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/cvs/deliantra/server/common/living.C
Revision: 1.36
Committed: Tue Apr 24 12:32:14 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +6 -8 lines
Log Message:
server crashed this morning because a freed golem tried to follow
his owner, triggering the assertion failure.

the golem had no owner, but the owner still had him in his range slots.

I refactored a bit of the code and rearranged it to hopefully increase
chances of this not occuring again.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 /* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */
32 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
33
34 static const int con_bonus[MAX_STAT + 1] = {
35 -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,
36 22, 25, 30, 40, 50
37 };
38
39 /* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t.
42 */
43 static const int sp_bonus[MAX_STAT + 1] = {
44 -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,
45 30, 40, 50, 70, 100
46 };
47
48 static const int grace_bonus[MAX_STAT + 1] = {
49 -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,
50 30, 40, 50, 70, 100
51 };
52
53 /* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
66 * it is 1-diff
67 */
68
69 const float cha_bonus[MAX_STAT + 1] = { 10.0,
70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
76 };
77
78 const int dex_bonus[MAX_STAT + 1] = {
79 -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
80 };
81
82 /* speed_bonus uses dex as its stat */
83 const float speed_bonus[MAX_STAT + 1] = {
84 -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,
85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
86 1.6, 1.8, 2.0, 2.5, 3.0
87 };
88
89 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
90 * strength.
91 */
92 const int dam_bonus[MAX_STAT + 1] = {
93 -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
94 };
95
96 const int thaco_bonus[MAX_STAT + 1] = {
97 -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
98 };
99
100 /* Max you can carry before you start getting extra speed penalties */
101 const int max_carry[MAX_STAT + 1] = {
102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
103 301, 326, 352, 400, 450, 500, 600, 1000
104 };
105
106 /* weight_limit - the absolute most a character can carry - a character can't
107 * pick stuff up if it would put him above this limit.
108 * value is in grams, so we don't need to do conversion later
109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace.
111 */
112
113 const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
121 };
122
123 const int learn_spell[MAX_STAT + 1] = {
124 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,
125 100, 100, 100, 100, 100, 100
126 };
127
128 const int cleric_chance[MAX_STAT + 1] = {
129 100, 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
130 };
131
132 const int turn_bonus[MAX_STAT + 1] = {
133 -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
134 };
135
136 const int fear_bonus[MAX_STAT + 1] = {
137 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
138 };
139
140 /*
141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp()
143 */
144
145 #define MAX_EXPERIENCE levels[settings.max_level]
146
147 /* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed.
159 * -b.t.
160 */
161
162 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
163
164 extern sint64 *levels;
165
166 #define MAX_SAVE_LEVEL 110
167
168 /* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the
170 * right thing and always use range within this table.
171 * for safety, savethrow should not be accessed directly anymore,
172 * and instead did_make_save should be used instead.
173 */
174 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
175 18,
176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
182 };
183
184 const char *const attacks[NROFATTACKS] = {
185 "physical", "magical", "fire", "electricity", "cold", "confusion",
186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
189 "life stealing"
190 };
191
192 static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!",
194 "You're feeling clumsy!",
195 "You feel less healthy",
196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
199 "Your face gets distorted!",
200 };
201 const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.",
203 "You feel your agility return.",
204 "You feel your health return.",
205 "You feel your memory return.",
206 "You feel your wisdom return.",
207 "You feel your spirits return.",
208 "You feel your charisma return.",
209 };
210 const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.",
212 "You feel more agile.",
213 "You feel healthy.",
214 "You feel smarter.",
215 "You feel wiser.",
216 "You feel more potent.",
217 "You seem to look better.",
218 };
219 const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!",
221 "You feel clumsy!",
222 "You feel less healthy!",
223 "You feel stupid!",
224 "You lose some of your memory!",
225 "You feel less potent!",
226 "You look ugly!",
227 };
228
229 const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231 };
232
233 const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235 };
236
237 /*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241 void
242 set_attr_value (living *stats, int attr, sint8 value)
243 {
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268 }
269
270 /*
271 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat.
273 */
274 void
275 change_attr_value (living *stats, int attr, sint8 value)
276 {
277 if (value == 0)
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306 }
307
308 /*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312 sint8
313 get_attr_value (const living *stats, int attr)
314 {
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327 }
328
329 /*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit.
332 */
333
334 void
335 check_stat_bounds (living *stats)
336 {
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
341 set_attr_value (stats, i, MAX_STAT);
342 else if (v < MIN_STAT)
343 set_attr_value (stats, i, MIN_STAT);
344 }
345
346 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347
348 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded.
351 */
352 #define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
354
355 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
357 /* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object.
359 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not.
361 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object
366 * that gives them that ability.
367 */
368 int
369 change_abil (object *op, object *tmp)
370 {
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
372 char message[MAX_BUF];
373 int potion_max = 0;
374
375 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes
377 * found by update_stats. refop is not a real object
378 */
379 object_copy refop = *op;
380
381 if (op->type == PLAYER)
382 {
383 if (tmp->type == POTION)
384 {
385 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++)
387 {
388 int nstat, ostat;
389
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392
393 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat;
395
396 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need
399 * to allow for that.
400 */
401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407
408 if (nstat != ostat)
409 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat);
411 potion_max = 0;
412 }
413 else if (i)
414 {
415 /* potion is useless - player has already hit the natural maximum */
416 potion_max = 1;
417 }
418 }
419
420 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway.
423 */
424 for (j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
427 check_stat_bounds (&(op->stats));
428 } /* end of potion handling code */
429 }
430
431 /* reset attributes that fix_player doesn't reset since it doesn't search
432 * everything to set
433 */
434 if (flag == -1)
435 {
436 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields.
442 */
443 op->move_type &= ~tmp->move_type;
444 }
445
446 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after
448 * change_ability then might as well call it from here
449 */
450 op->update_stats ();
451
452 /* Fix player won't add the bows ability to the player, so don't
453 * print out message if this is a bow.
454 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 {
457 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 }
460
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
462 {
463 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 }
466
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
468 {
469 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 }
472
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
475 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 }
478
479 /* movement type has changed. We don't care about cases where
480 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from
483 * from fly high)
484 */
485 if (tmp->move_type && op->move_type != refop.move_type)
486 {
487 success = 1;
488
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high
491 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
495 }
496
497 if (tmp->move_type & MOVE_FLY_HIGH)
498 {
499 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land
501 */
502 DIFF_MSG (flag, "You soar into the air air!.",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 }
505 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 }
511
512 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status
514 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 {
518 success = 1;
519 if (flag > 0)
520 {
521 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 }
524 else
525 {
526 op->race = op->arch->clone.race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 }
529 }
530
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
532 {
533 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 }
536
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
538 {
539 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 }
542
543 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision
545 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND))
547 {
548 success = 1;
549 if (flag > 0)
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND);
557 if (op->type == PLAYER)
558 op->contr->do_los = 1;
559 }
560 }
561 else
562 {
563 if (QUERY_FLAG (op, FLAG_WIZ))
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else
566 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND);
569 if (op->type == PLAYER)
570 op->contr->do_los = 1;
571 }
572 }
573 }
574
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
576 {
577 success = 1;
578 if (op->type == PLAYER)
579 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 }
582
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
584 {
585 success = 1;
586 if (flag > 0)
587 {
588 if (QUERY_FLAG (op, FLAG_WIZ))
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else
591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER)
594 op->contr->do_los = 1;
595 }
596 }
597 else
598 {
599 if (QUERY_FLAG (op, FLAG_WIZ))
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else
602 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER)
605 op->contr->do_los = 1;
606 }
607 }
608 }
609
610 if (tmp->stats.luck)
611 {
612 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 }
615
616 if (tmp->stats.hp && op->type == PLAYER)
617 {
618 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 }
621
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
623 {
624 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 }
627
628 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 }
634
635 if (tmp->stats.food && op->type == PLAYER)
636 {
637 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 }
640
641 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++)
643 {
644 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */
646
647 if (op->resist[i] != refop.resist[i])
648 {
649 success = 1;
650 if (op->resist[i] > refop.resist[i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
652 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
654
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 }
657 }
658
659 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++)
662 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 {
665 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 }
668 }
669 }
670
671 return success;
672 }
673
674 /*
675 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8)
677 */
678
679 void
680 object::drain_stat ()
681 {
682 drain_specific_stat (rndm (NUM_STATS));
683 }
684
685 void
686 object::drain_specific_stat (int deplete_stats)
687 {
688 object *tmp;
689 archetype *at;
690
691 at = archetype::find (ARCH_DEPLETION);
692 if (!at)
693 {
694 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return;
696 }
697 else
698 {
699 tmp = present_arch_in_ob (at, this);
700
701 if (!tmp)
702 {
703 tmp = arch_to_object (at);
704 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED);
706 }
707 }
708
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1);
711 update_stats ();
712 }
713
714 /*
715 * A value of 0 indicates timeout, otherwise change the luck of the object.
716 * via an applied bad_luck object.
717 */
718 void
719 object::change_luck (int value)
720 {
721 archetype *at = archetype::find ("luck");
722 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n");
724 else
725 {
726 object *tmp = present_arch_in_ob (at, this);
727
728 if (!tmp)
729 {
730 if (!value)
731 return;
732
733 tmp = arch_to_object (at);
734 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED);
736 }
737
738 if (value)
739 {
740 /* Limit the luck value of the bad luck object to +/-100. This
741 * (arbitrary) value prevents overflows (both in the bad luck object and
742 * in op itself).
743 */
744 int new_luck = tmp->stats.luck + value;
745
746 if (new_luck >= -100 && new_luck <= 100)
747 {
748 stats.luck += value;
749 tmp->stats.luck = new_luck;
750 }
751 }
752 else
753 {
754 if (!tmp->stats.luck)
755 return;
756
757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add)
759 */
760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763
764 stats.luck += diff;
765 tmp->stats.luck += diff;
766 }
767 }
768 }
769 }
770
771 /*
772 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */
774 void
775 object::remove_statbonus ()
776 {
777 stats.Str -= arch->clone.stats.Str;
778 stats.Dex -= arch->clone.stats.Dex;
779 stats.Con -= arch->clone.stats.Con;
780 stats.Wis -= arch->clone.stats.Wis;
781 stats.Pow -= arch->clone.stats.Pow;
782 stats.Cha -= arch->clone.stats.Cha;
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792 }
793
794 /*
795 * Adds stat-bonuses given by the class which the player has chosen.
796 */
797 void
798 object::add_statbonus ()
799 {
800 stats.Str += arch->clone.stats.Str;
801 stats.Dex += arch->clone.stats.Dex;
802 stats.Con += arch->clone.stats.Con;
803 stats.Wis += arch->clone.stats.Wis;
804 stats.Pow += arch->clone.stats.Pow;
805 stats.Cha += arch->clone.stats.Cha;
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815 }
816
817 /*
818 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped.
823 *
824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 * spell system split, grace points now added to system --peterm
826 */
827 void
828 object::update_stats ()
829 {
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
837
838 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER)
840 {
841 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
843
844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0;
846
847 attacktype = 0;
848 contr->digestion = 0;
849 contr->gen_hp = 0;
850 contr->gen_sp = 0;
851 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10;
853 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = 0;
861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = 0;
863 }
864
865 memcpy (body_used, body_info, sizeof (body_info));
866
867 slaying = 0;
868
869 if (!QUERY_FLAG (this, FLAG_WIZ))
870 {
871 CLEAR_FLAG (this, FLAG_XRAYS);
872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 }
874
875 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND);
878
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883
884 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type;
889 chosen_skill = NULL;
890
891 /* initializing resistances from the values in player/monster's
892 * archetype clone
893 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
895
896 for (i = 0; i < NROFATTACKS; i++)
897 {
898 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0;
900 else
901 vuln[i] = -(resist[i]), prot[i] = 0;
902 potion_resist[i] = 0;
903 }
904
905 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam;
907
908 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down
914 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 }
920 else
921 ac = arch->clone.stats.ac;
922
923 stats.luck = arch->clone.stats.luck;
924 speed = arch->clone.speed;
925
926 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped.
928 */
929 for (tmp = inv; tmp; tmp = tmp->below)
930 {
931 /* See note in map.c:update_position about making this additive
932 * since light sources are never applied, need to put check here.
933 */
934 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius;
936
937 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil
939 * then calls this function.
940 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue;
943
944 /* For some things, we don't care what is equipped */
945 if (tmp->type == SKILL)
946 {
947 /* Want to take the highest skill here. */
948 if (IS_MANA_SKILL (tmp->subtype))
949 {
950 if (!mana_obj)
951 mana_obj = tmp;
952 else if (tmp->level > mana_obj->level)
953 mana_obj = tmp;
954 }
955
956 if (IS_GRACE_SKILL (tmp->subtype))
957 {
958 if (!grace_obj)
959 grace_obj = tmp;
960 else if (tmp->level > grace_obj->level)
961 grace_obj = tmp;
962 }
963 }
964
965 /* Container objects are not meant to adjust a players, but other applied
966 * objects need to make adjustments.
967 * This block should handle all player specific changes
968 * The check for Praying is a bit of a hack - god given bonuses are put
969 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used
972 * up, etc.
973 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
976 {
977 if (type == PLAYER)
978 {
979 if (tmp->type == BOW)
980 contr->ranges[range_bow] = tmp;
981
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
983 contr->ranges[range_misc] = tmp;
984
985 for (i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
987
988 /* these are the items that currently can change digestion, regeneration,
989 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array.
991 */
992 if ((tmp->type == WEAPON) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
999 (tmp->type == SKILL))
1000 {
1001 contr->digestion += tmp->stats.food;
1002 contr->gen_hp += tmp->stats.hp;
1003 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power;
1007 }
1008 } /* if this is a player */
1009
1010 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i];
1014
1015 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
1020 }
1021
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken.
1026 */
1027 if (tmp->type != POTION)
1028 {
1029 for (i = 0; i < NROFATTACKS; i++)
1030 {
1031 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero.
1033 */
1034 if (tmp->type == POTION_EFFECT)
1035 {
1036 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1038 else
1039 potion_resist[i] = tmp->resist[i];
1040 }
1041 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1043 else if (tmp->resist[i] < 0)
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 }
1046 }
1047
1048 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1050 attacktype |= tmp->attacktype;
1051
1052 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied;
1055 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type;
1057
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1065
1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1067 SET_FLAG (this, FLAG_UNDEAD);
1068
1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 {
1071 SET_FLAG (this, FLAG_MAKE_INVIS);
1072 invisible = 1;
1073 }
1074
1075 if (tmp->stats.exp && tmp->type != SKILL)
1076 {
1077 if (tmp->stats.exp > 0)
1078 {
1079 added_speed += (float) tmp->stats.exp / 3.0;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1081 }
1082 else
1083 added_speed += (float) tmp->stats.exp;
1084 }
1085
1086 switch (tmp->type)
1087 {
1088 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */
1090 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1092 break;
1093
1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1097 if (chosen_skill)
1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1099
1100 chosen_skill = tmp;
1101
1102 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp);
1106
1107 if (weapon_speed < 0)
1108 weapon_speed = 0;
1109
1110 weapon_weight = tmp->weight;
1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1112
1113 if (tmp->magic)
1114 stats.dam += tmp->magic;
1115 }
1116
1117 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic);
1119
1120 if (tmp->slaying != NULL)
1121 slaying = tmp->slaying;
1122
1123 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic);
1125
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1132 break;
1133
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break;
1143
1144 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000;
1147 case RING:
1148 case AMULET:
1149 case GIRDLE:
1150 case HELMET:
1151 case BOOTS:
1152 case GLOVES:
1153 case CLOAK:
1154 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic);
1156
1157 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic);
1159
1160 if (tmp->stats.ac)
1161 ac -= (tmp->stats.ac + tmp->magic);
1162
1163 break;
1164
1165 case WEAPON:
1166 wc -= (tmp->stats.wc + tmp->magic);
1167
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic;
1170
1171 stats.dam += (tmp->stats.dam + tmp->magic);
1172 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174
1175 if (weapon_speed < 0)
1176 weapon_speed = 0;
1177
1178 slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should
1181 * go.
1182 */
1183 current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1185 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186
1187 break;
1188
1189 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 contr->encumbrance += (int) tmp->weight / 1000;
1192
1193 case BRACERS:
1194 case FORCE:
1195 if (tmp->stats.wc)
1196 {
1197 if (best_wc < tmp->stats.wc + tmp->magic)
1198 {
1199 wc += best_wc;
1200 best_wc = tmp->stats.wc + tmp->magic;
1201 }
1202 else
1203 wc += tmp->stats.wc + tmp->magic;
1204 }
1205
1206 if (tmp->stats.ac)
1207 {
1208 if (best_ac < tmp->stats.ac + tmp->magic)
1209 {
1210 ac += best_ac; /* Remove last bonus */
1211 best_ac = tmp->stats.ac + tmp->magic;
1212 }
1213 else /* To nullify the below effect */
1214 ac += tmp->stats.ac + tmp->magic;
1215 }
1216
1217 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic);
1219
1220 if (tmp->stats.ac)
1221 ac -= (tmp->stats.ac + tmp->magic);
1222
1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1224 max = ARMOUR_SPEED (tmp) / 10.0;
1225
1226 break;
1227 } /* switch tmp->type */
1228 } /* item is equipped */
1229 } /* for loop of items */
1230
1231 /* We've gone through all the objects the player has equipped. For many things, we
1232 * have generated intermediate values which we now need to assign.
1233 */
1234
1235 /* 'total resistance = total protections - total vulnerabilities'.
1236 * If there is an uncursed potion in effect, granting more protection
1237 * than that, we take: 'total resistance = resistance from potion'.
1238 * If there is a cursed (and no uncursed) potion in effect, we take
1239 * 'total resistance = vulnerability from cursed potion'.
1240 */
1241 for (i = 0; i < NROFATTACKS; i++)
1242 {
1243 resist[i] = prot[i] - vuln[i];
1244
1245 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1246 resist[i] = potion_resist[i];
1247 }
1248
1249 /* Figure out the players sp/mana/hp totals. */
1250 if (type == PLAYER)
1251 {
1252 int pl_level;
1253
1254 check_stat_bounds (&(stats));
1255 pl_level = level;
1256
1257 if (pl_level < 1)
1258 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1259
1260 /* You basically get half a con bonus/level. But we do take into account rounding,
1261 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1262 */
1263 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1264 {
1265 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266
1267 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[stats.Con] > 0)
1270 j++;
1271 else
1272 j--;
1273 }
1274
1275 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1276 }
1277
1278 for (i = 11; i <= level; i++)
1279 stats.maxhp += 2;
1280
1281 if (stats.hp > stats.maxhp)
1282 stats.hp = stats.maxhp;
1283
1284 /* Sp gain is controlled by the level of the player's
1285 * relevant experience object (mana_obj, see above)
1286 */
1287 /* following happen when skills system is not used */
1288 if (!mana_obj)
1289 mana_obj = this;
1290
1291 if (!grace_obj)
1292 grace_obj = this;
1293
1294 /* set maxsp */
1295 if (!mana_obj || !mana_obj->level || type != PLAYER)
1296 mana_obj = this;
1297
1298 if (mana_obj == this && type == PLAYER)
1299 stats.maxsp = 1;
1300 else
1301 {
1302 sp_tmp = 0.0;
1303
1304 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1305 {
1306 float stmp;
1307
1308 /* Got some extra bonus at first level */
1309 if (i < 2)
1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1311 else
1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1313
1314 if (stmp < 1.0)
1315 stmp = 1.0;
1316
1317 sp_tmp += stmp;
1318 }
1319
1320 stats.maxsp = (int) sp_tmp;
1321
1322 for (i = 11; i <= mana_obj->level; i++)
1323 stats.maxsp += 2;
1324 }
1325 /* Characters can get their sp supercharged via rune of transferrance */
1326 if (stats.sp > stats.maxsp * 2)
1327 stats.sp = stats.maxsp * 2;
1328
1329 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1330 if (!grace_obj || !grace_obj->level || type != PLAYER)
1331 grace_obj = this;
1332
1333 if (grace_obj == this && type == PLAYER)
1334 stats.maxgrace = 1;
1335 else
1336 {
1337 /* store grace in a float - this way, the divisions below don't create
1338 * big jumps when you go from level to level - with int's, it then
1339 * becomes big jumps when the sums of the bonuses jump to the next
1340 * step of 8 - with floats, even fractional ones are useful.
1341 */
1342 sp_tmp = 0.0;
1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1344 {
1345 float grace_tmp = 0.0;
1346
1347 /* Got some extra bonus at first level */
1348 if (i < 2)
1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1351 else
1352 grace_tmp = (float) contr->levgrace[i]
1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1354
1355 if (grace_tmp < 1.0)
1356 grace_tmp = 1.0;
1357
1358 sp_tmp += grace_tmp;
1359 }
1360
1361 stats.maxgrace = (int) sp_tmp;
1362
1363 /* two grace points per level after 11 */
1364 for (i = 11; i <= grace_obj->level; i++)
1365 stats.maxgrace += 2;
1366 }
1367 /* No limit on grace vs maxgrace */
1368
1369 if (contr->braced)
1370 {
1371 ac += 2;
1372 wc += 4;
1373 }
1374 else
1375 ac -= dex_bonus[stats.Dex];
1376
1377 /* In new exp/skills system, wc bonuses are related to
1378 * the players level in a relevant exp object (wc_obj)
1379 * not the general player level -b.t.
1380 * I changed this slightly so that wc bonuses are better
1381 * than before. This is to balance out the fact that
1382 * the player no longer gets a personal weapon w/ 1
1383 * improvement every level, now its fighterlevel/5. So
1384 * we give the player a bonus here in wc and dam
1385 * to make up for the change. Note that I left the
1386 * monster bonus the same as before. -b.t.
1387 */
1388
1389 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1390 {
1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1392 for (i = 1; i < wc_obj->level; i++)
1393 {
1394 /* addtional wc every 6 levels */
1395 if (!(i % 6))
1396 wc--;
1397 /* addtional dam every 4 levels. */
1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1400 }
1401 }
1402 else
1403 wc -= (level + thaco_bonus[stats.Str]);
1404
1405 stats.dam += dam_bonus[stats.Str];
1406
1407 if (stats.dam < 1)
1408 stats.dam = 1;
1409
1410 speed = 1.0 + speed_bonus[stats.Dex];
1411
1412 if (settings.search_items && contr->search_str[0])
1413 speed -= 1;
1414
1415 if (attacktype == 0)
1416 attacktype = arch->clone.attacktype;
1417
1418 } /* End if player */
1419
1420 if (added_speed >= 0)
1421 speed += added_speed / 10.0;
1422 else /* Something wrong here...: */
1423 speed /= (float) (1.0 - added_speed);
1424
1425 /* Max is determined by armour */
1426 if (speed > max)
1427 speed = max;
1428
1429 if (type == PLAYER)
1430 {
1431 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is
1435 */
1436 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0)
1438 speed = speed / (1.0 + f / max_carry[stats.Str]);
1439 }
1440
1441 speed += bonus_speed / 10.0; /* Not affected by limits */
1442
1443 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */
1446 speed = speed * speed_reduce_from_disease;
1447
1448 if (speed < 0.01 && type == PLAYER)
1449 speed = 0.01;
1450
1451 if (type == PLAYER)
1452 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read.
1459 */
1460 M = (max_carry[stats.Str] - 121) / 121.0;
1461 M2 = max_carry[stats.Str] / 100.0;
1462 W = weapon_weight / 20000.0;
1463 s = 2 - weapon_speed / 10.0;
1464 D = (stats.Dex - 14) / 14.0;
1465 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1466 K *= (4 + level) / (float) (6 + level) * 1.2;
1467 if (K <= 0)
1468 K = 0.01;
1469 S = speed / (K * s);
1470 contr->weapon_sp = S;
1471 }
1472
1473 /* I want to limit the power of small monsters with big weapons: */
1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1475 stats.dam = arch->clone.stats.dam * 3;
1476
1477 /* Prevent overflows of wc - best you can get is ABS(120) - this
1478 * should be more than enough - remember, AC is also in 8 bits,
1479 * so its value is the same.
1480 */
1481 if (wc > 120)
1482 wc = 120;
1483 else if (wc < -120)
1484 wc = -120;
1485
1486 stats.wc = wc;
1487
1488 if (ac > 120)
1489 ac = 120;
1490 else if (ac < -120)
1491 ac = -120;
1492
1493 stats.ac = ac;
1494
1495 /* if for some reason the creature doesn't have any move type,
1496 * give them walking as a default.
1497 * The second case is a special case - to more closely mimic the
1498 * old behaviour - if your flying, your not walking - just
1499 * one or the other.
1500 */
1501 if (move_type == 0)
1502 move_type = MOVE_WALK;
1503 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1504 move_type &= ~MOVE_WALK;
1505
1506 if (speed != old_speed)
1507 set_speed (speed);
1508
1509 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now.
1511 */
1512 if (type == PLAYER)
1513 {
1514 esrv_update_stats (contr);
1515 esrv_update_spells (contr);
1516 }
1517
1518 // update the mapspace, if we are on a map
1519 if (!flag [FLAG_REMOVED] && map)
1520 map->at (x, y).flags_ = 0;
1521 }
1522
1523 /*
1524 * Returns true if the given player is a legal class.
1525 * The function to add and remove class-bonuses to the stats doesn't
1526 * check if the stat becomes negative, thus this function
1527 * merely checks that all stats are 1 or more, and returns
1528 * false otherwise.
1529 */
1530 int
1531 allowed_class (const object *op)
1532 {
1533 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1535 }
1536
1537 /*
1538 * set the new dragon name after gaining levels or
1539 * changing ability focus (later this can be extended to
1540 * eventually change the player's face and animation)
1541 *
1542 * Note that the title is written to 'own_title' in the
1543 * player struct. This should be changed to 'ext_title'
1544 * as soon as clients support this!
1545 * Please, anyone, write support for 'ext_title'.
1546 */
1547 void
1548 set_dragon_name (object *pl, const object *abil, const object *skin)
1549 {
1550 int atnr = -1; /* attacknumber of highest level */
1551 int level = 0; /* highest level */
1552 int i;
1553
1554 /* Perhaps do something more clever? */
1555 if (!abil || !skin)
1556 return;
1557
1558 /* first, look for the highest level */
1559 for (i = 0; i < NROFATTACKS; i++)
1560 {
1561 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1562 {
1563 level = abil->resist[i];
1564 atnr = i;
1565 }
1566 }
1567
1568 /* now if there are equals at highest level, pick the one with focus,
1569 or else at random */
1570 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1571 atnr = abil->stats.exp;
1572
1573 level = (int) (level / 5.);
1574
1575 /* now set the new title */
1576 if (pl->contr != NULL)
1577 {
1578 if (level == 0)
1579 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1580 else if (level == 1)
1581 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1582 else if (level == 2)
1583 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1584 else if (level == 3)
1585 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1586 else
1587 {
1588 /* special titles for extra high resistance! */
1589 if (skin->resist[atnr] > 80)
1590 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1591 else if (skin->resist[atnr] > 50)
1592 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1593 else
1594 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1595 }
1596 }
1597
1598 strcpy (pl->contr->own_title, "");
1599 }
1600
1601 /*
1602 * This function is called when a dragon-player gains
1603 * an overall level. Here, the dragon might gain new abilities
1604 * or change the ability-focus.
1605 */
1606 void
1607 dragon_level_gain (object *who)
1608 {
1609 object *abil = NULL; /* pointer to dragon ability force */
1610 object *skin = NULL; /* pointer to dragon skin force */
1611 object *tmp = NULL; /* tmp. object */
1612 char buf[MAX_BUF]; /* tmp. string buffer */
1613
1614 /* now grab the 'dragon_ability'-forces from the player's inventory */
1615 shstr_cmp dragon_ability_force ("dragon_ability_force");
1616 shstr_cmp dragon_skin_force ("dragon_skin_force");
1617
1618 for (tmp = who->inv; tmp; tmp = tmp->below)
1619 if (tmp->type == FORCE)
1620 if (tmp->arch->name == dragon_ability_force)
1621 abil = tmp;
1622 else if (tmp->arch->name == dragon_skin_force)
1623 skin = tmp;
1624
1625 /* if the force is missing -> bail out */
1626 if (abil == NULL)
1627 return;
1628
1629 /* The ability_force keeps track of maximum level ever achieved.
1630 * New abilties can only be gained by surpassing this max level
1631 */
1632 if (who->level > abil->level)
1633 {
1634 /* increase our focused ability */
1635 abil->resist[abil->stats.exp]++;
1636
1637
1638 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1639 {
1640 /* time to hand out a new ability-gift */
1641 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1642 }
1643
1644 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1645 {
1646 /* apply new ability focus */
1647 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1648 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1649
1650 abil->stats.exp = abil->last_eat;
1651 abil->last_eat = 0;
1652 }
1653
1654 abil->level = who->level;
1655 }
1656
1657 /* last but not least, set the new title for the dragon */
1658 set_dragon_name (who, abil, skin);
1659 }
1660
1661 /* Handy function - given the skill name skill_name, we find the skill
1662 * archetype/object, set appropriate values, and insert it into
1663 * the object (op) that is passed.
1664 * We return the skill - this makes it easier for calling functions that
1665 * want to do something with it immediately.
1666 */
1667 object *
1668 give_skill_by_name (object *op, const char *skill_name)
1669 {
1670 object *skill_obj;
1671
1672 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1673 if (!skill_obj)
1674 {
1675 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1676 return NULL;
1677 }
1678 /* clear the flag - exp goes into this bucket, but player
1679 * still doesn't know it.
1680 */
1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1682 skill_obj->stats.exp = 0;
1683 skill_obj->level = 1;
1684 insert_ob_in_ob (skill_obj, op);
1685
1686 if (op->contr)
1687 {
1688 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1689 if (op->contr->ns)
1690 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1691 }
1692
1693 return skill_obj;
1694 }
1695
1696
1697 /* player_lvl_adj() - for the new exp system. we are concerned with
1698 * whether the player gets more hp, sp and new levels.
1699 * Note this this function should only be called for players. Monstes
1700 * don't really gain levels
1701 * who is the player, op is what we are checking to gain the level
1702 * (eg, skill)
1703 */
1704 void
1705 player_lvl_adj (object *who, object *op)
1706 {
1707 char buf[MAX_BUF];
1708
1709 if (!op) /* when rolling stats */
1710 op = who;
1711
1712 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1713 {
1714 op->level++;
1715
1716 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1717 dragon_level_gain (who);
1718
1719 /* Only roll these if it is the player (who) that gained the level */
1720 if (op == who && (who->level < 11) && who->type == PLAYER)
1721 {
1722 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1723 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1724 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1725 }
1726
1727 who->update_stats ();
1728 if (op->level > 1)
1729 {
1730 if (op->type != PLAYER)
1731 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1732 else
1733 sprintf (buf, "You are now level %d.", op->level);
1734 if (who)
1735 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1736 }
1737 player_lvl_adj (who, op); /* To increase more levels */
1738 }
1739 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1740 {
1741 op->level--;
1742 who->update_stats ();
1743 if (op->type != PLAYER)
1744 {
1745 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1746 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1747 }
1748 player_lvl_adj (who, op); /* To decrease more levels */
1749 }
1750
1751 /* check if the spell data has changed */
1752 esrv_update_stats (who->contr);
1753 esrv_update_spells (who->contr);
1754 }
1755
1756 /*
1757 * Returns how much experience is needed for a player to become
1758 * the given level. level should really never exceed max_level
1759 */
1760
1761 sint64
1762 level_exp (int level, double expmul)
1763 {
1764 if (level > settings.max_level)
1765 return (sint64) (expmul * levels[settings.max_level]);
1766 return (sint64) (expmul * levels[level]);
1767 }
1768
1769 /*
1770 * Ensure that the permanent experience requirements in an exp object are met.
1771 * This really just checks 'op to make sure the perm_exp value is within
1772 * proper range. Note that the checking of what is passed through
1773 * has been reduced. Since there is now a proper field for perm_exp,
1774 * this can now work on a much larger set of objects.
1775 */
1776 void
1777 calc_perm_exp (object *op)
1778 {
1779 int p_exp_min;
1780
1781 /* Ensure that our permanent experience minimum is met.
1782 * permenent_exp_ratio is an integer percentage, we divide by 100
1783 * to get the fraction */
1784 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1785
1786 if (op->perm_exp < p_exp_min)
1787 op->perm_exp = p_exp_min;
1788
1789 /* Cap permanent experience. */
1790 if (op->perm_exp < 0)
1791 op->perm_exp = 0;
1792 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1793 op->perm_exp = MAX_EXPERIENCE;
1794 }
1795
1796 /* Add experience to a player - exp should only be positive.
1797 * Updates permanent exp for the skill we are adding to.
1798 * skill_name is the skill to add exp to. Skill name can be
1799 * NULL, in which case exp increases the players general
1800 * total, but not any particular skill.
1801 * flag is what to do if the player doesn't have the skill:
1802 */
1803 static void
1804 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1805 {
1806 object *skill_obj = NULL;
1807 sint64 limit, exp_to_add;
1808 int i;
1809
1810 /* prevents some forms of abuse. */
1811 if (op->contr->braced)
1812 exp = exp / 5;
1813
1814 /* Try to find the matching skill.
1815 * We do a shortcut/time saving mechanism first - see if it matches
1816 * chosen_skill. This means we don't need to search through
1817 * the players inventory.
1818 */
1819 if (skill_name)
1820 {
1821 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1822 skill_obj = op->chosen_skill;
1823 else
1824 {
1825 for (i = 0; i < NUM_SKILLS; i++)
1826 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1827 {
1828 skill_obj = op->contr->last_skill_ob[i];
1829 break;
1830 }
1831
1832 /* Player doesn't have the skill. Check to see what to do, and give
1833 * it to the player if necessary
1834 */
1835 if (!skill_obj)
1836 {
1837 if (flag == SK_EXP_NONE)
1838 return;
1839 else if (flag == SK_EXP_ADD_SKILL)
1840 give_skill_by_name (op, skill_name);
1841 }
1842 }
1843 }
1844
1845 if (flag != SK_EXP_SKILL_ONLY)
1846 {
1847 /* Basically, you can never gain more experience in one shot
1848 * than half what you need to gain for next level.
1849 */
1850 exp_to_add = exp;
1851 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1852 if (exp_to_add > limit)
1853 exp_to_add = limit;
1854
1855 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1856 if (settings.permanent_exp_ratio)
1857 {
1858 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1859 calc_perm_exp (op);
1860 }
1861
1862 player_lvl_adj (op, NULL);
1863 }
1864
1865 if (skill_obj)
1866 {
1867 exp_to_add = exp;
1868 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1869 if (exp_to_add > limit)
1870 exp_to_add = limit;
1871
1872 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1873 if (settings.permanent_exp_ratio)
1874 {
1875 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1876 calc_perm_exp (skill_obj);
1877 }
1878
1879 player_lvl_adj (op, skill_obj);
1880 }
1881 }
1882
1883 /* This function checks to make sure that object 'op' can
1884 * lost 'exp' experience. It returns the amount of exp
1885 * object 'op' can in fact lose - it basically makes
1886 * adjustments based on permanent exp and the like.
1887 * This function should always be used for losing experience -
1888 * the 'exp' value passed should be positive - this is the
1889 * amount that should get subtract from the player.
1890 */
1891 sint64
1892 check_exp_loss (const object *op, sint64 exp)
1893 {
1894 sint64 del_exp;
1895
1896 if (exp > op->stats.exp)
1897 exp = op->stats.exp;
1898 if (settings.permanent_exp_ratio)
1899 {
1900 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1901 if (del_exp < 0)
1902 del_exp = 0;
1903 if (exp > del_exp)
1904 exp = del_exp;
1905 }
1906 return exp;
1907 }
1908
1909 sint64
1910 check_exp_adjust (const object *op, sint64 exp)
1911 {
1912 if (exp < 0)
1913 return check_exp_loss (op, exp);
1914 else
1915 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1916 }
1917
1918
1919 /* Subtracts experience from player.
1920 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1921 * only subtract from the matching skill. Otherwise,
1922 * this subtracts a portion from all
1923 * skills the player has. Eg, if we figure the player is losing 10%
1924 * of his total exp, what happens is he loses 10% from all his skills.
1925 * Note that if permanent exp is used, player may not in fact lose
1926 * as much as listed. Eg, if player has gotten reduced to the point
1927 * where everything is at the minimum perm exp, he would lose nothing.
1928 * exp is the amount of exp to subtract - thus, it should be
1929 * a postive number.
1930 */
1931 static void
1932 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1933 {
1934 float fraction = (float) exp / (float) op->stats.exp;
1935 object *tmp;
1936 sint64 del_exp;
1937
1938 for (tmp = op->inv; tmp; tmp = tmp->below)
1939 if (tmp->type == SKILL && tmp->stats.exp)
1940 {
1941 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1942 {
1943 del_exp = check_exp_loss (tmp, exp);
1944 tmp->stats.exp -= del_exp;
1945 player_lvl_adj (op, tmp);
1946 }
1947 else if (flag != SK_SUBTRACT_SKILL_EXP)
1948 {
1949 /* only want to process other skills if we are not trying
1950 * to match a specific skill.
1951 */
1952 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1953 tmp->stats.exp -= del_exp;
1954 player_lvl_adj (op, tmp);
1955 }
1956 }
1957
1958 if (flag != SK_SUBTRACT_SKILL_EXP)
1959 {
1960 del_exp = check_exp_loss (op, exp);
1961 op->stats.exp -= del_exp;
1962 player_lvl_adj (op, NULL);
1963 }
1964 }
1965
1966 /* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp.
1968 *
1969 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players.
1974 */
1975 void
1976 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977 {
1978
1979 #ifdef EXP_DEBUG
1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981 #endif
1982
1983 /* safety */
1984 if (!op)
1985 {
1986 LOG (llevError, "change_exp() called for null object!\n");
1987 return;
1988 }
1989
1990 /* if no change in exp, just return - most of the below code
1991 * won't do anything if the value is 0 anyways.
1992 */
1993 if (exp == 0)
1994 return;
1995
1996 /* Monsters are easy - we just adjust their exp - we
1997 * don't adjust level, since in most cases it is unrelated to
1998 * the exp they have - the monsters exp represents what its
1999 * worth.
2000 */
2001 if (op->type != PLAYER)
2002 {
2003 /* Sanity check */
2004 if (!QUERY_FLAG (op, FLAG_ALIVE))
2005 return;
2006
2007 /* reset exp to max allowed value. We subtract from
2008 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2009 * more than max exp, just return.
2010 */
2011 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2012 {
2013 exp = MAX_EXPERIENCE - op->stats.exp;
2014 if (exp < 0)
2015 return;
2016 }
2017
2018 op->stats.exp += exp;
2019 }
2020 else
2021 { /* Players only */
2022 if (exp > 0)
2023 add_player_exp (op, exp, skill_name, flag);
2024 else
2025 /* note that when you lose exp, it doesn't go against
2026 * a particular skill, so we don't need to pass that
2027 * along.
2028 */
2029 subtract_player_exp (op, abs (exp), skill_name, flag);
2030 }
2031 }
2032
2033 /* Applies a death penalty experience, the size of this is defined by the
2034 * settings death_penalty_percentage and death_penalty_levels, and by the
2035 * amount of permenent experience, whichever gives the lowest loss.
2036 */
2037
2038 void
2039 apply_death_exp_penalty (object *op)
2040 {
2041 object *tmp;
2042 sint64 loss;
2043 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2044 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2045
2046 for (tmp = op->inv; tmp; tmp = tmp->below)
2047 if (tmp->type == SKILL && tmp->stats.exp)
2048 {
2049
2050 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2052
2053 /* With the revised exp system, you can get cases where
2054 * losing several levels would still require that you have more
2055 * exp than you currently have - this is true if the levels
2056 * tables is a lot harder.
2057 */
2058 if (level_loss < 0)
2059 level_loss = 0;
2060
2061 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2062
2063 tmp->stats.exp -= loss;
2064 player_lvl_adj (op, tmp);
2065 }
2066
2067 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2069 if (level_loss < 0)
2070 level_loss = 0;
2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2072
2073 op->stats.exp -= loss;
2074 player_lvl_adj (op, NULL);
2075 }
2076
2077 /* This function takes an object (monster/player, op), and
2078 * determines if it makes a basic save throw by looking at the
2079 * save_throw table. level is the effective level to make
2080 * the save at, and bonus is any plus/bonus (typically based on
2081 * resistance to particular attacktype.
2082 * Returns 1 if op makes his save, 0 if he failed
2083 */
2084 int
2085 did_make_save (const object *op, int level, int bonus)
2086 {
2087 if (level > MAX_SAVE_LEVEL)
2088 level = MAX_SAVE_LEVEL;
2089
2090 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2091 return 0;
2092
2093 return 1;
2094 }