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Revision: 1.15
Committed: Mon Dec 11 19:46:46 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.14: +0 -4 lines
Log Message:
removed #ifn?def WIN32 from all files

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) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 {
1004 op->contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power;
1010 }
1011 } /* if this is a player */
1012
1013 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i];
1018 }
1019
1020 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1;
1025 }
1026
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.)
1029 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken.
1031 */
1032 if (tmp->type != POTION)
1033 {
1034 for (i = 0; i < NROFATTACKS; i++)
1035 {
1036 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero.
1038 */
1039 if (tmp->type == POTION_EFFECT)
1040 {
1041 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else
1044 potion_resist[i] = tmp->resist[i];
1045 }
1046 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1050 }
1051 }
1052
1053 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM)
1055 op->attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied;
1060 op->stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type;
1062
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1064 SET_FLAG (op, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1066 SET_FLAG (op, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1068 SET_FLAG (op, FLAG_REFL_MISSILE);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD);
1080
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS);
1084 op->invisible = 1;
1085 }
1086
1087 if (tmp->stats.exp && tmp->type != SKILL)
1088 {
1089 if (tmp->stats.exp > 0)
1090 {
1091 added_speed += (float) tmp->stats.exp / 3.0;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1093 }
1094 else
1095 added_speed += (float) tmp->stats.exp;
1096 }
1097
1098 switch (tmp->type)
1099 {
1100 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */
1102 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1104 break;
1105
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill)
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1111
1112 op->chosen_skill = tmp;
1113
1114 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp);
1118 if (weapon_speed < 0)
1119 weapon_speed = 0;
1120 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1122 if (tmp->magic)
1123 op->stats.dam += tmp->magic;
1124 }
1125
1126 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic);
1128
1129 if (tmp->slaying != NULL)
1130 op->slaying = tmp->slaying;
1131
1132 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic);
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1136
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break;
1140
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING:
1155 case AMULET:
1156 case GIRDLE:
1157 case HELMET:
1158 case BOOTS:
1159 case GLOVES:
1160 case CLOAK:
1161 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic);
1163 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic);
1165 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic);
1167 break;
1168
1169 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic);
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic;
1173 op->stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 if (weapon_speed < 0)
1177 weapon_speed = 0;
1178 op->slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should
1181 * go.
1182 */
1183 op->current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186
1187 break;
1188
1189 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000;
1192
1193 case BRACERS:
1194 case FORCE:
1195 if (tmp->stats.wc)
1196 {
1197 if (best_wc < tmp->stats.wc + tmp->magic)
1198 {
1199 wc += best_wc;
1200 best_wc = tmp->stats.wc + tmp->magic;
1201 }
1202 else
1203 wc += tmp->stats.wc + tmp->magic;
1204 }
1205 if (tmp->stats.ac)
1206 {
1207 if (best_ac < tmp->stats.ac + tmp->magic)
1208 {
1209 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic;
1211 }
1212 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic;
1214 }
1215 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic);
1217 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic);
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0;
1221 break;
1222 } /* switch tmp->type */
1223 } /* item is equipped */
1224 } /* for loop of items */
1225
1226 /* We've gone through all the objects the player has equipped. For many things, we
1227 * have generated intermediate values which we now need to assign.
1228 */
1229
1230 /* 'total resistance = total protections - total vulnerabilities'.
1231 * If there is an uncursed potion in effect, granting more protection
1232 * than that, we take: 'total resistance = resistance from potion'.
1233 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'.
1235 */
1236 for (i = 0; i < NROFATTACKS; i++)
1237 {
1238 op->resist[i] = prot[i] - vuln[i];
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i];
1241 }
1242
1243 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER)
1245 {
1246 int pl_level;
1247
1248 check_stat_bounds (&(op->stats));
1249 pl_level = op->level;
1250
1251 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253
1254 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1260 if (i % 2 && con_bonus[op->stats.Con] % 2)
1261 {
1262 if (con_bonus[op->stats.Con] > 0)
1263 j++;
1264 else
1265 j--;
1266 }
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 }
1269
1270 for (i = 11; i <= op->level; i++)
1271 op->stats.maxhp += 2;
1272
1273 if (op->stats.hp > op->stats.maxhp)
1274 op->stats.hp = op->stats.maxhp;
1275
1276 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above)
1278 */
1279 /* following happen when skills system is not used */
1280 if (!mana_obj)
1281 mana_obj = op;
1282 if (!grace_obj)
1283 grace_obj = op;
1284 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1286 mana_obj = op;
1287
1288 if (mana_obj == op && op->type == PLAYER)
1289 {
1290 op->stats.maxsp = 1;
1291 }
1292 else
1293 {
1294 sp_tmp = 0.0;
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 {
1297 float stmp;
1298
1299 /* Got some extra bonus at first level */
1300 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1303 }
1304 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1307 }
1308 if (stmp < 1.0)
1309 stmp = 1.0;
1310 sp_tmp += stmp;
1311 }
1312 op->stats.maxsp = (int) sp_tmp;
1313
1314 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2;
1316 }
1317 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2)
1319 op->stats.sp = op->stats.maxsp * 2;
1320
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1323 grace_obj = op;
1324
1325 if (grace_obj == op && op->type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1;
1328 }
1329 else
1330 {
1331 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful.
1335 */
1336 sp_tmp = 0.0;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 {
1339 float grace_tmp = 0.0;
1340
1341 /* Got some extra bonus at first level */
1342 if (i < 2)
1343 {
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else
1348 {
1349 grace_tmp = (float) op->contr->levgrace[i]
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1354 sp_tmp += grace_tmp;
1355 }
1356 op->stats.maxgrace = (int) sp_tmp;
1357
1358 /* two grace points per level after 11 */
1359 for (i = 11; i <= grace_obj->level; i++)
1360 op->stats.maxgrace += 2;
1361 }
1362 /* No limit on grace vs maxgrace */
1363
1364 if (op->contr->braced)
1365 {
1366 ac += 2;
1367 wc += 4;
1368 }
1369 else
1370 ac -= dex_bonus[op->stats.Dex];
1371
1372 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better
1376 * than before. This is to balance out the fact that
1377 * the player no longer gets a personal weapon w/ 1
1378 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t.
1382 */
1383
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1385 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1387 for (i = 1; i < wc_obj->level; i++)
1388 {
1389 /* addtional wc every 6 levels */
1390 if (!(i % 6))
1391 wc--;
1392 /* addtional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1395 }
1396 }
1397 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]);
1399
1400 op->stats.dam += dam_bonus[op->stats.Str];
1401
1402 if (op->stats.dam < 1)
1403 op->stats.dam = 1;
1404
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1406 if (settings.search_items && op->contr->search_str[0])
1407 op->speed -= 1;
1408 if (op->attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype;
1410
1411 } /* End if player */
1412
1413 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0;
1415 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed);
1417
1418 /* Max is determined by armour */
1419 if (op->speed > max)
1420 op->speed = max;
1421
1422 if (op->type == PLAYER)
1423 {
1424 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is
1428 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1430 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1432 }
1433
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1435
1436 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438 */
1439 op->speed = op->speed * speed_reduce_from_disease;
1440
1441 if (op->speed < 0.01 && op->type == PLAYER)
1442 op->speed = 0.01;
1443
1444 if (op->type == PLAYER)
1445 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read.
1452 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0;
1454 M2 = max_carry[op->stats.Str] / 100.0;
1455 W = weapon_weight / 20000.0;
1456 s = 2 - weapon_speed / 10.0;
1457 D = (op->stats.Dex - 14) / 14.0;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1460 if (K <= 0)
1461 K = 0.01;
1462 S = op->speed / (K * s);
1463 op->contr->weapon_sp = S;
1464 }
1465 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3;
1468
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this
1470 * should be more than enough - remember, AC is also in 8 bits,
1471 * so its value is the same.
1472 */
1473 if (wc > 120)
1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1477 op->stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483 op->stats.ac = ac;
1484
1485 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just
1489 * one or the other.
1490 */
1491 if (op->move_type == 0)
1492 op->move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK;
1495
1496 update_ob_speed (op);
1497
1498 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now.
1500 */
1501 if (op->type == PLAYER)
1502 esrv_update_spells (op->contr);
1503 }
1504
1505 /*
1506 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise.
1511 */
1512
1513 int
1514 allowed_class (const object *op)
1515 {
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1518 }
1519
1520 /*
1521 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to
1523 * eventually change the player's face and animation)
1524 *
1525 * Note that the title is written to 'own_title' in the
1526 * player struct. This should be changed to 'ext_title'
1527 * as soon as clients support this!
1528 * Please, anyone, write support for 'ext_title'.
1529 */
1530 void
1531 set_dragon_name (object *pl, const object *abil, const object *skin)
1532 {
1533 int atnr = -1; /* attacknumber of highest level */
1534 int level = 0; /* highest level */
1535 int i;
1536
1537 /* Perhaps do something more clever? */
1538 if (!abil || !skin)
1539 return;
1540
1541 /* first, look for the highest level */
1542 for (i = 0; i < NROFATTACKS; i++)
1543 {
1544 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1545 {
1546 level = abil->resist[i];
1547 atnr = i;
1548 }
1549 }
1550
1551 /* now if there are equals at highest level, pick the one with focus,
1552 or else at random */
1553 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1554 atnr = abil->stats.exp;
1555
1556 level = (int) (level / 5.);
1557
1558 /* now set the new title */
1559 if (pl->contr != NULL)
1560 {
1561 if (level == 0)
1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1563 else if (level == 1)
1564 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1565 else if (level == 2)
1566 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1567 else if (level == 3)
1568 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1569 else
1570 {
1571 /* special titles for extra high resistance! */
1572 if (skin->resist[atnr] > 80)
1573 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1574 else if (skin->resist[atnr] > 50)
1575 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1576 else
1577 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1578 }
1579 }
1580
1581 strcpy (pl->contr->own_title, "");
1582 }
1583
1584 /*
1585 * This function is called when a dragon-player gains
1586 * an overall level. Here, the dragon might gain new abilities
1587 * or change the ability-focus.
1588 */
1589 void
1590 dragon_level_gain (object *who)
1591 {
1592 object *abil = NULL; /* pointer to dragon ability force */
1593 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */
1596
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE)
1601 {
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1605 skin = tmp;
1606 }
1607 }
1608 /* if the force is missing -> bail out */
1609 if (abil == NULL)
1610 return;
1611
1612 /* The ability_force keeps track of maximum level ever achieved.
1613 * New abilties can only be gained by surpassing this max level
1614 */
1615 if (who->level > abil->level)
1616 {
1617 /* increase our focused ability */
1618 abil->resist[abil->stats.exp]++;
1619
1620
1621 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1622 {
1623 /* time to hand out a new ability-gift */
1624 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1625 }
1626
1627 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1628 {
1629 /* apply new ability focus */
1630 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1631 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1632
1633 abil->stats.exp = abil->last_eat;
1634 abil->last_eat = 0;
1635 }
1636
1637 abil->level = who->level;
1638 }
1639
1640 /* last but not least, set the new title for the dragon */
1641 set_dragon_name (who, abil, skin);
1642 }
1643
1644 /* Handy function - given the skill name skill_name, we find the skill
1645 * archetype/object, set appropriate values, and insert it into
1646 * the object (op) that is passed.
1647 * We return the skill - this makes it easier for calling functions that
1648 * want to do something with it immediately.
1649 */
1650 object *
1651 give_skill_by_name (object *op, const char *skill_name)
1652 {
1653 object *skill_obj;
1654
1655 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1656 if (!skill_obj)
1657 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1659 return NULL;
1660 }
1661 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it.
1663 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op);
1668 if (op->contr)
1669 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1672 }
1673 return skill_obj;
1674 }
1675
1676
1677 /* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels
1681 * who is the player, op is what we are checking to gain the level
1682 * (eg, skill)
1683 */
1684 void
1685 player_lvl_adj (object *who, object *op)
1686 {
1687 char buf[MAX_BUF];
1688
1689 if (!op) /* when rolling stats */
1690 op = who;
1691
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 {
1694 op->level++;
1695
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1697 dragon_level_gain (who);
1698
1699 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 }
1706
1707 fix_player (who);
1708 if (op->level > 1)
1709 {
1710 if (op->type != PLAYER)
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else
1713 sprintf (buf, "You are now level %d.", op->level);
1714 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 {
1721 op->level--;
1722 fix_player (who);
1723 if (op->type != PLAYER)
1724 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 }
1728 player_lvl_adj (who, op); /* To decrease more levels */
1729 }
1730 /* check if the spell data has changed */
1731 esrv_update_spells (who->contr);
1732 }
1733
1734 /*
1735 * Returns how much experience is needed for a player to become
1736 * the given level. level should really never exceed max_level
1737 */
1738
1739 sint64
1740 level_exp (int level, double expmul)
1741 {
1742 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]);
1744 return (sint64) (expmul * levels[level]);
1745 }
1746
1747 /*
1748 * Ensure that the permanent experience requirements in an exp object are met.
1749 * This really just checks 'op to make sure the perm_exp value is within
1750 * proper range. Note that the checking of what is passed through
1751 * has been reduced. Since there is now a proper field for perm_exp,
1752 * this can now work on a much larger set of objects.
1753 */
1754 void
1755 calc_perm_exp (object *op)
1756 {
1757 int p_exp_min;
1758
1759 /* Ensure that our permanent experience minimum is met.
1760 * permenent_exp_ratio is an integer percentage, we divide by 100
1761 * to get the fraction */
1762 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1763
1764 if (op->perm_exp < p_exp_min)
1765 op->perm_exp = p_exp_min;
1766
1767 /* Cap permanent experience. */
1768 if (op->perm_exp < 0)
1769 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE;
1772 }
1773
1774
1775 /* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill:
1781 */
1782
1783 static void
1784 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785 {
1786 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add;
1788 int i;
1789
1790 /* prevents some forms of abuse. */
1791 if (op->contr->braced)
1792 exp = exp / 5;
1793
1794 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through
1797 * the players inventory.
1798 */
1799 if (skill_name)
1800 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1802 skill_obj = op->chosen_skill;
1803 else
1804 {
1805 for (i = 0; i < NUM_SKILLS; i++)
1806 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1807 {
1808 skill_obj = op->contr->last_skill_ob[i];
1809 break;
1810 }
1811
1812 /* Player doesn't have the skill. Check to see what to do, and give
1813 * it to the player if necessary
1814 */
1815 if (!skill_obj)
1816 {
1817 if (flag == SK_EXP_NONE)
1818 return;
1819 else if (flag == SK_EXP_ADD_SKILL)
1820 give_skill_by_name (op, skill_name);
1821 }
1822 }
1823 }
1824
1825 if (flag != SK_EXP_SKILL_ONLY)
1826 {
1827 /* Basically, you can never gain more experience in one shot
1828 * than half what you need to gain for next level.
1829 */
1830 exp_to_add = exp;
1831 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1832 if (exp_to_add > limit)
1833 exp_to_add = limit;
1834
1835 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1836 if (settings.permanent_exp_ratio)
1837 {
1838 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1839 calc_perm_exp (op);
1840 }
1841
1842 player_lvl_adj (op, NULL);
1843 }
1844
1845 if (skill_obj)
1846 {
1847 exp_to_add = exp;
1848 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1849 if (exp_to_add > limit)
1850 exp_to_add = limit;
1851
1852 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1853 if (settings.permanent_exp_ratio)
1854 {
1855 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1856 calc_perm_exp (skill_obj);
1857 }
1858
1859 player_lvl_adj (op, skill_obj);
1860 }
1861 }
1862
1863 /* This function checks to make sure that object 'op' can
1864 * lost 'exp' experience. It returns the amount of exp
1865 * object 'op' can in fact lose - it basically makes
1866 * adjustments based on permanent exp and the like.
1867 * This function should always be used for losing experience -
1868 * the 'exp' value passed should be positive - this is the
1869 * amount that should get subtract from the player.
1870 */
1871 sint64
1872 check_exp_loss (const object *op, sint64 exp)
1873 {
1874 sint64 del_exp;
1875
1876 if (exp > op->stats.exp)
1877 exp = op->stats.exp;
1878 if (settings.permanent_exp_ratio)
1879 {
1880 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1881 if (del_exp < 0)
1882 del_exp = 0;
1883 if (exp > del_exp)
1884 exp = del_exp;
1885 }
1886 return exp;
1887 }
1888
1889 sint64
1890 check_exp_adjust (const object *op, sint64 exp)
1891 {
1892 if (exp < 0)
1893 return check_exp_loss (op, exp);
1894 else
1895 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1896 }
1897
1898
1899 /* Subtracts experience from player.
1900 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1901 * only subtract from the matching skill. Otherwise,
1902 * this subtracts a portion from all
1903 * skills the player has. Eg, if we figure the player is losing 10%
1904 * of his total exp, what happens is he loses 10% from all his skills.
1905 * Note that if permanent exp is used, player may not in fact lose
1906 * as much as listed. Eg, if player has gotten reduced to the point
1907 * where everything is at the minimum perm exp, he would lose nothing.
1908 * exp is the amount of exp to subtract - thus, it should be
1909 * a postive number.
1910 */
1911 static void
1912 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1913 {
1914 float fraction = (float) exp / (float) op->stats.exp;
1915 object *tmp;
1916 sint64 del_exp;
1917
1918 for (tmp = op->inv; tmp; tmp = tmp->below)
1919 if (tmp->type == SKILL && tmp->stats.exp)
1920 {
1921 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1922 {
1923 del_exp = check_exp_loss (tmp, exp);
1924 tmp->stats.exp -= del_exp;
1925 player_lvl_adj (op, tmp);
1926 }
1927 else if (flag != SK_SUBTRACT_SKILL_EXP)
1928 {
1929 /* only want to process other skills if we are not trying
1930 * to match a specific skill.
1931 */
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp);
1935 }
1936 }
1937 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 {
1939 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL);
1942 }
1943 }
1944
1945
1946
1947 /* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp.
1949 *
1950 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players.
1955 */
1956
1957 void
1958 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959 {
1960
1961 #ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1963 #endif
1964
1965 /* safety */
1966 if (!op)
1967 {
1968 LOG (llevError, "change_exp() called for null object!\n");
1969 return;
1970 }
1971
1972 /* if no change in exp, just return - most of the below code
1973 * won't do anything if the value is 0 anyways.
1974 */
1975 if (exp == 0)
1976 return;
1977
1978 /* Monsters are easy - we just adjust their exp - we
1979 * don't adjust level, since in most cases it is unrelated to
1980 * the exp they have - the monsters exp represents what its
1981 * worth.
1982 */
1983 if (op->type != PLAYER)
1984 {
1985 /* Sanity check */
1986 if (!QUERY_FLAG (op, FLAG_ALIVE))
1987 return;
1988
1989 /* reset exp to max allowed value. We subtract from
1990 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1991 * more than max exp, just return.
1992 */
1993 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1994 {
1995 exp = MAX_EXPERIENCE - op->stats.exp;
1996 if (exp < 0)
1997 return;
1998 }
1999
2000 op->stats.exp += exp;
2001 }
2002 else
2003 { /* Players only */
2004 if (exp > 0)
2005 add_player_exp (op, exp, skill_name, flag);
2006 else
2007 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that
2009 * along.
2010 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag);
2012
2013 }
2014 }
2015
2016 /* Applies a death penalty experience, the size of this is defined by the
2017 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss.
2019 */
2020
2021 void
2022 apply_death_exp_penalty (object *op)
2023 {
2024 object *tmp;
2025 sint64 loss;
2026 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2027 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2028
2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == SKILL && tmp->stats.exp)
2031 {
2032
2033 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2034 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2035
2036 /* With the revised exp system, you can get cases where
2037 * losing several levels would still require that you have more
2038 * exp than you currently have - this is true if the levels
2039 * tables is a lot harder.
2040 */
2041 if (level_loss < 0)
2042 level_loss = 0;
2043
2044 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2045
2046 tmp->stats.exp -= loss;
2047 player_lvl_adj (op, tmp);
2048 }
2049
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2052 if (level_loss < 0)
2053 level_loss = 0;
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2055
2056 op->stats.exp -= loss;
2057 player_lvl_adj (op, NULL);
2058 }
2059
2060 /* This function takes an object (monster/player, op), and
2061 * determines if it makes a basic save throw by looking at the
2062 * save_throw table. level is the effective level to make
2063 * the save at, and bonus is any plus/bonus (typically based on
2064 * resistance to particular attacktype.
2065 * Returns 1 if op makes his save, 0 if he failed
2066 */
2067 int
2068 did_make_save (const object *op, int level, int bonus)
2069 {
2070 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL;
2072
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0;
2075 return 1;
2076 }