ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.8
Committed: Sat Sep 9 22:09:19 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +2 -3 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_living_c =
3 root 1.8 * "$Id: living.C,v 1.7 2006-09-09 21:48:28 root 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 1.8 object_pod refop = *op;
381 elmex 1.1
382     if(op->type==PLAYER) {
383 root 1.3 if (tmp->type==POTION) {
384     potion_max=1;
385     for(j=0;j<NUM_STATS;j++) {
386     int nstat, ostat;
387    
388     ostat = get_attr_value(&(op->contr->orig_stats),j);
389     i = get_attr_value(&(tmp->stats),j);
390    
391     /* nstat is what the stat will be after use of the potion */
392     nstat = flag*i + ostat;
393    
394     /* Do some bounds checking. While I don't think any
395     * potions do so right now, there is the potential for potions
396     * that adjust that stat by more than one point, so we need
397     * to allow for that.
398     */
399     if (nstat < 1 && i*flag < 0 ) nstat = 1;
400     else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) {
401     nstat = 20 + get_attr_value(&(op->arch->clone.stats),j);
402     }
403     if (nstat != ostat) {
404     set_attr_value(&(op->contr->orig_stats), j, nstat);
405     potion_max=0;
406     }
407     else if (i) {
408     /* potion is useless - player has already hit the natural maximum */
409     potion_max = 1;
410     }
411     }
412     /* This section of code ups the characters normal stats also. I am not
413     * sure if this is strictly necessary, being that fix_player probably
414     * recalculates this anyway.
415     */
416     for(j=0;j<NUM_STATS;j++)
417     change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j));
418     check_stat_bounds(&(op->stats));
419     } /* end of potion handling code */
420 elmex 1.1 }
421    
422     /* reset attributes that fix_player doesn't reset since it doesn't search
423     * everything to set
424     */
425     if(flag == -1) {
426 root 1.3 op->attacktype&=~tmp->attacktype;
427     op->path_attuned&=~tmp->path_attuned;
428     op->path_repelled&=~tmp->path_repelled;
429     op->path_denied&=~tmp->path_denied;
430     /* Presuming here that creatures only have move_type,
431     * and not the other move_ fields.
432     */
433     op->move_type &= ~tmp->move_type;
434 elmex 1.1 }
435    
436     /* call fix_player since op object could have whatever attribute due
437     * to multiple items. if fix_player always has to be called after
438     * change_ability then might as well call it from here
439     */
440     fix_player(op);
441    
442     /* Fix player won't add the bows ability to the player, so don't
443     * print out message if this is a bow.
444     */
445     if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) {
446 root 1.3 success=1;
447     DIFF_MSG(flag, "Your hands begin to glow red.",
448     "Your hands stop glowing red.");
449 elmex 1.1 }
450     if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
451 root 1.3 success=1;
452     DIFF_MSG(flag, "You feel very protected.",
453     "You don't feel protected anymore.");
454 elmex 1.1 }
455     if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
456 root 1.3 success=1;
457     DIFF_MSG(flag, "A magic force shimmers around you.",
458     "The magic force fades away.");
459 elmex 1.1 }
460     if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
461 root 1.3 success=1;
462     DIFF_MSG(flag, "You feel more safe now, somehow.",
463     "Suddenly you feel less safe, somehow.");
464 elmex 1.1 }
465     /* movement type has changed. We don't care about cases where
466     * user has multiple items giving the same type appled like we
467     * used to - that is more work than what we gain, plus messages
468     * can be misleading (a little higher could be miscontrued from
469     * from fly high)
470     */
471     if (tmp->move_type && op->move_type != refop.move_type) {
472 root 1.3 success=1;
473 elmex 1.1
474 root 1.3 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475     * status doesn't make a difference if you are flying high
476     */
477     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) {
478     DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground.");
479     }
480    
481     if (tmp->move_type & MOVE_FLY_HIGH) {
482     /* double conditional - second case covers if you have move_fly_low -
483     * in that case, you don't actually land
484     */
485     DIFF_MSG(flag, "You soar into the air air!.",
486     (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air":
487     "You float down to the ground."));
488     }
489     if (tmp->move_type & MOVE_SWIM)
490     DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming");
491 elmex 1.1
492 root 1.3 /* Changing move status may mean you are affected by things you weren't before */
493     check_move_on(op, op);
494 elmex 1.1 }
495    
496     /* becoming UNDEAD... a special treatment for this flag. Only those not
497     * originally undead may change their status
498     */
499     if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
500 root 1.3 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) {
501     success=1;
502     if(flag>0) {
503 root 1.5 op->race = "undead";
504 root 1.3 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!");
505     } else {
506 root 1.5 op->race = op->arch->clone.race;
507 root 1.3 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!");
508     }
509     }
510 elmex 1.1
511     if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){
512 root 1.3 success=1;
513     DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 elmex 1.1 }
515     if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 root 1.3 success=1;
517     DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 elmex 1.1 }
519     /* blinded you can tell if more blinded since blinded player has minimal
520     * vision
521     */
522     if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 root 1.3 success=1;
524     if(flag>0) {
525     if(QUERY_FLAG(op,FLAG_WIZ))
526     new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded.");
527     else {
528     new_draw_info(NDI_UNIQUE, 0, op,"You are blinded.");
529     SET_FLAG(op,FLAG_BLIND);
530     if(op->type==PLAYER)
531     op->contr->do_los=1;
532     }
533     } else {
534     if(QUERY_FLAG(op,FLAG_WIZ))
535     new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
536     else {
537     new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
538     CLEAR_FLAG(op,FLAG_BLIND);
539     if(op->type==PLAYER)
540     op->contr->do_los=1;
541     }
542     }
543 elmex 1.1 }
544    
545     if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
546 root 1.3 success=1;
547 elmex 1.1 if(op->type==PLAYER)
548 root 1.3 op->contr->do_los=1;
549     DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 elmex 1.1 }
551    
552     if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 root 1.3 success=1;
554     if(flag>0) {
555     if(QUERY_FLAG(op,FLAG_WIZ))
556     new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
557     else {
558     new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
559     if(op->type==PLAYER)
560     op->contr->do_los=1;
561     }
562     } else {
563     if(QUERY_FLAG(op,FLAG_WIZ))
564     new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
565     else {
566     new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
567     if(op->type==PLAYER)
568     op->contr->do_los=1;
569     }
570     }
571 elmex 1.1 }
572    
573     if(tmp->stats.luck) {
574 root 1.3 success=1;
575     DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 elmex 1.1 }
577    
578     if(tmp->stats.hp && op->type==PLAYER) {
579 root 1.3 success=1;
580     DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
581     "You feel much less healthy!");
582 elmex 1.1 }
583    
584     if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
585 root 1.3 success=1;
586     DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
587     "You suddenly feel very mundane.");
588 elmex 1.1 }
589    
590     /* for the future when artifacts set this -b.t. */
591     if(tmp->stats.grace && op->type==PLAYER) {
592 root 1.3 success=1;
593     DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
594     "You suddenly feel less holy.");
595 elmex 1.1 }
596    
597     if(tmp->stats.food && op->type==PLAYER) {
598 root 1.3 success=1;
599     DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
600     "You feel your digestion speeding up.");
601 elmex 1.1 }
602    
603     /* Messages for changed resistance */
604     for (i=0; i<NROFATTACKS; i++) {
605 root 1.3 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606 elmex 1.1
607 root 1.3 if (op->resist[i] != refop.resist[i]) {
608     success=1;
609     if (op->resist[i] > refop.resist[i])
610     sprintf(message, "Your resistance to %s rises to %d%%.",
611     change_resist_msg[i], op->resist[i]);
612     else
613     sprintf(message, "Your resistance to %s drops to %d%%.",
614     change_resist_msg[i], op->resist[i]);
615 elmex 1.1
616 root 1.3 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
617     }
618 elmex 1.1 }
619    
620     if(tmp->type!=EXPERIENCE && !potion_max) {
621 root 1.3 for (j=0; j<NUM_STATS; j++) {
622     if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623     success=1;
624     DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
625     }
626     }
627 elmex 1.1 }
628     return success;
629     }
630    
631     /*
632     * Stat draining by Vick 930307
633     * (Feeling evil, I made it work as well now. -Frank 8)
634     */
635    
636     void drain_stat(object *op) {
637     drain_specific_stat(op, RANDOM()%NUM_STATS);
638     }
639    
640     void drain_specific_stat(object *op, int deplete_stats) {
641     object *tmp;
642     archetype *at;
643    
644     at = find_archetype(ARCH_DEPLETION);
645     if (!at) {
646     LOG(llevError, "Couldn't find archetype depletion.\n");
647     return;
648     } else {
649     tmp = present_arch_in_ob(at, op);
650     if (!tmp) {
651     tmp = arch_to_object(at);
652     tmp = insert_ob_in_ob(tmp, op);
653     SET_FLAG(tmp,FLAG_APPLIED);
654     }
655     }
656    
657     new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
658     change_attr_value(&tmp->stats, deplete_stats, -1);
659     fix_player(op);
660     }
661    
662     /*
663     * A value of 0 indicates timeout, otherwise change the luck of the object.
664     * via an applied bad_luck object.
665     */
666    
667     void change_luck(object *op, int value) {
668     object *tmp;
669     archetype *at;
670     int new_luck;
671    
672     at = find_archetype("luck");
673     if (!at)
674     LOG(llevError, "Couldn't find archetype luck.\n");
675     else {
676     tmp = present_arch_in_ob(at, op);
677     if (!tmp) {
678     if (!value)
679     return;
680     tmp = arch_to_object(at);
681     tmp = insert_ob_in_ob(tmp, op);
682     SET_FLAG(tmp,FLAG_APPLIED);
683     }
684     if (value) {
685     /* Limit the luck value of the bad luck object to +/-100. This
686     * (arbitrary) value prevents overflows (both in the bad luck object and
687     * in op itself).
688     */
689     new_luck = tmp->stats.luck+value;
690     if (new_luck >= -100 && new_luck <= 100) {
691     op->stats.luck+=value;
692 root 1.3 tmp->stats.luck = new_luck;
693 elmex 1.1 }
694     } else {
695     if (!tmp->stats.luck) {
696     return;
697     }
698     /* Randomly change the players luck. Basically, we move it
699     * back neutral (if greater>0, subtract, otherwise add)
700     */
701     if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) {
702     int diff = tmp->stats.luck>0?-1:1;
703     op->stats.luck += diff;
704     tmp->stats.luck += diff;
705     }
706     }
707     }
708     }
709    
710     /*
711     * Subtracts stat-bonuses given by the class which the player has chosen.
712     */
713    
714     void remove_statbonus(object *op) {
715     op->stats.Str -= op->arch->clone.stats.Str;
716     op->stats.Dex -= op->arch->clone.stats.Dex;
717     op->stats.Con -= op->arch->clone.stats.Con;
718     op->stats.Wis -= op->arch->clone.stats.Wis;
719     op->stats.Pow -= op->arch->clone.stats.Pow;
720     op->stats.Cha -= op->arch->clone.stats.Cha;
721     op->stats.Int -= op->arch->clone.stats.Int;
722     op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
723     op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
724     op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
725     op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
726     op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
727     op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
728     op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
729     }
730    
731     /*
732     * Adds stat-bonuses given by the class which the player has chosen.
733     */
734    
735     void add_statbonus(object *op) {
736     op->stats.Str += op->arch->clone.stats.Str;
737     op->stats.Dex += op->arch->clone.stats.Dex;
738     op->stats.Con += op->arch->clone.stats.Con;
739     op->stats.Wis += op->arch->clone.stats.Wis;
740     op->stats.Pow += op->arch->clone.stats.Pow;
741     op->stats.Cha += op->arch->clone.stats.Cha;
742     op->stats.Int += op->arch->clone.stats.Int;
743     op->contr->orig_stats.Str += op->arch->clone.stats.Str;
744     op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
745     op->contr->orig_stats.Con += op->arch->clone.stats.Con;
746     op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
747     op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
748     op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
749     op->contr->orig_stats.Int += op->arch->clone.stats.Int;
750     }
751    
752     /*
753     * Updates all abilities given by applied objects in the inventory
754     * of the given object. Note: This function works for both monsters
755     * and players; the "player" in the name is purely an archaic inheritance.
756     * This functions starts from base values (archetype or player object)
757     * and then adjusts them according to what the player has equipped.
758     */
759     /* July 95 - inserted stuff to handle new skills/exp system - b.t.
760     spell system split, grace points now added to system --peterm
761     */
762    
763     void fix_player(object *op) {
764     int i,j;
765     float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1;
766     int weapon_weight=0,weapon_speed=0;
767     int best_wc=0, best_ac=0, wc=0, ac=0;
768     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769     object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp;
770    
771     /* First task is to clear all the values back to their original values */
772     if(op->type==PLAYER) {
773 root 1.3 for(i=0;i<NUM_STATS;i++) {
774     set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i));
775     }
776     if (settings.spell_encumbrance == TRUE)
777     op->contr->encumbrance=0;
778 elmex 1.1
779     op->attacktype=0;
780 root 1.3 op->contr->digestion = 0;
781     op->contr->gen_hp = 0;
782     op->contr->gen_sp = 0;
783     op->contr->gen_grace = 0;
784     op->contr->gen_sp_armour = 10;
785     op->contr->item_power = 0;
786    
787     /* Don't clobber all the range_ values. range_golem otherwise
788     * gets reset for no good reason, and we don't want to reset
789     * range_magic (what spell is readied). These three below
790     * well get filled in based on what the player has equipped.
791     */
792     op->contr->ranges[range_bow] = NULL;
793     op->contr->ranges[range_misc] = NULL;
794     op->contr->ranges[range_skill] = NULL;
795 elmex 1.1 }
796     memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797    
798 root 1.5 op->slaying = 0;
799    
800 elmex 1.1 if(!QUERY_FLAG(op,FLAG_WIZ)) {
801 root 1.3 CLEAR_FLAG(op, FLAG_XRAYS);
802     CLEAR_FLAG(op, FLAG_MAKE_INVIS);
803 elmex 1.1 }
804    
805     CLEAR_FLAG(op,FLAG_LIFESAVE);
806     CLEAR_FLAG(op,FLAG_STEALTH);
807     CLEAR_FLAG(op,FLAG_BLIND);
808     if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 root 1.3 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 elmex 1.1 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 root 1.3 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 elmex 1.1 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 root 1.3 CLEAR_FLAG(op,FLAG_UNDEAD);
814 elmex 1.1 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 root 1.3 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 elmex 1.1
817     op->path_attuned=op->arch->clone.path_attuned;
818     op->path_repelled=op->arch->clone.path_repelled;
819     op->path_denied=op->arch->clone.path_denied;
820     op->glow_radius=op->arch->clone.glow_radius;
821     op->move_type = op->arch->clone.move_type;
822     op->chosen_skill = NULL;
823    
824     /* initializing resistances from the values in player/monster's
825     * archetype clone
826     */
827     memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist));
828    
829     for (i=0;i<NROFATTACKS;i++) {
830 root 1.3 if (op->resist[i] > 0)
831     prot[i]= op->resist[i], vuln[i]=0;
832     else
833     vuln[i]= -(op->resist[i]), prot[i]=0;
834     potion_resist[i]=0;
835 elmex 1.1 }
836    
837     wc=op->arch->clone.stats.wc;
838     op->stats.dam=op->arch->clone.stats.dam;
839    
840     /* for players which cannot use armour, they gain AC -1 per 3 levels,
841     * plus a small amount of physical resist, those poor suckers. ;)
842     * the fact that maxlevel is factored in could be considered sort of bogus -
843     * we should probably give them some bonus and cap it off - otherwise,
844     * basically, if a server updates its max level, these playes may find
845     * that their protection from physical goes down
846     */
847     if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
848 root 1.3 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
849     prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
850 elmex 1.1 }
851     else
852 root 1.3 ac=op->arch->clone.stats.ac;
853 elmex 1.1
854     op->stats.luck=op->arch->clone.stats.luck;
855     op->speed = op->arch->clone.speed;
856    
857     /* OK - we've reset most all the objects attributes to sane values.
858     * now go through and make adjustments for what the player has equipped.
859     */
860    
861     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
862 root 1.3 /* See note in map.c:update_position about making this additive
863     * since light sources are never applied, need to put check here.
864     */
865     if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
866    
867     /* This happens because apply_potion calls change_abil with the potion
868     * applied so we can tell the player what chagned. But change_abil
869     * then calls this function.
870     */
871     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
872     continue;
873     }
874    
875     /* For some things, we don't care what is equipped */
876     if (tmp->type == SKILL) {
877     /* Want to take the highest skill here. */
878     if (IS_MANA_SKILL(tmp->subtype)) {
879     if (!mana_obj) mana_obj=tmp;
880     else if (tmp->level > mana_obj->level) mana_obj = tmp;
881     }
882     if (IS_GRACE_SKILL(tmp->subtype)) {
883     if (!grace_obj) grace_obj=tmp;
884     else if (tmp->level > grace_obj->level) grace_obj = tmp;
885     }
886     }
887    
888     /* Container objects are not meant to adjust a players, but other applied
889     * objects need to make adjustments.
890     * This block should handle all player specific changes
891     * The check for Praying is a bit of a hack - god given bonuses are put
892     * in the praying skill, and the player should always get those.
893     * It also means we need to put in additional checks for applied below,
894     * because the skill shouldn't count against body positions being used
895     * up, etc.
896     */
897     if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
898     (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
899     if(op->type==PLAYER) {
900     if (tmp->type == BOW)
901     op->contr->ranges[range_bow] = tmp;
902    
903     if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
904     op->contr->ranges[range_misc] = tmp;
905    
906     for(i=0;i<NUM_STATS;i++)
907     change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
908    
909     /* these are the items that currently can change digestion, regeneration,
910     * spell point recovery and mana point recovery. Seems sort of an arbitary
911     * list, but other items store other info into stats array.
912     */
913     if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
914     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915     (tmp->type == SHIELD) || (tmp->type == RING) ||
916     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917     (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
918     (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
919     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920     (tmp->type == SKILL)) {
921     op->contr->digestion += tmp->stats.food;
922     op->contr->gen_hp += tmp->stats.hp;
923     op->contr->gen_sp += tmp->stats.sp;
924     op->contr->gen_grace += tmp->stats.grace;
925     op->contr->gen_sp_armour+= tmp->gen_sp_armour;
926     op->contr->item_power += tmp->item_power;
927     }
928     } /* if this is a player */
929    
930     /* Update slots used for items */
931     if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
932     for (i=0; i<NUM_BODY_LOCATIONS; i++)
933     op->body_used[i] += tmp->body_info[i];
934     }
935    
936     if(tmp->type==SYMPTOM) {
937     speed_reduce_from_disease = tmp->last_sp / 100.0;
938     if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939     }
940    
941     /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942     * (Negative protections are calculated extactly like positive.)
943     * Resistance from potions are treated special as well. If there's
944     * more than one potion-effect, the bigger prot.-value is taken.
945     */
946     if (tmp->type != POTION) {
947     for (i=0; i<NROFATTACKS; i++) {
948     /* Potential for cursed potions, in which case we just can use
949     * a straight MAX, as potion_resist is initialized to zero.
950     */
951     if (tmp->type==POTION_EFFECT) {
952     if (potion_resist[i])
953     potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
954     else
955     potion_resist[i] = tmp->resist[i];
956     }
957     else if (tmp->resist[i] > 0)
958     prot[i] += ((100-prot[i])*tmp->resist[i])/100;
959     else if (tmp->resist[i] < 0)
960     vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
961     }
962     }
963    
964     /* There may be other things that should not adjust the attacktype */
965     if (tmp->type!=BOW && tmp->type != SYMPTOM)
966     op->attacktype|=tmp->attacktype;
967    
968     op->path_attuned|=tmp->path_attuned;
969     op->path_repelled|=tmp->path_repelled;
970     op->path_denied|=tmp->path_denied;
971     op->stats.luck+=tmp->stats.luck;
972     op->move_type |= tmp->move_type;
973    
974     if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
975     if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
976     if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
977     if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
978     if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
979     if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
980     if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
981    
982     if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
983     SET_FLAG(op,FLAG_UNDEAD);
984    
985     if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
986     SET_FLAG(op,FLAG_MAKE_INVIS);
987     op->invisible=1;
988     }
989    
990     if(tmp->stats.exp && tmp->type!=SKILL) {
991     if(tmp->stats.exp > 0) {
992     added_speed+=(float)tmp->stats.exp/3.0;
993     bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
994     } else
995     added_speed+=(float)tmp->stats.exp;
996     }
997 elmex 1.1
998 root 1.3 switch(tmp->type) {
999 elmex 1.1 /* skills modifying the character -b.t. */
1000 root 1.3 /* for all skills and skill granting objects */
1001     case SKILL:
1002     if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1003    
1004     if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005    
1006     if (op->chosen_skill) {
1007 root 1.5 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 root 1.3 }
1009     op->chosen_skill = tmp;
1010     if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011     if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012     weapon_speed = (int) WEAPON_SPEED(tmp);
1013     if(weapon_speed<0) weapon_speed = 0;
1014     weapon_weight=tmp->weight;
1015     op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016     if(tmp->magic) op->stats.dam += tmp->magic;
1017     }
1018     if(tmp->stats.wc)
1019     wc-=(tmp->stats.wc+tmp->magic);
1020    
1021 root 1.5 if (tmp->slaying!=NULL)
1022     op->slaying = tmp->slaying;
1023 root 1.3
1024     if(tmp->stats.ac)
1025     ac-=(tmp->stats.ac+tmp->magic);
1026     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027     op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028     if (op->type == PLAYER)
1029     op->contr->ranges[range_skill] = op;
1030     break;
1031    
1032     case SKILL_TOOL:
1033     if (op->chosen_skill) {
1034 root 1.5 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 root 1.3 }
1036     op->chosen_skill = tmp;
1037     if (op->type == PLAYER)
1038     op->contr->ranges[range_skill] = op;
1039     break;
1040    
1041     case SHIELD:
1042     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043     op->contr->encumbrance+=(int)tmp->weight/2000;
1044     case RING:
1045     case AMULET:
1046     case GIRDLE:
1047     case HELMET:
1048     case BOOTS:
1049     case GLOVES:
1050     case CLOAK:
1051     if(tmp->stats.wc)
1052     wc-=(tmp->stats.wc+tmp->magic);
1053     if(tmp->stats.dam)
1054     op->stats.dam+=(tmp->stats.dam+tmp->magic);
1055     if(tmp->stats.ac)
1056     ac-=(tmp->stats.ac+tmp->magic);
1057     break;
1058    
1059     case WEAPON:
1060     wc-=(tmp->stats.wc+tmp->magic);
1061     if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1062     ac-=tmp->stats.ac+tmp->magic;
1063     op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064     weapon_weight=tmp->weight;
1065     weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1066     if(weapon_speed<0) weapon_speed=0;
1067 root 1.5 op->slaying = tmp->slaying;
1068 root 1.3 /* If there is desire that two handed weapons should do
1069     * extra strength damage, this is where the code should
1070     * go.
1071     */
1072     op->current_weapon = tmp;
1073     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1074     op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075     break;
1076    
1077     case ARMOUR: /* Only the best of these three are used: */
1078     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079     op->contr->encumbrance+=(int)tmp->weight/1000;
1080    
1081     case BRACERS:
1082     case FORCE:
1083     if(tmp->stats.wc) {
1084     if(best_wc<tmp->stats.wc+tmp->magic) {
1085     wc+=best_wc;
1086     best_wc=tmp->stats.wc+tmp->magic;
1087     } else
1088     wc+=tmp->stats.wc+tmp->magic;
1089     }
1090     if(tmp->stats.ac) {
1091     if(best_ac<tmp->stats.ac+tmp->magic) {
1092     ac+=best_ac; /* Remove last bonus */
1093     best_ac=tmp->stats.ac+tmp->magic;
1094     }
1095     else /* To nullify the below effect */
1096     ac+=tmp->stats.ac+tmp->magic;
1097     }
1098     if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099     if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100     if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101     max=ARMOUR_SPEED(tmp)/10.0;
1102     break;
1103     } /* switch tmp->type */
1104     } /* item is equipped */
1105 elmex 1.1 } /* for loop of items */
1106    
1107     /* We've gone through all the objects the player has equipped. For many things, we
1108     * have generated intermediate values which we now need to assign.
1109     */
1110    
1111     /* 'total resistance = total protections - total vulnerabilities'.
1112     * If there is an uncursed potion in effect, granting more protection
1113     * than that, we take: 'total resistance = resistance from potion'.
1114     * If there is a cursed (and no uncursed) potion in effect, we take
1115     * 'total resistance = vulnerability from cursed potion'.
1116     */
1117     for (i=0; i<NROFATTACKS; i++) {
1118 root 1.3 op->resist[i] = prot[i] - vuln[i];
1119     if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1120     (potion_resist[i] < 0)))
1121     op->resist[i] = potion_resist[i];
1122 elmex 1.1 }
1123    
1124     /* Figure out the players sp/mana/hp totals. */
1125     if(op->type==PLAYER) {
1126 root 1.3 int pl_level;
1127 elmex 1.1
1128 root 1.3 check_stat_bounds(&(op->stats));
1129     pl_level=op->level;
1130 elmex 1.1
1131 root 1.3 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1132 elmex 1.1
1133 root 1.3 /* You basically get half a con bonus/level. But we do take into account rounding,
1134     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135     */
1136     for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1137     j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1138     if(i%2 && con_bonus[op->stats.Con]%2) {
1139     if (con_bonus[op->stats.Con]>0)
1140     j++;
1141     else
1142     j--;
1143     }
1144     op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1145     }
1146    
1147     for(i=11;i<=op->level;i++)
1148     op->stats.maxhp+=2;
1149    
1150     if(op->stats.hp>op->stats.maxhp)
1151     op->stats.hp=op->stats.maxhp;
1152    
1153     /* Sp gain is controlled by the level of the player's
1154     * relevant experience object (mana_obj, see above)
1155     */
1156     /* following happen when skills system is not used */
1157     if(!mana_obj) mana_obj = op;
1158     if(!grace_obj) grace_obj = op;
1159     /* set maxsp */
1160     if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1161    
1162     if (mana_obj == op && op->type == PLAYER) {
1163     op->stats.maxsp = 1;
1164     } else {
1165     sp_tmp=0.0;
1166     for(i=1;i<=mana_obj->level&&i<=10;i++) {
1167     float stmp;
1168    
1169     /* Got some extra bonus at first level */
1170     if(i<2) {
1171     stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1172     (float)sp_bonus[op->stats.Int])/6.0);
1173     } else {
1174     stmp=(float)op->contr->levsp[i]
1175     +(2.0 * (float)sp_bonus[op->stats.Pow] +
1176     (float)sp_bonus[op->stats.Int])/12.0;
1177     }
1178     if (stmp<1.0) stmp=1.0;
1179     sp_tmp+=stmp;
1180     }
1181     op->stats.maxsp=(int)sp_tmp;
1182    
1183     for(i=11;i<=mana_obj->level;i++)
1184     op->stats.maxsp+=2;
1185     }
1186     /* Characters can get their sp supercharged via rune of transferrance */
1187     if(op->stats.sp>op->stats.maxsp*2)
1188     op->stats.sp=op->stats.maxsp*2;
1189    
1190     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191     if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1192    
1193     if (grace_obj == op && op->type == PLAYER) {
1194     op->stats.maxgrace = 1;
1195     } else {
1196     /* store grace in a float - this way, the divisions below don't create
1197     * big jumps when you go from level to level - with int's, it then
1198     * becomes big jumps when the sums of the bonuses jump to the next
1199     * step of 8 - with floats, even fractional ones are useful.
1200     */
1201     sp_tmp=0.0;
1202     for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1203     float grace_tmp=0.0;
1204    
1205     /* Got some extra bonus at first level */
1206     if(i<2) {
1207     grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1208     2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209     } else {
1210     grace_tmp=(float)op->contr->levgrace[i]
1211     +((float)grace_bonus[op->stats.Pow] +
1212     2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1213     }
1214     if (grace_tmp<1.0) grace_tmp=1.0;
1215     sp_tmp+=grace_tmp;
1216     }
1217     op->stats.maxgrace=(int)sp_tmp;
1218    
1219     /* two grace points per level after 11 */
1220     for(i=11;i<=grace_obj->level;i++)
1221     op->stats.maxgrace+=2;
1222     }
1223     /* No limit on grace vs maxgrace */
1224    
1225     if(op->contr->braced) {
1226     ac+=2;
1227     wc+=4;
1228     }
1229     else
1230     ac-=dex_bonus[op->stats.Dex];
1231    
1232     /* In new exp/skills system, wc bonuses are related to
1233     * the players level in a relevant exp object (wc_obj)
1234     * not the general player level -b.t.
1235     * I changed this slightly so that wc bonuses are better
1236     * than before. This is to balance out the fact that
1237     * the player no longer gets a personal weapon w/ 1
1238     * improvement every level, now its fighterlevel/5. So
1239     * we give the player a bonus here in wc and dam
1240     * to make up for the change. Note that I left the
1241     * monster bonus the same as before. -b.t.
1242     */
1243 elmex 1.1
1244 root 1.3 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1245 elmex 1.1 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1246 root 1.3 for(i=1;i<wc_obj->level;i++) {
1247     /* addtional wc every 6 levels */
1248     if(!(i%6)) wc--;
1249     /* addtional dam every 4 levels. */
1250     if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1251     op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1252     }
1253     } else
1254     wc-=(op->level+thaco_bonus[op->stats.Str]);
1255    
1256     op->stats.dam+=dam_bonus[op->stats.Str];
1257    
1258     if(op->stats.dam<1)
1259     op->stats.dam=1;
1260    
1261     op->speed=1.0+speed_bonus[op->stats.Dex];
1262     if (settings.search_items && op->contr->search_str[0])
1263     op->speed -= 1;
1264     if (op->attacktype==0)
1265     op->attacktype=op->arch->clone.attacktype;
1266 elmex 1.1
1267     } /* End if player */
1268    
1269     if(added_speed>=0)
1270 root 1.3 op->speed+=added_speed/10.0;
1271 elmex 1.1 else /* Something wrong here...: */
1272 root 1.3 op->speed /= (float)(1.0-added_speed);
1273 elmex 1.1
1274     /* Max is determined by armour */
1275     if(op->speed>max)
1276 root 1.3 op->speed=max;
1277 elmex 1.1
1278     if(op->type == PLAYER) {
1279 root 1.3 /* f is a number the represents the number of kg above (positive num)
1280     * or below (negative number) that the player is carrying. If above
1281     * weight limit, then player suffers a speed reduction based on how
1282     * much above he is, and what is max carry is
1283     */
1284     f=(op->carrying/1000)-max_carry[op->stats.Str];
1285     if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1286 elmex 1.1 }
1287    
1288     op->speed+=bonus_speed/10.0; /* Not affected by limits */
1289    
1290     /* Put a lower limit on speed. Note with this speed, you move once every
1291     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292     */
1293     op->speed = op->speed * speed_reduce_from_disease;
1294    
1295     if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1296    
1297     if(op->type == PLAYER) {
1298 root 1.3 float M,W,s,D,K,S,M2;
1299 elmex 1.1
1300 root 1.3 /* (This formula was made by vidarl@ifi.uio.no)
1301     * Note that we never used these values again - basically
1302     * all of these could be subbed into one big equation, but
1303     * that would just be a real pain to read.
1304     */
1305     M=(max_carry[op->stats.Str]-121)/121.0;
1306     M2=max_carry[op->stats.Str]/100.0;
1307     W=weapon_weight/20000.0;
1308     s=2-weapon_speed/10.0;
1309     D=(op->stats.Dex-14)/14.0;
1310     K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1311     K*=(4+op->level)/(float)(6+op->level)*1.2;
1312     if(K<=0) K=0.01;
1313     S=op->speed/(K*s);
1314     op->contr->weapon_sp=S;
1315 elmex 1.1 }
1316     /* I want to limit the power of small monsters with big weapons: */
1317     if(op->type!=PLAYER&&op->arch!=NULL&&
1318     op->stats.dam>op->arch->clone.stats.dam*3)
1319 root 1.3 op->stats.dam=op->arch->clone.stats.dam*3;
1320 elmex 1.1
1321     /* Prevent overflows of wc - best you can get is ABS(120) - this
1322     * should be more than enough - remember, AC is also in 8 bits,
1323     * so its value is the same.
1324     */
1325     if (wc>120) wc=120;
1326     else if (wc<-120) wc=-120;
1327     op->stats.wc=wc;
1328    
1329     if (ac>120) ac=120;
1330     else if (ac<-120) ac=-120;
1331     op->stats.ac=ac;
1332    
1333     /* if for some reason the creature doesn't have any move type,
1334     * give them walking as a default.
1335     * The second case is a special case - to more closely mimic the
1336     * old behaviour - if your flying, your not walking - just
1337     * one or the other.
1338     */
1339     if (op->move_type == 0) op->move_type = MOVE_WALK;
1340     else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1341    
1342     update_ob_speed(op);
1343    
1344     /* It is quite possible that a player's spell costing might have changed,
1345     * so we will check that now.
1346     */
1347     if (op->type == PLAYER) esrv_update_spells(op->contr);
1348     }
1349    
1350     /*
1351     * Returns true if the given player is a legal class.
1352     * The function to add and remove class-bonuses to the stats doesn't
1353     * check if the stat becomes negative, thus this function
1354     * merely checks that all stats are 1 or more, and returns
1355     * false otherwise.
1356     */
1357    
1358     int allowed_class(const object *op) {
1359     return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1360     op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1361 root 1.3 op->stats.Cha>0;
1362 elmex 1.1 }
1363    
1364     /*
1365     * set the new dragon name after gaining levels or
1366     * changing ability focus (later this can be extended to
1367     * eventually change the player's face and animation)
1368     *
1369     * Note that the title is written to 'own_title' in the
1370     * player struct. This should be changed to 'ext_title'
1371     * as soon as clients support this!
1372     * Please, anyone, write support for 'ext_title'.
1373     */
1374     void set_dragon_name(object *pl, const object *abil, const object *skin) {
1375     int atnr=-1; /* attacknumber of highest level */
1376     int level=0; /* highest level */
1377     int i;
1378    
1379     /* Perhaps do something more clever? */
1380     if (!abil || !skin) return;
1381    
1382     /* first, look for the highest level */
1383     for(i=0; i<NROFATTACKS; i++) {
1384     if (atnr_is_dragon_enabled(i) &&
1385 root 1.3 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) {
1386 elmex 1.1 level = abil->resist[i];
1387     atnr = i;
1388     }
1389     }
1390    
1391     /* now if there are equals at highest level, pick the one with focus,
1392     or else at random */
1393     if (atnr_is_dragon_enabled(abil->stats.exp) &&
1394     abil->resist[abil->stats.exp] >= level)
1395     atnr = abil->stats.exp;
1396    
1397     level = (int)(level/5.);
1398    
1399     /* now set the new title */
1400     if (pl->contr != NULL) {
1401     if(level == 0)
1402     sprintf(pl->contr->title, "%s hatchling", attacks[atnr]);
1403     else if (level == 1)
1404     sprintf(pl->contr->title, "%s wyrm", attacks[atnr]);
1405     else if (level == 2)
1406     sprintf(pl->contr->title, "%s wyvern", attacks[atnr]);
1407     else if (level == 3)
1408     sprintf(pl->contr->title, "%s dragon", attacks[atnr]);
1409     else {
1410     /* special titles for extra high resistance! */
1411     if (skin->resist[atnr] > 80)
1412 root 1.3 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 elmex 1.1 else if (skin->resist[atnr] > 50)
1414 root 1.3 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1415 elmex 1.1 else
1416 root 1.3 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1417 elmex 1.1 }
1418     }
1419    
1420     strcpy(pl->contr->own_title, "");
1421     }
1422    
1423     /*
1424     * This function is called when a dragon-player gains
1425     * an overall level. Here, the dragon might gain new abilities
1426     * or change the ability-focus.
1427     */
1428     void dragon_level_gain(object *who) {
1429     object *abil = NULL; /* pointer to dragon ability force*/
1430     object *skin = NULL; /* pointer to dragon skin force*/
1431     object *tmp = NULL; /* tmp. object */
1432     char buf[MAX_BUF]; /* tmp. string buffer */
1433    
1434     /* now grab the 'dragon_ability'-forces from the player's inventory */
1435     for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
1436 root 1.3 if (tmp->type == FORCE) {
1437     if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
1438     abil = tmp;
1439     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
1440     skin = tmp;
1441     }
1442 elmex 1.1 }
1443     /* if the force is missing -> bail out */
1444     if (abil == NULL) return;
1445    
1446     /* The ability_force keeps track of maximum level ever achieved.
1447     * New abilties can only be gained by surpassing this max level
1448     */
1449     if (who->level > abil->level) {
1450 root 1.3 /* increase our focused ability */
1451     abil->resist[abil->stats.exp]++;
1452 elmex 1.1
1453    
1454 root 1.3 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) {
1455     /* time to hand out a new ability-gift */
1456     dragon_ability_gain(who, (int)abil->stats.exp,
1457     (int)((1+abil->resist[abil->stats.exp])/5.));
1458     }
1459 elmex 1.1
1460 root 1.3 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) {
1461     /* apply new ability focus */
1462     sprintf(buf, "Your metabolism now focuses on %s!",
1463     change_resist_msg[abil->last_eat]);
1464     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
1465 elmex 1.1
1466 root 1.3 abil->stats.exp = abil->last_eat;
1467     abil->last_eat = 0;
1468     }
1469 elmex 1.1
1470 root 1.3 abil->level = who->level;
1471 elmex 1.1 }
1472    
1473     /* last but not least, set the new title for the dragon */
1474     set_dragon_name(who, abil, skin);
1475     }
1476    
1477     /* Handy function - given the skill name skill_name, we find the skill
1478     * archetype/object, set appropriate values, and insert it into
1479     * the object (op) that is passed.
1480     * We return the skill - this makes it easier for calling functions that
1481     * want to do something with it immediately.
1482     */
1483     object *give_skill_by_name(object *op, const char *skill_name)
1484     {
1485     object *skill_obj;
1486    
1487     skill_obj = get_archetype_by_skill_name(skill_name, SKILL);
1488     if (!skill_obj) {
1489 root 1.3 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490     return NULL;
1491 elmex 1.1 }
1492     /* clear the flag - exp goes into this bucket, but player
1493     * still doesn't know it.
1494     */
1495     CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL);
1496     skill_obj->stats.exp = 0;
1497     skill_obj->level = 1;
1498     insert_ob_in_ob(skill_obj, op);
1499     if (op->contr) {
1500 root 1.3 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1501     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1502 elmex 1.1 }
1503     return skill_obj;
1504     }
1505    
1506    
1507     /* player_lvl_adj() - for the new exp system. we are concerned with
1508     * whether the player gets more hp, sp and new levels.
1509     * Note this this function should only be called for players. Monstes
1510     * don't really gain levels
1511     * who is the player, op is what we are checking to gain the level
1512     * (eg, skill)
1513     */
1514     void player_lvl_adj(object *who, object *op) {
1515     char buf[MAX_BUF];
1516    
1517     if(!op) /* when rolling stats */
1518 root 1.3 op = who;
1519 elmex 1.1
1520     if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) {
1521 root 1.3 op->level++;
1522    
1523     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who))
1524     dragon_level_gain(who);
1525 elmex 1.1
1526     /* Only roll these if it is the player (who) that gained the level */
1527 root 1.3 if(op==who && (who->level < 11) && who->type==PLAYER) {
1528     who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1;
1529     who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH);
1530     who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1;
1531     }
1532    
1533     fix_player(who);
1534     if(op->level>1) {
1535     if (op->type!=PLAYER)
1536 root 1.5 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1537 root 1.3 else
1538     sprintf(buf,"You are now level %d.",op->level);
1539     if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540     }
1541     player_lvl_adj(who,op); /* To increase more levels */
1542 elmex 1.1 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1543 root 1.3 op->level--;
1544     fix_player(who);
1545     if(op->type!=PLAYER) {
1546 root 1.5 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1547 root 1.3 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1548     }
1549     player_lvl_adj(who,op); /* To decrease more levels */
1550 elmex 1.1 }
1551     /* check if the spell data has changed */
1552     esrv_update_spells(who->contr);
1553     }
1554    
1555     /*
1556     * Returns how much experience is needed for a player to become
1557     * the given level. level should really never exceed max_level
1558     */
1559    
1560     sint64 level_exp(int level,double expmul) {
1561     if (level > settings.max_level)
1562 root 1.3 return (sint64) (expmul * levels[settings.max_level]);
1563 elmex 1.1 return (sint64) (expmul * levels[level]);
1564     }
1565    
1566     /*
1567     * Ensure that the permanent experience requirements in an exp object are met.
1568     * This really just checks 'op to make sure the perm_exp value is within
1569     * proper range. Note that the checking of what is passed through
1570     * has been reduced. Since there is now a proper field for perm_exp,
1571     * this can now work on a much larger set of objects.
1572     */
1573     void calc_perm_exp(object *op)
1574     {
1575     int p_exp_min;
1576    
1577     /* Ensure that our permanent experience minimum is met.
1578     * permenent_exp_ratio is an integer percentage, we divide by 100
1579     * to get the fraction */
1580     p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100);
1581    
1582     if (op->perm_exp < p_exp_min)
1583     op->perm_exp = p_exp_min;
1584    
1585     /* Cap permanent experience. */
1586     if (op->perm_exp < 0)
1587     op->perm_exp = 0;
1588 pippijn 1.6 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 elmex 1.1 op->perm_exp = MAX_EXPERIENCE;
1590     }
1591    
1592    
1593     /* Add experience to a player - exp should only be positive.
1594     * Updates permanent exp for the skill we are adding to.
1595     * skill_name is the skill to add exp to. Skill name can be
1596     * NULL, in which case exp increases the players general
1597     * total, but not any particular skill.
1598     * flag is what to do if the player doesn't have the skill:
1599     */
1600    
1601 elmex 1.4 static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag)
1602 elmex 1.1 {
1603 elmex 1.4 object *skill_obj = NULL;
1604     sint64 limit, exp_to_add;
1605     int i;
1606    
1607     /* prevents some forms of abuse. */
1608     if (op->contr->braced)
1609     exp = exp / 5;
1610    
1611     /* Try to find the matching skill.
1612     * We do a shortcut/time saving mechanism first - see if it matches
1613     * chosen_skill. This means we don't need to search through
1614     * the players inventory.
1615     */
1616     if (skill_name)
1617     {
1618     if (op->chosen_skill && op->chosen_skill->type == SKILL &&
1619     !strcmp (skill_name, op->chosen_skill->skill))
1620     skill_obj = op->chosen_skill;
1621     else
1622     {
1623     for (i = 0; i < NUM_SKILLS; i++)
1624     if (op->contr->last_skill_ob[i] &&
1625     !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626     {
1627     skill_obj = op->contr->last_skill_ob[i];
1628     break;
1629     }
1630 root 1.3
1631 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1632     * it to the player if necessary
1633     */
1634     if (!skill_obj)
1635     {
1636     if (flag == SK_EXP_NONE)
1637     return;
1638     else if (flag == SK_EXP_ADD_SKILL)
1639     give_skill_by_name (op, skill_name);
1640 root 1.3 }
1641     }
1642 elmex 1.1 }
1643    
1644 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1645     {
1646     /* Basically, you can never gain more experience in one shot
1647     * than half what you need to gain for next level.
1648     */
1649     exp_to_add = exp;
1650     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651     if (exp_to_add > limit)
1652     exp_to_add = limit;
1653    
1654     ADD_EXP (op->stats.exp,
1655     (sint64) ((float) exp_to_add *
1656     (skill_obj ? skill_obj->expmul : 1)));
1657     if (settings.permanent_exp_ratio)
1658     {
1659     ADD_EXP (op->perm_exp,
1660     (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661     (skill_obj ? skill_obj->expmul : 1)));
1662     calc_perm_exp (op);
1663     }
1664    
1665     player_lvl_adj (op, NULL);
1666     }
1667    
1668     if (skill_obj)
1669     {
1670     exp_to_add = exp;
1671     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1672     if (exp_to_add > limit)
1673     exp_to_add = limit;
1674    
1675     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676     if (settings.permanent_exp_ratio)
1677     {
1678     skill_obj->perm_exp +=
1679     (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680     calc_perm_exp (skill_obj);
1681     }
1682 elmex 1.1
1683 elmex 1.4 player_lvl_adj (op, skill_obj);
1684 elmex 1.1 }
1685     }
1686    
1687     /* This function checks to make sure that object 'op' can
1688     * lost 'exp' experience. It returns the amount of exp
1689     * object 'op' can in fact lose - it basically makes
1690     * adjustments based on permanent exp and the like.
1691     * This function should always be used for losing experience -
1692     * the 'exp' value passed should be positive - this is the
1693     * amount that should get subtract from the player.
1694     */
1695     sint64 check_exp_loss(const object *op, sint64 exp)
1696     {
1697     sint64 del_exp;
1698    
1699     if (exp > op->stats.exp) exp = op->stats.exp;
1700     if (settings.permanent_exp_ratio) {
1701 root 1.3 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702     if (del_exp < 0) del_exp = 0;
1703     if (exp > del_exp) exp=del_exp;
1704 elmex 1.1 }
1705     return exp;
1706     }
1707    
1708     sint64 check_exp_adjust(const object *op, sint64 exp)
1709     {
1710     if (exp<0) return check_exp_loss(op, exp);
1711 pippijn 1.6 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712 elmex 1.1 }
1713    
1714    
1715     /* Subtracts experience from player.
1716     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717     * only subtract from the matching skill. Otherwise,
1718     * this subtracts a portion from all
1719     * skills the player has. Eg, if we figure the player is losing 10%
1720     * of his total exp, what happens is he loses 10% from all his skills.
1721     * Note that if permanent exp is used, player may not in fact lose
1722     * as much as listed. Eg, if player has gotten reduced to the point
1723     * where everything is at the minimum perm exp, he would lose nothing.
1724     * exp is the amount of exp to subtract - thus, it should be
1725     * a postive number.
1726     */
1727     static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag)
1728     {
1729     float fraction = (float) exp/(float) op->stats.exp;
1730     object *tmp;
1731     sint64 del_exp;
1732    
1733     for(tmp=op->inv;tmp;tmp=tmp->below)
1734 root 1.3 if(tmp->type==SKILL && tmp->stats.exp) {
1735     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) {
1736     del_exp = check_exp_loss(tmp, exp);
1737     tmp->stats.exp -= del_exp;
1738     player_lvl_adj(op, tmp);
1739     } else if (flag != SK_SUBTRACT_SKILL_EXP) {
1740     /* only want to process other skills if we are not trying
1741     * to match a specific skill.
1742     */
1743     del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction));
1744     tmp->stats.exp -= del_exp;
1745     player_lvl_adj(op, tmp);
1746     }
1747     }
1748 elmex 1.1 if (flag != SK_SUBTRACT_SKILL_EXP) {
1749 root 1.3 del_exp = check_exp_loss(op, exp);
1750     op->stats.exp -= del_exp;
1751     player_lvl_adj(op,NULL);
1752 elmex 1.1 }
1753     }
1754    
1755    
1756    
1757     /* change_exp() - changes experience to a player/monster. This
1758     * does bounds checking to make sure we don't overflow the max exp.
1759     *
1760     * The exp passed is typically not modified much by this function -
1761     * it is assumed the caller has modified the exp as needed.
1762     * skill_name is the skill that should get the exp added.
1763     * flag is what to do if player doesn't have the skill.
1764     * these last two values are only used for players.
1765     */
1766    
1767     void change_exp(object *op, sint64 exp, const char *skill_name, int flag) {
1768    
1769     #ifdef EXP_DEBUG
1770     #ifndef WIN32
1771     LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772     #else
1773     LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp);
1774     #endif
1775     #endif
1776    
1777     /* safety */
1778     if(!op) {
1779 root 1.3 LOG(llevError,"change_exp() called for null object!\n");
1780     return;
1781 elmex 1.1 }
1782    
1783     /* if no change in exp, just return - most of the below code
1784     * won't do anything if the value is 0 anyways.
1785     */
1786     if (exp == 0) return;
1787    
1788     /* Monsters are easy - we just adjust their exp - we
1789     * don't adjust level, since in most cases it is unrelated to
1790     * the exp they have - the monsters exp represents what its
1791     * worth.
1792     */
1793     if(op->type != PLAYER) {
1794 root 1.3 /* Sanity check */
1795     if (!QUERY_FLAG(op, FLAG_ALIVE)) return;
1796 elmex 1.1
1797 root 1.3 /* reset exp to max allowed value. We subtract from
1798     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799     * more than max exp, just return.
1800     */
1801 pippijn 1.6 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 root 1.3 exp = MAX_EXPERIENCE - op->stats.exp;
1803     if (exp < 0) return;
1804     }
1805 elmex 1.1
1806 root 1.3 op->stats.exp += exp;
1807 elmex 1.1 }
1808     else { /* Players only */
1809 root 1.3 if(exp>0)
1810     add_player_exp(op, exp, skill_name, flag);
1811     else
1812     /* note that when you lose exp, it doesn't go against
1813     * a particular skill, so we don't need to pass that
1814     * along.
1815     */
1816     subtract_player_exp(op, FABS(exp), skill_name, flag);
1817 elmex 1.1
1818     }
1819     }
1820    
1821     /* Applies a death penalty experience, the size of this is defined by the
1822     * settings death_penalty_percentage and death_penalty_levels, and by the
1823     * amount of permenent experience, whichever gives the lowest loss.
1824     */
1825    
1826     void apply_death_exp_penalty(object *op) {
1827     object *tmp;
1828     sint64 loss;
1829     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831    
1832     for(tmp=op->inv;tmp;tmp=tmp->below)
1833 root 1.3 if(tmp->type==SKILL && tmp->stats.exp) {
1834 elmex 1.1
1835 root 1.3 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100;
1836     level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)];
1837 elmex 1.1
1838 root 1.3 /* With the revised exp system, you can get cases where
1839     * losing several levels would still require that you have more
1840     * exp than you currently have - this is true if the levels
1841     * tables is a lot harder.
1842     */
1843     if (level_loss < 0) level_loss = 0;
1844    
1845     loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss));
1846    
1847     tmp->stats.exp -= loss;
1848     player_lvl_adj(op,tmp);
1849     }
1850 elmex 1.1
1851     percentage_loss = op->stats.exp * settings.death_penalty_ratio/100;
1852     level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)];
1853     if (level_loss < 0) level_loss = 0;
1854     loss = check_exp_loss(op, MIN(level_loss, percentage_loss));
1855    
1856     op->stats.exp -= loss;
1857     player_lvl_adj(op,NULL);
1858     }
1859    
1860     /* This function takes an object (monster/player, op), and
1861     * determines if it makes a basic save throw by looking at the
1862     * save_throw table. level is the effective level to make
1863     * the save at, and bonus is any plus/bonus (typically based on
1864     * resistance to particular attacktype.
1865     * Returns 1 if op makes his save, 0 if he failed
1866     */
1867     int did_make_save(const object *op, int level, int bonus)
1868     {
1869     if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL;
1870    
1871     if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 root 1.3 return 0;
1873 elmex 1.1 return 1;
1874     }
1875