
980 flag |= tmp->flag & copy_flags;
981
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
983 SET_FLAG (this, FLAG_UNDEAD);
984
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 {
987 SET_FLAG (this, FLAG_MAKE_INVIS);
988 invisible = 1;
989 }
990
991 if (tmp->stats.exp && tmp->type != SKILL)
992 {
993 if (tmp->stats.exp > 0)
994 {
995 added_speed += tmp->stats.exp / 3.f;
996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
997 }
998 else
999 added_speed += tmp->stats.exp;
1000 }
1001
1002 switch (tmp->type)
1003 {
1004 #if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011 #endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL:
1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1018 break;
1019
1020 if (chosen_skill)
1021 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1030 chosen_skill = tmp;
1031
1032 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1035 weapon_speed = WEAPON_SPEED (tmp);
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039
1040 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042
1043 if (tmp->magic)
1044 stats.dam += tmp->magic;
1045 }
1046
1047 if (tmp->stats.wc)
1048 wc -= tmp->stats.wc + tmp->magic;
1049
1050 if (tmp->slaying)
1051 slaying = tmp->slaying;
1052
1053 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic;
1055
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1058 }
1059
1060 break;
1061
1062 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000;
1065 case RING:
1066 case AMULET:
1067 case GIRDLE:
1068 case HELMET:
1069 case BOOTS:
1070 case GLOVES:
1071 case CLOAK:
1072 if (tmp->stats.wc)
1073 wc -= tmp->stats.wc + tmp->magic;
1074
1075 if (tmp->stats.dam)
1076 stats.dam += tmp->stats.dam + tmp->magic;
1077
1078 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic;
1080
1081 break;
1082
1083 case BOW:
1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic;
1088
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic;
1091
1092 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095
1096 if (weapon_speed < 0)
1097 weapon_speed = 0;
1098
1099 slaying = tmp->slaying;
1100
1101 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should
1103 * go.
1104 */
1105
1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1110
1111 break;
1112
1113 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000;
1116
1117 case BRACERS:
1118 case FORCE:
1119 if (tmp->stats.wc)
1120 {
1121 if (best_wc < tmp->stats.wc + tmp->magic)
1122 {
1123 wc += best_wc;
1124 best_wc = tmp->stats.wc + tmp->magic;
1125 }
1126 else
1127 wc += tmp->stats.wc + tmp->magic;
1128 }
1129
1130 if (tmp->stats.ac)
1131 {
1132 if (best_ac < tmp->stats.ac + tmp->magic)
1133 {
1134 ac += best_ac; /* Remove last bonus */
1135 best_ac = tmp->stats.ac + tmp->magic;
1136 }
1137 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic;
1139 }
1140
1141 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic);
1143
1144 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic);
1146
1147 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149
1150 break;
1151 } /* switch tmp->type */
1152 } /* item is equipped */
1153 } /* for loop of items */
1154
1155 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign.
1157 */
1158
1159 /* 'total resistance = total protections - total vulnerabilities'.
1160 * If there is an uncursed potion in effect, granting more protection
1161 * than that, we take: 'total resistance = resistance from potion'.
1162 * If there is a cursed (and no uncursed) potion in effect, we take
1163 * 'total resistance = vulnerability from cursed potion'.
1164 */
1165 for (int i = 0; i < NROFATTACKS; i++)
1166 {
1167 resist[i] = prot[i] - vuln[i];
1168
1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1170 resist[i] = potion_resist[i];
1171 }
1172
1173 if (type == PLAYER)
1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level;
1183
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */
1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 {
1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0)
1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 stats.maxhp += 2 * max (0, level - 10);
1208
1209 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp;
1211
1212 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above)
1214 */
1215 /* following happen when skills system is not used */
1216 if (!mana_obj)
1217 mana_obj = this;
1218
1219 if (!grace_obj)
1220 grace_obj = this;
1221
1222 /* set maxsp */
1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224 mana_obj = this;
1225
1226 if (mana_obj == this && type == PLAYER)
1227 stats.maxsp = 1;
1228 else
1229 {
1230 float sp_tmp = 0.f;
1231
1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 {
1234 float stmp;
1235
1236 /* Got some extra bonus at first level */
1237 if (i < 2)
1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 else
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241
1242 sp_tmp += max (1.f, stmp);
1243 }
1244
1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 }
1247
1248 /* Characters can get their sp supercharged via rune of transferrance */
1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1250
1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253 grace_obj = this;
1254
1255 if (grace_obj == this && type == PLAYER)
1256 stats.maxgrace = 1;
1257 else
1258 {
1259 /* store grace in a float - this way, the divisions below don't create
1260 * big jumps when you go from level to level - with int's, it then
1261 * becomes big jumps when the sums of the bonuses jump to the next
1262 * step of 8 - with floats, even fractional ones are useful.
1263 */
1264 float sp_tmp = 0.f;
1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 {
1268 float grace_tmp = 0.f;
1269
1270 /* Got some extra bonus at first level */
1271 if (i < 2)
1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 else
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275
1276 sp_tmp += max (1.f, grace_tmp);
1277 }
1278
1279 /* two grace points per level after 10 */
1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 }
1282
1283 /* No limit on grace vs maxgrace */
1284
1285 if (contr->braced)
1286 {
1287 ac += 2;
1288 wc += 4;
1289 }
1290 else
1291 ac -= dex_bonus[stats.Dex];
1292
1293 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t.
1303 */
1304 object *wc_obj = chosen_skill;
1305
1306 if (contr && wc_obj && wc_obj->level > 1)
1307 {
1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1310 for (int i = 1; i < wc_obj->level; i++)
1311 {
1312 /* additional wc every 6 levels */
1313 if (!(i % 6))
1314 wc--;
1315
1316 /* additional dam every 4 levels. */
1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 }
1320 }
1321 else
1322 wc -= level + thaco_bonus[stats.Str];
1323
1324 stats.dam += dam_bonus[stats.Str];
1325
1326 if (stats.dam < 1)
1327 stats.dam = 1;
1328
1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */
1337
1338 if (added_speed >= 0)
1339 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */
1341 speed /= 1.f - added_speed;
1342
1343 /* Max is determined by armour */
1344 speed = min (speed, max_speed);
1345
1346 if (type == PLAYER)
1347 {
1348 /* f is a number the represents the number of kg above (positive num)
1349 * or below (negative number) that the player is carrying. If above
1350 * weight limit, then player suffers a speed reduction based on how
1351 * much above he is, and what is max carry is
1352 */
1353 float f = (carrying / 1000) - max_carry[stats.Str];
1354 if (f > 0.f)
1355 speed = speed / (1.f + f / max_carry[stats.Str]);
1356 }
1357
1358 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease;
1360
1361 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */
1364 if (speed < 0.04f && type == PLAYER)
1365 speed = 0.04f;
1366
1367 if (speed != old_speed)
1368 set_speed (speed);
1369
1370 if (type == PLAYER)
1371 {
1372 /* (This formula was made by vidarl@ifi.uio.no)
1373 * Note that we never used these values again - basically
1374 * all of these could be subbed into one big equation, but
1375 * that would just be a real pain to read.
1376 */
1377 float M = (max_carry[stats.Str] - 121) / 121.f;
1378 float M2 = max_carry[stats.Str] / 100.f;
1379 float W = weapon_weight / 20000.f;
1380 float s = (20 - weapon_speed) / 10.f;
1381 float D = (stats.Dex - 14) / 14.f;
1382 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1383
1384 K *= (4 + level) * 1.2f / (6 + level);
1385
1386 if (K <= 0.01f)
1387 K = 0.01f;
1388
1389 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1390 }
1391
1392 /* I want to limit the power of small monsters with big weapons: */
1393 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1394 stats.dam = arch->stats.dam * 3;
1395
1396 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1397 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1398
1399 /* if for some reason the creature doesn't have any move type,
1400 * give them walking as a default.
1401 * The second case is a special case - to more closely mimic the
1402 * old behaviour - if your flying, your not walking - just
1403 * one or the other.
1404 */
1405 if (move_type == 0)
1406 move_type = MOVE_WALK;
1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408 move_type &= ~MOVE_WALK;
1409
1410 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now.
1412 */
1413 if (type == PLAYER)
1414 {
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418
1419 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0;
1422 }
1423
1424 /*
1425 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns
1429 * false otherwise.
1430 */
1431 int
1432 allowed_class (const object *op)
1433 {
1434 return op->stats.Dex > 0
1435 && op->stats.Str > 0
1436 && op->stats.Con > 0
1437 && op->stats.Int > 0
1438 && op->stats.Wis > 0
1439 && op->stats.Pow > 0
1440 && op->stats.Cha > 0;
1441 }
1442
1443 /*
1444 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation)
1447 *
1448 * Note that the title is written to 'own_title' in the
1449 * player struct. This should be changed to 'ext_title'
1450 * as soon as clients support this!
1451 * Please, anyone, write support for 'ext_title'.
1452 */
1453 void
1454 set_dragon_name (object *pl, const object *abil, const object *skin)
1455 {
1456 int atnr = -1; /* attacknumber of highest level */
1457 int level = 0; /* highest level */
1458 int i;
1459
1460 /* Perhaps do something more clever? */
1461 if (!abil || !skin)
1462 return;
1463
1464 /* first, look for the highest level */
1465 for (i = 0; i < NROFATTACKS; i++)
1466 {
1467 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1468 {
1469 level = abil->resist[i];
1470 atnr = i;
1471 }
1472 }
1473
1474 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp;
1478
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1486 else if (level == 1)
1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1488 else if (level == 2)
1489 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1490 else if (level == 3)
1491 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1492 else
1493 {
1494 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1497 else if (skin->resist[atnr] > 50)
1498 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1499 else
1500 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1501 }
1502 }
1503
1504 strcpy (pl->contr->own_title, "");
1505 }
1506
1507 /*
1508 * This function is called when a dragon-player gains
1509 * an overall level. Here, the dragon might gain new abilities
1510 * or change the ability-focus.
1511 */
1512 void
1513 dragon_level_gain (object *who)
1514 {
1515 object *abil = NULL; /* pointer to dragon ability force */
1516 object *skin = NULL; /* pointer to dragon skin force */
1517 object *tmp = NULL; /* tmp. object */
1518 char buf[MAX_BUF]; /* tmp. string buffer */
1519
1520 /* now grab the 'dragon_ability'-forces from the player's inventory */
1521 for (tmp = who->inv; tmp; tmp = tmp->below)
1522 if (tmp->type == FORCE)
1523 if (tmp->arch->archname == shstr_dragon_ability_force)
1524 abil = tmp;
1525 else if (tmp->arch->archname == shstr_dragon_skin_force)
1526 skin = tmp;
1527
1528 /* if the force is missing -> bail out */
1529 if (abil == NULL)
1530 return;
1531
1532 /* The ability_force keeps track of maximum level ever achieved.
1533 * New abilties can only be gained by surpassing this max level
1534 */
1535 if (who->level > abil->level)
1536 {
1537 /* increase our focused ability */
1538 abil->resist[abil->stats.exp]++;
1539
1540
1541 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1542 {
1543 /* time to hand out a new ability-gift */
1544 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1545 }
1546
1547 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1548 {
1549 /* apply new ability focus */
1550 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1551 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1552
1553 abil->stats.exp = abil->last_eat;
1554 abil->last_eat = 0;
1555 }
1556
1557 abil->level = who->level;
1558 }
1559
1560 /* last but not least, set the new title for the dragon */
1561 set_dragon_name (who, abil, skin);
1562 }
1563
1564 /* Handy function - given the skill name skill_name, we find the skill
1565 * archetype/object, set appropriate values, and insert it into
1566 * the object (op) that is passed.
1567 * We return the skill - this makes it easier for calling functions that
1568 * want to do something with it immediately.
1569 */
1570 object *
1571 give_skill_by_name (object *op, const char *skill_name)
1572 {
1573 object *skill_obj;
1574
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj)
1577 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1579 return NULL;
1580 }
1581
1582 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it.
1584 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op);
1589
1590 if (player *pl = op->contr)
1591 {
1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1593 if (pl->ns)
1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1595 }
1596
1597 return skill_obj;
1598 }
1599
1600 /* player_lvl_adj() - for the new exp system. we are concerned with
1601 * whether the player gets more hp, sp and new levels.
1602 * Note this this function should only be called for players. Monstes
1603 * don't really gain levels
1604 * who is the player, op is what we are checking to gain the level
1605 * (eg, skill)
1606 */
1607 void
1608 player_lvl_adj (object *who, object *op)
1609 {
1610 char buf[MAX_BUF];
1611 bool changed = false;
1612
1613 if (!op) /* when rolling stats */
1614 op = who;
1615
1616 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1617 {
1618 changed = true;
1619
1620 op->level++;
1621
1622 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1623 dragon_level_gain (who);
1624
1625 /* Only roll these if it is the player (who) that gained the level */
1626 if (op == who && (who->level < 11) && who->type == PLAYER)
1627 {
1628 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1629 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1630 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1631 }
1632
1633 if (op->level > 1)
1634 {
1635 if (op->type != PLAYER)
1636 {
1637 who->contr->play_sound (sound_find ("skill_up"));
1638 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1639 }
1640 else
1641 {
1642 who->contr->play_sound (sound_find ("level_up"));
1643 sprintf (buf, "You are now level %d.", op->level);
1644 }
1645
1646 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 }
1649 }
1650
1651 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652 {
1653 changed = true;
1654
1655 op->level--;
1656
1657 if (op->type != PLAYER)
1658 {
1659 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1661 }
1662 }
1663
1664 if (changed)
1665 {
1666 who->update_stats ();
1667 esrv_update_stats (who->contr);
1668 /* check if the spell data has changed */
1669 esrv_update_spells (who->contr);
1670 }
1671 }
1672
1673 /*
1674 * Returns how much experience is needed for a player to become
1675 * the given level. level should really never exceed max_level
1676 */
1677
1678 sint64
1679 level_exp (int level, double expmul)
1680 {
1681 if (level > settings.max_level)
1682 return (sint64) (expmul * levels[settings.max_level]);
1683
1684 return (sint64) (expmul * levels[level]);
1685 }
1686
1687 /*
1688 * Ensure that the permanent experience requirements in an exp object are met.
1689 * This really just checks 'op to make sure the perm_exp value is within
1690 * proper range. Note that the checking of what is passed through
1691 * has been reduced. Since there is now a proper field for perm_exp,
1692 * this can now work on a much larger set of objects.
1693 */
1694 void
1695 calc_perm_exp (object *op)
1696 {
1697 int p_exp_min;
1698
1699 /* Ensure that our permanent experience minimum is met.
1700 * permenent_exp_ratio is an integer percentage, we divide by 100
1701 * to get the fraction */
1702 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1703
1704 if (op->perm_exp < p_exp_min)
1705 op->perm_exp = p_exp_min;
1706
1707 /* Cap permanent experience. */
1708 if (op->perm_exp < 0)
1709 op->perm_exp = 0;
1710 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1711 op->perm_exp = MAX_EXPERIENCE;
1712 }
1713
1714 /* Add experience to a player - exp should only be positive.
1715 * Updates permanent exp for the skill we are adding to.
1716 * skill_name is the skill to add exp to. Skill name can be
1717 * NULL, in which case exp increases the players general
1718 * total, but not any particular skill.
1719 * flag is what to do if the player doesn't have the skill:
1720 */
1721 static void
1722 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723 {
1724 object *skill_obj = NULL;
1725 sint64 limit, exp_to_add;
1726 int i;
1727
1728 /* prevents some forms of abuse. */
1729 if (op->contr->braced)
1730 exp /= 5;
1731
1732 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through
1735 * the players inventory.
1736 */
1737 if (skill_name)
1738 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1740 skill_obj = op->chosen_skill;
1741 else
1742 {
1743 for (i = 0; i < NUM_SKILLS; i++)
1744 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1745 {
1746 skill_obj = op->contr->last_skill_ob[i];
1747 break;
1748 }
1749
1750 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary
1752 */
1753 if (!skill_obj)
1754 {
1755 if (flag == SK_EXP_NONE)
1756 return;
1757 else if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name);
1759 }
1760 }
1761 }
1762
1763 if (flag != SK_EXP_SKILL_ONLY)
1764 {
1765 /* Basically, you can never gain more experience in one shot
1766 * than half what you need to gain for next level.
1767 */
1768 exp_to_add = exp;
1769 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1770 if (exp_to_add > limit)
1771 exp_to_add = limit;
1772
1773 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1774 if (settings.permanent_exp_ratio)
1775 {
1776 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1777 calc_perm_exp (op);
1778 }
1779
1780 player_lvl_adj (op, NULL);
1781 }
1782
1783 if (skill_obj)
1784 {
1785 exp_to_add = exp;
1786 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1787 if (exp_to_add > limit)
1788 exp_to_add = limit;
1789
1790 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1791 if (settings.permanent_exp_ratio)
1792 {
1793 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1794 calc_perm_exp (skill_obj);
1795 }
1796
1797 player_lvl_adj (op, skill_obj);
1798 }
1799 }
1800
1801 /* This function checks to make sure that object 'op' can
1802 * lost 'exp' experience. It returns the amount of exp
1803 * object 'op' can in fact lose - it basically makes
1804 * adjustments based on permanent exp and the like.
1805 * This function should always be used for losing experience -
1806 * the 'exp' value passed should be positive - this is the
1807 * amount that should get subtract from the player.
1808 */
1809 sint64
1810 check_exp_loss (const object *op, sint64 exp)
1811 {
1812 sint64 del_exp;
1813
1814 if (exp > op->stats.exp)
1815 exp = op->stats.exp;
1816 if (settings.permanent_exp_ratio)
1817 {
1818 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1819 if (del_exp < 0)
1820 del_exp = 0;
1821 if (exp > del_exp)
1822 exp = del_exp;
1823 }
1824 return exp;
1825 }
1826
1827 sint64
1828 check_exp_adjust (const object *op, sint64 exp)
1829 {
1830 if (exp < 0)
1831 return check_exp_loss (op, exp);
1832 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1834 }
1835
1836
1837 /* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all
1841 * skills the player has. Eg, if we figure the player is losing 10%
1842 * of his total exp, what happens is he loses 10% from all his skills.
1843 * Note that if permanent exp is used, player may not in fact lose
1844 * as much as listed. Eg, if player has gotten reduced to the point
1845 * where everything is at the minimum perm exp, he would lose nothing.
1846 * exp is the amount of exp to subtract - thus, it should be
1847 * a postive number.
1848 */
1849 static void
1850 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1851 {
1852 float fraction = (float) exp / (float) op->stats.exp;
1853 object *tmp;
1854 sint64 del_exp;
1855
1856 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp)
1858 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1860 {
1861 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp);
1864 }
1865 else if (flag != SK_SUBTRACT_SKILL_EXP)
1866 {
1867 /* only want to process other skills if we are not trying
1868 * to match a specific skill.
1869 */
1870 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1871 tmp->stats.exp -= del_exp;
1872 player_lvl_adj (op, tmp);
1873 }
1874 }
1875
1876 if (flag != SK_SUBTRACT_SKILL_EXP)
1877 {
1878 del_exp = check_exp_loss (op, exp);
1879 op->stats.exp -= del_exp;
1880 player_lvl_adj (op, NULL);
1881 }
1882 }
1883
1884 /* change_exp() - changes experience to a player/monster. This
1885 * does bounds checking to make sure we don't overflow the max exp.
1886 *
1887 * The exp passed is typically not modified much by this function -
1888 * it is assumed the caller has modified the exp as needed.
1889 * skill_name is the skill that should get the exp added.
1890 * flag is what to do if player doesn't have the skill.
1891 * these last two values are only used for players.
1892 */
1893 void
1894 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1895 {
1896 #ifdef EXP_DEBUG
1897 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1898 #endif
1899
1900 /* safety */
1901 if (!op)
1902 {
1903 LOG (llevError, "change_exp() called for null object!\n");
1904 return;
1905 }
1906
1907 /* if no change in exp, just return - most of the below code
1908 * won't do anything if the value is 0 anyways.
1909 */
1910 if (exp == 0)
1911 return;
1912
1913 /* Monsters are easy - we just adjust their exp - we
1914 * don't adjust level, since in most cases it is unrelated to
1915 * the exp they have - the monsters exp represents what its
1916 * worth.
1917 */
1918 if (op->type != PLAYER)
1919 {
1920 /* Sanity check */
1921 if (!QUERY_FLAG (op, FLAG_ALIVE))
1922 return;
1923
1924 /* reset exp to max allowed value. We subtract from
1925 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1926 * more than max exp, just return.
1927 */
1928 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1929 {
1930 exp = MAX_EXPERIENCE - op->stats.exp;
1931 if (exp < 0)
1932 return;
1933 }
1934
1935 op->stats.exp += exp;
1936 }
1937 else
1938 { /* Players only */
1939 if (exp > 0)
1940 add_player_exp (op, exp, skill_name, flag);
1941 else
1942 /* note that when you lose exp, it doesn't go against
1943 * a particular skill, so we don't need to pass that
1944 * along.
1945 */
1946 subtract_player_exp (op, abs (exp), skill_name, flag);
1947 }
1948 }
1949
1950 /* Applies a death penalty experience, the size of this is defined by the
1951 * settings death_penalty_percentage and death_penalty_levels, and by the
1952 * amount of permenent experience, whichever gives the lowest loss.
1953 */
1954 void
1955 apply_death_exp_penalty (object *op)
1956 {
1957 object *tmp;
1958 sint64 loss;
1959 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961
1962 for (tmp = op->inv; tmp; tmp = tmp->below)
1963 if (tmp->type == SKILL && tmp->stats.exp)
1964 {
1965
1966 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1968
1969 /* With the revised exp system, you can get cases where
1970 * losing several levels would still require that you have more
1971 * exp than you currently have - this is true if the levels
1972 * tables is a lot harder.
1973 */
1974 if (level_loss < 0)
1975 level_loss = 0;
1976
1977 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1978
1979 tmp->stats.exp -= loss;
1980 player_lvl_adj (op, tmp);
1981 }
1982
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1985
1986 if (level_loss < 0)
1987 level_loss = 0;
1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1989
1990 op->stats.exp -= loss;
1991 player_lvl_adj (op, NULL);
1992 }
1993
1994 /* This function takes an object (monster/player, op), and
1995 * determines if it makes a basic save throw by looking at the
1996 * save_throw table. level is the effective level to make
1997 * the save at, and bonus is any plus/bonus (typically based on
1998 * resistance to particular attacktype.
1999 * Returns 1 if op makes his save, 0 if he failed
2000 */
2001 int
2002 did_make_save (const object *op, int level, int bonus)
2003 {
2004 if (level > MAX_SAVE_LEVEL)
2005 level = MAX_SAVE_LEVEL;
2006
2007 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2008 return 0;
2009
2010 return 1;
2011 }