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/cvs/deliantra/server/common/living.C
Revision: 1.7
Committed: Sat Sep 9 21:48:28 2006 UTC (17 years, 9 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

# Content
1 /*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.6 2006-09-07 09:37:12 pippijn Exp $";
4 */
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 "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 };
226 const char *const lose_msg[NUM_STATS] = {
227 "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 };
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 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
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 object_pod refop;
381 memcpy (&refop, static_cast<object_pod *>(op), sizeof (object_pod));
382
383 if(op->type==PLAYER) {
384 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 }
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 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 }
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 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 }
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1;
453 DIFF_MSG(flag, "You feel very protected.",
454 "You don't feel protected anymore.");
455 }
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1;
458 DIFF_MSG(flag, "A magic force shimmers around you.",
459 "The magic force fades away.");
460 }
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.",
464 "Suddenly you feel less safe, somehow.");
465 }
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 success=1;
474
475 /* 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
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 }
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 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) {
502 success=1;
503 if(flag>0) {
504 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!");
506 } else {
507 op->race = op->arch->clone.race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!");
509 }
510 }
511
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){
513 success=1;
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 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 }
545
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 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 }
573
574 if(tmp->stats.luck) {
575 success=1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 }
578
579 if(tmp->stats.hp && op->type==PLAYER) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
582 "You feel much less healthy!");
583 }
584
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
586 success=1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
588 "You suddenly feel very mundane.");
589 }
590
591 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) {
593 success=1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
595 "You suddenly feel less holy.");
596 }
597
598 if(tmp->stats.food && op->type==PLAYER) {
599 success=1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
601 "You feel your digestion speeding up.");
602 }
603
604 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) {
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607
608 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
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
618 }
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 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 }
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 tmp->stats.luck = new_luck;
694 }
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 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
780 op->attacktype=0;
781 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 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798
799 op->slaying = 0;
800
801 if(!QUERY_FLAG(op,FLAG_WIZ)) {
802 CLEAR_FLAG(op, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
804 }
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 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817
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 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 }
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 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 }
852 else
853 ac=op->arch->clone.stats.ac;
854
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 /* 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
999 switch(tmp->type) {
1000 /* skills modifying the character -b.t. */
1001 /* 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 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1009 }
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 if (tmp->slaying!=NULL)
1023 op->slaying = tmp->slaying;
1024
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 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1036 }
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 op->slaying = tmp->slaying;
1069 /* 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 } /* 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 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 }
1124
1125 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) {
1127 int pl_level;
1128
1129 check_stat_bounds(&(op->stats));
1130 pl_level=op->level;
1131
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1133
1134 /* 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
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1247 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
1268 } /* End if player */
1269
1270 if(added_speed>=0)
1271 op->speed+=added_speed/10.0;
1272 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed);
1274
1275 /* Max is determined by armour */
1276 if(op->speed>max)
1277 op->speed=max;
1278
1279 if(op->type == PLAYER) {
1280 /* 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 }
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 float M,W,s,D,K,S,M2;
1300
1301 /* (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 }
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 op->stats.dam=op->arch->clone.stats.dam*3;
1321
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 op->stats.Cha>0;
1363 }
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 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) {
1387 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 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 else if (skin->resist[atnr] > 50)
1415 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1416 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1418 }
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 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 }
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 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++;
1453
1454
1455 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
1461 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
1467 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0;
1469 }
1470
1471 abil->level = who->level;
1472 }
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 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL;
1492 }
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 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1503 }
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 op = who;
1520
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) {
1522 op->level++;
1523
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who))
1525 dragon_level_gain(who);
1526
1527 /* Only roll these if it is the player (who) that gained the level */
1528 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 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1538 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 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1549 }
1550 player_lvl_adj(who,op); /* To decrease more levels */
1551 }
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 return (sint64) (expmul * levels[settings.max_level]);
1564 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 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 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 static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag)
1603 {
1604 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
1632 /* 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 }
1642 }
1643 }
1644
1645 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
1684 player_lvl_adj (op, skill_obj);
1685 }
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 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 }
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 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713 }
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 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 if (flag != SK_SUBTRACT_SKILL_EXP) {
1750 del_exp = check_exp_loss(op, exp);
1751 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL);
1753 }
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 LOG(llevError,"change_exp() called for null object!\n");
1781 return;
1782 }
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 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return;
1797
1798 /* 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 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1803 exp = MAX_EXPERIENCE - op->stats.exp;
1804 if (exp < 0) return;
1805 }
1806
1807 op->stats.exp += exp;
1808 }
1809 else { /* Players only */
1810 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
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 if(tmp->type==SKILL && tmp->stats.exp) {
1835
1836 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
1839 /* 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
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 return 0;
1874 return 1;
1875 }
1876