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/cvs/deliantra/server/common/living.C
Revision: 1.7
Committed: Sat Sep 9 21:48:28 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +3 -3 lines
Log Message:
fix a few ugly pod-constructs on non-pod objects, and a few newly introduced bugs

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_living_c =
3 root 1.7 * "$Id: living.C,v 1.6 2006-09-07 09:37:12 pippijn Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <funcpoint.h>
31    
32     /* Handy little macro that adds exp and keeps it within bounds. Since
33     * we are now using 64 bit values, I'm not all concerned about overflow issues
34     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35     */
36     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37    
38     static const int con_bonus[MAX_STAT + 1]={
39     -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,
40     22,25,30,40,50
41     };
42    
43     /* changed the name of this to "sp_bonus" from "int_bonus"
44     * because Pow can now be the stat that controls spellpoint
45     * advancement. -b.t.
46     */
47     static const int sp_bonus[MAX_STAT + 1]={
48     -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25,
49     30,40,50,70,100
50     };
51    
52     static const int grace_bonus[MAX_STAT +1] = {
53     -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,
54     30,40,50,70,100
55     };
56    
57     /* 0.92.7 Changed way charisma works. Values now
58     * represent how much more it costs to buy something than to sell it
59     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
60     * would only get 5 gp when you sell.) Let query_cost do the calculations
61     * on how to really do this. Buy keeping it this simple number, it is
62     * much easier to know how things will be influenced. A value of '1' means
63     * buying and selling is both the same value - any value less than or equal
64     * to 1 should not be used.
65     * At least as of now, the only place that uses this code is query_cost,
66     * in server/shop.c. This bonus is split evenly between buying and selling
67     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
68     * at .667
69     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70     * it is 1-diff
71     */
72    
73     const float cha_bonus[MAX_STAT + 1] = { 10.0,
74     10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80     };
81    
82     const int dex_bonus[MAX_STAT + 1]={
83     -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
84     };
85    
86     /* speed_bonus uses dex as its stat */
87     const float speed_bonus[MAX_STAT + 1]={
88     -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,
89     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90     1.6, 1.8, 2.0, 2.5, 3.0
91     };
92    
93     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94     * strength.
95     */
96     const int dam_bonus[MAX_STAT + 1]={
97     -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
98     };
99    
100     const int thaco_bonus[MAX_STAT + 1]={
101     -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
102     };
103    
104     /* Max you can carry before you start getting extra speed penalties */
105     const int max_carry[MAX_STAT + 1]={
106     2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277,
107     301,326,352,400,450,500,600,1000
108     };
109    
110     /* weight_limit - the absolute most a character can carry - a character can't
111     * pick stuff up if it would put him above this limit.
112     * value is in grams, so we don't need to do conversion later
113     * These limits are probably overly generous, but being there were no values
114     * before, you need to start someplace.
115     */
116    
117     const uint32 weight_limit[MAX_STAT+ 1] = {
118     200000, /* 0 */
119     250000,300000,350000,400000,500000, /* 5*/
120     600000,700000,800000,900000,1000000, /* 10 */
121     1100000,1200000,1300000,1400000,1500000,/* 15 */
122     1650000,1800000,1950000,2100000,2250000,/* 20 */
123     2400000,2550000,2700000,2850000,3000000, /* 25 */
124     3250000,3500000,3750000,4000000,4500000 /*30 */
125     };
126    
127     const int learn_spell[MAX_STAT + 1]={
128     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,
129     100,100,100,100,100,100
130     };
131    
132     const int cleric_chance[MAX_STAT + 1]={
133     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
134     };
135    
136     const int turn_bonus[MAX_STAT + 1]={
137     -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
138     };
139    
140     const int fear_bonus[MAX_STAT + 1]={
141     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
142     };
143    
144     /*
145     Since this is nowhere defined ...
146     Both come in handy at least in function add_exp()
147     */
148    
149     #define MAX_EXPERIENCE levels[settings.max_level]
150    
151     /* because exp_obj sum to make the total score,
152     * we cannot allow that sum to exceed the maximum
153     * amount of experience a player can gain. Thus
154     * we define MAX_EXP_IN_OBJ. It is important to try
155     * to make the value of MAX_EXP_CAT close to the
156     * actual number of experience objects in the game,
157     * otherwise the maximum level in any experience
158     * category could be quite low. To help the situation
159     * out a little I added 10 more levels, and jacked
160     * up the last level experience value. Its out of
161     * line with progression of previous levels, so
162     * if more levels are desired, this should be fixed.
163     * -b.t.
164     */
165    
166     #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167    
168     #ifndef WIN32
169     extern uint64 *levels;
170     #else
171     extern sint64 *levels;
172     #endif
173    
174     #define MAX_SAVE_LEVEL 110
175     /* This no longer needs to be changed anytime the number of
176     * levels is increased - rather, did_make_save will do the
177     * right thing and always use range within this table.
178     * for safety, savethrow should not be accessed directly anymore,
179     * and instead did_make_save should be used instead.
180     */
181     static const int savethrow[MAX_SAVE_LEVEL+1]={
182     18,
183     18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9,
184     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189     };
190    
191     const char *const attacks[NROFATTACKS] = {
192     "physical", "magical", "fire", "electricity", "cold", "confusion",
193     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195     "chaos","counterspell","god power","holy power","blinding", "",
196     "life stealing"
197     };
198    
199     static const char *const drain_msg[NUM_STATS] = {
200     "Oh no! You are weakened!",
201     "You're feeling clumsy!",
202     "You feel less healthy",
203     "You suddenly begin to lose your memory!",
204     "Your face gets distorted!",
205     "Watch out, your mind is going!",
206     "Your spirit feels drained!"
207     };
208     const char *const restore_msg[NUM_STATS] = {
209     "You feel your strength return.",
210     "You feel your agility return.",
211     "You feel your health return.",
212     "You feel your wisdom return.",
213     "You feel your charisma return.",
214     "You feel your memory return.",
215     "You feel your spirits return."
216     };
217     const char *const gain_msg[NUM_STATS] = {
218 root 1.3 "You feel stronger.",
219     "You feel more agile.",
220     "You feel healthy.",
221     "You feel wiser.",
222     "You seem to look better.",
223     "You feel smarter.",
224     "You feel more potent."
225 elmex 1.1 };
226     const char *const lose_msg[NUM_STATS] = {
227 root 1.3 "You feel weaker!",
228     "You feel clumsy!",
229     "You feel less healthy!",
230     "You lose some of your memory!",
231     "You look ugly!",
232     "You feel stupid!",
233     "You feel less potent!"
234 elmex 1.1 };
235    
236     const char *const statname[NUM_STATS] = {
237     "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power"
238     };
239    
240     const char *const short_stat_name[NUM_STATS] = {
241     "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow"
242     };
243    
244     /*
245     * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246     * what attr is (STR to POW).
247     */
248    
249     void
250     set_attr_value(living *stats,int attr,sint8 value) {
251     switch(attr) {
252     case STR:
253     stats->Str=value;
254     break;
255     case DEX:
256     stats->Dex=value;
257     break;
258     case CON:
259     stats->Con=value;
260     break;
261     case WIS:
262     stats->Wis=value;
263     break;
264     case POW:
265     stats->Pow=value;
266     break;
267     case CHA:
268     stats->Cha=value;
269     break;
270     case INT:
271     stats->Int=value;
272     break;
273     }
274     }
275    
276     /*
277     * Like set_attr_value(), but instead the value (which can be negative)
278     * is added to the specified stat.
279     */
280    
281     void
282     change_attr_value(living *stats,int attr,sint8 value) {
283     if (value==0) return;
284     switch(attr) {
285     case STR:
286     stats->Str+=value;
287     break;
288     case DEX:
289     stats->Dex+=value;
290     break;
291     case CON:
292     stats->Con+=value;
293     break;
294     case WIS:
295     stats->Wis+=value;
296     break;
297     case POW:
298     stats->Pow+=value;
299     break;
300     case CHA:
301     stats->Cha+=value;
302     break;
303     case INT:
304     stats->Int+=value;
305     break;
306     default:
307 root 1.3 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 elmex 1.1 }
309     }
310    
311     /*
312     * returns the specified stat. See also set_attr_value().
313     */
314    
315     sint8
316     get_attr_value(const living *stats,int attr) {
317     switch(attr) {
318     case STR:
319     return(stats->Str);
320     case DEX:
321     return(stats->Dex);
322     case CON:
323     return(stats->Con);
324     case WIS:
325     return(stats->Wis);
326     case CHA:
327     return(stats->Cha);
328     case INT:
329     return(stats->Int);
330     case POW:
331     return(stats->Pow);
332     }
333     return 0;
334     }
335    
336     /*
337     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338     * 1-30 stat limit.
339     */
340    
341     void check_stat_bounds(living *stats) {
342     int i,v;
343     for(i=0;i<NUM_STATS;i++)
344     if((v=get_attr_value(stats,i))>MAX_STAT)
345     set_attr_value(stats,i,MAX_STAT);
346     else if(v<MIN_STAT)
347     set_attr_value(stats,i,MIN_STAT);
348     }
349    
350     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351    
352     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353     * make this macro to clean those up. Not usuable outside change_abil
354     * function since some of the values passed to new_draw_info are hardcoded.
355     */
356     #define DIFF_MSG(flag, msg1, msg2) \
357     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358    
359     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
360     /* flag is set to 1 if we are applying the object, -1 if we are removing
361     * the object.
362     * It is the calling functions responsibilty to check to see if the object
363     * can be applied or not.
364     * The main purpose of calling this function is the messages that are
365     * displayed - fix_player should really always be called after this when
366     * removing an object - that is because it is impossible to know if some object
367     * is the only source of an attacktype or spell attunement, so this function
368     * will clear the bits, but the player may still have some other object
369     * that gives them that ability.
370     */
371     int change_abil(object *op, object *tmp) {
372     int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0;
373     char message[MAX_BUF];
374     int potion_max=0;
375    
376     /* remember what object was like before it was changed. note that
377     * refop is a local copy of op only to be used for detecting changes
378     * found by fix_player. refop is not a real object
379     */
380 root 1.7 object_pod refop;
381     memcpy (&refop, static_cast<object_pod *>(op), sizeof (object_pod));
382 elmex 1.1
383     if(op->type==PLAYER) {
384 root 1.3 if (tmp->type==POTION) {
385     potion_max=1;
386     for(j=0;j<NUM_STATS;j++) {
387     int nstat, ostat;
388    
389     ostat = get_attr_value(&(op->contr->orig_stats),j);
390     i = get_attr_value(&(tmp->stats),j);
391    
392     /* nstat is what the stat will be after use of the potion */
393     nstat = flag*i + ostat;
394    
395     /* Do some bounds checking. While I don't think any
396     * potions do so right now, there is the potential for potions
397     * that adjust that stat by more than one point, so we need
398     * to allow for that.
399     */
400     if (nstat < 1 && i*flag < 0 ) nstat = 1;
401     else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) {
402     nstat = 20 + get_attr_value(&(op->arch->clone.stats),j);
403     }
404     if (nstat != ostat) {
405     set_attr_value(&(op->contr->orig_stats), j, nstat);
406     potion_max=0;
407     }
408     else if (i) {
409     /* potion is useless - player has already hit the natural maximum */
410     potion_max = 1;
411     }
412     }
413     /* This section of code ups the characters normal stats also. I am not
414     * sure if this is strictly necessary, being that fix_player probably
415     * recalculates this anyway.
416     */
417     for(j=0;j<NUM_STATS;j++)
418     change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j));
419     check_stat_bounds(&(op->stats));
420     } /* end of potion handling code */
421 elmex 1.1 }
422    
423     /* reset attributes that fix_player doesn't reset since it doesn't search
424     * everything to set
425     */
426     if(flag == -1) {
427 root 1.3 op->attacktype&=~tmp->attacktype;
428     op->path_attuned&=~tmp->path_attuned;
429     op->path_repelled&=~tmp->path_repelled;
430     op->path_denied&=~tmp->path_denied;
431     /* Presuming here that creatures only have move_type,
432     * and not the other move_ fields.
433     */
434     op->move_type &= ~tmp->move_type;
435 elmex 1.1 }
436    
437     /* call fix_player since op object could have whatever attribute due
438     * to multiple items. if fix_player always has to be called after
439     * change_ability then might as well call it from here
440     */
441     fix_player(op);
442    
443     /* Fix player won't add the bows ability to the player, so don't
444     * print out message if this is a bow.
445     */
446     if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) {
447 root 1.3 success=1;
448     DIFF_MSG(flag, "Your hands begin to glow red.",
449     "Your hands stop glowing red.");
450 elmex 1.1 }
451     if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 root 1.3 success=1;
453     DIFF_MSG(flag, "You feel very protected.",
454     "You don't feel protected anymore.");
455 elmex 1.1 }
456     if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 root 1.3 success=1;
458     DIFF_MSG(flag, "A magic force shimmers around you.",
459     "The magic force fades away.");
460 elmex 1.1 }
461     if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 root 1.3 success=1;
463     DIFF_MSG(flag, "You feel more safe now, somehow.",
464     "Suddenly you feel less safe, somehow.");
465 elmex 1.1 }
466     /* movement type has changed. We don't care about cases where
467     * user has multiple items giving the same type appled like we
468     * used to - that is more work than what we gain, plus messages
469     * can be misleading (a little higher could be miscontrued from
470     * from fly high)
471     */
472     if (tmp->move_type && op->move_type != refop.move_type) {
473 root 1.3 success=1;
474 elmex 1.1
475 root 1.3 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476     * status doesn't make a difference if you are flying high
477     */
478     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) {
479     DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground.");
480     }
481    
482     if (tmp->move_type & MOVE_FLY_HIGH) {
483     /* double conditional - second case covers if you have move_fly_low -
484     * in that case, you don't actually land
485     */
486     DIFF_MSG(flag, "You soar into the air air!.",
487     (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air":
488     "You float down to the ground."));
489     }
490     if (tmp->move_type & MOVE_SWIM)
491     DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming");
492 elmex 1.1
493 root 1.3 /* Changing move status may mean you are affected by things you weren't before */
494     check_move_on(op, op);
495 elmex 1.1 }
496    
497     /* becoming UNDEAD... a special treatment for this flag. Only those not
498     * originally undead may change their status
499     */
500     if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
501 root 1.3 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) {
502     success=1;
503     if(flag>0) {
504 root 1.5 op->race = "undead";
505 root 1.3 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!");
506     } else {
507 root 1.5 op->race = op->arch->clone.race;
508 root 1.3 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!");
509     }
510     }
511 elmex 1.1
512     if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){
513 root 1.3 success=1;
514     DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 elmex 1.1 }
516     if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 root 1.3 success=1;
518     DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 elmex 1.1 }
520     /* blinded you can tell if more blinded since blinded player has minimal
521     * vision
522     */
523     if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 root 1.3 success=1;
525     if(flag>0) {
526     if(QUERY_FLAG(op,FLAG_WIZ))
527     new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded.");
528     else {
529     new_draw_info(NDI_UNIQUE, 0, op,"You are blinded.");
530     SET_FLAG(op,FLAG_BLIND);
531     if(op->type==PLAYER)
532     op->contr->do_los=1;
533     }
534     } else {
535     if(QUERY_FLAG(op,FLAG_WIZ))
536     new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
537     else {
538     new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
539     CLEAR_FLAG(op,FLAG_BLIND);
540     if(op->type==PLAYER)
541     op->contr->do_los=1;
542     }
543     }
544 elmex 1.1 }
545    
546     if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
547 root 1.3 success=1;
548 elmex 1.1 if(op->type==PLAYER)
549 root 1.3 op->contr->do_los=1;
550     DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 elmex 1.1 }
552    
553     if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 root 1.3 success=1;
555     if(flag>0) {
556     if(QUERY_FLAG(op,FLAG_WIZ))
557     new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
558     else {
559     new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
560     if(op->type==PLAYER)
561     op->contr->do_los=1;
562     }
563     } else {
564     if(QUERY_FLAG(op,FLAG_WIZ))
565     new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
566     else {
567     new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
568     if(op->type==PLAYER)
569     op->contr->do_los=1;
570     }
571     }
572 elmex 1.1 }
573    
574     if(tmp->stats.luck) {
575 root 1.3 success=1;
576     DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 elmex 1.1 }
578    
579     if(tmp->stats.hp && op->type==PLAYER) {
580 root 1.3 success=1;
581     DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
582     "You feel much less healthy!");
583 elmex 1.1 }
584    
585     if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
586 root 1.3 success=1;
587     DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
588     "You suddenly feel very mundane.");
589 elmex 1.1 }
590    
591     /* for the future when artifacts set this -b.t. */
592     if(tmp->stats.grace && op->type==PLAYER) {
593 root 1.3 success=1;
594     DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
595     "You suddenly feel less holy.");
596 elmex 1.1 }
597    
598     if(tmp->stats.food && op->type==PLAYER) {
599 root 1.3 success=1;
600     DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
601     "You feel your digestion speeding up.");
602 elmex 1.1 }
603    
604     /* Messages for changed resistance */
605     for (i=0; i<NROFATTACKS; i++) {
606 root 1.3 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607 elmex 1.1
608 root 1.3 if (op->resist[i] != refop.resist[i]) {
609     success=1;
610     if (op->resist[i] > refop.resist[i])
611     sprintf(message, "Your resistance to %s rises to %d%%.",
612     change_resist_msg[i], op->resist[i]);
613     else
614     sprintf(message, "Your resistance to %s drops to %d%%.",
615     change_resist_msg[i], op->resist[i]);
616 elmex 1.1
617 root 1.3 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
618     }
619 elmex 1.1 }
620    
621     if(tmp->type!=EXPERIENCE && !potion_max) {
622 root 1.3 for (j=0; j<NUM_STATS; j++) {
623     if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624     success=1;
625     DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
626     }
627     }
628 elmex 1.1 }
629     return success;
630     }
631    
632     /*
633     * Stat draining by Vick 930307
634     * (Feeling evil, I made it work as well now. -Frank 8)
635     */
636    
637     void drain_stat(object *op) {
638     drain_specific_stat(op, RANDOM()%NUM_STATS);
639     }
640    
641     void drain_specific_stat(object *op, int deplete_stats) {
642     object *tmp;
643     archetype *at;
644    
645     at = find_archetype(ARCH_DEPLETION);
646     if (!at) {
647     LOG(llevError, "Couldn't find archetype depletion.\n");
648     return;
649     } else {
650     tmp = present_arch_in_ob(at, op);
651     if (!tmp) {
652     tmp = arch_to_object(at);
653     tmp = insert_ob_in_ob(tmp, op);
654     SET_FLAG(tmp,FLAG_APPLIED);
655     }
656     }
657    
658     new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
659     change_attr_value(&tmp->stats, deplete_stats, -1);
660     fix_player(op);
661     }
662    
663     /*
664     * A value of 0 indicates timeout, otherwise change the luck of the object.
665     * via an applied bad_luck object.
666     */
667    
668     void change_luck(object *op, int value) {
669     object *tmp;
670     archetype *at;
671     int new_luck;
672    
673     at = find_archetype("luck");
674     if (!at)
675     LOG(llevError, "Couldn't find archetype luck.\n");
676     else {
677     tmp = present_arch_in_ob(at, op);
678     if (!tmp) {
679     if (!value)
680     return;
681     tmp = arch_to_object(at);
682     tmp = insert_ob_in_ob(tmp, op);
683     SET_FLAG(tmp,FLAG_APPLIED);
684     }
685     if (value) {
686     /* Limit the luck value of the bad luck object to +/-100. This
687     * (arbitrary) value prevents overflows (both in the bad luck object and
688     * in op itself).
689     */
690     new_luck = tmp->stats.luck+value;
691     if (new_luck >= -100 && new_luck <= 100) {
692     op->stats.luck+=value;
693 root 1.3 tmp->stats.luck = new_luck;
694 elmex 1.1 }
695     } else {
696     if (!tmp->stats.luck) {
697     return;
698     }
699     /* Randomly change the players luck. Basically, we move it
700     * back neutral (if greater>0, subtract, otherwise add)
701     */
702     if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) {
703     int diff = tmp->stats.luck>0?-1:1;
704     op->stats.luck += diff;
705     tmp->stats.luck += diff;
706     }
707     }
708     }
709     }
710    
711     /*
712     * Subtracts stat-bonuses given by the class which the player has chosen.
713     */
714    
715     void remove_statbonus(object *op) {
716     op->stats.Str -= op->arch->clone.stats.Str;
717     op->stats.Dex -= op->arch->clone.stats.Dex;
718     op->stats.Con -= op->arch->clone.stats.Con;
719     op->stats.Wis -= op->arch->clone.stats.Wis;
720     op->stats.Pow -= op->arch->clone.stats.Pow;
721     op->stats.Cha -= op->arch->clone.stats.Cha;
722     op->stats.Int -= op->arch->clone.stats.Int;
723     op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
724     op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
725     op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
726     op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
727     op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
728     op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
729     op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
730     }
731    
732     /*
733     * Adds stat-bonuses given by the class which the player has chosen.
734     */
735    
736     void add_statbonus(object *op) {
737     op->stats.Str += op->arch->clone.stats.Str;
738     op->stats.Dex += op->arch->clone.stats.Dex;
739     op->stats.Con += op->arch->clone.stats.Con;
740     op->stats.Wis += op->arch->clone.stats.Wis;
741     op->stats.Pow += op->arch->clone.stats.Pow;
742     op->stats.Cha += op->arch->clone.stats.Cha;
743     op->stats.Int += op->arch->clone.stats.Int;
744     op->contr->orig_stats.Str += op->arch->clone.stats.Str;
745     op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
746     op->contr->orig_stats.Con += op->arch->clone.stats.Con;
747     op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
748     op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
749     op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
750     op->contr->orig_stats.Int += op->arch->clone.stats.Int;
751     }
752    
753     /*
754     * Updates all abilities given by applied objects in the inventory
755     * of the given object. Note: This function works for both monsters
756     * and players; the "player" in the name is purely an archaic inheritance.
757     * This functions starts from base values (archetype or player object)
758     * and then adjusts them according to what the player has equipped.
759     */
760     /* July 95 - inserted stuff to handle new skills/exp system - b.t.
761     spell system split, grace points now added to system --peterm
762     */
763    
764     void fix_player(object *op) {
765     int i,j;
766     float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1;
767     int weapon_weight=0,weapon_speed=0;
768     int best_wc=0, best_ac=0, wc=0, ac=0;
769     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770     object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp;
771    
772     /* First task is to clear all the values back to their original values */
773     if(op->type==PLAYER) {
774 root 1.3 for(i=0;i<NUM_STATS;i++) {
775     set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i));
776     }
777     if (settings.spell_encumbrance == TRUE)
778     op->contr->encumbrance=0;
779 elmex 1.1
780     op->attacktype=0;
781 root 1.3 op->contr->digestion = 0;
782     op->contr->gen_hp = 0;
783     op->contr->gen_sp = 0;
784     op->contr->gen_grace = 0;
785     op->contr->gen_sp_armour = 10;
786     op->contr->item_power = 0;
787    
788     /* Don't clobber all the range_ values. range_golem otherwise
789     * gets reset for no good reason, and we don't want to reset
790     * range_magic (what spell is readied). These three below
791     * well get filled in based on what the player has equipped.
792     */
793     op->contr->ranges[range_bow] = NULL;
794     op->contr->ranges[range_misc] = NULL;
795     op->contr->ranges[range_skill] = NULL;
796 elmex 1.1 }
797     memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798    
799 root 1.5 op->slaying = 0;
800    
801 elmex 1.1 if(!QUERY_FLAG(op,FLAG_WIZ)) {
802 root 1.3 CLEAR_FLAG(op, FLAG_XRAYS);
803     CLEAR_FLAG(op, FLAG_MAKE_INVIS);
804 elmex 1.1 }
805    
806     CLEAR_FLAG(op,FLAG_LIFESAVE);
807     CLEAR_FLAG(op,FLAG_STEALTH);
808     CLEAR_FLAG(op,FLAG_BLIND);
809     if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 root 1.3 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 elmex 1.1 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 root 1.3 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 elmex 1.1 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 root 1.3 CLEAR_FLAG(op,FLAG_UNDEAD);
815 elmex 1.1 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 root 1.3 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817 elmex 1.1
818     op->path_attuned=op->arch->clone.path_attuned;
819     op->path_repelled=op->arch->clone.path_repelled;
820     op->path_denied=op->arch->clone.path_denied;
821     op->glow_radius=op->arch->clone.glow_radius;
822     op->move_type = op->arch->clone.move_type;
823     op->chosen_skill = NULL;
824    
825     /* initializing resistances from the values in player/monster's
826     * archetype clone
827     */
828     memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist));
829    
830     for (i=0;i<NROFATTACKS;i++) {
831 root 1.3 if (op->resist[i] > 0)
832     prot[i]= op->resist[i], vuln[i]=0;
833     else
834     vuln[i]= -(op->resist[i]), prot[i]=0;
835     potion_resist[i]=0;
836 elmex 1.1 }
837    
838     wc=op->arch->clone.stats.wc;
839     op->stats.dam=op->arch->clone.stats.dam;
840    
841     /* for players which cannot use armour, they gain AC -1 per 3 levels,
842     * plus a small amount of physical resist, those poor suckers. ;)
843     * the fact that maxlevel is factored in could be considered sort of bogus -
844     * we should probably give them some bonus and cap it off - otherwise,
845     * basically, if a server updates its max level, these playes may find
846     * that their protection from physical goes down
847     */
848     if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
849 root 1.3 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
850     prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
851 elmex 1.1 }
852     else
853 root 1.3 ac=op->arch->clone.stats.ac;
854 elmex 1.1
855     op->stats.luck=op->arch->clone.stats.luck;
856     op->speed = op->arch->clone.speed;
857    
858     /* OK - we've reset most all the objects attributes to sane values.
859     * now go through and make adjustments for what the player has equipped.
860     */
861    
862     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
863 root 1.3 /* 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 > op->glow_radius) op->glow_radius=tmp->glow_radius;
867    
868     /* This happens because apply_potion calls change_abil with the potion
869     * applied so we can tell the player what chagned. But change_abil
870     * then calls this function.
871     */
872     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
873     continue;
874     }
875    
876     /* For some things, we don't care what is equipped */
877     if (tmp->type == SKILL) {
878     /* Want to take the highest skill here. */
879     if (IS_MANA_SKILL(tmp->subtype)) {
880     if (!mana_obj) mana_obj=tmp;
881     else if (tmp->level > mana_obj->level) mana_obj = tmp;
882     }
883     if (IS_GRACE_SKILL(tmp->subtype)) {
884     if (!grace_obj) grace_obj=tmp;
885     else if (tmp->level > grace_obj->level) grace_obj = tmp;
886     }
887     }
888    
889     /* Container objects are not meant to adjust a 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 ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
899     (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
900     if(op->type==PLAYER) {
901     if (tmp->type == BOW)
902     op->contr->ranges[range_bow] = tmp;
903    
904     if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
905     op->contr->ranges[range_misc] = tmp;
906    
907     for(i=0;i<NUM_STATS;i++)
908     change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
909    
910     /* these are the items that currently can change digestion, regeneration,
911     * spell point recovery and mana point recovery. Seems sort of an arbitary
912     * list, but other items store other info into stats array.
913     */
914     if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
915     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916     (tmp->type == SHIELD) || (tmp->type == RING) ||
917     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918     (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
919     (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
920     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
921     (tmp->type == SKILL)) {
922     op->contr->digestion += tmp->stats.food;
923     op->contr->gen_hp += tmp->stats.hp;
924     op->contr->gen_sp += tmp->stats.sp;
925     op->contr->gen_grace += tmp->stats.grace;
926     op->contr->gen_sp_armour+= tmp->gen_sp_armour;
927     op->contr->item_power += tmp->item_power;
928     }
929     } /* if this is a player */
930    
931     /* Update slots used for items */
932     if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
933     for (i=0; i<NUM_BODY_LOCATIONS; i++)
934     op->body_used[i] += tmp->body_info[i];
935     }
936    
937     if(tmp->type==SYMPTOM) {
938     speed_reduce_from_disease = tmp->last_sp / 100.0;
939     if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940     }
941    
942     /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943     * (Negative protections are calculated extactly 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     for (i=0; i<NROFATTACKS; i++) {
949     /* Potential for cursed potions, in which case we just can use
950     * a straight MAX, as potion_resist is initialized to zero.
951     */
952     if (tmp->type==POTION_EFFECT) {
953     if (potion_resist[i])
954     potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
955     else
956     potion_resist[i] = tmp->resist[i];
957     }
958     else if (tmp->resist[i] > 0)
959     prot[i] += ((100-prot[i])*tmp->resist[i])/100;
960     else if (tmp->resist[i] < 0)
961     vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
962     }
963     }
964    
965     /* There may be other things that should not adjust the attacktype */
966     if (tmp->type!=BOW && tmp->type != SYMPTOM)
967     op->attacktype|=tmp->attacktype;
968    
969     op->path_attuned|=tmp->path_attuned;
970     op->path_repelled|=tmp->path_repelled;
971     op->path_denied|=tmp->path_denied;
972     op->stats.luck+=tmp->stats.luck;
973     op->move_type |= tmp->move_type;
974    
975     if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
976     if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
977     if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
978     if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
979     if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
980     if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
981     if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
982    
983     if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
984     SET_FLAG(op,FLAG_UNDEAD);
985    
986     if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
987     SET_FLAG(op,FLAG_MAKE_INVIS);
988     op->invisible=1;
989     }
990    
991     if(tmp->stats.exp && tmp->type!=SKILL) {
992     if(tmp->stats.exp > 0) {
993     added_speed+=(float)tmp->stats.exp/3.0;
994     bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
995     } else
996     added_speed+=(float)tmp->stats.exp;
997     }
998 elmex 1.1
999 root 1.3 switch(tmp->type) {
1000 elmex 1.1 /* skills modifying the character -b.t. */
1001 root 1.3 /* for all skills and skill granting objects */
1002     case SKILL:
1003     if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1004    
1005     if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006    
1007     if (op->chosen_skill) {
1008 root 1.5 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1009 root 1.3 }
1010     op->chosen_skill = tmp;
1011     if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1012     if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1013     weapon_speed = (int) WEAPON_SPEED(tmp);
1014     if(weapon_speed<0) weapon_speed = 0;
1015     weapon_weight=tmp->weight;
1016     op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1017     if(tmp->magic) op->stats.dam += tmp->magic;
1018     }
1019     if(tmp->stats.wc)
1020     wc-=(tmp->stats.wc+tmp->magic);
1021    
1022 root 1.5 if (tmp->slaying!=NULL)
1023     op->slaying = tmp->slaying;
1024 root 1.3
1025     if(tmp->stats.ac)
1026     ac-=(tmp->stats.ac+tmp->magic);
1027     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1028     op->contr->encumbrance+=(int)3*tmp->weight/1000;
1029     if (op->type == PLAYER)
1030     op->contr->ranges[range_skill] = op;
1031     break;
1032    
1033     case SKILL_TOOL:
1034     if (op->chosen_skill) {
1035 root 1.5 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1036 root 1.3 }
1037     op->chosen_skill = tmp;
1038     if (op->type == PLAYER)
1039     op->contr->ranges[range_skill] = op;
1040     break;
1041    
1042     case SHIELD:
1043     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1044     op->contr->encumbrance+=(int)tmp->weight/2000;
1045     case RING:
1046     case AMULET:
1047     case GIRDLE:
1048     case HELMET:
1049     case BOOTS:
1050     case GLOVES:
1051     case CLOAK:
1052     if(tmp->stats.wc)
1053     wc-=(tmp->stats.wc+tmp->magic);
1054     if(tmp->stats.dam)
1055     op->stats.dam+=(tmp->stats.dam+tmp->magic);
1056     if(tmp->stats.ac)
1057     ac-=(tmp->stats.ac+tmp->magic);
1058     break;
1059    
1060     case WEAPON:
1061     wc-=(tmp->stats.wc+tmp->magic);
1062     if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1063     ac-=tmp->stats.ac+tmp->magic;
1064     op->stats.dam+=(tmp->stats.dam+tmp->magic);
1065     weapon_weight=tmp->weight;
1066     weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1067     if(weapon_speed<0) weapon_speed=0;
1068 root 1.5 op->slaying = tmp->slaying;
1069 root 1.3 /* If there is desire that two handed weapons should do
1070     * extra strength damage, this is where the code should
1071     * go.
1072     */
1073     op->current_weapon = tmp;
1074     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1075     op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076     break;
1077    
1078     case ARMOUR: /* Only the best of these three are used: */
1079     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1080     op->contr->encumbrance+=(int)tmp->weight/1000;
1081    
1082     case BRACERS:
1083     case FORCE:
1084     if(tmp->stats.wc) {
1085     if(best_wc<tmp->stats.wc+tmp->magic) {
1086     wc+=best_wc;
1087     best_wc=tmp->stats.wc+tmp->magic;
1088     } else
1089     wc+=tmp->stats.wc+tmp->magic;
1090     }
1091     if(tmp->stats.ac) {
1092     if(best_ac<tmp->stats.ac+tmp->magic) {
1093     ac+=best_ac; /* Remove last bonus */
1094     best_ac=tmp->stats.ac+tmp->magic;
1095     }
1096     else /* To nullify the below effect */
1097     ac+=tmp->stats.ac+tmp->magic;
1098     }
1099     if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1100     if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1101     if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1102     max=ARMOUR_SPEED(tmp)/10.0;
1103     break;
1104     } /* switch tmp->type */
1105     } /* item is equipped */
1106 elmex 1.1 } /* for loop of items */
1107    
1108     /* We've gone through all the objects the player has equipped. For many things, we
1109     * have generated intermediate values which we now need to assign.
1110     */
1111    
1112     /* 'total resistance = total protections - total vulnerabilities'.
1113     * If there is an uncursed potion in effect, granting more protection
1114     * than that, we take: 'total resistance = resistance from potion'.
1115     * If there is a cursed (and no uncursed) potion in effect, we take
1116     * 'total resistance = vulnerability from cursed potion'.
1117     */
1118     for (i=0; i<NROFATTACKS; i++) {
1119 root 1.3 op->resist[i] = prot[i] - vuln[i];
1120     if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1121     (potion_resist[i] < 0)))
1122     op->resist[i] = potion_resist[i];
1123 elmex 1.1 }
1124    
1125     /* Figure out the players sp/mana/hp totals. */
1126     if(op->type==PLAYER) {
1127 root 1.3 int pl_level;
1128 elmex 1.1
1129 root 1.3 check_stat_bounds(&(op->stats));
1130     pl_level=op->level;
1131 elmex 1.1
1132 root 1.3 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1133 elmex 1.1
1134 root 1.3 /* You basically get half a con bonus/level. But we do take into account rounding,
1135     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136     */
1137     for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1138     j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1139     if(i%2 && con_bonus[op->stats.Con]%2) {
1140     if (con_bonus[op->stats.Con]>0)
1141     j++;
1142     else
1143     j--;
1144     }
1145     op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1146     }
1147    
1148     for(i=11;i<=op->level;i++)
1149     op->stats.maxhp+=2;
1150    
1151     if(op->stats.hp>op->stats.maxhp)
1152     op->stats.hp=op->stats.maxhp;
1153    
1154     /* Sp gain is controlled by the level of the player's
1155     * relevant experience object (mana_obj, see above)
1156     */
1157     /* following happen when skills system is not used */
1158     if(!mana_obj) mana_obj = op;
1159     if(!grace_obj) grace_obj = op;
1160     /* set maxsp */
1161     if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1162    
1163     if (mana_obj == op && op->type == PLAYER) {
1164     op->stats.maxsp = 1;
1165     } else {
1166     sp_tmp=0.0;
1167     for(i=1;i<=mana_obj->level&&i<=10;i++) {
1168     float stmp;
1169    
1170     /* Got some extra bonus at first level */
1171     if(i<2) {
1172     stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1173     (float)sp_bonus[op->stats.Int])/6.0);
1174     } else {
1175     stmp=(float)op->contr->levsp[i]
1176     +(2.0 * (float)sp_bonus[op->stats.Pow] +
1177     (float)sp_bonus[op->stats.Int])/12.0;
1178     }
1179     if (stmp<1.0) stmp=1.0;
1180     sp_tmp+=stmp;
1181     }
1182     op->stats.maxsp=(int)sp_tmp;
1183    
1184     for(i=11;i<=mana_obj->level;i++)
1185     op->stats.maxsp+=2;
1186     }
1187     /* Characters can get their sp supercharged via rune of transferrance */
1188     if(op->stats.sp>op->stats.maxsp*2)
1189     op->stats.sp=op->stats.maxsp*2;
1190    
1191     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192     if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1193    
1194     if (grace_obj == op && op->type == PLAYER) {
1195     op->stats.maxgrace = 1;
1196     } else {
1197     /* store grace in a float - this way, the divisions below don't create
1198     * big jumps when you go from level to level - with int's, it then
1199     * becomes big jumps when the sums of the bonuses jump to the next
1200     * step of 8 - with floats, even fractional ones are useful.
1201     */
1202     sp_tmp=0.0;
1203     for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1204     float grace_tmp=0.0;
1205    
1206     /* Got some extra bonus at first level */
1207     if(i<2) {
1208     grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1209     2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1210     } else {
1211     grace_tmp=(float)op->contr->levgrace[i]
1212     +((float)grace_bonus[op->stats.Pow] +
1213     2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1214     }
1215     if (grace_tmp<1.0) grace_tmp=1.0;
1216     sp_tmp+=grace_tmp;
1217     }
1218     op->stats.maxgrace=(int)sp_tmp;
1219    
1220     /* two grace points per level after 11 */
1221     for(i=11;i<=grace_obj->level;i++)
1222     op->stats.maxgrace+=2;
1223     }
1224     /* No limit on grace vs maxgrace */
1225    
1226     if(op->contr->braced) {
1227     ac+=2;
1228     wc+=4;
1229     }
1230     else
1231     ac-=dex_bonus[op->stats.Dex];
1232    
1233     /* In new exp/skills system, wc bonuses are related to
1234     * the players level in a relevant exp object (wc_obj)
1235     * not the general player level -b.t.
1236     * I changed this slightly so that wc bonuses are better
1237     * than before. This is to balance out the fact that
1238     * the player no longer gets a personal weapon w/ 1
1239     * improvement every level, now its fighterlevel/5. So
1240     * we give the player a bonus here in wc and dam
1241     * to make up for the change. Note that I left the
1242     * monster bonus the same as before. -b.t.
1243     */
1244 elmex 1.1
1245 root 1.3 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1246 elmex 1.1 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1247 root 1.3 for(i=1;i<wc_obj->level;i++) {
1248     /* addtional wc every 6 levels */
1249     if(!(i%6)) wc--;
1250     /* addtional dam every 4 levels. */
1251     if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1252     op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1253     }
1254     } else
1255     wc-=(op->level+thaco_bonus[op->stats.Str]);
1256    
1257     op->stats.dam+=dam_bonus[op->stats.Str];
1258    
1259     if(op->stats.dam<1)
1260     op->stats.dam=1;
1261    
1262     op->speed=1.0+speed_bonus[op->stats.Dex];
1263     if (settings.search_items && op->contr->search_str[0])
1264     op->speed -= 1;
1265     if (op->attacktype==0)
1266     op->attacktype=op->arch->clone.attacktype;
1267 elmex 1.1
1268     } /* End if player */
1269    
1270     if(added_speed>=0)
1271 root 1.3 op->speed+=added_speed/10.0;
1272 elmex 1.1 else /* Something wrong here...: */
1273 root 1.3 op->speed /= (float)(1.0-added_speed);
1274 elmex 1.1
1275     /* Max is determined by armour */
1276     if(op->speed>max)
1277 root 1.3 op->speed=max;
1278 elmex 1.1
1279     if(op->type == PLAYER) {
1280 root 1.3 /* f is a number the represents the number of kg above (positive num)
1281     * or below (negative number) that the player is carrying. If above
1282     * weight limit, then player suffers a speed reduction based on how
1283     * much above he is, and what is max carry is
1284     */
1285     f=(op->carrying/1000)-max_carry[op->stats.Str];
1286     if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1287 elmex 1.1 }
1288    
1289     op->speed+=bonus_speed/10.0; /* Not affected by limits */
1290    
1291     /* Put a lower limit on speed. Note with this speed, you move once every
1292     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293     */
1294     op->speed = op->speed * speed_reduce_from_disease;
1295    
1296     if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1297    
1298     if(op->type == PLAYER) {
1299 root 1.3 float M,W,s,D,K,S,M2;
1300 elmex 1.1
1301 root 1.3 /* (This formula was made by vidarl@ifi.uio.no)
1302     * Note that we never used these values again - basically
1303     * all of these could be subbed into one big equation, but
1304     * that would just be a real pain to read.
1305     */
1306     M=(max_carry[op->stats.Str]-121)/121.0;
1307     M2=max_carry[op->stats.Str]/100.0;
1308     W=weapon_weight/20000.0;
1309     s=2-weapon_speed/10.0;
1310     D=(op->stats.Dex-14)/14.0;
1311     K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1312     K*=(4+op->level)/(float)(6+op->level)*1.2;
1313     if(K<=0) K=0.01;
1314     S=op->speed/(K*s);
1315     op->contr->weapon_sp=S;
1316 elmex 1.1 }
1317     /* I want to limit the power of small monsters with big weapons: */
1318     if(op->type!=PLAYER&&op->arch!=NULL&&
1319     op->stats.dam>op->arch->clone.stats.dam*3)
1320 root 1.3 op->stats.dam=op->arch->clone.stats.dam*3;
1321 elmex 1.1
1322     /* Prevent overflows of wc - best you can get is ABS(120) - this
1323     * should be more than enough - remember, AC is also in 8 bits,
1324     * so its value is the same.
1325     */
1326     if (wc>120) wc=120;
1327     else if (wc<-120) wc=-120;
1328     op->stats.wc=wc;
1329    
1330     if (ac>120) ac=120;
1331     else if (ac<-120) ac=-120;
1332     op->stats.ac=ac;
1333    
1334     /* if for some reason the creature doesn't have any move type,
1335     * give them walking as a default.
1336     * The second case is a special case - to more closely mimic the
1337     * old behaviour - if your flying, your not walking - just
1338     * one or the other.
1339     */
1340     if (op->move_type == 0) op->move_type = MOVE_WALK;
1341     else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1342    
1343     update_ob_speed(op);
1344    
1345     /* It is quite possible that a player's spell costing might have changed,
1346     * so we will check that now.
1347     */
1348     if (op->type == PLAYER) esrv_update_spells(op->contr);
1349     }
1350    
1351     /*
1352     * Returns true if the given player is a legal class.
1353     * The function to add and remove class-bonuses to the stats doesn't
1354     * check if the stat becomes negative, thus this function
1355     * merely checks that all stats are 1 or more, and returns
1356     * false otherwise.
1357     */
1358    
1359     int allowed_class(const object *op) {
1360     return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1361     op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1362 root 1.3 op->stats.Cha>0;
1363 elmex 1.1 }
1364    
1365     /*
1366     * set the new dragon name after gaining levels or
1367     * changing ability focus (later this can be extended to
1368     * eventually change the player's face and animation)
1369     *
1370     * Note that the title is written to 'own_title' in the
1371     * player struct. This should be changed to 'ext_title'
1372     * as soon as clients support this!
1373     * Please, anyone, write support for 'ext_title'.
1374     */
1375     void set_dragon_name(object *pl, const object *abil, const object *skin) {
1376     int atnr=-1; /* attacknumber of highest level */
1377     int level=0; /* highest level */
1378     int i;
1379    
1380     /* Perhaps do something more clever? */
1381     if (!abil || !skin) return;
1382    
1383     /* first, look for the highest level */
1384     for(i=0; i<NROFATTACKS; i++) {
1385     if (atnr_is_dragon_enabled(i) &&
1386 root 1.3 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) {
1387 elmex 1.1 level = abil->resist[i];
1388     atnr = i;
1389     }
1390     }
1391    
1392     /* now if there are equals at highest level, pick the one with focus,
1393     or else at random */
1394     if (atnr_is_dragon_enabled(abil->stats.exp) &&
1395     abil->resist[abil->stats.exp] >= level)
1396     atnr = abil->stats.exp;
1397    
1398     level = (int)(level/5.);
1399    
1400     /* now set the new title */
1401     if (pl->contr != NULL) {
1402     if(level == 0)
1403     sprintf(pl->contr->title, "%s hatchling", attacks[atnr]);
1404     else if (level == 1)
1405     sprintf(pl->contr->title, "%s wyrm", attacks[atnr]);
1406     else if (level == 2)
1407     sprintf(pl->contr->title, "%s wyvern", attacks[atnr]);
1408     else if (level == 3)
1409     sprintf(pl->contr->title, "%s dragon", attacks[atnr]);
1410     else {
1411     /* special titles for extra high resistance! */
1412     if (skin->resist[atnr] > 80)
1413 root 1.3 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 elmex 1.1 else if (skin->resist[atnr] > 50)
1415 root 1.3 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1416 elmex 1.1 else
1417 root 1.3 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1418 elmex 1.1 }
1419     }
1420    
1421     strcpy(pl->contr->own_title, "");
1422     }
1423    
1424     /*
1425     * This function is called when a dragon-player gains
1426     * an overall level. Here, the dragon might gain new abilities
1427     * or change the ability-focus.
1428     */
1429     void dragon_level_gain(object *who) {
1430     object *abil = NULL; /* pointer to dragon ability force*/
1431     object *skin = NULL; /* pointer to dragon skin force*/
1432     object *tmp = NULL; /* tmp. object */
1433     char buf[MAX_BUF]; /* tmp. string buffer */
1434    
1435     /* now grab the 'dragon_ability'-forces from the player's inventory */
1436     for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
1437 root 1.3 if (tmp->type == FORCE) {
1438     if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
1439     abil = tmp;
1440     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
1441     skin = tmp;
1442     }
1443 elmex 1.1 }
1444     /* if the force is missing -> bail out */
1445     if (abil == NULL) return;
1446    
1447     /* The ability_force keeps track of maximum level ever achieved.
1448     * New abilties can only be gained by surpassing this max level
1449     */
1450     if (who->level > abil->level) {
1451 root 1.3 /* increase our focused ability */
1452     abil->resist[abil->stats.exp]++;
1453 elmex 1.1
1454    
1455 root 1.3 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) {
1456     /* time to hand out a new ability-gift */
1457     dragon_ability_gain(who, (int)abil->stats.exp,
1458     (int)((1+abil->resist[abil->stats.exp])/5.));
1459     }
1460 elmex 1.1
1461 root 1.3 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) {
1462     /* apply new ability focus */
1463     sprintf(buf, "Your metabolism now focuses on %s!",
1464     change_resist_msg[abil->last_eat]);
1465     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
1466 elmex 1.1
1467 root 1.3 abil->stats.exp = abil->last_eat;
1468     abil->last_eat = 0;
1469     }
1470 elmex 1.1
1471 root 1.3 abil->level = who->level;
1472 elmex 1.1 }
1473    
1474     /* last but not least, set the new title for the dragon */
1475     set_dragon_name(who, abil, skin);
1476     }
1477    
1478     /* Handy function - given the skill name skill_name, we find the skill
1479     * archetype/object, set appropriate values, and insert it into
1480     * the object (op) that is passed.
1481     * We return the skill - this makes it easier for calling functions that
1482     * want to do something with it immediately.
1483     */
1484     object *give_skill_by_name(object *op, const char *skill_name)
1485     {
1486     object *skill_obj;
1487    
1488     skill_obj = get_archetype_by_skill_name(skill_name, SKILL);
1489     if (!skill_obj) {
1490 root 1.3 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491     return NULL;
1492 elmex 1.1 }
1493     /* clear the flag - exp goes into this bucket, but player
1494     * still doesn't know it.
1495     */
1496     CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL);
1497     skill_obj->stats.exp = 0;
1498     skill_obj->level = 1;
1499     insert_ob_in_ob(skill_obj, op);
1500     if (op->contr) {
1501 root 1.3 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1502     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1503 elmex 1.1 }
1504     return skill_obj;
1505     }
1506    
1507    
1508     /* player_lvl_adj() - for the new exp system. we are concerned with
1509     * whether the player gets more hp, sp and new levels.
1510     * Note this this function should only be called for players. Monstes
1511     * don't really gain levels
1512     * who is the player, op is what we are checking to gain the level
1513     * (eg, skill)
1514     */
1515     void player_lvl_adj(object *who, object *op) {
1516     char buf[MAX_BUF];
1517    
1518     if(!op) /* when rolling stats */
1519 root 1.3 op = who;
1520 elmex 1.1
1521     if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) {
1522 root 1.3 op->level++;
1523    
1524     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who))
1525     dragon_level_gain(who);
1526 elmex 1.1
1527     /* Only roll these if it is the player (who) that gained the level */
1528 root 1.3 if(op==who && (who->level < 11) && who->type==PLAYER) {
1529     who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1;
1530     who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH);
1531     who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1;
1532     }
1533    
1534     fix_player(who);
1535     if(op->level>1) {
1536     if (op->type!=PLAYER)
1537 root 1.5 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1538 root 1.3 else
1539     sprintf(buf,"You are now level %d.",op->level);
1540     if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541     }
1542     player_lvl_adj(who,op); /* To increase more levels */
1543 elmex 1.1 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1544 root 1.3 op->level--;
1545     fix_player(who);
1546     if(op->type!=PLAYER) {
1547 root 1.5 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1548 root 1.3 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1549     }
1550     player_lvl_adj(who,op); /* To decrease more levels */
1551 elmex 1.1 }
1552     /* check if the spell data has changed */
1553     esrv_update_spells(who->contr);
1554     }
1555    
1556     /*
1557     * Returns how much experience is needed for a player to become
1558     * the given level. level should really never exceed max_level
1559     */
1560    
1561     sint64 level_exp(int level,double expmul) {
1562     if (level > settings.max_level)
1563 root 1.3 return (sint64) (expmul * levels[settings.max_level]);
1564 elmex 1.1 return (sint64) (expmul * levels[level]);
1565     }
1566    
1567     /*
1568     * Ensure that the permanent experience requirements in an exp object are met.
1569     * This really just checks 'op to make sure the perm_exp value is within
1570     * proper range. Note that the checking of what is passed through
1571     * has been reduced. Since there is now a proper field for perm_exp,
1572     * this can now work on a much larger set of objects.
1573     */
1574     void calc_perm_exp(object *op)
1575     {
1576     int p_exp_min;
1577    
1578     /* Ensure that our permanent experience minimum is met.
1579     * permenent_exp_ratio is an integer percentage, we divide by 100
1580     * to get the fraction */
1581     p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100);
1582    
1583     if (op->perm_exp < p_exp_min)
1584     op->perm_exp = p_exp_min;
1585    
1586     /* Cap permanent experience. */
1587     if (op->perm_exp < 0)
1588     op->perm_exp = 0;
1589 pippijn 1.6 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 elmex 1.1 op->perm_exp = MAX_EXPERIENCE;
1591     }
1592    
1593    
1594     /* Add experience to a player - exp should only be positive.
1595     * Updates permanent exp for the skill we are adding to.
1596     * skill_name is the skill to add exp to. Skill name can be
1597     * NULL, in which case exp increases the players general
1598     * total, but not any particular skill.
1599     * flag is what to do if the player doesn't have the skill:
1600     */
1601    
1602 elmex 1.4 static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag)
1603 elmex 1.1 {
1604 elmex 1.4 object *skill_obj = NULL;
1605     sint64 limit, exp_to_add;
1606     int i;
1607    
1608     /* prevents some forms of abuse. */
1609     if (op->contr->braced)
1610     exp = exp / 5;
1611    
1612     /* Try to find the matching skill.
1613     * We do a shortcut/time saving mechanism first - see if it matches
1614     * chosen_skill. This means we don't need to search through
1615     * the players inventory.
1616     */
1617     if (skill_name)
1618     {
1619     if (op->chosen_skill && op->chosen_skill->type == SKILL &&
1620     !strcmp (skill_name, op->chosen_skill->skill))
1621     skill_obj = op->chosen_skill;
1622     else
1623     {
1624     for (i = 0; i < NUM_SKILLS; i++)
1625     if (op->contr->last_skill_ob[i] &&
1626     !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627     {
1628     skill_obj = op->contr->last_skill_ob[i];
1629     break;
1630     }
1631 root 1.3
1632 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1633     * it to the player if necessary
1634     */
1635     if (!skill_obj)
1636     {
1637     if (flag == SK_EXP_NONE)
1638     return;
1639     else if (flag == SK_EXP_ADD_SKILL)
1640     give_skill_by_name (op, skill_name);
1641 root 1.3 }
1642     }
1643 elmex 1.1 }
1644    
1645 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1646     {
1647     /* Basically, you can never gain more experience in one shot
1648     * than half what you need to gain for next level.
1649     */
1650     exp_to_add = exp;
1651     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652     if (exp_to_add > limit)
1653     exp_to_add = limit;
1654    
1655     ADD_EXP (op->stats.exp,
1656     (sint64) ((float) exp_to_add *
1657     (skill_obj ? skill_obj->expmul : 1)));
1658     if (settings.permanent_exp_ratio)
1659     {
1660     ADD_EXP (op->perm_exp,
1661     (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662     (skill_obj ? skill_obj->expmul : 1)));
1663     calc_perm_exp (op);
1664     }
1665    
1666     player_lvl_adj (op, NULL);
1667     }
1668    
1669     if (skill_obj)
1670     {
1671     exp_to_add = exp;
1672     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1673     if (exp_to_add > limit)
1674     exp_to_add = limit;
1675    
1676     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677     if (settings.permanent_exp_ratio)
1678     {
1679     skill_obj->perm_exp +=
1680     (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681     calc_perm_exp (skill_obj);
1682     }
1683 elmex 1.1
1684 elmex 1.4 player_lvl_adj (op, skill_obj);
1685 elmex 1.1 }
1686     }
1687    
1688     /* This function checks to make sure that object 'op' can
1689     * lost 'exp' experience. It returns the amount of exp
1690     * object 'op' can in fact lose - it basically makes
1691     * adjustments based on permanent exp and the like.
1692     * This function should always be used for losing experience -
1693     * the 'exp' value passed should be positive - this is the
1694     * amount that should get subtract from the player.
1695     */
1696     sint64 check_exp_loss(const object *op, sint64 exp)
1697     {
1698     sint64 del_exp;
1699    
1700     if (exp > op->stats.exp) exp = op->stats.exp;
1701     if (settings.permanent_exp_ratio) {
1702 root 1.3 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703     if (del_exp < 0) del_exp = 0;
1704     if (exp > del_exp) exp=del_exp;
1705 elmex 1.1 }
1706     return exp;
1707     }
1708    
1709     sint64 check_exp_adjust(const object *op, sint64 exp)
1710     {
1711     if (exp<0) return check_exp_loss(op, exp);
1712 pippijn 1.6 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713 elmex 1.1 }
1714    
1715    
1716     /* Subtracts experience from player.
1717     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1718     * only subtract from the matching skill. Otherwise,
1719     * this subtracts a portion from all
1720     * skills the player has. Eg, if we figure the player is losing 10%
1721     * of his total exp, what happens is he loses 10% from all his skills.
1722     * Note that if permanent exp is used, player may not in fact lose
1723     * as much as listed. Eg, if player has gotten reduced to the point
1724     * where everything is at the minimum perm exp, he would lose nothing.
1725     * exp is the amount of exp to subtract - thus, it should be
1726     * a postive number.
1727     */
1728     static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag)
1729     {
1730     float fraction = (float) exp/(float) op->stats.exp;
1731     object *tmp;
1732     sint64 del_exp;
1733    
1734     for(tmp=op->inv;tmp;tmp=tmp->below)
1735 root 1.3 if(tmp->type==SKILL && tmp->stats.exp) {
1736     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) {
1737     del_exp = check_exp_loss(tmp, exp);
1738     tmp->stats.exp -= del_exp;
1739     player_lvl_adj(op, tmp);
1740     } else if (flag != SK_SUBTRACT_SKILL_EXP) {
1741     /* only want to process other skills if we are not trying
1742     * to match a specific skill.
1743     */
1744     del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction));
1745     tmp->stats.exp -= del_exp;
1746     player_lvl_adj(op, tmp);
1747     }
1748     }
1749 elmex 1.1 if (flag != SK_SUBTRACT_SKILL_EXP) {
1750 root 1.3 del_exp = check_exp_loss(op, exp);
1751     op->stats.exp -= del_exp;
1752     player_lvl_adj(op,NULL);
1753 elmex 1.1 }
1754     }
1755    
1756    
1757    
1758     /* change_exp() - changes experience to a player/monster. This
1759     * does bounds checking to make sure we don't overflow the max exp.
1760     *
1761     * The exp passed is typically not modified much by this function -
1762     * it is assumed the caller has modified the exp as needed.
1763     * skill_name is the skill that should get the exp added.
1764     * flag is what to do if player doesn't have the skill.
1765     * these last two values are only used for players.
1766     */
1767    
1768     void change_exp(object *op, sint64 exp, const char *skill_name, int flag) {
1769    
1770     #ifdef EXP_DEBUG
1771     #ifndef WIN32
1772     LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1773     #else
1774     LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp);
1775     #endif
1776     #endif
1777    
1778     /* safety */
1779     if(!op) {
1780 root 1.3 LOG(llevError,"change_exp() called for null object!\n");
1781     return;
1782 elmex 1.1 }
1783    
1784     /* if no change in exp, just return - most of the below code
1785     * won't do anything if the value is 0 anyways.
1786     */
1787     if (exp == 0) return;
1788    
1789     /* Monsters are easy - we just adjust their exp - we
1790     * don't adjust level, since in most cases it is unrelated to
1791     * the exp they have - the monsters exp represents what its
1792     * worth.
1793     */
1794     if(op->type != PLAYER) {
1795 root 1.3 /* Sanity check */
1796     if (!QUERY_FLAG(op, FLAG_ALIVE)) return;
1797 elmex 1.1
1798 root 1.3 /* reset exp to max allowed value. We subtract from
1799     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800     * more than max exp, just return.
1801     */
1802 pippijn 1.6 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1803 root 1.3 exp = MAX_EXPERIENCE - op->stats.exp;
1804     if (exp < 0) return;
1805     }
1806 elmex 1.1
1807 root 1.3 op->stats.exp += exp;
1808 elmex 1.1 }
1809     else { /* Players only */
1810 root 1.3 if(exp>0)
1811     add_player_exp(op, exp, skill_name, flag);
1812     else
1813     /* note that when you lose exp, it doesn't go against
1814     * a particular skill, so we don't need to pass that
1815     * along.
1816     */
1817     subtract_player_exp(op, FABS(exp), skill_name, flag);
1818 elmex 1.1
1819     }
1820     }
1821    
1822     /* Applies a death penalty experience, the size of this is defined by the
1823     * settings death_penalty_percentage and death_penalty_levels, and by the
1824     * amount of permenent experience, whichever gives the lowest loss.
1825     */
1826    
1827     void apply_death_exp_penalty(object *op) {
1828     object *tmp;
1829     sint64 loss;
1830     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832    
1833     for(tmp=op->inv;tmp;tmp=tmp->below)
1834 root 1.3 if(tmp->type==SKILL && tmp->stats.exp) {
1835 elmex 1.1
1836 root 1.3 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100;
1837     level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)];
1838 elmex 1.1
1839 root 1.3 /* With the revised exp system, you can get cases where
1840     * losing several levels would still require that you have more
1841     * exp than you currently have - this is true if the levels
1842     * tables is a lot harder.
1843     */
1844     if (level_loss < 0) level_loss = 0;
1845    
1846     loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss));
1847    
1848     tmp->stats.exp -= loss;
1849     player_lvl_adj(op,tmp);
1850     }
1851 elmex 1.1
1852     percentage_loss = op->stats.exp * settings.death_penalty_ratio/100;
1853     level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)];
1854     if (level_loss < 0) level_loss = 0;
1855     loss = check_exp_loss(op, MIN(level_loss, percentage_loss));
1856    
1857     op->stats.exp -= loss;
1858     player_lvl_adj(op,NULL);
1859     }
1860    
1861     /* This function takes an object (monster/player, op), and
1862     * determines if it makes a basic save throw by looking at the
1863     * save_throw table. level is the effective level to make
1864     * the save at, and bonus is any plus/bonus (typically based on
1865     * resistance to particular attacktype.
1866     * Returns 1 if op makes his save, 0 if he failed
1867     */
1868     int did_make_save(const object *op, int level, int bonus)
1869     {
1870     if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL;
1871    
1872     if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 root 1.3 return 0;
1874 elmex 1.1 return 1;
1875     }
1876