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Revision: 1.20
Committed: Sat Dec 23 06:30:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +12 -2 lines
Log Message:
remove object_pod/object_keep hacks

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 update_stats. refop is not a real object
377 */
378 object_copy 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
407 if (nstat != ostat)
408 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat);
410 potion_max = 0;
411 }
412 else if (i)
413 {
414 /* potion is useless - player has already hit the natural maximum */
415 potion_max = 1;
416 }
417 }
418
419 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway.
422 */
423 for (j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
425
426 check_stat_bounds (&(op->stats));
427 } /* end of potion handling code */
428 }
429
430 /* reset attributes that fix_player doesn't reset since it doesn't search
431 * everything to set
432 */
433 if (flag == -1)
434 {
435 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields.
441 */
442 op->move_type &= ~tmp->move_type;
443 }
444
445 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after
447 * change_ability then might as well call it from here
448 */
449 op->update_stats ();
450
451 /* Fix player won't add the bows ability to the player, so don't
452 * print out message if this is a bow.
453 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 {
456 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 }
459
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
461 {
462 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 }
465
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
467 {
468 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 }
471
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
473 {
474 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 }
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
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
537 {
538 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 }
541
542 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision
544 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND))
546 {
547 success = 1;
548 if (flag > 0)
549 {
550 if (QUERY_FLAG (op, FLAG_WIZ))
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else
553 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND);
556 if (op->type == PLAYER)
557 op->contr->do_los = 1;
558 }
559 }
560 else
561 {
562 if (QUERY_FLAG (op, FLAG_WIZ))
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else
565 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND);
568 if (op->type == PLAYER)
569 op->contr->do_los = 1;
570 }
571 }
572 }
573
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
575 {
576 success = 1;
577 if (op->type == PLAYER)
578 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 }
581
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
583 {
584 success = 1;
585 if (flag > 0)
586 {
587 if (QUERY_FLAG (op, FLAG_WIZ))
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else
590 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER)
593 op->contr->do_los = 1;
594 }
595 }
596 else
597 {
598 if (QUERY_FLAG (op, FLAG_WIZ))
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else
601 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER)
604 op->contr->do_los = 1;
605 }
606 }
607 }
608
609 if (tmp->stats.luck)
610 {
611 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 }
614
615 if (tmp->stats.hp && op->type == PLAYER)
616 {
617 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 }
620
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
622 {
623 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 }
626
627 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER)
629 {
630 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 }
633
634 if (tmp->stats.food && op->type == PLAYER)
635 {
636 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 }
639
640 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++)
642 {
643 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */
645
646 if (op->resist[i] != refop.resist[i])
647 {
648 success = 1;
649 if (op->resist[i] > refop.resist[i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
651 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
653
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 }
656 }
657
658 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++)
661 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 {
664 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 }
667 }
668 }
669
670 return success;
671 }
672
673 /*
674 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8)
676 */
677
678 void
679 object::drain_stat ()
680 {
681 drain_specific_stat (RANDOM () % NUM_STATS);
682 }
683
684 void
685 object::drain_specific_stat (int deplete_stats)
686 {
687 object *tmp;
688 archetype *at;
689
690 at = archetype::find (ARCH_DEPLETION);
691 if (!at)
692 {
693 LOG (llevError, "Couldn't find archetype depletion.\n");
694 return;
695 }
696 else
697 {
698 tmp = present_arch_in_ob (at, this);
699
700 if (!tmp)
701 {
702 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED);
705 }
706 }
707
708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1);
710 update_stats ();
711 }
712
713 /*
714 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object.
716 */
717 void
718 object::change_luck (int value)
719 {
720 archetype *at = archetype::find ("luck");
721 if (!at)
722 LOG (llevError, "Couldn't find archetype luck.\n");
723 else
724 {
725 object *tmp = present_arch_in_ob (at, this);
726
727 if (!tmp)
728 {
729 if (!value)
730 return;
731
732 tmp = arch_to_object (at);
733 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED);
735 }
736
737 if (value)
738 {
739 /* Limit the luck value of the bad luck object to +/-100. This
740 * (arbitrary) value prevents overflows (both in the bad luck object and
741 * in op itself).
742 */
743 int new_luck = tmp->stats.luck + value;
744
745 if (new_luck >= -100 && new_luck <= 100)
746 {
747 stats.luck += value;
748 tmp->stats.luck = new_luck;
749 }
750 }
751 else
752 {
753 if (!tmp->stats.luck)
754 return;
755
756 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add)
758 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
760 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1;
762
763 stats.luck += diff;
764 tmp->stats.luck += diff;
765 }
766 }
767 }
768 }
769
770 /*
771 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */
773 void
774 object::remove_statbonus ()
775 {
776 stats.Str -= arch->clone.stats.Str;
777 stats.Dex -= arch->clone.stats.Dex;
778 stats.Con -= arch->clone.stats.Con;
779 stats.Wis -= arch->clone.stats.Wis;
780 stats.Pow -= arch->clone.stats.Pow;
781 stats.Cha -= arch->clone.stats.Cha;
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791 }
792
793 /*
794 * Adds stat-bonuses given by the class which the player has chosen.
795 */
796 void
797 object::add_statbonus ()
798 {
799 stats.Str += arch->clone.stats.Str;
800 stats.Dex += arch->clone.stats.Dex;
801 stats.Con += arch->clone.stats.Con;
802 stats.Wis += arch->clone.stats.Wis;
803 stats.Pow += arch->clone.stats.Pow;
804 stats.Cha += arch->clone.stats.Cha;
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814 }
815
816 /*
817 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped.
822 */
823
824 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm
826 */
827
828 void
829 object::update_stats ()
830 {
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
837
838 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER)
840 {
841 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
843
844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0;
846
847 attacktype = 0;
848 contr->digestion = 0;
849 contr->gen_hp = 0;
850 contr->gen_sp = 0;
851 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10;
853 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 }
864
865 memcpy (body_used, body_info, sizeof (body_info));
866
867 slaying = 0;
868
869 if (!QUERY_FLAG (this, FLAG_WIZ))
870 {
871 CLEAR_FLAG (this, FLAG_XRAYS);
872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 }
874
875 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND);
878
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883
884 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type;
889 chosen_skill = NULL;
890
891 /* initializing resistances from the values in player/monster's
892 * archetype clone
893 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
895
896 for (i = 0; i < NROFATTACKS; i++)
897 {
898 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0;
900 else
901 vuln[i] = -(resist[i]), prot[i] = 0;
902 potion_resist[i] = 0;
903 }
904
905 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam;
907
908 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down
914 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 }
920 else
921 ac = arch->clone.stats.ac;
922
923 stats.luck = arch->clone.stats.luck;
924 speed = arch->clone.speed;
925
926 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped.
928 */
929
930 for (tmp = inv; tmp; tmp = tmp->below)
931 {
932 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here.
934 */
935 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius;
937
938 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil
940 * then calls this function.
941 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue;
944
945 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL)
947 {
948 /* Want to take the highest skill here. */
949 if (IS_MANA_SKILL (tmp->subtype))
950 {
951 if (!mana_obj)
952 mana_obj = tmp;
953 else if (tmp->level > mana_obj->level)
954 mana_obj = tmp;
955 }
956
957 if (IS_GRACE_SKILL (tmp->subtype))
958 {
959 if (!grace_obj)
960 grace_obj = tmp;
961 else if (tmp->level > grace_obj->level)
962 grace_obj = tmp;
963 }
964 }
965
966 /* Container objects are not meant to adjust a players, but other applied
967 * objects need to make adjustments.
968 * This block should handle all player specific changes
969 * The check for Praying is a bit of a hack - god given bonuses are put
970 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used
973 * up, etc.
974 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
977 {
978 if (type == PLAYER)
979 {
980 if (tmp->type == BOW)
981 contr->ranges[range_bow] = tmp;
982
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985
986 for (i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
988
989 /* these are the items that currently can change digestion, regeneration,
990 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array.
992 */
993 if ((tmp->type == WEAPON) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1000 (tmp->type == SKILL))
1001 {
1002 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp;
1004 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 }
1009 } /* if this is a player */
1010
1011 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i];
1015
1016 if (tmp->type == SYMPTOM)
1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0;
1019 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1;
1021 }
1022
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.)
1025 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken.
1027 */
1028 if (tmp->type != POTION)
1029 {
1030 for (i = 0; i < NROFATTACKS; i++)
1031 {
1032 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialized to zero.
1034 */
1035 if (tmp->type == POTION_EFFECT)
1036 {
1037 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else
1040 potion_resist[i] = tmp->resist[i];
1041 }
1042 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1046 }
1047 }
1048
1049 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM)
1051 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied;
1056 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type;
1058
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1063 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1064 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1065 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1066
1067 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1068 SET_FLAG (this, FLAG_UNDEAD);
1069
1070 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1071 {
1072 SET_FLAG (this, FLAG_MAKE_INVIS);
1073 invisible = 1;
1074 }
1075
1076 if (tmp->stats.exp && tmp->type != SKILL)
1077 {
1078 if (tmp->stats.exp > 0)
1079 {
1080 added_speed += (float) tmp->stats.exp / 3.0;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1082 }
1083 else
1084 added_speed += (float) tmp->stats.exp;
1085 }
1086
1087 switch (tmp->type)
1088 {
1089 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */
1091 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break;
1094
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill)
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1100
1101 chosen_skill = tmp;
1102
1103 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp);
1107
1108 if (weapon_speed < 0)
1109 weapon_speed = 0;
1110
1111 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1113
1114 if (tmp->magic)
1115 stats.dam += tmp->magic;
1116 }
1117
1118 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic);
1120
1121 if (tmp->slaying != NULL)
1122 slaying = tmp->slaying;
1123
1124 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic);
1126
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break;
1134
1135 case SKILL_TOOL:
1136 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138
1139 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break;
1144
1145 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000;
1148 case RING:
1149 case AMULET:
1150 case GIRDLE:
1151 case HELMET:
1152 case BOOTS:
1153 case GLOVES:
1154 case CLOAK:
1155 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic);
1157
1158 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic);
1160
1161 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic);
1163
1164 break;
1165
1166 case WEAPON:
1167 wc -= (tmp->stats.wc + tmp->magic);
1168
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic;
1171
1172 stats.dam += (tmp->stats.dam + tmp->magic);
1173 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175
1176 if (weapon_speed < 0)
1177 weapon_speed = 0;
1178
1179 slaying = tmp->slaying;
1180 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should
1182 * go.
1183 */
1184 current_weapon = tmp;
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1187
1188 break;
1189
1190 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000;
1193
1194 case BRACERS:
1195 case FORCE:
1196 if (tmp->stats.wc)
1197 {
1198 if (best_wc < tmp->stats.wc + tmp->magic)
1199 {
1200 wc += best_wc;
1201 best_wc = tmp->stats.wc + tmp->magic;
1202 }
1203 else
1204 wc += tmp->stats.wc + tmp->magic;
1205 }
1206
1207 if (tmp->stats.ac)
1208 {
1209 if (best_ac < tmp->stats.ac + tmp->magic)
1210 {
1211 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic;
1213 }
1214 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic;
1216 }
1217
1218 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic);
1220
1221 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic);
1223
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0;
1226
1227 break;
1228 } /* switch tmp->type */
1229 } /* item is equipped */
1230 } /* for loop of items */
1231
1232 /* We've gone through all the objects the player has equipped. For many things, we
1233 * have generated intermediate values which we now need to assign.
1234 */
1235
1236 /* 'total resistance = total protections - total vulnerabilities'.
1237 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'.
1241 */
1242 for (i = 0; i < NROFATTACKS; i++)
1243 {
1244 resist[i] = prot[i] - vuln[i];
1245
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 resist[i] = potion_resist[i];
1248 }
1249
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER)
1252 {
1253 int pl_level;
1254
1255 check_stat_bounds (&(stats));
1256 pl_level = level;
1257
1258 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260
1261 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267
1268 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0)
1271 j++;
1272 else
1273 j--;
1274 }
1275
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 }
1278
1279 for (i = 11; i <= level; i++)
1280 stats.maxhp += 2;
1281
1282 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp;
1284
1285 /* Sp gain is controlled by the level of the player's
1286 * relevant experience object (mana_obj, see above)
1287 */
1288 /* following happen when skills system is not used */
1289 if (!mana_obj)
1290 mana_obj = this;
1291
1292 if (!grace_obj)
1293 grace_obj = this;
1294
1295 /* set maxsp */
1296 if (!mana_obj || !mana_obj->level || type != PLAYER)
1297 mana_obj = this;
1298
1299 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1;
1301 else
1302 {
1303 sp_tmp = 0.0;
1304
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 {
1307 float stmp;
1308
1309 /* Got some extra bonus at first level */
1310 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1312 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1314
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp;
1319 }
1320
1321 stats.maxsp = (int) sp_tmp;
1322
1323 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2;
1325 }
1326 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2)
1328 stats.sp = stats.maxsp * 2;
1329
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this;
1333
1334 if (grace_obj == this && type == PLAYER)
1335 stats.maxgrace = 1;
1336 else
1337 {
1338 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful.
1342 */
1343 sp_tmp = 0.0;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 {
1346 float grace_tmp = 0.0;
1347
1348 /* Got some extra bonus at first level */
1349 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1355
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp;
1360 }
1361
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2;
1367 }
1368 /* No limit on grace vs maxgrace */
1369
1370 if (contr->braced)
1371 {
1372 ac += 2;
1373 wc += 4;
1374 }
1375 else
1376 ac -= dex_bonus[stats.Dex];
1377
1378 /* In new exp/skills system, wc bonuses are related to
1379 * the players level in a relevant exp object (wc_obj)
1380 * not the general player level -b.t.
1381 * I changed this slightly so that wc bonuses are better
1382 * than before. This is to balance out the fact that
1383 * the player no longer gets a personal weapon w/ 1
1384 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t.
1388 */
1389
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1393 for (i = 1; i < wc_obj->level; i++)
1394 {
1395 /* addtional wc every 6 levels */
1396 if (!(i % 6))
1397 wc--;
1398 /* addtional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1401 }
1402 }
1403 else
1404 wc -= (level + thaco_bonus[stats.Str]);
1405
1406 stats.dam += dam_bonus[stats.Str];
1407
1408 if (stats.dam < 1)
1409 stats.dam = 1;
1410
1411 speed = 1.0 + speed_bonus[stats.Dex];
1412
1413 if (settings.search_items && contr->search_str[0])
1414 speed -= 1;
1415
1416 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype;
1418
1419 } /* End if player */
1420
1421 if (added_speed >= 0)
1422 speed += added_speed / 10.0;
1423 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed);
1425
1426 /* Max is determined by armour */
1427 if (speed > max)
1428 speed = max;
1429
1430 if (type == PLAYER)
1431 {
1432 /* f is a number the represents the number of kg above (positive num)
1433 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is
1436 */
1437 f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]);
1440 }
1441
1442 speed += bonus_speed / 10.0; /* Not affected by limits */
1443
1444 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446 */
1447 speed = speed * speed_reduce_from_disease;
1448
1449 if (speed < 0.01 && type == PLAYER)
1450 speed = 0.01;
1451
1452 if (type == PLAYER)
1453 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read.
1460 */
1461 M = (max_carry[stats.Str] - 121) / 121.0;
1462 M2 = max_carry[stats.Str] / 100.0;
1463 W = weapon_weight / 20000.0;
1464 s = 2 - weapon_speed / 10.0;
1465 D = (stats.Dex - 14) / 14.0;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1467 K *= (4 + level) / (float) (6 + level) * 1.2;
1468 if (K <= 0)
1469 K = 0.01;
1470 S = speed / (K * s);
1471 contr->weapon_sp = S;
1472 }
1473
1474 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3;
1477
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this
1479 * should be more than enough - remember, AC is also in 8 bits,
1480 * so its value is the same.
1481 */
1482 if (wc > 120)
1483 wc = 120;
1484 else if (wc < -120)
1485 wc = -120;
1486
1487 stats.wc = wc;
1488
1489 if (ac > 120)
1490 ac = 120;
1491 else if (ac < -120)
1492 ac = -120;
1493
1494 stats.ac = ac;
1495
1496 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just
1500 * one or the other.
1501 */
1502 if (move_type == 0)
1503 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK;
1506
1507 update_ob_speed (this);
1508
1509 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now.
1511 */
1512 if (type == PLAYER)
1513 {
1514 esrv_update_stats (contr);
1515 esrv_update_spells (contr);
1516 }
1517 }
1518
1519 /*
1520 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't
1522 * check if the stat becomes negative, thus this function
1523 * merely checks that all stats are 1 or more, and returns
1524 * false otherwise.
1525 */
1526 int
1527 allowed_class (const object *op)
1528 {
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1531 }
1532
1533 /*
1534 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to
1536 * eventually change the player's face and animation)
1537 *
1538 * Note that the title is written to 'own_title' in the
1539 * player struct. This should be changed to 'ext_title'
1540 * as soon as clients support this!
1541 * Please, anyone, write support for 'ext_title'.
1542 */
1543 void
1544 set_dragon_name (object *pl, const object *abil, const object *skin)
1545 {
1546 int atnr = -1; /* attacknumber of highest level */
1547 int level = 0; /* highest level */
1548 int i;
1549
1550 /* Perhaps do something more clever? */
1551 if (!abil || !skin)
1552 return;
1553
1554 /* first, look for the highest level */
1555 for (i = 0; i < NROFATTACKS; i++)
1556 {
1557 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1558 {
1559 level = abil->resist[i];
1560 atnr = i;
1561 }
1562 }
1563
1564 /* now if there are equals at highest level, pick the one with focus,
1565 or else at random */
1566 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1567 atnr = abil->stats.exp;
1568
1569 level = (int) (level / 5.);
1570
1571 /* now set the new title */
1572 if (pl->contr != NULL)
1573 {
1574 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1576 else if (level == 1)
1577 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1578 else if (level == 2)
1579 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1580 else if (level == 3)
1581 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1582 else
1583 {
1584 /* special titles for extra high resistance! */
1585 if (skin->resist[atnr] > 80)
1586 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1587 else if (skin->resist[atnr] > 50)
1588 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1589 else
1590 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1591 }
1592 }
1593
1594 strcpy (pl->contr->own_title, "");
1595 }
1596
1597 /*
1598 * This function is called when a dragon-player gains
1599 * an overall level. Here, the dragon might gain new abilities
1600 * or change the ability-focus.
1601 */
1602 void
1603 dragon_level_gain (object *who)
1604 {
1605 object *abil = NULL; /* pointer to dragon ability force */
1606 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */
1609
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE)
1614 {
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1618 skin = tmp;
1619 }
1620 }
1621 /* if the force is missing -> bail out */
1622 if (abil == NULL)
1623 return;
1624
1625 /* The ability_force keeps track of maximum level ever achieved.
1626 * New abilties can only be gained by surpassing this max level
1627 */
1628 if (who->level > abil->level)
1629 {
1630 /* increase our focused ability */
1631 abil->resist[abil->stats.exp]++;
1632
1633
1634 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1635 {
1636 /* time to hand out a new ability-gift */
1637 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1638 }
1639
1640 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1641 {
1642 /* apply new ability focus */
1643 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1644 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1645
1646 abil->stats.exp = abil->last_eat;
1647 abil->last_eat = 0;
1648 }
1649
1650 abil->level = who->level;
1651 }
1652
1653 /* last but not least, set the new title for the dragon */
1654 set_dragon_name (who, abil, skin);
1655 }
1656
1657 /* Handy function - given the skill name skill_name, we find the skill
1658 * archetype/object, set appropriate values, and insert it into
1659 * the object (op) that is passed.
1660 * We return the skill - this makes it easier for calling functions that
1661 * want to do something with it immediately.
1662 */
1663 object *
1664 give_skill_by_name (object *op, const char *skill_name)
1665 {
1666 object *skill_obj;
1667
1668 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1669 if (!skill_obj)
1670 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1672 return NULL;
1673 }
1674 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it.
1676 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op);
1681 if (op->contr)
1682 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1685 }
1686 return skill_obj;
1687 }
1688
1689
1690 /* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels
1694 * who is the player, op is what we are checking to gain the level
1695 * (eg, skill)
1696 */
1697 void
1698 player_lvl_adj (object *who, object *op)
1699 {
1700 char buf[MAX_BUF];
1701
1702 if (!op) /* when rolling stats */
1703 op = who;
1704
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 {
1707 op->level++;
1708
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1710 dragon_level_gain (who);
1711
1712 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1716 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1717 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 }
1719
1720 who->update_stats ();
1721 if (op->level > 1)
1722 {
1723 if (op->type != PLAYER)
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1725 else
1726 sprintf (buf, "You are now level %d.", op->level);
1727 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 }
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 {
1734 op->level--;
1735 who->update_stats ();
1736 if (op->type != PLAYER)
1737 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 }
1741 player_lvl_adj (who, op); /* To decrease more levels */
1742 }
1743
1744 /* check if the spell data has changed */
1745 esrv_update_stats (who->contr);
1746 esrv_update_spells (who->contr);
1747 }
1748
1749 /*
1750 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level
1752 */
1753
1754 sint64
1755 level_exp (int level, double expmul)
1756 {
1757 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]);
1759 return (sint64) (expmul * levels[level]);
1760 }
1761
1762 /*
1763 * Ensure that the permanent experience requirements in an exp object are met.
1764 * This really just checks 'op to make sure the perm_exp value is within
1765 * proper range. Note that the checking of what is passed through
1766 * has been reduced. Since there is now a proper field for perm_exp,
1767 * this can now work on a much larger set of objects.
1768 */
1769 void
1770 calc_perm_exp (object *op)
1771 {
1772 int p_exp_min;
1773
1774 /* Ensure that our permanent experience minimum is met.
1775 * permenent_exp_ratio is an integer percentage, we divide by 100
1776 * to get the fraction */
1777 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1778
1779 if (op->perm_exp < p_exp_min)
1780 op->perm_exp = p_exp_min;
1781
1782 /* Cap permanent experience. */
1783 if (op->perm_exp < 0)
1784 op->perm_exp = 0;
1785 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1786 op->perm_exp = MAX_EXPERIENCE;
1787 }
1788
1789 /* Add experience to a player - exp should only be positive.
1790 * Updates permanent exp for the skill we are adding to.
1791 * skill_name is the skill to add exp to. Skill name can be
1792 * NULL, in which case exp increases the players general
1793 * total, but not any particular skill.
1794 * flag is what to do if the player doesn't have the skill:
1795 */
1796 static void
1797 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1798 {
1799 object *skill_obj = NULL;
1800 sint64 limit, exp_to_add;
1801 int i;
1802
1803 /* prevents some forms of abuse. */
1804 if (op->contr->braced)
1805 exp = exp / 5;
1806
1807 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through
1810 * the players inventory.
1811 */
1812 if (skill_name)
1813 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1815 skill_obj = op->chosen_skill;
1816 else
1817 {
1818 for (i = 0; i < NUM_SKILLS; i++)
1819 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1820 {
1821 skill_obj = op->contr->last_skill_ob[i];
1822 break;
1823 }
1824
1825 /* Player doesn't have the skill. Check to see what to do, and give
1826 * it to the player if necessary
1827 */
1828 if (!skill_obj)
1829 {
1830 if (flag == SK_EXP_NONE)
1831 return;
1832 else if (flag == SK_EXP_ADD_SKILL)
1833 give_skill_by_name (op, skill_name);
1834 }
1835 }
1836 }
1837
1838 if (flag != SK_EXP_SKILL_ONLY)
1839 {
1840 /* Basically, you can never gain more experience in one shot
1841 * than half what you need to gain for next level.
1842 */
1843 exp_to_add = exp;
1844 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1845 if (exp_to_add > limit)
1846 exp_to_add = limit;
1847
1848 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1849 if (settings.permanent_exp_ratio)
1850 {
1851 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1852 calc_perm_exp (op);
1853 }
1854
1855 player_lvl_adj (op, NULL);
1856 }
1857
1858 if (skill_obj)
1859 {
1860 exp_to_add = exp;
1861 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1862 if (exp_to_add > limit)
1863 exp_to_add = limit;
1864
1865 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1866 if (settings.permanent_exp_ratio)
1867 {
1868 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1869 calc_perm_exp (skill_obj);
1870 }
1871
1872 player_lvl_adj (op, skill_obj);
1873 }
1874 }
1875
1876 /* This function checks to make sure that object 'op' can
1877 * lost 'exp' experience. It returns the amount of exp
1878 * object 'op' can in fact lose - it basically makes
1879 * adjustments based on permanent exp and the like.
1880 * This function should always be used for losing experience -
1881 * the 'exp' value passed should be positive - this is the
1882 * amount that should get subtract from the player.
1883 */
1884 sint64
1885 check_exp_loss (const object *op, sint64 exp)
1886 {
1887 sint64 del_exp;
1888
1889 if (exp > op->stats.exp)
1890 exp = op->stats.exp;
1891 if (settings.permanent_exp_ratio)
1892 {
1893 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1894 if (del_exp < 0)
1895 del_exp = 0;
1896 if (exp > del_exp)
1897 exp = del_exp;
1898 }
1899 return exp;
1900 }
1901
1902 sint64
1903 check_exp_adjust (const object *op, sint64 exp)
1904 {
1905 if (exp < 0)
1906 return check_exp_loss (op, exp);
1907 else
1908 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1909 }
1910
1911
1912 /* Subtracts experience from player.
1913 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1914 * only subtract from the matching skill. Otherwise,
1915 * this subtracts a portion from all
1916 * skills the player has. Eg, if we figure the player is losing 10%
1917 * of his total exp, what happens is he loses 10% from all his skills.
1918 * Note that if permanent exp is used, player may not in fact lose
1919 * as much as listed. Eg, if player has gotten reduced to the point
1920 * where everything is at the minimum perm exp, he would lose nothing.
1921 * exp is the amount of exp to subtract - thus, it should be
1922 * a postive number.
1923 */
1924 static void
1925 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1926 {
1927 float fraction = (float) exp / (float) op->stats.exp;
1928 object *tmp;
1929 sint64 del_exp;
1930
1931 for (tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->type == SKILL && tmp->stats.exp)
1933 {
1934 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1935 {
1936 del_exp = check_exp_loss (tmp, exp);
1937 tmp->stats.exp -= del_exp;
1938 player_lvl_adj (op, tmp);
1939 }
1940 else if (flag != SK_SUBTRACT_SKILL_EXP)
1941 {
1942 /* only want to process other skills if we are not trying
1943 * to match a specific skill.
1944 */
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp);
1948 }
1949 }
1950 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 {
1952 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL);
1955 }
1956 }
1957
1958
1959
1960 /* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp.
1962 *
1963 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players.
1968 */
1969
1970 void
1971 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972 {
1973
1974 #ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976 #endif
1977
1978 /* safety */
1979 if (!op)
1980 {
1981 LOG (llevError, "change_exp() called for null object!\n");
1982 return;
1983 }
1984
1985 /* if no change in exp, just return - most of the below code
1986 * won't do anything if the value is 0 anyways.
1987 */
1988 if (exp == 0)
1989 return;
1990
1991 /* Monsters are easy - we just adjust their exp - we
1992 * don't adjust level, since in most cases it is unrelated to
1993 * the exp they have - the monsters exp represents what its
1994 * worth.
1995 */
1996 if (op->type != PLAYER)
1997 {
1998 /* Sanity check */
1999 if (!QUERY_FLAG (op, FLAG_ALIVE))
2000 return;
2001
2002 /* reset exp to max allowed value. We subtract from
2003 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2004 * more than max exp, just return.
2005 */
2006 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2007 {
2008 exp = MAX_EXPERIENCE - op->stats.exp;
2009 if (exp < 0)
2010 return;
2011 }
2012
2013 op->stats.exp += exp;
2014 }
2015 else
2016 { /* Players only */
2017 if (exp > 0)
2018 add_player_exp (op, exp, skill_name, flag);
2019 else
2020 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that
2022 * along.
2023 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag);
2025
2026 }
2027 }
2028
2029 /* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss.
2032 */
2033
2034 void
2035 apply_death_exp_penalty (object *op)
2036 {
2037 object *tmp;
2038 sint64 loss;
2039 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2040 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2041
2042 for (tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == SKILL && tmp->stats.exp)
2044 {
2045
2046 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2047 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2048
2049 /* With the revised exp system, you can get cases where
2050 * losing several levels would still require that you have more
2051 * exp than you currently have - this is true if the levels
2052 * tables is a lot harder.
2053 */
2054 if (level_loss < 0)
2055 level_loss = 0;
2056
2057 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2058
2059 tmp->stats.exp -= loss;
2060 player_lvl_adj (op, tmp);
2061 }
2062
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2065 if (level_loss < 0)
2066 level_loss = 0;
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2068
2069 op->stats.exp -= loss;
2070 player_lvl_adj (op, NULL);
2071 }
2072
2073 /* This function takes an object (monster/player, op), and
2074 * determines if it makes a basic save throw by looking at the
2075 * save_throw table. level is the effective level to make
2076 * the save at, and bonus is any plus/bonus (typically based on
2077 * resistance to particular attacktype.
2078 * Returns 1 if op makes his save, 0 if he failed
2079 */
2080 int
2081 did_make_save (const object *op, int level, int bonus)
2082 {
2083 if (level > MAX_SAVE_LEVEL)
2084 level = MAX_SAVE_LEVEL;
2085
2086 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2087 return 0;
2088
2089 return 1;
2090 }