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/cvs/deliantra/server/common/living.C
Revision: 1.19
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +303 -299 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

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