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Revision: 1.86
Committed: Tue May 6 16:32:34 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.85: +1 -1 lines
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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 glow_radius = max (glow_radius, tmp->glow_radius);
867
868 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL)
870 {
871 /* Want to take the highest skill here. */
872 if (IS_MANA_SKILL (tmp->subtype))
873 {
874 if (!mana_obj)
875 mana_obj = tmp;
876 else if (tmp->level > mana_obj->level)
877 mana_obj = tmp;
878 }
879
880 if (IS_GRACE_SKILL (tmp->subtype))
881 {
882 if (!grace_obj)
883 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level)
885 grace_obj = tmp;
886 }
887 }
888
889 /* Container objects are not meant to adjust players, but other applied
890 * objects need to make adjustments.
891 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used
896 * up, etc.
897 */
898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING))
903 {
904 if (type == PLAYER)
905 {
906 contr->item_power += tmp->item_power;
907
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
914
915 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
917
918 if (digest_types [tmp->type])
919 {
920 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp;
922 contr->gen_sp += tmp->stats.sp;
923 contr->gen_grace += tmp->stats.grace;
924 contr->gen_sp_armour += tmp->gen_sp_armour;
925 }
926 } /* if this is a player */
927 else
928 {
929 if (tmp->type == WEAPON)
930 current_weapon = tmp;
931 }
932
933 /* Update slots used for items */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED))
935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
936 slot[i].used += tmp->slot[i].info;
937
938 if (tmp->type == SYMPTOM)
939 speed_reduce_from_disease =
940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
941
942 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken.
946 */
947 if (tmp->type != POTION)
948 {
949 for (int i = 0; i < NROFATTACKS; i++)
950 {
951 /* Potential for cursed potions, in which case we just can use
952 * a straight MAX, as potion_resist is initialised to zero.
953 */
954 if (tmp->type == POTION_EFFECT)
955 {
956 if (potion_resist[i])
957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
958 else
959 potion_resist[i] = tmp->resist[i];
960 }
961 else if (tmp->resist[i] > 0)
962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
963 else if (tmp->resist[i] < 0)
964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
965 }
966 }
967
968 /* There may be other things that should not adjust the attacktype */
969 if (tmp->type != SYMPTOM)
970 {
971 attacktype |= tmp->attacktype;
972 path_attuned |= tmp->path_attuned;
973 path_repelled |= tmp->path_repelled;
974 path_denied |= tmp->path_denied;
975 move_type |= tmp->move_type;
976 stats.luck += tmp->stats.luck;
977 }
978
979 flag |= tmp->flag & copy_flags;
980
981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
982 SET_FLAG (this, FLAG_UNDEAD);
983
984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
985 {
986 SET_FLAG (this, FLAG_MAKE_INVIS);
987 invisible = 1;
988 }
989
990 if (tmp->stats.exp && tmp->type != SKILL)
991 {
992 if (tmp->stats.exp > 0)
993 {
994 added_speed += tmp->stats.exp / 3.f;
995 bonus_speed += tmp->stats.exp / 3.f + 1.f;
996 }
997 else
998 added_speed += tmp->stats.exp;
999 }
1000
1001 switch (tmp->type)
1002 {
1003 #if 0
1004 case WAND:
1005 case ROD:
1006 case HORN:
1007 if (type != PLAYER || current_weapon == tmp)
1008 chosen_skill = tmp;
1009 break;
1010 #endif
1011
1012 /* skills modifying the character -b.t. */
1013 /* for all skills and skill granting objects */
1014 case SKILL:
1015 {
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1017 break;
1018
1019 if (chosen_skill)
1020 {
1021 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022 &name, &chosen_skill->name, &tmp->name);
1023
1024 tmp->flag [FLAG_APPLIED] = false;
1025 update_stats ();
1026 return;
1027 }
1028 else
1029 chosen_skill = tmp;
1030
1031 if (tmp->stats.dam > 0)
1032 { /* skill is a 'weapon' */
1033 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1034 weapon_speed = WEAPON_SPEED (tmp);
1035
1036 if (weapon_speed < 0)
1037 weapon_speed = 0;
1038
1039 weapon_weight = tmp->weight;
1040 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1041
1042 if (tmp->magic)
1043 stats.dam += tmp->magic;
1044 }
1045
1046 if (tmp->stats.wc)
1047 wc -= tmp->stats.wc + tmp->magic;
1048
1049 if (tmp->slaying)
1050 slaying = tmp->slaying;
1051
1052 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic;
1054
1055 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1056 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1057 }
1058
1059 break;
1060
1061 case SHIELD:
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) tmp->weight / 2000;
1064 case RING:
1065 case AMULET:
1066 case GIRDLE:
1067 case HELMET:
1068 case BOOTS:
1069 case GLOVES:
1070 case CLOAK:
1071 if (tmp->stats.wc)
1072 wc -= tmp->stats.wc + tmp->magic;
1073
1074 if (tmp->stats.dam)
1075 stats.dam += tmp->stats.dam + tmp->magic;
1076
1077 if (tmp->stats.ac)
1078 ac -= tmp->stats.ac + tmp->magic;
1079
1080 break;
1081
1082 case BOW:
1083 case WEAPON:
1084 if (type != PLAYER || current_weapon == tmp)
1085 {
1086 wc -= tmp->stats.wc + tmp->magic;
1087
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic;
1090
1091 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094
1095 if (weapon_speed < 0)
1096 weapon_speed = 0;
1097
1098 slaying = tmp->slaying;
1099
1100 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should
1102 * go.
1103 */
1104
1105 if (type == PLAYER)
1106 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1109
1110 break;
1111
1112 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1114 contr->encumbrance += tmp->weight / 1000;
1115
1116 case BRACERS:
1117 case FORCE:
1118 if (tmp->stats.wc)
1119 {
1120 if (best_wc < tmp->stats.wc + tmp->magic)
1121 {
1122 wc += best_wc;
1123 best_wc = tmp->stats.wc + tmp->magic;
1124 }
1125 else
1126 wc += tmp->stats.wc + tmp->magic;
1127 }
1128
1129 if (tmp->stats.ac)
1130 {
1131 if (best_ac < tmp->stats.ac + tmp->magic)
1132 {
1133 ac += best_ac; /* Remove last bonus */
1134 best_ac = tmp->stats.ac + tmp->magic;
1135 }
1136 else /* To nullify the below effect */
1137 ac += tmp->stats.ac + tmp->magic;
1138 }
1139
1140 if (tmp->stats.wc)
1141 wc -= (tmp->stats.wc + tmp->magic);
1142
1143 if (tmp->stats.ac)
1144 ac -= (tmp->stats.ac + tmp->magic);
1145
1146 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148
1149 break;
1150 } /* switch tmp->type */
1151 } /* item is equipped */
1152 } /* for loop of items */
1153
1154 /* We've gone through all the objects the player has equipped. For many things, we
1155 * have generated intermediate values which we now need to assign.
1156 */
1157
1158 /* 'total resistance = total protections - total vulnerabilities'.
1159 * If there is an uncursed potion in effect, granting more protection
1160 * than that, we take: 'total resistance = resistance from potion'.
1161 * If there is a cursed (and no uncursed) potion in effect, we take
1162 * 'total resistance = vulnerability from cursed potion'.
1163 */
1164 for (int i = 0; i < NROFATTACKS; i++)
1165 {
1166 resist[i] = prot[i] - vuln[i];
1167
1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1169 resist[i] = potion_resist[i];
1170 }
1171
1172 if (type == PLAYER)
1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level;
1182
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1188
1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */
1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1194 {
1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1197 if (i % 2 && con_bonus[stats.Con] % 2)
1198 if (con_bonus[stats.Con] > 0)
1199 j++;
1200 else
1201 j--;
1202
1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1204 }
1205
1206 stats.maxhp += 2 * max (0, level - 10);
1207
1208 if (stats.hp > stats.maxhp)
1209 stats.hp = stats.maxhp;
1210
1211 /* Sp gain is controlled by the level of the player's
1212 * relevant experience object (mana_obj, see above)
1213 */
1214 /* following happen when skills system is not used */
1215 if (!mana_obj)
1216 mana_obj = this;
1217
1218 if (!grace_obj)
1219 grace_obj = this;
1220
1221 /* set maxsp */
1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1223 mana_obj = this;
1224
1225 if (mana_obj == this && type == PLAYER)
1226 stats.maxsp = 1;
1227 else
1228 {
1229 float sp_tmp = 0.f;
1230
1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1232 {
1233 float stmp;
1234
1235 /* Got some extra bonus at first level */
1236 if (i < 2)
1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1238 else
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1240
1241 sp_tmp += max (1.f, stmp);
1242 }
1243
1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1245 }
1246
1247 /* Characters can get their sp supercharged via rune of transferrance */
1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1249
1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1252 grace_obj = this;
1253
1254 if (grace_obj == this && type == PLAYER)
1255 stats.maxgrace = 1;
1256 else
1257 {
1258 /* store grace in a float - this way, the divisions below don't create
1259 * big jumps when you go from level to level - with int's, it then
1260 * becomes big jumps when the sums of the bonuses jump to the next
1261 * step of 8 - with floats, even fractional ones are useful.
1262 */
1263 float sp_tmp = 0.f;
1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1266 {
1267 float grace_tmp = 0.f;
1268
1269 /* Got some extra bonus at first level */
1270 if (i < 2)
1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1272 else
1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1274
1275 sp_tmp += max (1.f, grace_tmp);
1276 }
1277
1278 /* two grace points per level after 10 */
1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1280 }
1281
1282 /* No limit on grace vs maxgrace */
1283
1284 if (contr->braced)
1285 {
1286 ac += 2;
1287 wc += 4;
1288 }
1289 else
1290 ac -= dex_bonus[stats.Dex];
1291
1292 /* In new exp/skills system, wc bonuses are related to
1293 * the players level in a relevant exp object (wc_obj)
1294 * not the general player level -b.t.
1295 * I changed this slightly so that wc bonuses are better
1296 * than before. This is to balance out the fact that
1297 * the player no longer gets a personal weapon w/ 1
1298 * improvement every level, now its fighterlevel/5. So
1299 * we give the player a bonus here in wc and dam
1300 * to make up for the change. Note that I left the
1301 * monster bonus the same as before. -b.t.
1302 */
1303 object *wc_obj = chosen_skill;
1304
1305 if (contr && wc_obj && wc_obj->level > 1)
1306 {
1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1309 for (int i = 1; i < wc_obj->level; i++)
1310 {
1311 /* additional wc every 6 levels */
1312 if (!(i % 6))
1313 wc--;
1314
1315 /* additional dam every 4 levels. */
1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1318 }
1319 }
1320 else
1321 wc -= level + thaco_bonus[stats.Str];
1322
1323 stats.dam += dam_bonus[stats.Str];
1324
1325 if (stats.dam < 1)
1326 stats.dam = 1;
1327
1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1330 if (settings.search_items && contr->search_str[0])
1331 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */
1336
1337 if (added_speed >= 0)
1338 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */
1340 speed /= 1.f - added_speed;
1341
1342 /* Max is determined by armour */
1343 speed = min (speed, max_speed);
1344
1345 if (type == PLAYER)
1346 {
1347 /* f is a number the represents the number of kg above (positive num)
1348 * or below (negative number) that the player is carrying. If above
1349 * weight limit, then player suffers a speed reduction based on how
1350 * much above he is, and what is max carry is
1351 */
1352 float f = (carrying / 1000) - max_carry[stats.Str];
1353 if (f > 0.f)
1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1355 }
1356
1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1359
1360 /* Put a lower limit on speed. Note with this speed, you move once every
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */
1363 if (speed < 0.04f && type == PLAYER)
1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1368
1369 if (type == PLAYER)
1370 {
1371 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically
1373 * all of these could be subbed into one big equation, but
1374 * that would just be a real pain to read.
1375 */
1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1377 float M2 = max_carry[stats.Str] / 100.f;
1378 float W = weapon_weight / 20000.f;
1379 float s = (20 - weapon_speed) / 10.f;
1380 float D = (stats.Dex - 14) / 14.f;
1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1382
1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1385 if (K <= 0.01f)
1386 K = 0.01f;
1387
1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1389 }
1390
1391 /* I want to limit the power of small monsters with big weapons: */
1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1393 stats.dam = arch->stats.dam * 3;
1394
1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1397
1398 /* if for some reason the creature doesn't have any move type,
1399 * give them walking as a default.
1400 * The second case is a special case - to more closely mimic the
1401 * old behaviour - if your flying, your not walking - just
1402 * one or the other.
1403 */
1404 if (move_type == 0)
1405 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK;
1408
1409 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now.
1411 */
1412 if (type == PLAYER)
1413 {
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1421 }
1422
1423 /*
1424 * Returns true if the given player is a legal class.
1425 * The function to add and remove class-bonuses to the stats doesn't
1426 * check if the stat becomes negative, thus this function
1427 * merely checks that all stats are 1 or more, and returns
1428 * false otherwise.
1429 */
1430 int
1431 allowed_class (const object *op)
1432 {
1433 return op->stats.Dex > 0
1434 && op->stats.Str > 0
1435 && op->stats.Con > 0
1436 && op->stats.Int > 0
1437 && op->stats.Wis > 0
1438 && op->stats.Pow > 0
1439 && op->stats.Cha > 0;
1440 }
1441
1442 /*
1443 * set the new dragon name after gaining levels or
1444 * changing ability focus (later this can be extended to
1445 * eventually change the player's face and animation)
1446 *
1447 * Note that the title is written to 'own_title' in the
1448 * player struct. This should be changed to 'ext_title'
1449 * as soon as clients support this!
1450 * Please, anyone, write support for 'ext_title'.
1451 */
1452 void
1453 set_dragon_name (object *pl, const object *abil, const object *skin)
1454 {
1455 int atnr = -1; /* attacknumber of highest level */
1456 int level = 0; /* highest level */
1457 int i;
1458
1459 /* Perhaps do something more clever? */
1460 if (!abil || !skin)
1461 return;
1462
1463 /* first, look for the highest level */
1464 for (i = 0; i < NROFATTACKS; i++)
1465 {
1466 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1467 {
1468 level = abil->resist[i];
1469 atnr = i;
1470 }
1471 }
1472
1473 /* now if there are equals at highest level, pick the one with focus,
1474 or else at random */
1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1476 atnr = abil->stats.exp;
1477
1478 level = (int) (level / 25.);
1479
1480 /* now set the new title */
1481 if (pl->contr)
1482 {
1483 if (level == 0)
1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1485 else if (level == 1)
1486 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1487 else if (level == 2)
1488 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1489 else if (level == 3)
1490 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1491 else
1492 {
1493 /* special titles for extra high resistance! */
1494 if (skin->resist[atnr] > 80)
1495 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1496 else if (skin->resist[atnr] > 50)
1497 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1498 else
1499 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1500 }
1501 }
1502
1503 strcpy (pl->contr->own_title, "");
1504 }
1505
1506 /*
1507 * This function is called when a dragon-player gains
1508 * an overall level. Here, the dragon might gain new abilities
1509 * or change the ability-focus.
1510 */
1511 void
1512 dragon_level_gain (object *who)
1513 {
1514 object *abil = NULL; /* pointer to dragon ability force */
1515 object *skin = NULL; /* pointer to dragon skin force */
1516 object *tmp = NULL; /* tmp. object */
1517 char buf[MAX_BUF]; /* tmp. string buffer */
1518
1519 /* now grab the 'dragon_ability'-forces from the player's inventory */
1520 for (tmp = who->inv; tmp; tmp = tmp->below)
1521 if (tmp->type == FORCE)
1522 if (tmp->arch->archname == shstr_dragon_ability_force)
1523 abil = tmp;
1524 else if (tmp->arch->archname == shstr_dragon_skin_force)
1525 skin = tmp;
1526
1527 /* if the force is missing -> bail out */
1528 if (abil == NULL)
1529 return;
1530
1531 /* The ability_force keeps track of maximum level ever achieved.
1532 * New abilties can only be gained by surpassing this max level
1533 */
1534 if (who->level > abil->level)
1535 {
1536 /* increase our focused ability */
1537 abil->resist[abil->stats.exp]++;
1538
1539
1540 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1541 {
1542 /* time to hand out a new ability-gift */
1543 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1544 }
1545
1546 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1547 {
1548 /* apply new ability focus */
1549 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1550 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1551
1552 abil->stats.exp = abil->last_eat;
1553 abil->last_eat = 0;
1554 }
1555
1556 abil->level = who->level;
1557 }
1558
1559 /* last but not least, set the new title for the dragon */
1560 set_dragon_name (who, abil, skin);
1561 }
1562
1563 /* Handy function - given the skill name skill_name, we find the skill
1564 * archetype/object, set appropriate values, and insert it into
1565 * the object (op) that is passed.
1566 * We return the skill - this makes it easier for calling functions that
1567 * want to do something with it immediately.
1568 */
1569 object *
1570 give_skill_by_name (object *op, const char *skill_name)
1571 {
1572 object *skill_obj;
1573
1574 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1575 if (!skill_obj)
1576 {
1577 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1578 return NULL;
1579 }
1580
1581 /* clear the flag - exp goes into this bucket, but player
1582 * still doesn't know it.
1583 */
1584 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1585 skill_obj->stats.exp = 0;
1586 skill_obj->level = 1;
1587 insert_ob_in_ob (skill_obj, op);
1588
1589 if (player *pl = op->contr)
1590 {
1591 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1592 if (pl->ns)
1593 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1594 }
1595
1596 return skill_obj;
1597 }
1598
1599 /* player_lvl_adj() - for the new exp system. we are concerned with
1600 * whether the player gets more hp, sp and new levels.
1601 * Note this this function should only be called for players. Monstes
1602 * don't really gain levels
1603 * who is the player, op is what we are checking to gain the level
1604 * (eg, skill)
1605 */
1606 void
1607 player_lvl_adj (object *who, object *op)
1608 {
1609 char buf[MAX_BUF];
1610 bool changed = false;
1611
1612 if (!op) /* when rolling stats */
1613 op = who;
1614
1615 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1616 {
1617 changed = true;
1618
1619 op->level++;
1620
1621 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1622 dragon_level_gain (who);
1623
1624 /* Only roll these if it is the player (who) that gained the level */
1625 if (op == who && (who->level < 11) && who->type == PLAYER)
1626 {
1627 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1628 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1629 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1630 }
1631
1632 if (op->level > 1)
1633 {
1634 if (op->type != PLAYER)
1635 {
1636 who->contr->play_sound (sound_find ("skill_up"));
1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1638 }
1639 else
1640 {
1641 who->contr->play_sound (sound_find ("level_up"));
1642 sprintf (buf, "You are now level %d.", op->level);
1643 }
1644
1645 if (who)
1646 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1647 }
1648 }
1649
1650 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1651 {
1652 changed = true;
1653
1654 op->level--;
1655
1656 if (op->type != PLAYER)
1657 {
1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 }
1661 }
1662
1663 if (changed)
1664 {
1665 who->update_stats ();
1666 esrv_update_stats (who->contr);
1667 /* check if the spell data has changed */
1668 esrv_update_spells (who->contr);
1669 }
1670 }
1671
1672 /*
1673 * Returns how much experience is needed for a player to become
1674 * the given level. level should really never exceed max_level
1675 */
1676
1677 sint64
1678 level_exp (int level, double expmul)
1679 {
1680 if (level > settings.max_level)
1681 return (sint64) (expmul * levels[settings.max_level]);
1682
1683 return (sint64) (expmul * levels[level]);
1684 }
1685
1686 /*
1687 * Ensure that the permanent experience requirements in an exp object are met.
1688 * This really just checks 'op to make sure the perm_exp value is within
1689 * proper range. Note that the checking of what is passed through
1690 * has been reduced. Since there is now a proper field for perm_exp,
1691 * this can now work on a much larger set of objects.
1692 */
1693 void
1694 calc_perm_exp (object *op)
1695 {
1696 int p_exp_min;
1697
1698 /* Ensure that our permanent experience minimum is met.
1699 * permenent_exp_ratio is an integer percentage, we divide by 100
1700 * to get the fraction */
1701 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1702
1703 if (op->perm_exp < p_exp_min)
1704 op->perm_exp = p_exp_min;
1705
1706 /* Cap permanent experience. */
1707 if (op->perm_exp < 0)
1708 op->perm_exp = 0;
1709 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1710 op->perm_exp = MAX_EXPERIENCE;
1711 }
1712
1713 /* Add experience to a player - exp should only be positive.
1714 * Updates permanent exp for the skill we are adding to.
1715 * skill_name is the skill to add exp to. Skill name can be
1716 * NULL, in which case exp increases the players general
1717 * total, but not any particular skill.
1718 * flag is what to do if the player doesn't have the skill:
1719 */
1720 static void
1721 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1722 {
1723 object *skill_obj = NULL;
1724 sint64 limit, exp_to_add;
1725 int i;
1726
1727 /* prevents some forms of abuse. */
1728 if (op->contr->braced)
1729 exp /= 5;
1730
1731 /* Try to find the matching skill.
1732 * We do a shortcut/time saving mechanism first - see if it matches
1733 * chosen_skill. This means we don't need to search through
1734 * the players inventory.
1735 */
1736 if (skill_name)
1737 {
1738 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1739 skill_obj = op->chosen_skill;
1740 else
1741 {
1742 for (i = 0; i < NUM_SKILLS; i++)
1743 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1744 {
1745 skill_obj = op->contr->last_skill_ob[i];
1746 break;
1747 }
1748
1749 /* Player doesn't have the skill. Check to see what to do, and give
1750 * it to the player if necessary
1751 */
1752 if (!skill_obj)
1753 {
1754 if (flag == SK_EXP_NONE)
1755 return;
1756 else if (flag == SK_EXP_ADD_SKILL)
1757 give_skill_by_name (op, skill_name);
1758 }
1759 }
1760 }
1761
1762 if (flag != SK_EXP_SKILL_ONLY)
1763 {
1764 /* Basically, you can never gain more experience in one shot
1765 * than half what you need to gain for next level.
1766 */
1767 exp_to_add = exp;
1768 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1769 if (exp_to_add > limit)
1770 exp_to_add = limit;
1771
1772 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1773 if (settings.permanent_exp_ratio)
1774 {
1775 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1776 calc_perm_exp (op);
1777 }
1778
1779 player_lvl_adj (op, NULL);
1780 }
1781
1782 if (skill_obj)
1783 {
1784 exp_to_add = exp;
1785 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1786 if (exp_to_add > limit)
1787 exp_to_add = limit;
1788
1789 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1790 if (settings.permanent_exp_ratio)
1791 {
1792 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1793 calc_perm_exp (skill_obj);
1794 }
1795
1796 player_lvl_adj (op, skill_obj);
1797 }
1798 }
1799
1800 /* This function checks to make sure that object 'op' can
1801 * lost 'exp' experience. It returns the amount of exp
1802 * object 'op' can in fact lose - it basically makes
1803 * adjustments based on permanent exp and the like.
1804 * This function should always be used for losing experience -
1805 * the 'exp' value passed should be positive - this is the
1806 * amount that should get subtract from the player.
1807 */
1808 sint64
1809 check_exp_loss (const object *op, sint64 exp)
1810 {
1811 sint64 del_exp;
1812
1813 if (exp > op->stats.exp)
1814 exp = op->stats.exp;
1815 if (settings.permanent_exp_ratio)
1816 {
1817 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1818 if (del_exp < 0)
1819 del_exp = 0;
1820 if (exp > del_exp)
1821 exp = del_exp;
1822 }
1823 return exp;
1824 }
1825
1826 sint64
1827 check_exp_adjust (const object *op, sint64 exp)
1828 {
1829 if (exp < 0)
1830 return check_exp_loss (op, exp);
1831 else
1832 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1833 }
1834
1835
1836 /* Subtracts experience from player.
1837 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1838 * only subtract from the matching skill. Otherwise,
1839 * this subtracts a portion from all
1840 * skills the player has. Eg, if we figure the player is losing 10%
1841 * of his total exp, what happens is he loses 10% from all his skills.
1842 * Note that if permanent exp is used, player may not in fact lose
1843 * as much as listed. Eg, if player has gotten reduced to the point
1844 * where everything is at the minimum perm exp, he would lose nothing.
1845 * exp is the amount of exp to subtract - thus, it should be
1846 * a postive number.
1847 */
1848 static void
1849 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1850 {
1851 float fraction = (float) exp / (float) op->stats.exp;
1852 object *tmp;
1853 sint64 del_exp;
1854
1855 for (tmp = op->inv; tmp; tmp = tmp->below)
1856 if (tmp->type == SKILL && tmp->stats.exp)
1857 {
1858 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1859 {
1860 del_exp = check_exp_loss (tmp, exp);
1861 tmp->stats.exp -= del_exp;
1862 player_lvl_adj (op, tmp);
1863 }
1864 else if (flag != SK_SUBTRACT_SKILL_EXP)
1865 {
1866 /* only want to process other skills if we are not trying
1867 * to match a specific skill.
1868 */
1869 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1870 tmp->stats.exp -= del_exp;
1871 player_lvl_adj (op, tmp);
1872 }
1873 }
1874
1875 if (flag != SK_SUBTRACT_SKILL_EXP)
1876 {
1877 del_exp = check_exp_loss (op, exp);
1878 op->stats.exp -= del_exp;
1879 player_lvl_adj (op, NULL);
1880 }
1881 }
1882
1883 /* change_exp() - changes experience to a player/monster. This
1884 * does bounds checking to make sure we don't overflow the max exp.
1885 *
1886 * The exp passed is typically not modified much by this function -
1887 * it is assumed the caller has modified the exp as needed.
1888 * skill_name is the skill that should get the exp added.
1889 * flag is what to do if player doesn't have the skill.
1890 * these last two values are only used for players.
1891 */
1892 void
1893 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1894 {
1895 #ifdef EXP_DEBUG
1896 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1897 #endif
1898
1899 /* safety */
1900 if (!op)
1901 {
1902 LOG (llevError, "change_exp() called for null object!\n");
1903 return;
1904 }
1905
1906 /* if no change in exp, just return - most of the below code
1907 * won't do anything if the value is 0 anyways.
1908 */
1909 if (exp == 0)
1910 return;
1911
1912 /* Monsters are easy - we just adjust their exp - we
1913 * don't adjust level, since in most cases it is unrelated to
1914 * the exp they have - the monsters exp represents what its
1915 * worth.
1916 */
1917 if (op->type != PLAYER)
1918 {
1919 /* Sanity check */
1920 if (!QUERY_FLAG (op, FLAG_ALIVE))
1921 return;
1922
1923 /* reset exp to max allowed value. We subtract from
1924 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1925 * more than max exp, just return.
1926 */
1927 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1928 {
1929 exp = MAX_EXPERIENCE - op->stats.exp;
1930 if (exp < 0)
1931 return;
1932 }
1933
1934 op->stats.exp += exp;
1935 }
1936 else
1937 { /* Players only */
1938 if (exp > 0)
1939 add_player_exp (op, exp, skill_name, flag);
1940 else
1941 /* note that when you lose exp, it doesn't go against
1942 * a particular skill, so we don't need to pass that
1943 * along.
1944 */
1945 subtract_player_exp (op, abs (exp), skill_name, flag);
1946 }
1947 }
1948
1949 /* Applies a death penalty experience, the size of this is defined by the
1950 * settings death_penalty_percentage and death_penalty_levels, and by the
1951 * amount of permenent experience, whichever gives the lowest loss.
1952 */
1953 void
1954 apply_death_exp_penalty (object *op)
1955 {
1956 object *tmp;
1957 sint64 loss;
1958 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1959 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1960
1961 for (tmp = op->inv; tmp; tmp = tmp->below)
1962 if (tmp->type == SKILL && tmp->stats.exp)
1963 {
1964
1965 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1966 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1967
1968 /* With the revised exp system, you can get cases where
1969 * losing several levels would still require that you have more
1970 * exp than you currently have - this is true if the levels
1971 * tables is a lot harder.
1972 */
1973 if (level_loss < 0)
1974 level_loss = 0;
1975
1976 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1977
1978 tmp->stats.exp -= loss;
1979 player_lvl_adj (op, tmp);
1980 }
1981
1982 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1983 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1984
1985 if (level_loss < 0)
1986 level_loss = 0;
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1988
1989 op->stats.exp -= loss;
1990 player_lvl_adj (op, NULL);
1991 }
1992
1993 /* This function takes an object (monster/player, op), and
1994 * determines if it makes a basic save throw by looking at the
1995 * save_throw table. level is the effective level to make
1996 * the save at, and bonus is any plus/bonus (typically based on
1997 * resistance to particular attacktype.
1998 * Returns 1 if op makes his save, 0 if he failed
1999 */
2000 int
2001 did_make_save (const object *op, int level, int bonus)
2002 {
2003 if (level > MAX_SAVE_LEVEL)
2004 level = MAX_SAVE_LEVEL;
2005
2006 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2007 return 0;
2008
2009 return 1;
2010 }