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/cvs/deliantra/server/common/living.C
Revision: 1.13
Committed: Mon Dec 4 17:48:35 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.12: +0 -4 lines
Log Message:
- changed uint64 to sint64 for levels
- removed obsolete debugging code

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@schmorp.de>
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 extern sint64 *levels;
164
165 #define MAX_SAVE_LEVEL 110
166
167 /* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the
169 * right thing and always use range within this table.
170 * for safety, savethrow should not be accessed directly anymore,
171 * and instead did_make_save should be used instead.
172 */
173 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 18,
175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 };
182
183 const char *const attacks[NROFATTACKS] = {
184 "physical", "magical", "fire", "electricity", "cold", "confusion",
185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 "life stealing"
189 };
190
191 static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!",
193 "You're feeling clumsy!",
194 "You feel less healthy",
195 "You suddenly begin to lose your memory!",
196 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199 };
200 const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.",
202 "You feel your agility return.",
203 "You feel your health return.",
204 "You feel your wisdom return.",
205 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208 };
209 const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.",
211 "You feel more agile.",
212 "You feel healthy.",
213 "You feel wiser.",
214 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217 };
218 const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!",
220 "You feel clumsy!",
221 "You feel less healthy!",
222 "You lose some of your memory!",
223 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226 };
227
228 const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
230 };
231
232 const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
234 };
235
236 /*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241 void
242 set_attr_value (living * stats, int attr, sint8 value)
243 {
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268 }
269
270 /*
271 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat.
273 */
274
275 void
276 change_attr_value (living * stats, int attr, sint8 value)
277 {
278 if (value == 0)
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306 }
307
308 /*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312 sint8
313 get_attr_value (const living * stats, int attr)
314 {
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333 }
334
335 /*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit.
338 */
339
340 void
341 check_stat_bounds (living * stats)
342 {
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT)
347 set_attr_value (stats, i, MAX_STAT);
348 else if (v < MIN_STAT)
349 set_attr_value (stats, i, MIN_STAT);
350 }
351
352 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353
354 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 * make this macro to clean those up. Not usuable outside change_abil
356 * function since some of the values passed to new_draw_info are hardcoded.
357 */
358 #define DIFF_MSG(flag, msg1, msg2) \
359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
360
361 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
362
363 /* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object.
365 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not.
367 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object
372 * that gives them that ability.
373 */
374 int
375 change_abil (object *op, object *tmp)
376 {
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
378 char message[MAX_BUF];
379 int potion_max = 0;
380
381 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object
384 */
385 object_pod refop = *op;
386
387 if (op->type == PLAYER)
388 {
389 if (tmp->type == POTION)
390 {
391 potion_max = 1;
392 for (j = 0; j < NUM_STATS; j++)
393 {
394 int nstat, ostat;
395
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398
399 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat;
401
402 /* Do some bounds checking. While I don't think any
403 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need
405 * to allow for that.
406 */
407 if (nstat < 1 && i * flag < 0)
408 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
412 }
413 if (nstat != ostat)
414 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat);
416 potion_max = 0;
417 }
418 else if (i)
419 {
420 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1;
422 }
423 }
424 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway.
427 */
428 for (j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
430 check_stat_bounds (&(op->stats));
431 } /* end of potion handling code */
432 }
433
434 /* reset attributes that fix_player doesn't reset since it doesn't search
435 * everything to set
436 */
437 if (flag == -1)
438 {
439 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields.
445 */
446 op->move_type &= ~tmp->move_type;
447 }
448
449 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after
451 * change_ability then might as well call it from here
452 */
453 fix_player (op);
454
455 /* Fix player won't add the bows ability to the player, so don't
456 * print out message if this is a bow.
457 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 {
460 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 {
465 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 }
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 {
470 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 }
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
475 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 }
478 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from
482 * from fly high)
483 */
484 if (tmp->move_type && op->move_type != refop.move_type)
485 {
486 success = 1;
487
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high
490 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
494 }
495
496 if (tmp->move_type & MOVE_FLY_HIGH)
497 {
498 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land
500 */
501 DIFF_MSG (flag, "You soar into the air air!.",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 }
504 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 }
510
511 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status
513 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 {
517 success = 1;
518 if (flag > 0)
519 {
520 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 }
523 else
524 {
525 op->race = op->arch->clone.race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 }
528 }
529
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 {
532 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 {
537 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 }
540 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision
542 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 {
545 success = 1;
546 if (flag > 0)
547 {
548 if (QUERY_FLAG (op, FLAG_WIZ))
549 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550 else
551 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND);
554 if (op->type == PLAYER)
555 op->contr->do_los = 1;
556 }
557 }
558 else
559 {
560 if (QUERY_FLAG (op, FLAG_WIZ))
561 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
562 else
563 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND);
566 if (op->type == PLAYER)
567 op->contr->do_los = 1;
568 }
569 }
570 }
571
572 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
573 {
574 success = 1;
575 if (op->type == PLAYER)
576 op->contr->do_los = 1;
577 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 }
579
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
581 {
582 success = 1;
583 if (flag > 0)
584 {
585 if (QUERY_FLAG (op, FLAG_WIZ))
586 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
587 else
588 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER)
591 op->contr->do_los = 1;
592 }
593 }
594 else
595 {
596 if (QUERY_FLAG (op, FLAG_WIZ))
597 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
598 else
599 {
600 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
601 if (op->type == PLAYER)
602 op->contr->do_los = 1;
603 }
604 }
605 }
606
607 if (tmp->stats.luck)
608 {
609 success = 1;
610 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
611 }
612
613 if (tmp->stats.hp && op->type == PLAYER)
614 {
615 success = 1;
616 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
617 }
618
619 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
620 {
621 success = 1;
622 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
623 }
624
625 /* for the future when artifacts set this -b.t. */
626 if (tmp->stats.grace && op->type == PLAYER)
627 {
628 success = 1;
629 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
630 }
631
632 if (tmp->stats.food && op->type == PLAYER)
633 {
634 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 }
637
638 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++)
640 {
641 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */
643
644 if (op->resist[i] != refop.resist[i])
645 {
646 success = 1;
647 if (op->resist[i] > refop.resist[i])
648 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
649 else
650 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
651
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 }
654 }
655
656 if (tmp->type != EXPERIENCE && !potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++)
659 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 {
662 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 }
665 }
666 }
667 return success;
668 }
669
670 /*
671 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8)
673 */
674
675 void
676 drain_stat (object *op)
677 {
678 drain_specific_stat (op, RANDOM () % NUM_STATS);
679 }
680
681 void
682 drain_specific_stat (object *op, int deplete_stats)
683 {
684 object *tmp;
685 archetype *at;
686
687 at = archetype::find (ARCH_DEPLETION);
688 if (!at)
689 {
690 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return;
692 }
693 else
694 {
695 tmp = present_arch_in_ob (at, op);
696 if (!tmp)
697 {
698 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op);
700 SET_FLAG (tmp, FLAG_APPLIED);
701 }
702 }
703
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op);
707 }
708
709 /*
710 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object.
712 */
713
714 void
715 change_luck (object *op, int value)
716 {
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck");
722 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n");
724 else
725 {
726 tmp = present_arch_in_ob (at, op);
727 if (!tmp)
728 {
729 if (!value)
730 return;
731 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op);
733 SET_FLAG (tmp, FLAG_APPLIED);
734 }
735 if (value)
736 {
737 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself).
740 */
741 new_luck = tmp->stats.luck + value;
742 if (new_luck >= -100 && new_luck <= 100)
743 {
744 op->stats.luck += value;
745 tmp->stats.luck = new_luck;
746 }
747 }
748 else
749 {
750 if (!tmp->stats.luck)
751 {
752 return;
753 }
754 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add)
756 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
758 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1;
760
761 op->stats.luck += diff;
762 tmp->stats.luck += diff;
763 }
764 }
765 }
766 }
767
768 /*
769 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */
771
772 void
773 remove_statbonus (object *op)
774 {
775 op->stats.Str -= op->arch->clone.stats.Str;
776 op->stats.Dex -= op->arch->clone.stats.Dex;
777 op->stats.Con -= op->arch->clone.stats.Con;
778 op->stats.Wis -= op->arch->clone.stats.Wis;
779 op->stats.Pow -= op->arch->clone.stats.Pow;
780 op->stats.Cha -= op->arch->clone.stats.Cha;
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789 }
790
791 /*
792 * Adds stat-bonuses given by the class which the player has chosen.
793 */
794
795 void
796 add_statbonus (object *op)
797 {
798 op->stats.Str += op->arch->clone.stats.Str;
799 op->stats.Dex += op->arch->clone.stats.Dex;
800 op->stats.Con += op->arch->clone.stats.Con;
801 op->stats.Wis += op->arch->clone.stats.Wis;
802 op->stats.Pow += op->arch->clone.stats.Pow;
803 op->stats.Cha += op->arch->clone.stats.Cha;
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812 }
813
814 /*
815 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped.
820 */
821
822 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm
824 */
825
826 void
827 fix_player (object *op)
828 {
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
835
836 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER)
838 {
839 for (i = 0; i < NUM_STATS; i++)
840 {
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
842 }
843 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0;
845
846 op->attacktype = 0;
847 op->contr->digestion = 0;
848 op->contr->gen_hp = 0;
849 op->contr->gen_sp = 0;
850 op->contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10;
852 op->contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864
865 op->slaying = 0;
866
867 if (!QUERY_FLAG (op, FLAG_WIZ))
868 {
869 CLEAR_FLAG (op, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
871 }
872
873 CLEAR_FLAG (op, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884
885 op->path_attuned = op->arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type;
890 op->chosen_skill = NULL;
891
892 /* initializing resistances from the values in player/monster's
893 * archetype clone
894 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
896
897 for (i = 0; i < NROFATTACKS; i++)
898 {
899 if (op->resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0;
901 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0;
903 potion_resist[i] = 0;
904 }
905
906 wc = op->arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam;
908
909 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down
915 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
917 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
920 }
921 else
922 ac = op->arch->clone.stats.ac;
923
924 op->stats.luck = op->arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed;
926
927 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped.
929 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
932 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue;
946 }
947
948 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL)
950 {
951 /* Want to take the highest skill here. */
952 if (IS_MANA_SKILL (tmp->subtype))
953 {
954 if (!mana_obj)
955 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp;
958 }
959 if (IS_GRACE_SKILL (tmp->subtype))
960 {
961 if (!grace_obj)
962 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp;
965 }
966 }
967
968 /* Container objects are not meant to adjust a players, but other applied
969 * objects need to make adjustments.
970 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used
975 * up, etc.
976 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 {
980 if (op->type == PLAYER)
981 {
982 if (tmp->type == BOW)
983 op->contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
990
991 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1001 {
1002 op->contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp;
1004 op->contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power;
1008 }
1009 } /* if this is a player */
1010
1011 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i];
1016 }
1017
1018 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1;
1023 }
1024
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.)
1027 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken.
1029 */
1030 if (tmp->type != POTION)
1031 {
1032 for (i = 0; i < NROFATTACKS; i++)
1033 {
1034 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero.
1036 */
1037 if (tmp->type == POTION_EFFECT)
1038 {
1039 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else
1042 potion_resist[i] = tmp->resist[i];
1043 }
1044 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1048 }
1049 }
1050
1051 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 op->attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied;
1058 op->stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type;
1060
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1062 SET_FLAG (op, FLAG_LIFESAVE);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1064 SET_FLAG (op, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1066 SET_FLAG (op, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD);
1078
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS);
1082 op->invisible = 1;
1083 }
1084
1085 if (tmp->stats.exp && tmp->type != SKILL)
1086 {
1087 if (tmp->stats.exp > 0)
1088 {
1089 added_speed += (float) tmp->stats.exp / 3.0;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1091 }
1092 else
1093 added_speed += (float) tmp->stats.exp;
1094 }
1095
1096 switch (tmp->type)
1097 {
1098 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */
1100 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1102 break;
1103
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill)
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1109
1110 op->chosen_skill = tmp;
1111
1112 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp);
1116 if (weapon_speed < 0)
1117 weapon_speed = 0;
1118 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1120 if (tmp->magic)
1121 op->stats.dam += tmp->magic;
1122 }
1123
1124 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic);
1126
1127 if (tmp->slaying != NULL)
1128 op->slaying = tmp->slaying;
1129
1130 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic);
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break;
1138
1139 case SKILL_TOOL:
1140 if (op->chosen_skill)
1141 {
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1143 }
1144 op->chosen_skill = tmp;
1145 if (op->type == PLAYER)
1146 op->contr->ranges[range_skill] = op;
1147 break;
1148
1149 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING:
1153 case AMULET:
1154 case GIRDLE:
1155 case HELMET:
1156 case BOOTS:
1157 case GLOVES:
1158 case CLOAK:
1159 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic);
1161 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic);
1163 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic);
1165 break;
1166
1167 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic);
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic;
1171 op->stats.dam += (tmp->stats.dam + tmp->magic);
1172 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174 if (weapon_speed < 0)
1175 weapon_speed = 0;
1176 op->slaying = tmp->slaying;
1177 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should
1179 * go.
1180 */
1181 op->current_weapon = tmp;
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1184
1185 break;
1186
1187 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000;
1190
1191 case BRACERS:
1192 case FORCE:
1193 if (tmp->stats.wc)
1194 {
1195 if (best_wc < tmp->stats.wc + tmp->magic)
1196 {
1197 wc += best_wc;
1198 best_wc = tmp->stats.wc + tmp->magic;
1199 }
1200 else
1201 wc += tmp->stats.wc + tmp->magic;
1202 }
1203 if (tmp->stats.ac)
1204 {
1205 if (best_ac < tmp->stats.ac + tmp->magic)
1206 {
1207 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic;
1209 }
1210 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic;
1212 }
1213 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic);
1215 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic);
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1218 max = ARMOUR_SPEED (tmp) / 10.0;
1219 break;
1220 } /* switch tmp->type */
1221 } /* item is equipped */
1222 } /* for loop of items */
1223
1224 /* We've gone through all the objects the player has equipped. For many things, we
1225 * have generated intermediate values which we now need to assign.
1226 */
1227
1228 /* 'total resistance = total protections - total vulnerabilities'.
1229 * If there is an uncursed potion in effect, granting more protection
1230 * than that, we take: 'total resistance = resistance from potion'.
1231 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'.
1233 */
1234 for (i = 0; i < NROFATTACKS; i++)
1235 {
1236 op->resist[i] = prot[i] - vuln[i];
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i];
1239 }
1240
1241 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER)
1243 {
1244 int pl_level;
1245
1246 check_stat_bounds (&(op->stats));
1247 pl_level = op->level;
1248
1249 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251
1252 /* You basically get half a con bonus/level. But we do take into account rounding,
1253 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1256 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1258 if (i % 2 && con_bonus[op->stats.Con] % 2)
1259 {
1260 if (con_bonus[op->stats.Con] > 0)
1261 j++;
1262 else
1263 j--;
1264 }
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 }
1267
1268 for (i = 11; i <= op->level; i++)
1269 op->stats.maxhp += 2;
1270
1271 if (op->stats.hp > op->stats.maxhp)
1272 op->stats.hp = op->stats.maxhp;
1273
1274 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above)
1276 */
1277 /* following happen when skills system is not used */
1278 if (!mana_obj)
1279 mana_obj = op;
1280 if (!grace_obj)
1281 grace_obj = op;
1282 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1284 mana_obj = op;
1285
1286 if (mana_obj == op && op->type == PLAYER)
1287 {
1288 op->stats.maxsp = 1;
1289 }
1290 else
1291 {
1292 sp_tmp = 0.0;
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1294 {
1295 float stmp;
1296
1297 /* Got some extra bonus at first level */
1298 if (i < 2)
1299 {
1300 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1301 }
1302 else
1303 {
1304 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1305 }
1306 if (stmp < 1.0)
1307 stmp = 1.0;
1308 sp_tmp += stmp;
1309 }
1310 op->stats.maxsp = (int) sp_tmp;
1311
1312 for (i = 11; i <= mana_obj->level; i++)
1313 op->stats.maxsp += 2;
1314 }
1315 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2)
1317 op->stats.sp = op->stats.maxsp * 2;
1318
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1321 grace_obj = op;
1322
1323 if (grace_obj == op && op->type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1;
1326 }
1327 else
1328 {
1329 /* store grace in a float - this way, the divisions below don't create
1330 * big jumps when you go from level to level - with int's, it then
1331 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful.
1333 */
1334 sp_tmp = 0.0;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1336 {
1337 float grace_tmp = 0.0;
1338
1339 /* Got some extra bonus at first level */
1340 if (i < 2)
1341 {
1342 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344 }
1345 else
1346 {
1347 grace_tmp = (float) op->contr->levgrace[i]
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0)
1351 grace_tmp = 1.0;
1352 sp_tmp += grace_tmp;
1353 }
1354 op->stats.maxgrace = (int) sp_tmp;
1355
1356 /* two grace points per level after 11 */
1357 for (i = 11; i <= grace_obj->level; i++)
1358 op->stats.maxgrace += 2;
1359 }
1360 /* No limit on grace vs maxgrace */
1361
1362 if (op->contr->braced)
1363 {
1364 ac += 2;
1365 wc += 4;
1366 }
1367 else
1368 ac -= dex_bonus[op->stats.Dex];
1369
1370 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better
1374 * than before. This is to balance out the fact that
1375 * the player no longer gets a personal weapon w/ 1
1376 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t.
1380 */
1381
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1383 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1385 for (i = 1; i < wc_obj->level; i++)
1386 {
1387 /* addtional wc every 6 levels */
1388 if (!(i % 6))
1389 wc--;
1390 /* addtional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1393 }
1394 }
1395 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]);
1397
1398 op->stats.dam += dam_bonus[op->stats.Str];
1399
1400 if (op->stats.dam < 1)
1401 op->stats.dam = 1;
1402
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1404 if (settings.search_items && op->contr->search_str[0])
1405 op->speed -= 1;
1406 if (op->attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype;
1408
1409 } /* End if player */
1410
1411 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0;
1413 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed);
1415
1416 /* Max is determined by armour */
1417 if (op->speed > max)
1418 op->speed = max;
1419
1420 if (op->type == PLAYER)
1421 {
1422 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is
1426 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1428 if (f > 0)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1430 }
1431
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1433
1434 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436 */
1437 op->speed = op->speed * speed_reduce_from_disease;
1438
1439 if (op->speed < 0.01 && op->type == PLAYER)
1440 op->speed = 0.01;
1441
1442 if (op->type == PLAYER)
1443 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read.
1450 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0;
1452 M2 = max_carry[op->stats.Str] / 100.0;
1453 W = weapon_weight / 20000.0;
1454 s = 2 - weapon_speed / 10.0;
1455 D = (op->stats.Dex - 14) / 14.0;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1457 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1458 if (K <= 0)
1459 K = 0.01;
1460 S = op->speed / (K * s);
1461 op->contr->weapon_sp = S;
1462 }
1463 /* I want to limit the power of small monsters with big weapons: */
1464 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3;
1466
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this
1468 * should be more than enough - remember, AC is also in 8 bits,
1469 * so its value is the same.
1470 */
1471 if (wc > 120)
1472 wc = 120;
1473 else if (wc < -120)
1474 wc = -120;
1475 op->stats.wc = wc;
1476
1477 if (ac > 120)
1478 ac = 120;
1479 else if (ac < -120)
1480 ac = -120;
1481 op->stats.ac = ac;
1482
1483 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just
1487 * one or the other.
1488 */
1489 if (op->move_type == 0)
1490 op->move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK;
1493
1494 update_ob_speed (op);
1495
1496 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now.
1498 */
1499 if (op->type == PLAYER)
1500 esrv_update_spells (op->contr);
1501 }
1502
1503 /*
1504 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise.
1509 */
1510
1511 int
1512 allowed_class (const object *op)
1513 {
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1516 }
1517
1518 /*
1519 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to
1521 * eventually change the player's face and animation)
1522 *
1523 * Note that the title is written to 'own_title' in the
1524 * player struct. This should be changed to 'ext_title'
1525 * as soon as clients support this!
1526 * Please, anyone, write support for 'ext_title'.
1527 */
1528 void
1529 set_dragon_name (object *pl, const object *abil, const object *skin)
1530 {
1531 int atnr = -1; /* attacknumber of highest level */
1532 int level = 0; /* highest level */
1533 int i;
1534
1535 /* Perhaps do something more clever? */
1536 if (!abil || !skin)
1537 return;
1538
1539 /* first, look for the highest level */
1540 for (i = 0; i < NROFATTACKS; i++)
1541 {
1542 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1543 {
1544 level = abil->resist[i];
1545 atnr = i;
1546 }
1547 }
1548
1549 /* now if there are equals at highest level, pick the one with focus,
1550 or else at random */
1551 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1552 atnr = abil->stats.exp;
1553
1554 level = (int) (level / 5.);
1555
1556 /* now set the new title */
1557 if (pl->contr != NULL)
1558 {
1559 if (level == 0)
1560 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1561 else if (level == 1)
1562 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1563 else if (level == 2)
1564 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1565 else if (level == 3)
1566 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1567 else
1568 {
1569 /* special titles for extra high resistance! */
1570 if (skin->resist[atnr] > 80)
1571 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1572 else if (skin->resist[atnr] > 50)
1573 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1574 else
1575 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1576 }
1577 }
1578
1579 strcpy (pl->contr->own_title, "");
1580 }
1581
1582 /*
1583 * This function is called when a dragon-player gains
1584 * an overall level. Here, the dragon might gain new abilities
1585 * or change the ability-focus.
1586 */
1587 void
1588 dragon_level_gain (object *who)
1589 {
1590 object *abil = NULL; /* pointer to dragon ability force */
1591 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */
1594
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE)
1599 {
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1603 skin = tmp;
1604 }
1605 }
1606 /* if the force is missing -> bail out */
1607 if (abil == NULL)
1608 return;
1609
1610 /* The ability_force keeps track of maximum level ever achieved.
1611 * New abilties can only be gained by surpassing this max level
1612 */
1613 if (who->level > abil->level)
1614 {
1615 /* increase our focused ability */
1616 abil->resist[abil->stats.exp]++;
1617
1618
1619 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1620 {
1621 /* time to hand out a new ability-gift */
1622 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1623 }
1624
1625 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1626 {
1627 /* apply new ability focus */
1628 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1629 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1630
1631 abil->stats.exp = abil->last_eat;
1632 abil->last_eat = 0;
1633 }
1634
1635 abil->level = who->level;
1636 }
1637
1638 /* last but not least, set the new title for the dragon */
1639 set_dragon_name (who, abil, skin);
1640 }
1641
1642 /* Handy function - given the skill name skill_name, we find the skill
1643 * archetype/object, set appropriate values, and insert it into
1644 * the object (op) that is passed.
1645 * We return the skill - this makes it easier for calling functions that
1646 * want to do something with it immediately.
1647 */
1648 object *
1649 give_skill_by_name (object *op, const char *skill_name)
1650 {
1651 object *skill_obj;
1652
1653 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1654 if (!skill_obj)
1655 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1657 return NULL;
1658 }
1659 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it.
1661 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op);
1666 if (op->contr)
1667 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1670 }
1671 return skill_obj;
1672 }
1673
1674
1675 /* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels
1679 * who is the player, op is what we are checking to gain the level
1680 * (eg, skill)
1681 */
1682 void
1683 player_lvl_adj (object *who, object *op)
1684 {
1685 char buf[MAX_BUF];
1686
1687 if (!op) /* when rolling stats */
1688 op = who;
1689
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 {
1692 op->level++;
1693
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1695 dragon_level_gain (who);
1696
1697 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1701 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1702 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 }
1704
1705 fix_player (who);
1706 if (op->level > 1)
1707 {
1708 if (op->type != PLAYER)
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1710 else
1711 sprintf (buf, "You are now level %d.", op->level);
1712 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 }
1715 player_lvl_adj (who, op); /* To increase more levels */
1716 }
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 {
1719 op->level--;
1720 fix_player (who);
1721 if (op->type != PLAYER)
1722 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1724 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 }
1726 player_lvl_adj (who, op); /* To decrease more levels */
1727 }
1728 /* check if the spell data has changed */
1729 esrv_update_spells (who->contr);
1730 }
1731
1732 /*
1733 * Returns how much experience is needed for a player to become
1734 * the given level. level should really never exceed max_level
1735 */
1736
1737 sint64
1738 level_exp (int level, double expmul)
1739 {
1740 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]);
1742 return (sint64) (expmul * levels[level]);
1743 }
1744
1745 /*
1746 * Ensure that the permanent experience requirements in an exp object are met.
1747 * This really just checks 'op to make sure the perm_exp value is within
1748 * proper range. Note that the checking of what is passed through
1749 * has been reduced. Since there is now a proper field for perm_exp,
1750 * this can now work on a much larger set of objects.
1751 */
1752 void
1753 calc_perm_exp (object *op)
1754 {
1755 int p_exp_min;
1756
1757 /* Ensure that our permanent experience minimum is met.
1758 * permenent_exp_ratio is an integer percentage, we divide by 100
1759 * to get the fraction */
1760 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1761
1762 if (op->perm_exp < p_exp_min)
1763 op->perm_exp = p_exp_min;
1764
1765 /* Cap permanent experience. */
1766 if (op->perm_exp < 0)
1767 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE;
1770 }
1771
1772
1773 /* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill:
1779 */
1780
1781 static void
1782 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783 {
1784 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add;
1786 int i;
1787
1788 /* prevents some forms of abuse. */
1789 if (op->contr->braced)
1790 exp = exp / 5;
1791
1792 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through
1795 * the players inventory.
1796 */
1797 if (skill_name)
1798 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1800 skill_obj = op->chosen_skill;
1801 else
1802 {
1803 for (i = 0; i < NUM_SKILLS; i++)
1804 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1805 {
1806 skill_obj = op->contr->last_skill_ob[i];
1807 break;
1808 }
1809
1810 /* Player doesn't have the skill. Check to see what to do, and give
1811 * it to the player if necessary
1812 */
1813 if (!skill_obj)
1814 {
1815 if (flag == SK_EXP_NONE)
1816 return;
1817 else if (flag == SK_EXP_ADD_SKILL)
1818 give_skill_by_name (op, skill_name);
1819 }
1820 }
1821 }
1822
1823 if (flag != SK_EXP_SKILL_ONLY)
1824 {
1825 /* Basically, you can never gain more experience in one shot
1826 * than half what you need to gain for next level.
1827 */
1828 exp_to_add = exp;
1829 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1830 if (exp_to_add > limit)
1831 exp_to_add = limit;
1832
1833 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1834 if (settings.permanent_exp_ratio)
1835 {
1836 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1837 calc_perm_exp (op);
1838 }
1839
1840 player_lvl_adj (op, NULL);
1841 }
1842
1843 if (skill_obj)
1844 {
1845 exp_to_add = exp;
1846 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1847 if (exp_to_add > limit)
1848 exp_to_add = limit;
1849
1850 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1851 if (settings.permanent_exp_ratio)
1852 {
1853 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1854 calc_perm_exp (skill_obj);
1855 }
1856
1857 player_lvl_adj (op, skill_obj);
1858 }
1859 }
1860
1861 /* This function checks to make sure that object 'op' can
1862 * lost 'exp' experience. It returns the amount of exp
1863 * object 'op' can in fact lose - it basically makes
1864 * adjustments based on permanent exp and the like.
1865 * This function should always be used for losing experience -
1866 * the 'exp' value passed should be positive - this is the
1867 * amount that should get subtract from the player.
1868 */
1869 sint64
1870 check_exp_loss (const object *op, sint64 exp)
1871 {
1872 sint64 del_exp;
1873
1874 if (exp > op->stats.exp)
1875 exp = op->stats.exp;
1876 if (settings.permanent_exp_ratio)
1877 {
1878 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1879 if (del_exp < 0)
1880 del_exp = 0;
1881 if (exp > del_exp)
1882 exp = del_exp;
1883 }
1884 return exp;
1885 }
1886
1887 sint64
1888 check_exp_adjust (const object *op, sint64 exp)
1889 {
1890 if (exp < 0)
1891 return check_exp_loss (op, exp);
1892 else
1893 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1894 }
1895
1896
1897 /* Subtracts experience from player.
1898 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1899 * only subtract from the matching skill. Otherwise,
1900 * this subtracts a portion from all
1901 * skills the player has. Eg, if we figure the player is losing 10%
1902 * of his total exp, what happens is he loses 10% from all his skills.
1903 * Note that if permanent exp is used, player may not in fact lose
1904 * as much as listed. Eg, if player has gotten reduced to the point
1905 * where everything is at the minimum perm exp, he would lose nothing.
1906 * exp is the amount of exp to subtract - thus, it should be
1907 * a postive number.
1908 */
1909 static void
1910 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1911 {
1912 float fraction = (float) exp / (float) op->stats.exp;
1913 object *tmp;
1914 sint64 del_exp;
1915
1916 for (tmp = op->inv; tmp; tmp = tmp->below)
1917 if (tmp->type == SKILL && tmp->stats.exp)
1918 {
1919 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1920 {
1921 del_exp = check_exp_loss (tmp, exp);
1922 tmp->stats.exp -= del_exp;
1923 player_lvl_adj (op, tmp);
1924 }
1925 else if (flag != SK_SUBTRACT_SKILL_EXP)
1926 {
1927 /* only want to process other skills if we are not trying
1928 * to match a specific skill.
1929 */
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp);
1933 }
1934 }
1935 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 {
1937 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL);
1940 }
1941 }
1942
1943
1944
1945 /* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp.
1947 *
1948 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players.
1953 */
1954
1955 void
1956 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957 {
1958
1959 #ifdef EXP_DEBUG
1960 # ifndef WIN32
1961 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962 # else
1963 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1964 # endif
1965 #endif
1966
1967 /* safety */
1968 if (!op)
1969 {
1970 LOG (llevError, "change_exp() called for null object!\n");
1971 return;
1972 }
1973
1974 /* if no change in exp, just return - most of the below code
1975 * won't do anything if the value is 0 anyways.
1976 */
1977 if (exp == 0)
1978 return;
1979
1980 /* Monsters are easy - we just adjust their exp - we
1981 * don't adjust level, since in most cases it is unrelated to
1982 * the exp they have - the monsters exp represents what its
1983 * worth.
1984 */
1985 if (op->type != PLAYER)
1986 {
1987 /* Sanity check */
1988 if (!QUERY_FLAG (op, FLAG_ALIVE))
1989 return;
1990
1991 /* reset exp to max allowed value. We subtract from
1992 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1993 * more than max exp, just return.
1994 */
1995 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1996 {
1997 exp = MAX_EXPERIENCE - op->stats.exp;
1998 if (exp < 0)
1999 return;
2000 }
2001
2002 op->stats.exp += exp;
2003 }
2004 else
2005 { /* Players only */
2006 if (exp > 0)
2007 add_player_exp (op, exp, skill_name, flag);
2008 else
2009 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that
2011 * along.
2012 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag);
2014
2015 }
2016 }
2017
2018 /* Applies a death penalty experience, the size of this is defined by the
2019 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss.
2021 */
2022
2023 void
2024 apply_death_exp_penalty (object *op)
2025 {
2026 object *tmp;
2027 sint64 loss;
2028 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2029 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2030
2031 for (tmp = op->inv; tmp; tmp = tmp->below)
2032 if (tmp->type == SKILL && tmp->stats.exp)
2033 {
2034
2035 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2036 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2037
2038 /* With the revised exp system, you can get cases where
2039 * losing several levels would still require that you have more
2040 * exp than you currently have - this is true if the levels
2041 * tables is a lot harder.
2042 */
2043 if (level_loss < 0)
2044 level_loss = 0;
2045
2046 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2047
2048 tmp->stats.exp -= loss;
2049 player_lvl_adj (op, tmp);
2050 }
2051
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2053 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2054 if (level_loss < 0)
2055 level_loss = 0;
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2057
2058 op->stats.exp -= loss;
2059 player_lvl_adj (op, NULL);
2060 }
2061
2062 /* This function takes an object (monster/player, op), and
2063 * determines if it makes a basic save throw by looking at the
2064 * save_throw table. level is the effective level to make
2065 * the save at, and bonus is any plus/bonus (typically based on
2066 * resistance to particular attacktype.
2067 * Returns 1 if op makes his save, 0 if he failed
2068 */
2069 int
2070 did_make_save (const object *op, int level, int bonus)
2071 {
2072 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL;
2074
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0;
2077 return 1;
2078 }