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Revision: 1.10
Committed: Tue Sep 12 02:06:19 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +168 -173 lines
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File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 #include <global.h>
25 #include <funcpoint.h>
26
27 /* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */
31 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32
33 static const int con_bonus[MAX_STAT + 1] = {
34 -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,
35 22, 25, 30, 40, 50
36 };
37
38 /* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t.
41 */
42 static const int sp_bonus[MAX_STAT + 1] = {
43 -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,
44 30, 40, 50, 70, 100
45 };
46
47 static const int grace_bonus[MAX_STAT + 1] = {
48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100
50 };
51
52 /* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65 * it is 1-diff
66 */
67
68 const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 };
76
77 const int dex_bonus[MAX_STAT + 1] = {
78 -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
79 };
80
81 /* speed_bonus uses dex as its stat */
82 const float speed_bonus[MAX_STAT + 1] = {
83 -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,
84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85 1.6, 1.8, 2.0, 2.5, 3.0
86 };
87
88 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89 * strength.
90 */
91 const int dam_bonus[MAX_STAT + 1] = {
92 -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
93 };
94
95 const int thaco_bonus[MAX_STAT + 1] = {
96 -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
97 };
98
99 /* Max you can carry before you start getting extra speed penalties */
100 const int max_carry[MAX_STAT + 1] = {
101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102 301, 326, 352, 400, 450, 500, 600, 1000
103 };
104
105 /* weight_limit - the absolute most a character can carry - a character can't
106 * pick stuff up if it would put him above this limit.
107 * value is in grams, so we don't need to do conversion later
108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace.
110 */
111
112 const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 };
121
122 const int learn_spell[MAX_STAT + 1] = {
123 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,
124 100, 100, 100, 100, 100, 100
125 };
126
127 const int cleric_chance[MAX_STAT + 1] = {
128 100, 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
129 };
130
131 const int turn_bonus[MAX_STAT + 1] = {
132 -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
133 };
134
135 const int fear_bonus[MAX_STAT + 1] = {
136 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
137 };
138
139 /*
140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp()
142 */
143
144 #define MAX_EXPERIENCE levels[settings.max_level]
145
146 /* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed.
158 * -b.t.
159 */
160
161 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162
163 #ifndef WIN32
164 extern uint64 *levels;
165 #else
166 extern sint64 *levels;
167 #endif
168
169 #define MAX_SAVE_LEVEL 110
170
171 /* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the
173 * right thing and always use range within this table.
174 * for safety, savethrow should not be accessed directly anymore,
175 * and instead did_make_save should be used instead.
176 */
177 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
178 18,
179 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
180 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
181 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
182 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
183 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
184 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
185 };
186
187 const char *const attacks[NROFATTACKS] = {
188 "physical", "magical", "fire", "electricity", "cold", "confusion",
189 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
190 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
191 "chaos", "counterspell", "god power", "holy power", "blinding", "",
192 "life stealing"
193 };
194
195 static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!",
197 "You're feeling clumsy!",
198 "You feel less healthy",
199 "You suddenly begin to lose your memory!",
200 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203 };
204 const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.",
206 "You feel your agility return.",
207 "You feel your health return.",
208 "You feel your wisdom return.",
209 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212 };
213 const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.",
215 "You feel more agile.",
216 "You feel healthy.",
217 "You feel wiser.",
218 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221 };
222 const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!",
224 "You feel clumsy!",
225 "You feel less healthy!",
226 "You lose some of your memory!",
227 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230 };
231
232 const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
234 };
235
236 const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
238 };
239
240 /*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245 void
246 set_attr_value (living * stats, int attr, sint8 value)
247 {
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272 }
273
274 /*
275 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat.
277 */
278
279 void
280 change_attr_value (living * stats, int attr, sint8 value)
281 {
282 if (value == 0)
283 return;
284 switch (attr)
285 {
286 case STR:
287 stats->Str += value;
288 break;
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 }
310 }
311
312 /*
313 * returns the specified stat. See also set_attr_value().
314 */
315
316 sint8
317 get_attr_value (const living * stats, int attr)
318 {
319 switch (attr)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 }
336 return 0;
337 }
338
339 /*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit.
342 */
343
344 void
345 check_stat_bounds (living * stats)
346 {
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT)
351 set_attr_value (stats, i, MAX_STAT);
352 else if (v < MIN_STAT)
353 set_attr_value (stats, i, MIN_STAT);
354 }
355
356 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357
358 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
359 * make this macro to clean those up. Not usuable outside change_abil
360 * function since some of the values passed to new_draw_info are hardcoded.
361 */
362 #define DIFF_MSG(flag, msg1, msg2) \
363 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
364
365 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
366
367 /* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object.
369 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not.
371 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when
373 * removing an object - that is because it is impossible to know if some object
374 * is the only source of an attacktype or spell attunement, so this function
375 * will clear the bits, but the player may still have some other object
376 * that gives them that ability.
377 */
378 int
379 change_abil (object *op, object *tmp)
380 {
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
382 char message[MAX_BUF];
383 int potion_max = 0;
384
385 /* remember what object was like before it was changed. note that
386 * refop is a local copy of op only to be used for detecting changes
387 * found by fix_player. refop is not a real object
388 */
389 object_pod refop = *op;
390
391 if (op->type == PLAYER)
392 {
393 if (tmp->type == POTION)
394 {
395 potion_max = 1;
396 for (j = 0; j < NUM_STATS; j++)
397 {
398 int nstat, ostat;
399
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402
403 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat;
405
406 /* Do some bounds checking. While I don't think any
407 * potions do so right now, there is the potential for potions
408 * that adjust that stat by more than one point, so we need
409 * to allow for that.
410 */
411 if (nstat < 1 && i * flag < 0)
412 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
414 {
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
416 }
417 if (nstat != ostat)
418 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat);
420 potion_max = 0;
421 }
422 else if (i)
423 {
424 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1;
426 }
427 }
428 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway.
431 */
432 for (j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
434 check_stat_bounds (&(op->stats));
435 } /* end of potion handling code */
436 }
437
438 /* reset attributes that fix_player doesn't reset since it doesn't search
439 * everything to set
440 */
441 if (flag == -1)
442 {
443 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields.
449 */
450 op->move_type &= ~tmp->move_type;
451 }
452
453 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after
455 * change_ability then might as well call it from here
456 */
457 fix_player (op);
458
459 /* Fix player won't add the bows ability to the player, so don't
460 * print out message if this is a bow.
461 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 {
464 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 }
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 {
469 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 }
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 {
474 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 }
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 {
479 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 }
482 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from
486 * from fly high)
487 */
488 if (tmp->move_type && op->move_type != refop.move_type)
489 {
490 success = 1;
491
492 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
493 * status doesn't make a difference if you are flying high
494 */
495 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
496 {
497 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
498 }
499
500 if (tmp->move_type & MOVE_FLY_HIGH)
501 {
502 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land
504 */
505 DIFF_MSG (flag, "You soar into the air air!.",
506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 }
508 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510
511 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op);
513 }
514
515 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status
517 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
520 {
521 success = 1;
522 if (flag > 0)
523 {
524 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 }
527 else
528 {
529 op->race = op->arch->clone.race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 }
532 }
533
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 {
536 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 {
541 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 }
544 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision
546 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 {
549 success = 1;
550 if (flag > 0)
551 {
552 if (QUERY_FLAG (op, FLAG_WIZ))
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else
555 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND);
558 if (op->type == PLAYER)
559 op->contr->do_los = 1;
560 }
561 }
562 else
563 {
564 if (QUERY_FLAG (op, FLAG_WIZ))
565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
566 else
567 {
568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
569 CLEAR_FLAG (op, FLAG_BLIND);
570 if (op->type == PLAYER)
571 op->contr->do_los = 1;
572 }
573 }
574 }
575
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
577 {
578 success = 1;
579 if (op->type == PLAYER)
580 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 }
583
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
585 {
586 success = 1;
587 if (flag > 0)
588 {
589 if (QUERY_FLAG (op, FLAG_WIZ))
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
591 else
592 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
594 if (op->type == PLAYER)
595 op->contr->do_los = 1;
596 }
597 }
598 else
599 {
600 if (QUERY_FLAG (op, FLAG_WIZ))
601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
602 else
603 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
605 if (op->type == PLAYER)
606 op->contr->do_los = 1;
607 }
608 }
609 }
610
611 if (tmp->stats.luck)
612 {
613 success = 1;
614 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
615 }
616
617 if (tmp->stats.hp && op->type == PLAYER)
618 {
619 success = 1;
620 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
621 }
622
623 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
624 {
625 success = 1;
626 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
627 }
628
629 /* for the future when artifacts set this -b.t. */
630 if (tmp->stats.grace && op->type == PLAYER)
631 {
632 success = 1;
633 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
634 }
635
636 if (tmp->stats.food && op->type == PLAYER)
637 {
638 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 }
641
642 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++)
644 {
645 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */
647
648 if (op->resist[i] != refop.resist[i])
649 {
650 success = 1;
651 if (op->resist[i] > refop.resist[i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
653 else
654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
655
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 }
658 }
659
660 if (tmp->type != EXPERIENCE && !potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++)
663 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 {
666 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
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 drain_stat (object *op)
681 {
682 drain_specific_stat (op, RANDOM () % NUM_STATS);
683 }
684
685 void
686 drain_specific_stat (object *op, int deplete_stats)
687 {
688 object *tmp;
689 archetype *at;
690
691 at = find_archetype (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, op);
700 if (!tmp)
701 {
702 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op);
704 SET_FLAG (tmp, FLAG_APPLIED);
705 }
706 }
707
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op);
711 }
712
713 /*
714 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object.
716 */
717
718 void
719 change_luck (object *op, int value)
720 {
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = find_archetype ("luck");
726 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n");
728 else
729 {
730 tmp = present_arch_in_ob (at, op);
731 if (!tmp)
732 {
733 if (!value)
734 return;
735 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op);
737 SET_FLAG (tmp, FLAG_APPLIED);
738 }
739 if (value)
740 {
741 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself).
744 */
745 new_luck = tmp->stats.luck + value;
746 if (new_luck >= -100 && new_luck <= 100)
747 {
748 op->stats.luck += value;
749 tmp->stats.luck = new_luck;
750 }
751 }
752 else
753 {
754 if (!tmp->stats.luck)
755 {
756 return;
757 }
758 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add)
760 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
762 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1;
764
765 op->stats.luck += diff;
766 tmp->stats.luck += diff;
767 }
768 }
769 }
770 }
771
772 /*
773 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */
775
776 void
777 remove_statbonus (object *op)
778 {
779 op->stats.Str -= op->arch->clone.stats.Str;
780 op->stats.Dex -= op->arch->clone.stats.Dex;
781 op->stats.Con -= op->arch->clone.stats.Con;
782 op->stats.Wis -= op->arch->clone.stats.Wis;
783 op->stats.Pow -= op->arch->clone.stats.Pow;
784 op->stats.Cha -= op->arch->clone.stats.Cha;
785 op->stats.Int -= op->arch->clone.stats.Int;
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
793 }
794
795 /*
796 * Adds stat-bonuses given by the class which the player has chosen.
797 */
798
799 void
800 add_statbonus (object *op)
801 {
802 op->stats.Str += op->arch->clone.stats.Str;
803 op->stats.Dex += op->arch->clone.stats.Dex;
804 op->stats.Con += op->arch->clone.stats.Con;
805 op->stats.Wis += op->arch->clone.stats.Wis;
806 op->stats.Pow += op->arch->clone.stats.Pow;
807 op->stats.Cha += op->arch->clone.stats.Cha;
808 op->stats.Int += op->arch->clone.stats.Int;
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
816 }
817
818 /*
819 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped.
824 */
825
826 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm
828 */
829
830 void
831 fix_player (object *op)
832 {
833 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
839
840 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER)
842 {
843 for (i = 0; i < NUM_STATS; i++)
844 {
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
846 }
847 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0;
849
850 op->attacktype = 0;
851 op->contr->digestion = 0;
852 op->contr->gen_hp = 0;
853 op->contr->gen_sp = 0;
854 op->contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10;
856 op->contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868
869 op->slaying = 0;
870
871 if (!QUERY_FLAG (op, FLAG_WIZ))
872 {
873 CLEAR_FLAG (op, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
875 }
876
877 CLEAR_FLAG (op, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888
889 op->path_attuned = op->arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type;
894 op->chosen_skill = NULL;
895
896 /* initializing resistances from the values in player/monster's
897 * archetype clone
898 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
900
901 for (i = 0; i < NROFATTACKS; i++)
902 {
903 if (op->resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0;
905 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0;
907 potion_resist[i] = 0;
908 }
909
910 wc = op->arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam;
912
913 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down
919 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
921 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
924 }
925 else
926 ac = op->arch->clone.stats.ac;
927
928 op->stats.luck = op->arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed;
930
931 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped.
933 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
936 {
937 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here.
939 */
940 if (tmp->glow_radius > op->glow_radius)
941 op->glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil
945 * then calls this function.
946 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue;
950 }
951
952 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL)
954 {
955 /* Want to take the highest skill here. */
956 if (IS_MANA_SKILL (tmp->subtype))
957 {
958 if (!mana_obj)
959 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp;
962 }
963 if (IS_GRACE_SKILL (tmp->subtype))
964 {
965 if (!grace_obj)
966 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level)
968 grace_obj = tmp;
969 }
970 }
971
972 /* Container objects are not meant to adjust a players, but other applied
973 * objects need to make adjustments.
974 * This block should handle all player specific changes
975 * The check for Praying is a bit of a hack - god given bonuses are put
976 * in the praying skill, and the player should always get those.
977 * It also means we need to put in additional checks for applied below,
978 * because the skill shouldn't count against body positions being used
979 * up, etc.
980 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 {
984 if (op->type == PLAYER)
985 {
986 if (tmp->type == BOW)
987 op->contr->ranges[range_bow] = tmp;
988
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991
992 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
994
995 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array.
998 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1005 {
1006 op->contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power;
1012 }
1013 } /* if this is a player */
1014
1015 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i];
1020 }
1021
1022 if (tmp->type == SYMPTOM)
1023 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0;
1025 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1;
1027 }
1028
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.)
1031 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken.
1033 */
1034 if (tmp->type != POTION)
1035 {
1036 for (i = 0; i < NROFATTACKS; i++)
1037 {
1038 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero.
1040 */
1041 if (tmp->type == POTION_EFFECT)
1042 {
1043 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else
1046 potion_resist[i] = tmp->resist[i];
1047 }
1048 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1052 }
1053 }
1054
1055 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied;
1062 op->stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type;
1064
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1066 SET_FLAG (op, FLAG_LIFESAVE);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1068 SET_FLAG (op, FLAG_REFL_SPELL);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1070 SET_FLAG (op, FLAG_REFL_MISSILE);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD);
1082
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS);
1086 op->invisible = 1;
1087 }
1088
1089 if (tmp->stats.exp && tmp->type != SKILL)
1090 {
1091 if (tmp->stats.exp > 0)
1092 {
1093 added_speed += (float) tmp->stats.exp / 3.0;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1095 }
1096 else
1097 added_speed += (float) tmp->stats.exp;
1098 }
1099
1100 switch (tmp->type)
1101 {
1102 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */
1104 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1106 break;
1107
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1113
1114 op->chosen_skill = tmp;
1115
1116 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp);
1120 if (weapon_speed < 0)
1121 weapon_speed = 0;
1122 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1124 if (tmp->magic)
1125 op->stats.dam += tmp->magic;
1126 }
1127
1128 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic);
1130
1131 if (tmp->slaying != NULL)
1132 op->slaying = tmp->slaying;
1133
1134 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic);
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break;
1142
1143 case SKILL_TOOL:
1144 if (op->chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1147 }
1148 op->chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break;
1152
1153 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING:
1157 case AMULET:
1158 case GIRDLE:
1159 case HELMET:
1160 case BOOTS:
1161 case GLOVES:
1162 case CLOAK:
1163 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic);
1165 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic);
1167 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic);
1169 break;
1170
1171 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic);
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic;
1175 op->stats.dam += (tmp->stats.dam + tmp->magic);
1176 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1178 if (weapon_speed < 0)
1179 weapon_speed = 0;
1180 op->slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should
1183 * go.
1184 */
1185 op->current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188
1189 break;
1190
1191 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000;
1194
1195 case BRACERS:
1196 case FORCE:
1197 if (tmp->stats.wc)
1198 {
1199 if (best_wc < tmp->stats.wc + tmp->magic)
1200 {
1201 wc += best_wc;
1202 best_wc = tmp->stats.wc + tmp->magic;
1203 }
1204 else
1205 wc += tmp->stats.wc + tmp->magic;
1206 }
1207 if (tmp->stats.ac)
1208 {
1209 if (best_ac < tmp->stats.ac + tmp->magic)
1210 {
1211 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic;
1213 }
1214 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic;
1216 }
1217 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic);
1219 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic);
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0;
1223 break;
1224 } /* switch tmp->type */
1225 } /* item is equipped */
1226 } /* for loop of items */
1227
1228 /* We've gone through all the objects the player has equipped. For many things, we
1229 * have generated intermediate values which we now need to assign.
1230 */
1231
1232 /* 'total resistance = total protections - total vulnerabilities'.
1233 * If there is an uncursed potion in effect, granting more protection
1234 * than that, we take: 'total resistance = resistance from potion'.
1235 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'.
1237 */
1238 for (i = 0; i < NROFATTACKS; i++)
1239 {
1240 op->resist[i] = prot[i] - vuln[i];
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i];
1243 }
1244
1245 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER)
1247 {
1248 int pl_level;
1249
1250 check_stat_bounds (&(op->stats));
1251 pl_level = op->level;
1252
1253 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255
1256 /* You basically get half a con bonus/level. But we do take into account rounding,
1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1262 if (i % 2 && con_bonus[op->stats.Con] % 2)
1263 {
1264 if (con_bonus[op->stats.Con] > 0)
1265 j++;
1266 else
1267 j--;
1268 }
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 }
1271
1272 for (i = 11; i <= op->level; i++)
1273 op->stats.maxhp += 2;
1274
1275 if (op->stats.hp > op->stats.maxhp)
1276 op->stats.hp = op->stats.maxhp;
1277
1278 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above)
1280 */
1281 /* following happen when skills system is not used */
1282 if (!mana_obj)
1283 mana_obj = op;
1284 if (!grace_obj)
1285 grace_obj = op;
1286 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1288 mana_obj = op;
1289
1290 if (mana_obj == op && op->type == PLAYER)
1291 {
1292 op->stats.maxsp = 1;
1293 }
1294 else
1295 {
1296 sp_tmp = 0.0;
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 {
1299 float stmp;
1300
1301 /* Got some extra bonus at first level */
1302 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1305 }
1306 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1309 }
1310 if (stmp < 1.0)
1311 stmp = 1.0;
1312 sp_tmp += stmp;
1313 }
1314 op->stats.maxsp = (int) sp_tmp;
1315
1316 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2;
1318 }
1319 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2;
1322
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1325 grace_obj = op;
1326
1327 if (grace_obj == op && op->type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1;
1330 }
1331 else
1332 {
1333 /* store grace in a float - this way, the divisions below don't create
1334 * big jumps when you go from level to level - with int's, it then
1335 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful.
1337 */
1338 sp_tmp = 0.0;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 {
1341 float grace_tmp = 0.0;
1342
1343 /* Got some extra bonus at first level */
1344 if (i < 2)
1345 {
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else
1350 {
1351 grace_tmp = (float) op->contr->levgrace[i]
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0;
1356 sp_tmp += grace_tmp;
1357 }
1358 op->stats.maxgrace = (int) sp_tmp;
1359
1360 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2;
1363 }
1364 /* No limit on grace vs maxgrace */
1365
1366 if (op->contr->braced)
1367 {
1368 ac += 2;
1369 wc += 4;
1370 }
1371 else
1372 ac -= dex_bonus[op->stats.Dex];
1373
1374 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better
1378 * than before. This is to balance out the fact that
1379 * the player no longer gets a personal weapon w/ 1
1380 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t.
1384 */
1385
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1387 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1389 for (i = 1; i < wc_obj->level; i++)
1390 {
1391 /* addtional wc every 6 levels */
1392 if (!(i % 6))
1393 wc--;
1394 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1397 }
1398 }
1399 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]);
1401
1402 op->stats.dam += dam_bonus[op->stats.Str];
1403
1404 if (op->stats.dam < 1)
1405 op->stats.dam = 1;
1406
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1408 if (settings.search_items && op->contr->search_str[0])
1409 op->speed -= 1;
1410 if (op->attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype;
1412
1413 } /* End if player */
1414
1415 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0;
1417 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed);
1419
1420 /* Max is determined by armour */
1421 if (op->speed > max)
1422 op->speed = max;
1423
1424 if (op->type == PLAYER)
1425 {
1426 /* f is a number the represents the number of kg above (positive num)
1427 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is
1430 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1432 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1434 }
1435
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1437
1438 /* Put a lower limit on speed. Note with this speed, you move once every
1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */
1441 op->speed = op->speed * speed_reduce_from_disease;
1442
1443 if (op->speed < 0.01 && op->type == PLAYER)
1444 op->speed = 0.01;
1445
1446 if (op->type == PLAYER)
1447 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read.
1454 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0;
1456 M2 = max_carry[op->stats.Str] / 100.0;
1457 W = weapon_weight / 20000.0;
1458 s = 2 - weapon_speed / 10.0;
1459 D = (op->stats.Dex - 14) / 14.0;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1462 if (K <= 0)
1463 K = 0.01;
1464 S = op->speed / (K * s);
1465 op->contr->weapon_sp = S;
1466 }
1467 /* I want to limit the power of small monsters with big weapons: */
1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3;
1470
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this
1472 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same.
1474 */
1475 if (wc > 120)
1476 wc = 120;
1477 else if (wc < -120)
1478 wc = -120;
1479 op->stats.wc = wc;
1480
1481 if (ac > 120)
1482 ac = 120;
1483 else if (ac < -120)
1484 ac = -120;
1485 op->stats.ac = ac;
1486
1487 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just
1491 * one or the other.
1492 */
1493 if (op->move_type == 0)
1494 op->move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK;
1497
1498 update_ob_speed (op);
1499
1500 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now.
1502 */
1503 if (op->type == PLAYER)
1504 esrv_update_spells (op->contr);
1505 }
1506
1507 /*
1508 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise.
1513 */
1514
1515 int
1516 allowed_class (const object *op)
1517 {
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1520 }
1521
1522 /*
1523 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to
1525 * eventually change the player's face and animation)
1526 *
1527 * Note that the title is written to 'own_title' in the
1528 * player struct. This should be changed to 'ext_title'
1529 * as soon as clients support this!
1530 * Please, anyone, write support for 'ext_title'.
1531 */
1532 void
1533 set_dragon_name (object *pl, const object *abil, const object *skin)
1534 {
1535 int atnr = -1; /* attacknumber of highest level */
1536 int level = 0; /* highest level */
1537 int i;
1538
1539 /* Perhaps do something more clever? */
1540 if (!abil || !skin)
1541 return;
1542
1543 /* first, look for the highest level */
1544 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1547 {
1548 level = abil->resist[i];
1549 atnr = i;
1550 }
1551 }
1552
1553 /* now if there are equals at highest level, pick the one with focus,
1554 or else at random */
1555 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1556 atnr = abil->stats.exp;
1557
1558 level = (int) (level / 5.);
1559
1560 /* now set the new title */
1561 if (pl->contr != NULL)
1562 {
1563 if (level == 0)
1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1565 else if (level == 1)
1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1567 else if (level == 2)
1568 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1569 else if (level == 3)
1570 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1571 else
1572 {
1573 /* special titles for extra high resistance! */
1574 if (skin->resist[atnr] > 80)
1575 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1576 else if (skin->resist[atnr] > 50)
1577 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1578 else
1579 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1580 }
1581 }
1582
1583 strcpy (pl->contr->own_title, "");
1584 }
1585
1586 /*
1587 * This function is called when a dragon-player gains
1588 * an overall level. Here, the dragon might gain new abilities
1589 * or change the ability-focus.
1590 */
1591 void
1592 dragon_level_gain (object *who)
1593 {
1594 object *abil = NULL; /* pointer to dragon ability force */
1595 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */
1598
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1605 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1607 skin = tmp;
1608 }
1609 }
1610 /* if the force is missing -> bail out */
1611 if (abil == NULL)
1612 return;
1613
1614 /* The ability_force keeps track of maximum level ever achieved.
1615 * New abilties can only be gained by surpassing this max level
1616 */
1617 if (who->level > abil->level)
1618 {
1619 /* increase our focused ability */
1620 abil->resist[abil->stats.exp]++;
1621
1622
1623 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1624 {
1625 /* time to hand out a new ability-gift */
1626 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1627 }
1628
1629 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1630 {
1631 /* apply new ability focus */
1632 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1633 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1634
1635 abil->stats.exp = abil->last_eat;
1636 abil->last_eat = 0;
1637 }
1638
1639 abil->level = who->level;
1640 }
1641
1642 /* last but not least, set the new title for the dragon */
1643 set_dragon_name (who, abil, skin);
1644 }
1645
1646 /* Handy function - given the skill name skill_name, we find the skill
1647 * archetype/object, set appropriate values, and insert it into
1648 * the object (op) that is passed.
1649 * We return the skill - this makes it easier for calling functions that
1650 * want to do something with it immediately.
1651 */
1652 object *
1653 give_skill_by_name (object *op, const char *skill_name)
1654 {
1655 object *skill_obj;
1656
1657 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1658 if (!skill_obj)
1659 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1661 return NULL;
1662 }
1663 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it.
1665 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op);
1670 if (op->contr)
1671 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1674 }
1675 return skill_obj;
1676 }
1677
1678
1679 /* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels
1683 * who is the player, op is what we are checking to gain the level
1684 * (eg, skill)
1685 */
1686 void
1687 player_lvl_adj (object *who, object *op)
1688 {
1689 char buf[MAX_BUF];
1690
1691 if (!op) /* when rolling stats */
1692 op = who;
1693
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 {
1696 op->level++;
1697
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1699 dragon_level_gain (who);
1700
1701 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 }
1708
1709 fix_player (who);
1710 if (op->level > 1)
1711 {
1712 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else
1715 sprintf (buf, "You are now level %d.", op->level);
1716 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 {
1723 op->level--;
1724 fix_player (who);
1725 if (op->type != PLAYER)
1726 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 }
1730 player_lvl_adj (who, op); /* To decrease more levels */
1731 }
1732 /* check if the spell data has changed */
1733 esrv_update_spells (who->contr);
1734 }
1735
1736 /*
1737 * Returns how much experience is needed for a player to become
1738 * the given level. level should really never exceed max_level
1739 */
1740
1741 sint64
1742 level_exp (int level, double expmul)
1743 {
1744 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]);
1746 return (sint64) (expmul * levels[level]);
1747 }
1748
1749 /*
1750 * Ensure that the permanent experience requirements in an exp object are met.
1751 * This really just checks 'op to make sure the perm_exp value is within
1752 * proper range. Note that the checking of what is passed through
1753 * has been reduced. Since there is now a proper field for perm_exp,
1754 * this can now work on a much larger set of objects.
1755 */
1756 void
1757 calc_perm_exp (object *op)
1758 {
1759 int p_exp_min;
1760
1761 /* Ensure that our permanent experience minimum is met.
1762 * permenent_exp_ratio is an integer percentage, we divide by 100
1763 * to get the fraction */
1764 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1765
1766 if (op->perm_exp < p_exp_min)
1767 op->perm_exp = p_exp_min;
1768
1769 /* Cap permanent experience. */
1770 if (op->perm_exp < 0)
1771 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE;
1774 }
1775
1776
1777 /* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill:
1783 */
1784
1785 static void
1786 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787 {
1788 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add;
1790 int i;
1791
1792 /* prevents some forms of abuse. */
1793 if (op->contr->braced)
1794 exp = exp / 5;
1795
1796 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through
1799 * the players inventory.
1800 */
1801 if (skill_name)
1802 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1804 skill_obj = op->chosen_skill;
1805 else
1806 {
1807 for (i = 0; i < NUM_SKILLS; i++)
1808 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1809 {
1810 skill_obj = op->contr->last_skill_ob[i];
1811 break;
1812 }
1813
1814 /* Player doesn't have the skill. Check to see what to do, and give
1815 * it to the player if necessary
1816 */
1817 if (!skill_obj)
1818 {
1819 if (flag == SK_EXP_NONE)
1820 return;
1821 else if (flag == SK_EXP_ADD_SKILL)
1822 give_skill_by_name (op, skill_name);
1823 }
1824 }
1825 }
1826
1827 if (flag != SK_EXP_SKILL_ONLY)
1828 {
1829 /* Basically, you can never gain more experience in one shot
1830 * than half what you need to gain for next level.
1831 */
1832 exp_to_add = exp;
1833 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1834 if (exp_to_add > limit)
1835 exp_to_add = limit;
1836
1837 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1838 if (settings.permanent_exp_ratio)
1839 {
1840 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1841 calc_perm_exp (op);
1842 }
1843
1844 player_lvl_adj (op, NULL);
1845 }
1846
1847 if (skill_obj)
1848 {
1849 exp_to_add = exp;
1850 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1851 if (exp_to_add > limit)
1852 exp_to_add = limit;
1853
1854 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1855 if (settings.permanent_exp_ratio)
1856 {
1857 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1858 calc_perm_exp (skill_obj);
1859 }
1860
1861 player_lvl_adj (op, skill_obj);
1862 }
1863 }
1864
1865 /* This function checks to make sure that object 'op' can
1866 * lost 'exp' experience. It returns the amount of exp
1867 * object 'op' can in fact lose - it basically makes
1868 * adjustments based on permanent exp and the like.
1869 * This function should always be used for losing experience -
1870 * the 'exp' value passed should be positive - this is the
1871 * amount that should get subtract from the player.
1872 */
1873 sint64
1874 check_exp_loss (const object *op, sint64 exp)
1875 {
1876 sint64 del_exp;
1877
1878 if (exp > op->stats.exp)
1879 exp = op->stats.exp;
1880 if (settings.permanent_exp_ratio)
1881 {
1882 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1883 if (del_exp < 0)
1884 del_exp = 0;
1885 if (exp > del_exp)
1886 exp = del_exp;
1887 }
1888 return exp;
1889 }
1890
1891 sint64
1892 check_exp_adjust (const object *op, sint64 exp)
1893 {
1894 if (exp < 0)
1895 return check_exp_loss (op, exp);
1896 else
1897 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1898 }
1899
1900
1901 /* Subtracts experience from player.
1902 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1903 * only subtract from the matching skill. Otherwise,
1904 * this subtracts a portion from all
1905 * skills the player has. Eg, if we figure the player is losing 10%
1906 * of his total exp, what happens is he loses 10% from all his skills.
1907 * Note that if permanent exp is used, player may not in fact lose
1908 * as much as listed. Eg, if player has gotten reduced to the point
1909 * where everything is at the minimum perm exp, he would lose nothing.
1910 * exp is the amount of exp to subtract - thus, it should be
1911 * a postive number.
1912 */
1913 static void
1914 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1915 {
1916 float fraction = (float) exp / (float) op->stats.exp;
1917 object *tmp;
1918 sint64 del_exp;
1919
1920 for (tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->type == SKILL && tmp->stats.exp)
1922 {
1923 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1924 {
1925 del_exp = check_exp_loss (tmp, exp);
1926 tmp->stats.exp -= del_exp;
1927 player_lvl_adj (op, tmp);
1928 }
1929 else if (flag != SK_SUBTRACT_SKILL_EXP)
1930 {
1931 /* only want to process other skills if we are not trying
1932 * to match a specific skill.
1933 */
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp);
1937 }
1938 }
1939 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 {
1941 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL);
1944 }
1945 }
1946
1947
1948
1949 /* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp.
1951 *
1952 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players.
1957 */
1958
1959 void
1960 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961 {
1962
1963 #ifdef EXP_DEBUG
1964 # ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966 # else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1968 # endif
1969 #endif
1970
1971 /* safety */
1972 if (!op)
1973 {
1974 LOG (llevError, "change_exp() called for null object!\n");
1975 return;
1976 }
1977
1978 /* if no change in exp, just return - most of the below code
1979 * won't do anything if the value is 0 anyways.
1980 */
1981 if (exp == 0)
1982 return;
1983
1984 /* Monsters are easy - we just adjust their exp - we
1985 * don't adjust level, since in most cases it is unrelated to
1986 * the exp they have - the monsters exp represents what its
1987 * worth.
1988 */
1989 if (op->type != PLAYER)
1990 {
1991 /* Sanity check */
1992 if (!QUERY_FLAG (op, FLAG_ALIVE))
1993 return;
1994
1995 /* reset exp to max allowed value. We subtract from
1996 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1997 * more than max exp, just return.
1998 */
1999 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2000 {
2001 exp = MAX_EXPERIENCE - op->stats.exp;
2002 if (exp < 0)
2003 return;
2004 }
2005
2006 op->stats.exp += exp;
2007 }
2008 else
2009 { /* Players only */
2010 if (exp > 0)
2011 add_player_exp (op, exp, skill_name, flag);
2012 else
2013 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that
2015 * along.
2016 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag);
2018
2019 }
2020 }
2021
2022 /* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss.
2025 */
2026
2027 void
2028 apply_death_exp_penalty (object *op)
2029 {
2030 object *tmp;
2031 sint64 loss;
2032 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2033 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2034
2035 for (tmp = op->inv; tmp; tmp = tmp->below)
2036 if (tmp->type == SKILL && tmp->stats.exp)
2037 {
2038
2039 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2040 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2041
2042 /* With the revised exp system, you can get cases where
2043 * losing several levels would still require that you have more
2044 * exp than you currently have - this is true if the levels
2045 * tables is a lot harder.
2046 */
2047 if (level_loss < 0)
2048 level_loss = 0;
2049
2050 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2051
2052 tmp->stats.exp -= loss;
2053 player_lvl_adj (op, tmp);
2054 }
2055
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2057 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2058 if (level_loss < 0)
2059 level_loss = 0;
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2061
2062 op->stats.exp -= loss;
2063 player_lvl_adj (op, NULL);
2064 }
2065
2066 /* This function takes an object (monster/player, op), and
2067 * determines if it makes a basic save throw by looking at the
2068 * save_throw table. level is the effective level to make
2069 * the save at, and bonus is any plus/bonus (typically based on
2070 * resistance to particular attacktype.
2071 * Returns 1 if op makes his save, 0 if he failed
2072 */
2073 int
2074 did_make_save (const object *op, int level, int bonus)
2075 {
2076 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL;
2078
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0;
2081 return 1;
2082 }