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/cvs/deliantra/server/common/living.C
Revision: 1.51
Committed: Sat May 12 18:23:51 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +25 -45 lines
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File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
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 * Like set_attr_value(), but instead the value (which can be negative)
239 * is added to the specified stat.
240 */
241 void
242 change_attr_value (living *stats, int attr, sint8 value)
243 {
244 stats->stat (attr) += value;
245 }
246
247 sint8 &
248 living::stat (int index)
249 {
250 switch (index)
251 {
252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264 }
265
266 sint8
267 living::stat (int index) const
268 {
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283 }
284
285 /*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit.
288 */
289 void
290 check_stat_bounds (living *stats)
291 {
292 for (int i = 0; i < NUM_STATS; i++)
293 {
294 sint8 &v = stats->stat (i);
295 v = clamp (v, MIN_STAT, MAX_STAT);
296 }
297 }
298
299 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
300
301 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
302 * make this macro to clean those up. Not usuable outside change_abil
303 * function since some of the values passed to new_draw_info are hardcoded.
304 */
305 #define DIFF_MSG(flag, msg1, msg2) \
306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
307
308 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309
310 /* flag is set to 1 if we are applying the object, -1 if we are removing
311 * the object.
312 * It is the calling functions responsibilty to check to see if the object
313 * can be applied or not.
314 * The main purpose of calling this function is the messages that are
315 * displayed - update_stats should really always be called after this when
316 * removing an object - that is because it is impossible to know if some object
317 * is the only source of an attacktype or spell attunement, so this function
318 * will clear the bits, but the player may still have some other object
319 * that gives them that ability.
320 */
321 int
322 change_abil (object *op, object *tmp)
323 {
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
325 char message[MAX_BUF];
326 int potion_max = 0;
327
328 /* remember what object was like before it was changed. note that
329 * refop is a local copy of op only to be used for detecting changes
330 * found by update_stats. refop is not a real object
331 */
332 object_copy refop = *op;
333
334 if (op->type == PLAYER)
335 {
336 if (tmp->type == POTION)
337 {
338 potion_max = 1;
339 for (int j = 0; j < NUM_STATS; j++)
340 {
341 int ostat = op->contr->orig_stats.stat (j);
342 int i = tmp->stats.stat (j);
343
344 /* nstat is what the stat will be after use of the potion */
345 int nstat = flag * i + ostat;
346
347 /* Do some bounds checking. While I don't think any
348 * potions do so right now, there is the potential for potions
349 * that adjust that stat by more than one point, so we need
350 * to allow for that.
351 */
352 if (nstat < 1 && i * flag < 0)
353 nstat = 1;
354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
355 nstat = 20 + op->arch->clone.stats.stat (j);
356
357 if (nstat != ostat)
358 {
359 op->contr->orig_stats.stat (j) = nstat;
360 potion_max = 0;
361 }
362 else if (i)
363 {
364 /* potion is useless - player has already hit the natural maximum */
365 potion_max = 1;
366 }
367 }
368
369 /* This section of code ups the characters normal stats also. I am not
370 * sure if this is strictly necessary, being that fix_player probably
371 * recalculates this anyway.
372 */
373 for (int j = 0; j < NUM_STATS; j++)
374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
375
376 check_stat_bounds (&op->stats);
377 } /* end of potion handling code */
378 }
379
380 /* reset attributes that update_stats doesn't reset since it doesn't search
381 * everything to set
382 */
383 if (flag == -1)
384 {
385 op->attacktype &= ~tmp->attacktype;
386 op->path_attuned &= ~tmp->path_attuned;
387 op->path_repelled &= ~tmp->path_repelled;
388 op->path_denied &= ~tmp->path_denied;
389 /* Presuming here that creatures only have move_type,
390 * and not the other move_ fields.
391 */
392 op->move_type &= ~tmp->move_type;
393 }
394
395 /* call fix_player since op object could have whatever attribute due
396 * to multiple items. if update_stats always has to be called after
397 * change_ability then might as well call it from here
398 */
399 op->update_stats ();
400
401 /* update_stats won't add the bows ability to the player, so don't
402 * print out message if this is a bow.
403 */
404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
405 {
406 success = 1;
407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
408 }
409
410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
411 {
412 success = 1;
413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
414 }
415
416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
417 {
418 success = 1;
419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
420 }
421
422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
423 {
424 success = 1;
425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
426 }
427
428 /* movement type has changed. We don't care about cases where
429 * user has multiple items giving the same type appled like we
430 * used to - that is more work than what we gain, plus messages
431 * can be misleading (a little higher could be miscontrued from
432 * from fly high)
433 */
434 if (tmp->move_type && op->move_type != refop.move_type)
435 {
436 success = 1;
437
438 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
439 * status doesn't make a difference if you are flying high
440 */
441 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
442 {
443 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
444 }
445
446 if (tmp->move_type & MOVE_FLY_HIGH)
447 {
448 /* double conditional - second case covers if you have move_fly_low -
449 * in that case, you don't actually land
450 */
451 DIFF_MSG (flag, "You soar into the air!",
452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
453 }
454
455 if (tmp->move_type & MOVE_SWIM)
456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
457
458 /* Changing move status may mean you are affected by things you weren't before */
459 check_move_on (op, op);
460 }
461
462 /* becoming UNDEAD... a special treatment for this flag. Only those not
463 * originally undead may change their status
464 */
465 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
466 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
467 {
468 success = 1;
469 if (flag > 0)
470 {
471 op->race = "undead";
472 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473 }
474 else
475 {
476 op->race = op->arch->clone.race;
477 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478 }
479 }
480
481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
482 {
483 success = 1;
484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
485 }
486
487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
488 {
489 success = 1;
490 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
491 }
492
493 /* blinded you can tell if more blinded since blinded player has minimal
494 * vision
495 */
496 if (QUERY_FLAG (tmp, FLAG_BLIND))
497 {
498 success = 1;
499 if (flag > 0)
500 {
501 if (QUERY_FLAG (op, FLAG_WIZ))
502 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
503 else
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
506 SET_FLAG (op, FLAG_BLIND);
507 if (op->type == PLAYER)
508 op->contr->do_los = 1;
509 }
510 }
511 else
512 {
513 if (QUERY_FLAG (op, FLAG_WIZ))
514 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
515 else
516 {
517 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
518 CLEAR_FLAG (op, FLAG_BLIND);
519 if (op->type == PLAYER)
520 op->contr->do_los = 1;
521 }
522 }
523 }
524
525 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
526 {
527 success = 1;
528 if (op->type == PLAYER)
529 op->contr->do_los = 1;
530 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
531 }
532
533 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
534 {
535 success = 1;
536 if (flag > 0)
537 {
538 if (QUERY_FLAG (op, FLAG_WIZ))
539 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
540 else
541 {
542 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
543 if (op->type == PLAYER)
544 op->contr->do_los = 1;
545 }
546 }
547 else
548 {
549 if (QUERY_FLAG (op, FLAG_WIZ))
550 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
551 else
552 {
553 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
554 if (op->type == PLAYER)
555 op->contr->do_los = 1;
556 }
557 }
558 }
559
560 if (tmp->stats.luck)
561 {
562 success = 1;
563 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
564 }
565
566 if (tmp->stats.hp && op->type == PLAYER)
567 {
568 success = 1;
569 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
570 }
571
572 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
573 {
574 success = 1;
575 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
576 }
577
578 /* for the future when artifacts set this -b.t. */
579 if (tmp->stats.grace && op->type == PLAYER)
580 {
581 success = 1;
582 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
583 }
584
585 if (tmp->stats.food && op->type == PLAYER)
586 {
587 success = 1;
588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
589 }
590
591 /* Messages for changed resistance */
592 for (int i = 0; i < NROFATTACKS; i++)
593 {
594 if (i == ATNR_PHYSICAL)
595 continue; /* Don't display about armour */
596
597 if (op->resist[i] != refop.resist[i])
598 {
599 success = 1;
600 if (op->resist[i] > refop.resist[i])
601 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
602 else
603 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
604
605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
606 }
607 }
608
609 if (!potion_max)
610 {
611 for (int j = 0; j < NUM_STATS; j++)
612 {
613 if (int i = tmp->stats.stat (j))
614 {
615 success = 1;
616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
617 }
618 }
619 }
620
621 return success;
622 }
623
624 /*
625 * Stat draining by Vick 930307
626 * (Feeling evil, I made it work as well now. -Frank 8)
627 */
628 void
629 object::drain_stat ()
630 {
631 drain_specific_stat (rndm (NUM_STATS));
632 }
633
634 void
635 object::drain_specific_stat (int deplete_stats)
636 {
637 object *tmp;
638 archetype *at;
639
640 at = archetype::find (ARCH_DEPLETION);
641 if (!at)
642 {
643 LOG (llevError, "Couldn't find archetype depletion.\n");
644 return;
645 }
646 else
647 {
648 tmp = present_arch_in_ob (at, this);
649
650 if (!tmp)
651 {
652 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG (tmp, FLAG_APPLIED);
655 }
656 }
657
658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value (&tmp->stats, deplete_stats, -1);
660 update_stats ();
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 void
668 object::change_luck (int value)
669 {
670 archetype *at = archetype::find ("luck");
671 if (!at)
672 LOG (llevError, "Couldn't find archetype luck.\n");
673 else
674 {
675 object *tmp = present_arch_in_ob (at, this);
676
677 if (!tmp)
678 {
679 if (!value)
680 return;
681
682 tmp = arch_to_object (at);
683 tmp = insert_ob_in_ob (tmp, this);
684 SET_FLAG (tmp, FLAG_APPLIED);
685 }
686
687 if (value)
688 {
689 /* Limit the luck value of the bad luck object to +/-100. This
690 * (arbitrary) value prevents overflows (both in the bad luck object and
691 * in op itself).
692 */
693 int new_luck = tmp->stats.luck + value;
694
695 if (new_luck >= -100 && new_luck <= 100)
696 {
697 stats.luck += value;
698 tmp->stats.luck = new_luck;
699 }
700 }
701 else
702 {
703 if (!tmp->stats.luck)
704 return;
705
706 /* Randomly change the players luck. Basically, we move it
707 * back neutral (if greater>0, subtract, otherwise add)
708 */
709 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
710 {
711 int diff = tmp->stats.luck > 0 ? -1 : 1;
712
713 stats.luck += diff;
714 tmp->stats.luck += diff;
715 }
716 }
717 }
718 }
719
720 /*
721 * Subtracts stat-bonuses given by the class which the player has chosen.
722 */
723 void
724 object::remove_statbonus ()
725 {
726 for (int i = 0; i < NUM_STATS; ++i)
727 {
728 sint8 v = arch->clone.stats.stat (i);
729 stats.stat (i) -= v;
730 contr->orig_stats.stat (i) -= v;
731 }
732 }
733
734 /*
735 * Adds stat-bonuses given by the class which the player has chosen.
736 */
737 void
738 object::add_statbonus ()
739 {
740 for (int i = 0; i < NUM_STATS; ++i)
741 {
742 sint8 v = arch->clone.stats.stat (i);
743 stats.stat (i) += v;
744 contr->orig_stats.stat (i) += v;
745 }
746 }
747
748 /*
749 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters
751 * and players; the "player" in the name is purely an archaic inheritance.
752 * This functions starts from base values (archetype or player object)
753 * and then adjusts them according to what the player has equipped.
754 *
755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
756 * spell system split, grace points now added to system --peterm
757 */
758 void
759 object::update_stats ()
760 {
761 int i, j;
762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
767 float old_speed = speed;
768
769 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER)
771 {
772 for (i = 0; i < NUM_STATS; i++)
773 stats.stat (i) = contr->orig_stats.stat (i);
774
775 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0;
777
778 attacktype = 0;
779
780 contr->digestion = 0;
781 contr->gen_hp = 0;
782 contr->gen_sp = 0;
783 contr->gen_grace = 0;
784 contr->gen_sp_armour = 10;
785 contr->item_power = 0;
786 }
787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
791 slaying = 0;
792
793 if (!QUERY_FLAG (this, FLAG_WIZ))
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 }
798
799 CLEAR_FLAG (this, FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND);
802
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807
808 path_attuned = arch->clone.path_attuned;
809 path_repelled = arch->clone.path_repelled;
810 path_denied = arch->clone.path_denied;
811 glow_radius = arch->clone.glow_radius;
812 move_type = arch->clone.move_type;
813
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's
817 * archetype clone
818 */
819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
820
821 for (i = 0; i < NROFATTACKS; i++)
822 {
823 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0;
825 else
826 vuln[i] = -(resist[i]), prot[i] = 0;
827
828 potion_resist[i] = 0;
829 }
830
831 wc = arch->clone.stats.wc;
832 stats.dam = arch->clone.stats.dam;
833
834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down
840 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 {
843 ac = MAX (-10, arch->clone.stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 }
846 else
847 ac = arch->clone.stats.ac;
848
849 stats.luck = arch->clone.stats.luck;
850 speed = arch->clone.speed;
851
852 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped.
854 */
855 for (tmp = inv; tmp; tmp = tmp->below)
856 {
857 /* See note in map.c:update_position about making this additive
858 * since light sources are never applied, need to put check here.
859 */
860 if (tmp->glow_radius > glow_radius)
861 glow_radius = tmp->glow_radius;
862
863 /* This happens because apply_potion calls change_abil with the potion
864 * applied so we can tell the player what changed. But change_abil
865 * then calls this function.
866 */
867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
868 continue;
869
870 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL)
872 {
873 /* Want to take the highest skill here. */
874 if (IS_MANA_SKILL (tmp->subtype))
875 {
876 if (!mana_obj)
877 mana_obj = tmp;
878 else if (tmp->level > mana_obj->level)
879 mana_obj = tmp;
880 }
881
882 if (IS_GRACE_SKILL (tmp->subtype))
883 {
884 if (!grace_obj)
885 grace_obj = tmp;
886 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp;
888 }
889 }
890
891 /* Container objects are not meant to adjust a players, but other applied
892 * objects need to make adjustments.
893 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below,
897 * because the skill shouldn't count against body positions being used
898 * up, etc.
899 */
900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING))
905 {
906 if (type == PLAYER)
907 {
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
910 continue;
911
912 for (i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i));
914
915 /* these are the items that currently can change digestion, regeneration,
916 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array.
918 */
919 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING ||
922 tmp->type == BOOTS || tmp->type == GLOVES ||
923 tmp->type == AMULET || tmp->type == GIRDLE ||
924 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL)
927 {
928 contr->digestion += tmp->stats.food;
929 contr->gen_hp += tmp->stats.hp;
930 contr->gen_sp += tmp->stats.sp;
931 contr->gen_grace += tmp->stats.grace;
932 contr->gen_sp_armour += tmp->gen_sp_armour;
933 contr->item_power += tmp->item_power;
934 }
935 } /* if this is a player */
936 else
937 {
938 if (tmp->type == WEAPON)
939 current_weapon = tmp;
940 }
941
942 /* Update slots used for items */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
945 slot[i].used += tmp->slot[i].info;
946
947 if (tmp->type == SYMPTOM)
948 {
949 speed_reduce_from_disease = tmp->last_sp / 100.f;
950
951 if (speed_reduce_from_disease == 0)
952 speed_reduce_from_disease = 1;
953 }
954
955 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
956 * (Negative protections are calculated exactly like positive.)
957 * Resistance from potions are treated special as well. If there's
958 * more than one potion-effect, the bigger prot.-value is taken.
959 */
960 if (tmp->type != POTION)
961 {
962 for (i = 0; i < NROFATTACKS; i++)
963 {
964 /* Potential for cursed potions, in which case we just can use
965 * a straight MAX, as potion_resist is initialised to zero.
966 */
967 if (tmp->type == POTION_EFFECT)
968 {
969 if (potion_resist[i])
970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
971 else
972 potion_resist[i] = tmp->resist[i];
973 }
974 else if (tmp->resist[i] > 0)
975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
976 else if (tmp->resist[i] < 0)
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 }
979 }
980
981 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
985 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type;
990 stats.luck += tmp->stats.luck;
991 }
992
993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1002 SET_FLAG (this, FLAG_UNDEAD);
1003
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1005 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS);
1007 invisible = 1;
1008 }
1009
1010 if (tmp->stats.exp && tmp->type != SKILL)
1011 {
1012 if (tmp->stats.exp > 0)
1013 {
1014 added_speed += tmp->stats.exp / 3.f;
1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1016 }
1017 else
1018 added_speed += tmp->stats.exp;
1019 }
1020
1021 switch (tmp->type)
1022 {
1023 #if 0
1024 case WAND:
1025 case ROD:
1026 case HORN:
1027 if (type != PLAYER || current_weapon == tmp)
1028 chosen_skill = tmp;
1029 break;
1030 #endif
1031
1032 /* skills modifying the character -b.t. */
1033 /* for all skills and skill granting objects */
1034 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1036 break;
1037
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill)
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1043
1044 chosen_skill = tmp;
1045
1046 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1049 weapon_speed = WEAPON_SPEED (tmp);
1050
1051 if (weapon_speed < 0)
1052 weapon_speed = 0;
1053
1054 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1056
1057 if (tmp->magic)
1058 stats.dam += tmp->magic;
1059 }
1060
1061 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic;
1063
1064 if (tmp->slaying)
1065 slaying = tmp->slaying;
1066
1067 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic;
1069
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072
1073 break;
1074
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break;
1081
1082 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000;
1085 case RING:
1086 case AMULET:
1087 case GIRDLE:
1088 case HELMET:
1089 case BOOTS:
1090 case GLOVES:
1091 case CLOAK:
1092 if (tmp->stats.wc)
1093 wc -= tmp->stats.wc + tmp->magic;
1094
1095 if (tmp->stats.dam)
1096 stats.dam += tmp->stats.dam + tmp->magic;
1097
1098 if (tmp->stats.ac)
1099 ac -= tmp->stats.ac + tmp->magic;
1100
1101 break;
1102
1103 case BOW:
1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1107 wc -= tmp->stats.wc + tmp->magic;
1108
1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1110 ac -= tmp->stats.ac + tmp->magic;
1111
1112 stats.dam += tmp->stats.dam + tmp->magic;
1113 weapon_weight = tmp->weight;
1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115
1116 if (weapon_speed < 0)
1117 weapon_speed = 0;
1118
1119 slaying = tmp->slaying;
1120
1121 /* If there is desire that two handed weapons should do
1122 * extra strength damage, this is where the code should
1123 * go.
1124 */
1125
1126 if (type == PLAYER)
1127 if (settings.spell_encumbrance)
1128 contr->encumbrance += tmp->weight * 3 / 1000;
1129 }
1130
1131 break;
1132
1133 case ARMOUR: /* Only the best of these three are used: */
1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 contr->encumbrance += tmp->weight / 1000;
1136
1137 case BRACERS:
1138 case FORCE:
1139 if (tmp->stats.wc)
1140 {
1141 if (best_wc < tmp->stats.wc + tmp->magic)
1142 {
1143 wc += best_wc;
1144 best_wc = tmp->stats.wc + tmp->magic;
1145 }
1146 else
1147 wc += tmp->stats.wc + tmp->magic;
1148 }
1149
1150 if (tmp->stats.ac)
1151 {
1152 if (best_ac < tmp->stats.ac + tmp->magic)
1153 {
1154 ac += best_ac; /* Remove last bonus */
1155 best_ac = tmp->stats.ac + tmp->magic;
1156 }
1157 else /* To nullify the below effect */
1158 ac += tmp->stats.ac + tmp->magic;
1159 }
1160
1161 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic);
1163
1164 if (tmp->stats.ac)
1165 ac -= (tmp->stats.ac + tmp->magic);
1166
1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1168 max = ARMOUR_SPEED (tmp) / 10.f;
1169
1170 break;
1171 } /* switch tmp->type */
1172 } /* item is equipped */
1173 } /* for loop of items */
1174
1175 /* We've gone through all the objects the player has equipped. For many things, we
1176 * have generated intermediate values which we now need to assign.
1177 */
1178
1179 /* 'total resistance = total protections - total vulnerabilities'.
1180 * If there is an uncursed potion in effect, granting more protection
1181 * than that, we take: 'total resistance = resistance from potion'.
1182 * If there is a cursed (and no uncursed) potion in effect, we take
1183 * 'total resistance = vulnerability from cursed potion'.
1184 */
1185 for (i = 0; i < NROFATTACKS; i++)
1186 {
1187 resist[i] = prot[i] - vuln[i];
1188
1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1190 resist[i] = potion_resist[i];
1191 }
1192
1193 /* Figure out the players sp/mana/hp totals. */
1194 if (type == PLAYER)
1195 {
1196 int pl_level;
1197
1198 check_stat_bounds (&(stats));
1199 pl_level = level;
1200
1201 if (pl_level < 1)
1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1203
1204 /* You basically get half a con bonus/level. But we do take into account rounding,
1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1206 */
1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1208 {
1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210
1211 if (i % 2 && con_bonus[stats.Con] % 2)
1212 {
1213 if (con_bonus[stats.Con] > 0)
1214 j++;
1215 else
1216 j--;
1217 }
1218
1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1220 }
1221
1222 for (i = 11; i <= level; i++)
1223 stats.maxhp += 2;
1224
1225 if (stats.hp > stats.maxhp)
1226 stats.hp = stats.maxhp;
1227
1228 /* Sp gain is controlled by the level of the player's
1229 * relevant experience object (mana_obj, see above)
1230 */
1231 /* following happen when skills system is not used */
1232 if (!mana_obj)
1233 mana_obj = this;
1234
1235 if (!grace_obj)
1236 grace_obj = this;
1237
1238 /* set maxsp */
1239 if (!mana_obj || !mana_obj->level || type != PLAYER)
1240 mana_obj = this;
1241
1242 if (mana_obj == this && type == PLAYER)
1243 stats.maxsp = 1;
1244 else
1245 {
1246 sp_tmp = 0.f;
1247
1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1249 {
1250 float stmp;
1251
1252 /* Got some extra bonus at first level */
1253 if (i < 2)
1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1255 else
1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1257
1258 if (stmp < 1.f)
1259 stmp = 1.f;
1260
1261 sp_tmp += stmp;
1262 }
1263
1264 stats.maxsp = (sint16)sp_tmp;
1265
1266 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2;
1268 }
1269 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2)
1271 stats.sp = stats.maxsp * 2;
1272
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1274 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275 grace_obj = this;
1276
1277 if (grace_obj == this && type == PLAYER)
1278 stats.maxgrace = 1;
1279 else
1280 {
1281 /* store grace in a float - this way, the divisions below don't create
1282 * big jumps when you go from level to level - with int's, it then
1283 * becomes big jumps when the sums of the bonuses jump to the next
1284 * step of 8 - with floats, even fractional ones are useful.
1285 */
1286 sp_tmp = 0.f;
1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1288 {
1289 float grace_tmp = 0.f;
1290
1291 /* Got some extra bonus at first level */
1292 if (i < 2)
1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1294 else
1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1296
1297 if (grace_tmp < 1.f)
1298 grace_tmp = 1.f;
1299
1300 sp_tmp += grace_tmp;
1301 }
1302
1303 stats.maxgrace = (sint16)sp_tmp;
1304
1305 /* two grace points per level after 11 */
1306 for (i = 11; i <= grace_obj->level; i++)
1307 stats.maxgrace += 2;
1308 }
1309 /* No limit on grace vs maxgrace */
1310
1311 if (contr->braced)
1312 {
1313 ac += 2;
1314 wc += 4;
1315 }
1316 else
1317 ac -= dex_bonus[stats.Dex];
1318
1319 /* In new exp/skills system, wc bonuses are related to
1320 * the players level in a relevant exp object (wc_obj)
1321 * not the general player level -b.t.
1322 * I changed this slightly so that wc bonuses are better
1323 * than before. This is to balance out the fact that
1324 * the player no longer gets a personal weapon w/ 1
1325 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t.
1329 */
1330
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1332 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334
1335 for (i = 1; i < wc_obj->level; i++)
1336 {
1337 /* addtional wc every 6 levels */
1338 if (!(i % 6))
1339 wc--;
1340
1341 /* addtional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 }
1345 }
1346 else
1347 wc -= level + thaco_bonus[stats.Str];
1348
1349 stats.dam += dam_bonus[stats.Str];
1350
1351 if (stats.dam < 1)
1352 stats.dam = 1;
1353
1354 speed = 1.f + speed_bonus[stats.Dex];
1355
1356 if (settings.search_items && contr->search_str[0])
1357 speed -= 1;
1358
1359 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype;
1361
1362 } /* End if player */
1363
1364 if (added_speed >= 0)
1365 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */
1367 speed /= 1.f - added_speed;
1368
1369 /* Max is determined by armour */
1370 if (speed > max)
1371 speed = max;
1372
1373 if (type == PLAYER)
1374 {
1375 /* f is a number the represents the number of kg above (positive num)
1376 * or below (negative number) that the player is carrying. If above
1377 * weight limit, then player suffers a speed reduction based on how
1378 * much above he is, and what is max carry is
1379 */
1380 f = (carrying / 1000) - max_carry[stats.Str];
1381 if (f > 0)
1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1383 }
1384
1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1386
1387 /* Put a lower limit on speed. Note with this speed, you move once every
1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1389 */
1390 speed = speed * speed_reduce_from_disease;
1391
1392 if (speed < 0.01f && type == PLAYER)
1393 speed = 0.01f;
1394
1395 if (type == PLAYER)
1396 {
1397 /* (This formula was made by vidarl@ifi.uio.no)
1398 * Note that we never used these values again - basically
1399 * all of these could be subbed into one big equation, but
1400 * that would just be a real pain to read.
1401 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f;
1406 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408
1409 K *= (4 + level) *1.2f / (6 + level);
1410
1411 if (K <= 0.f)
1412 K = 0.01f;
1413
1414 float S = speed / (K * s);
1415
1416 contr->weapon_sp = S;
1417 }
1418
1419 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3;
1422
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this
1424 * should be more than enough - remember, AC is also in 8 bits,
1425 * so its value is the same.
1426 */
1427 if (wc > 120)
1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1432 stats.wc = wc;
1433
1434 if (ac > 120)
1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1439 stats.ac = ac;
1440
1441 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just
1445 * one or the other.
1446 */
1447 if (move_type == 0)
1448 move_type = MOVE_WALK;
1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1450 move_type &= ~MOVE_WALK;
1451
1452 if (speed != old_speed)
1453 set_speed (speed);
1454
1455 /* It is quite possible that a player's spell costing might have changed,
1456 * so we will check that now.
1457 */
1458 if (type == PLAYER)
1459 {
1460 esrv_update_stats (contr);
1461 esrv_update_spells (contr);
1462 }
1463
1464 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0;
1467 }
1468
1469 /*
1470 * Returns true if the given player is a legal class.
1471 * The function to add and remove class-bonuses to the stats doesn't
1472 * check if the stat becomes negative, thus this function
1473 * merely checks that all stats are 1 or more, and returns
1474 * false otherwise.
1475 */
1476 int
1477 allowed_class (const object *op)
1478 {
1479 return op->stats.Dex > 0
1480 && op->stats.Str > 0
1481 && op->stats.Con > 0
1482 && op->stats.Int > 0
1483 && op->stats.Wis > 0
1484 && op->stats.Pow > 0
1485 && op->stats.Cha > 0;
1486 }
1487
1488 /*
1489 * set the new dragon name after gaining levels or
1490 * changing ability focus (later this can be extended to
1491 * eventually change the player's face and animation)
1492 *
1493 * Note that the title is written to 'own_title' in the
1494 * player struct. This should be changed to 'ext_title'
1495 * as soon as clients support this!
1496 * Please, anyone, write support for 'ext_title'.
1497 */
1498 void
1499 set_dragon_name (object *pl, const object *abil, const object *skin)
1500 {
1501 int atnr = -1; /* attacknumber of highest level */
1502 int level = 0; /* highest level */
1503 int i;
1504
1505 /* Perhaps do something more clever? */
1506 if (!abil || !skin)
1507 return;
1508
1509 /* first, look for the highest level */
1510 for (i = 0; i < NROFATTACKS; i++)
1511 {
1512 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1513 {
1514 level = abil->resist[i];
1515 atnr = i;
1516 }
1517 }
1518
1519 /* now if there are equals at highest level, pick the one with focus,
1520 or else at random */
1521 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1522 atnr = abil->stats.exp;
1523
1524 level = (int) (level / 5.);
1525
1526 /* now set the new title */
1527 if (pl->contr != NULL)
1528 {
1529 if (level == 0)
1530 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1531 else if (level == 1)
1532 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1533 else if (level == 2)
1534 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1535 else if (level == 3)
1536 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1537 else
1538 {
1539 /* special titles for extra high resistance! */
1540 if (skin->resist[atnr] > 80)
1541 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1542 else if (skin->resist[atnr] > 50)
1543 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1544 else
1545 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1546 }
1547 }
1548
1549 strcpy (pl->contr->own_title, "");
1550 }
1551
1552 /*
1553 * This function is called when a dragon-player gains
1554 * an overall level. Here, the dragon might gain new abilities
1555 * or change the ability-focus.
1556 */
1557 void
1558 dragon_level_gain (object *who)
1559 {
1560 object *abil = NULL; /* pointer to dragon ability force */
1561 object *skin = NULL; /* pointer to dragon skin force */
1562 object *tmp = NULL; /* tmp. object */
1563 char buf[MAX_BUF]; /* tmp. string buffer */
1564
1565 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1569 for (tmp = who->inv; tmp; tmp = tmp->below)
1570 if (tmp->type == FORCE)
1571 if (tmp->arch->name == dragon_ability_force)
1572 abil = tmp;
1573 else if (tmp->arch->name == dragon_skin_force)
1574 skin = tmp;
1575
1576 /* if the force is missing -> bail out */
1577 if (abil == NULL)
1578 return;
1579
1580 /* The ability_force keeps track of maximum level ever achieved.
1581 * New abilties can only be gained by surpassing this max level
1582 */
1583 if (who->level > abil->level)
1584 {
1585 /* increase our focused ability */
1586 abil->resist[abil->stats.exp]++;
1587
1588
1589 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1590 {
1591 /* time to hand out a new ability-gift */
1592 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1593 }
1594
1595 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1596 {
1597 /* apply new ability focus */
1598 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1599 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1600
1601 abil->stats.exp = abil->last_eat;
1602 abil->last_eat = 0;
1603 }
1604
1605 abil->level = who->level;
1606 }
1607
1608 /* last but not least, set the new title for the dragon */
1609 set_dragon_name (who, abil, skin);
1610 }
1611
1612 /* Handy function - given the skill name skill_name, we find the skill
1613 * archetype/object, set appropriate values, and insert it into
1614 * the object (op) that is passed.
1615 * We return the skill - this makes it easier for calling functions that
1616 * want to do something with it immediately.
1617 */
1618 object *
1619 give_skill_by_name (object *op, const char *skill_name)
1620 {
1621 object *skill_obj;
1622
1623 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1624 if (!skill_obj)
1625 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1627 return NULL;
1628 }
1629 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it.
1631 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op);
1636
1637 if (op->contr)
1638 {
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 }
1643
1644 return skill_obj;
1645 }
1646
1647
1648 /* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels
1652 * who is the player, op is what we are checking to gain the level
1653 * (eg, skill)
1654 */
1655 void
1656 player_lvl_adj (object *who, object *op)
1657 {
1658 char buf[MAX_BUF];
1659
1660 if (!op) /* when rolling stats */
1661 op = who;
1662
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 {
1665 op->level++;
1666
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1668 dragon_level_gain (who);
1669
1670 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 {
1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1674 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 }
1677
1678 who->update_stats ();
1679 if (op->level > 1)
1680 {
1681 if (op->type != PLAYER)
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1683 else
1684 sprintf (buf, "You are now level %d.", op->level);
1685 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 }
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 {
1692 op->level--;
1693 who->update_stats ();
1694 if (op->type != PLAYER)
1695 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 }
1699 player_lvl_adj (who, op); /* To decrease more levels */
1700 }
1701
1702 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1704 esrv_update_spells (who->contr);
1705 }
1706
1707 /*
1708 * Returns how much experience is needed for a player to become
1709 * the given level. level should really never exceed max_level
1710 */
1711
1712 sint64
1713 level_exp (int level, double expmul)
1714 {
1715 if (level > settings.max_level)
1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1718 return (sint64) (expmul * levels[level]);
1719 }
1720
1721 /*
1722 * Ensure that the permanent experience requirements in an exp object are met.
1723 * This really just checks 'op to make sure the perm_exp value is within
1724 * proper range. Note that the checking of what is passed through
1725 * has been reduced. Since there is now a proper field for perm_exp,
1726 * this can now work on a much larger set of objects.
1727 */
1728 void
1729 calc_perm_exp (object *op)
1730 {
1731 int p_exp_min;
1732
1733 /* Ensure that our permanent experience minimum is met.
1734 * permenent_exp_ratio is an integer percentage, we divide by 100
1735 * to get the fraction */
1736 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1737
1738 if (op->perm_exp < p_exp_min)
1739 op->perm_exp = p_exp_min;
1740
1741 /* Cap permanent experience. */
1742 if (op->perm_exp < 0)
1743 op->perm_exp = 0;
1744 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1745 op->perm_exp = MAX_EXPERIENCE;
1746 }
1747
1748 /* Add experience to a player - exp should only be positive.
1749 * Updates permanent exp for the skill we are adding to.
1750 * skill_name is the skill to add exp to. Skill name can be
1751 * NULL, in which case exp increases the players general
1752 * total, but not any particular skill.
1753 * flag is what to do if the player doesn't have the skill:
1754 */
1755 static void
1756 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1757 {
1758 object *skill_obj = NULL;
1759 sint64 limit, exp_to_add;
1760 int i;
1761
1762 /* prevents some forms of abuse. */
1763 if (op->contr->braced)
1764 exp /= 5;
1765
1766 /* Try to find the matching skill.
1767 * We do a shortcut/time saving mechanism first - see if it matches
1768 * chosen_skill. This means we don't need to search through
1769 * the players inventory.
1770 */
1771 if (skill_name)
1772 {
1773 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1774 skill_obj = op->chosen_skill;
1775 else
1776 {
1777 for (i = 0; i < NUM_SKILLS; i++)
1778 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1779 {
1780 skill_obj = op->contr->last_skill_ob[i];
1781 break;
1782 }
1783
1784 /* Player doesn't have the skill. Check to see what to do, and give
1785 * it to the player if necessary
1786 */
1787 if (!skill_obj)
1788 {
1789 if (flag == SK_EXP_NONE)
1790 return;
1791 else if (flag == SK_EXP_ADD_SKILL)
1792 give_skill_by_name (op, skill_name);
1793 }
1794 }
1795 }
1796
1797 if (flag != SK_EXP_SKILL_ONLY)
1798 {
1799 /* Basically, you can never gain more experience in one shot
1800 * than half what you need to gain for next level.
1801 */
1802 exp_to_add = exp;
1803 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1804 if (exp_to_add > limit)
1805 exp_to_add = limit;
1806
1807 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1808 if (settings.permanent_exp_ratio)
1809 {
1810 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1811 calc_perm_exp (op);
1812 }
1813
1814 player_lvl_adj (op, NULL);
1815 }
1816
1817 if (skill_obj)
1818 {
1819 exp_to_add = exp;
1820 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1821 if (exp_to_add > limit)
1822 exp_to_add = limit;
1823
1824 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1825 if (settings.permanent_exp_ratio)
1826 {
1827 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1828 calc_perm_exp (skill_obj);
1829 }
1830
1831 player_lvl_adj (op, skill_obj);
1832 }
1833 }
1834
1835 /* This function checks to make sure that object 'op' can
1836 * lost 'exp' experience. It returns the amount of exp
1837 * object 'op' can in fact lose - it basically makes
1838 * adjustments based on permanent exp and the like.
1839 * This function should always be used for losing experience -
1840 * the 'exp' value passed should be positive - this is the
1841 * amount that should get subtract from the player.
1842 */
1843 sint64
1844 check_exp_loss (const object *op, sint64 exp)
1845 {
1846 sint64 del_exp;
1847
1848 if (exp > op->stats.exp)
1849 exp = op->stats.exp;
1850 if (settings.permanent_exp_ratio)
1851 {
1852 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1853 if (del_exp < 0)
1854 del_exp = 0;
1855 if (exp > del_exp)
1856 exp = del_exp;
1857 }
1858 return exp;
1859 }
1860
1861 sint64
1862 check_exp_adjust (const object *op, sint64 exp)
1863 {
1864 if (exp < 0)
1865 return check_exp_loss (op, exp);
1866 else
1867 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1868 }
1869
1870
1871 /* Subtracts experience from player.
1872 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1873 * only subtract from the matching skill. Otherwise,
1874 * this subtracts a portion from all
1875 * skills the player has. Eg, if we figure the player is losing 10%
1876 * of his total exp, what happens is he loses 10% from all his skills.
1877 * Note that if permanent exp is used, player may not in fact lose
1878 * as much as listed. Eg, if player has gotten reduced to the point
1879 * where everything is at the minimum perm exp, he would lose nothing.
1880 * exp is the amount of exp to subtract - thus, it should be
1881 * a postive number.
1882 */
1883 static void
1884 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1885 {
1886 float fraction = (float) exp / (float) op->stats.exp;
1887 object *tmp;
1888 sint64 del_exp;
1889
1890 for (tmp = op->inv; tmp; tmp = tmp->below)
1891 if (tmp->type == SKILL && tmp->stats.exp)
1892 {
1893 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1894 {
1895 del_exp = check_exp_loss (tmp, exp);
1896 tmp->stats.exp -= del_exp;
1897 player_lvl_adj (op, tmp);
1898 }
1899 else if (flag != SK_SUBTRACT_SKILL_EXP)
1900 {
1901 /* only want to process other skills if we are not trying
1902 * to match a specific skill.
1903 */
1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1905 tmp->stats.exp -= del_exp;
1906 player_lvl_adj (op, tmp);
1907 }
1908 }
1909
1910 if (flag != SK_SUBTRACT_SKILL_EXP)
1911 {
1912 del_exp = check_exp_loss (op, exp);
1913 op->stats.exp -= del_exp;
1914 player_lvl_adj (op, NULL);
1915 }
1916 }
1917
1918 /* change_exp() - changes experience to a player/monster. This
1919 * does bounds checking to make sure we don't overflow the max exp.
1920 *
1921 * The exp passed is typically not modified much by this function -
1922 * it is assumed the caller has modified the exp as needed.
1923 * skill_name is the skill that should get the exp added.
1924 * flag is what to do if player doesn't have the skill.
1925 * these last two values are only used for players.
1926 */
1927 void
1928 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1929 {
1930 #ifdef EXP_DEBUG
1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1932 #endif
1933
1934 /* safety */
1935 if (!op)
1936 {
1937 LOG (llevError, "change_exp() called for null object!\n");
1938 return;
1939 }
1940
1941 /* if no change in exp, just return - most of the below code
1942 * won't do anything if the value is 0 anyways.
1943 */
1944 if (exp == 0)
1945 return;
1946
1947 /* Monsters are easy - we just adjust their exp - we
1948 * don't adjust level, since in most cases it is unrelated to
1949 * the exp they have - the monsters exp represents what its
1950 * worth.
1951 */
1952 if (op->type != PLAYER)
1953 {
1954 /* Sanity check */
1955 if (!QUERY_FLAG (op, FLAG_ALIVE))
1956 return;
1957
1958 /* reset exp to max allowed value. We subtract from
1959 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1960 * more than max exp, just return.
1961 */
1962 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1963 {
1964 exp = MAX_EXPERIENCE - op->stats.exp;
1965 if (exp < 0)
1966 return;
1967 }
1968
1969 op->stats.exp += exp;
1970 }
1971 else
1972 { /* Players only */
1973 if (exp > 0)
1974 add_player_exp (op, exp, skill_name, flag);
1975 else
1976 /* note that when you lose exp, it doesn't go against
1977 * a particular skill, so we don't need to pass that
1978 * along.
1979 */
1980 subtract_player_exp (op, abs (exp), skill_name, flag);
1981 }
1982 }
1983
1984 /* Applies a death penalty experience, the size of this is defined by the
1985 * settings death_penalty_percentage and death_penalty_levels, and by the
1986 * amount of permenent experience, whichever gives the lowest loss.
1987 */
1988 void
1989 apply_death_exp_penalty (object *op)
1990 {
1991 object *tmp;
1992 sint64 loss;
1993 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1994 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1995
1996 for (tmp = op->inv; tmp; tmp = tmp->below)
1997 if (tmp->type == SKILL && tmp->stats.exp)
1998 {
1999
2000 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2001 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2002
2003 /* With the revised exp system, you can get cases where
2004 * losing several levels would still require that you have more
2005 * exp than you currently have - this is true if the levels
2006 * tables is a lot harder.
2007 */
2008 if (level_loss < 0)
2009 level_loss = 0;
2010
2011 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2012
2013 tmp->stats.exp -= loss;
2014 player_lvl_adj (op, tmp);
2015 }
2016
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2019 if (level_loss < 0)
2020 level_loss = 0;
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2022
2023 op->stats.exp -= loss;
2024 player_lvl_adj (op, NULL);
2025 }
2026
2027 /* This function takes an object (monster/player, op), and
2028 * determines if it makes a basic save throw by looking at the
2029 * save_throw table. level is the effective level to make
2030 * the save at, and bonus is any plus/bonus (typically based on
2031 * resistance to particular attacktype.
2032 * Returns 1 if op makes his save, 0 if he failed
2033 */
2034 int
2035 did_make_save (const object *op, int level, int bonus)
2036 {
2037 if (level > MAX_SAVE_LEVEL)
2038 level = MAX_SAVE_LEVEL;
2039
2040 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2041 return 0;
2042
2043 return 1;
2044 }