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/cvs/deliantra/server/common/living.C
Revision: 1.24
Committed: Thu Jan 4 16:19:31 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +3 -1 lines
Log Message:
- word of recall activated the player indirectly
- implement maptile->xy_find and xy_load
- separate find and load, even on C level
- generate map_leave/enter and map_change events even for tiled map changes
  (experimental)
- implement mainloop freezeing by start/stop, not skipping ticks
- no map updates when player !active

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", "intelligence", "wisdom", "power", "charisma"
230 };
231
232 const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
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 float old_speed = speed;
838
839 /* First task is to clear all the values back to their original values */
840 if (type == PLAYER)
841 {
842 for (i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
844
845 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0;
847
848 attacktype = 0;
849 contr->digestion = 0;
850 contr->gen_hp = 0;
851 contr->gen_sp = 0;
852 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10;
854 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 }
865
866 memcpy (body_used, body_info, sizeof (body_info));
867
868 slaying = 0;
869
870 if (!QUERY_FLAG (this, FLAG_WIZ))
871 {
872 CLEAR_FLAG (this, FLAG_XRAYS);
873 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
874 }
875
876 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND);
879
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884
885 path_attuned = arch->clone.path_attuned;
886 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type;
890 chosen_skill = NULL;
891
892 /* initializing resistances from the values in player/monster's
893 * archetype clone
894 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896
897 for (i = 0; i < NROFATTACKS; i++)
898 {
899 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0;
901 else
902 vuln[i] = -(resist[i]), prot[i] = 0;
903 potion_resist[i] = 0;
904 }
905
906 wc = arch->clone.stats.wc;
907 stats.dam = arch->clone.stats.dam;
908
909 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down
915 */
916 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 {
918 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 }
921 else
922 ac = arch->clone.stats.ac;
923
924 stats.luck = arch->clone.stats.luck;
925 speed = arch->clone.speed;
926
927 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped.
929 */
930
931 for (tmp = inv; tmp; tmp = tmp->below)
932 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue;
945
946 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL)
948 {
949 /* Want to take the highest skill here. */
950 if (IS_MANA_SKILL (tmp->subtype))
951 {
952 if (!mana_obj)
953 mana_obj = tmp;
954 else if (tmp->level > mana_obj->level)
955 mana_obj = tmp;
956 }
957
958 if (IS_GRACE_SKILL (tmp->subtype))
959 {
960 if (!grace_obj)
961 grace_obj = tmp;
962 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp;
964 }
965 }
966
967 /* Container objects are not meant to adjust a players, but other applied
968 * objects need to make adjustments.
969 * This block should handle all player specific changes
970 * The check for Praying is a bit of a hack - god given bonuses are put
971 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used
974 * up, etc.
975 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
978 {
979 if (type == PLAYER)
980 {
981 if (tmp->type == BOW)
982 contr->ranges[range_bow] = tmp;
983
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp;
986
987 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
989
990 /* these are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array.
993 */
994 if ((tmp->type == WEAPON) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 (tmp->type == SKILL))
1002 {
1003 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp;
1005 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power;
1009 }
1010 } /* if this is a player */
1011
1012 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i];
1016
1017 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1;
1022 }
1023
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.)
1026 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken.
1028 */
1029 if (tmp->type != POTION)
1030 {
1031 for (i = 0; i < NROFATTACKS; i++)
1032 {
1033 /* Potential for cursed potions, in which case we just can use
1034 * a straight MAX, as potion_resist is initialised to zero.
1035 */
1036 if (tmp->type == POTION_EFFECT)
1037 {
1038 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else
1041 potion_resist[i] = tmp->resist[i];
1042 }
1043 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1047 }
1048 }
1049
1050 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1052 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied;
1057 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type;
1059
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD);
1070
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1074 invisible = 1;
1075 }
1076
1077 if (tmp->stats.exp && tmp->type != SKILL)
1078 {
1079 if (tmp->stats.exp > 0)
1080 {
1081 added_speed += (float) tmp->stats.exp / 3.0;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1083 }
1084 else
1085 added_speed += (float) tmp->stats.exp;
1086 }
1087
1088 switch (tmp->type)
1089 {
1090 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */
1092 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094 break;
1095
1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1099 if (chosen_skill)
1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1101
1102 chosen_skill = tmp;
1103
1104 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp);
1108
1109 if (weapon_speed < 0)
1110 weapon_speed = 0;
1111
1112 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1114
1115 if (tmp->magic)
1116 stats.dam += tmp->magic;
1117 }
1118
1119 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic);
1121
1122 if (tmp->slaying != NULL)
1123 slaying = tmp->slaying;
1124
1125 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic);
1127
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break;
1135
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break;
1145
1146 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000;
1149 case RING:
1150 case AMULET:
1151 case GIRDLE:
1152 case HELMET:
1153 case BOOTS:
1154 case GLOVES:
1155 case CLOAK:
1156 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1159 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic);
1161
1162 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic);
1164
1165 break;
1166
1167 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic);
1169
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic;
1172
1173 stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176
1177 if (weapon_speed < 0)
1178 weapon_speed = 0;
1179
1180 slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should
1183 * go.
1184 */
1185 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188
1189 break;
1190
1191 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000;
1194
1195 case BRACERS:
1196 case FORCE:
1197 if (tmp->stats.wc)
1198 {
1199 if (best_wc < tmp->stats.wc + tmp->magic)
1200 {
1201 wc += best_wc;
1202 best_wc = tmp->stats.wc + tmp->magic;
1203 }
1204 else
1205 wc += tmp->stats.wc + tmp->magic;
1206 }
1207
1208 if (tmp->stats.ac)
1209 {
1210 if (best_ac < tmp->stats.ac + tmp->magic)
1211 {
1212 ac += best_ac; /* Remove last bonus */
1213 best_ac = tmp->stats.ac + tmp->magic;
1214 }
1215 else /* To nullify the below effect */
1216 ac += tmp->stats.ac + tmp->magic;
1217 }
1218
1219 if (tmp->stats.wc)
1220 wc -= (tmp->stats.wc + tmp->magic);
1221
1222 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic);
1224
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0;
1227
1228 break;
1229 } /* switch tmp->type */
1230 } /* item is equipped */
1231 } /* for loop of items */
1232
1233 /* We've gone through all the objects the player has equipped. For many things, we
1234 * have generated intermediate values which we now need to assign.
1235 */
1236
1237 /* 'total resistance = total protections - total vulnerabilities'.
1238 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'.
1242 */
1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1245 resist[i] = prot[i] - vuln[i];
1246
1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1248 resist[i] = potion_resist[i];
1249 }
1250
1251 /* Figure out the players sp/mana/hp totals. */
1252 if (type == PLAYER)
1253 {
1254 int pl_level;
1255
1256 check_stat_bounds (&(stats));
1257 pl_level = level;
1258
1259 if (pl_level < 1)
1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1261
1262 /* You basically get half a con bonus/level. But we do take into account rounding,
1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1264 */
1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1266 {
1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268
1269 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1271 if (con_bonus[stats.Con] > 0)
1272 j++;
1273 else
1274 j--;
1275 }
1276
1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1278 }
1279
1280 for (i = 11; i <= level; i++)
1281 stats.maxhp += 2;
1282
1283 if (stats.hp > stats.maxhp)
1284 stats.hp = stats.maxhp;
1285
1286 /* Sp gain is controlled by the level of the player's
1287 * relevant experience object (mana_obj, see above)
1288 */
1289 /* following happen when skills system is not used */
1290 if (!mana_obj)
1291 mana_obj = this;
1292
1293 if (!grace_obj)
1294 grace_obj = this;
1295
1296 /* set maxsp */
1297 if (!mana_obj || !mana_obj->level || type != PLAYER)
1298 mana_obj = this;
1299
1300 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1;
1302 else
1303 {
1304 sp_tmp = 0.0;
1305
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 {
1308 float stmp;
1309
1310 /* Got some extra bonus at first level */
1311 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1313 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1315
1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1319 sp_tmp += stmp;
1320 }
1321
1322 stats.maxsp = (int) sp_tmp;
1323
1324 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2;
1326 }
1327 /* Characters can get their sp supercharged via rune of transferrance */
1328 if (stats.sp > stats.maxsp * 2)
1329 stats.sp = stats.maxsp * 2;
1330
1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1332 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this;
1334
1335 if (grace_obj == this && type == PLAYER)
1336 stats.maxgrace = 1;
1337 else
1338 {
1339 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful.
1343 */
1344 sp_tmp = 0.0;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 {
1347 float grace_tmp = 0.0;
1348
1349 /* Got some extra bonus at first level */
1350 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1356
1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1360 sp_tmp += grace_tmp;
1361 }
1362
1363 stats.maxgrace = (int) sp_tmp;
1364
1365 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++)
1367 stats.maxgrace += 2;
1368 }
1369 /* No limit on grace vs maxgrace */
1370
1371 if (contr->braced)
1372 {
1373 ac += 2;
1374 wc += 4;
1375 }
1376 else
1377 ac -= dex_bonus[stats.Dex];
1378
1379 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better
1383 * than before. This is to balance out the fact that
1384 * the player no longer gets a personal weapon w/ 1
1385 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t.
1389 */
1390
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1394 for (i = 1; i < wc_obj->level; i++)
1395 {
1396 /* addtional wc every 6 levels */
1397 if (!(i % 6))
1398 wc--;
1399 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1402 }
1403 }
1404 else
1405 wc -= (level + thaco_bonus[stats.Str]);
1406
1407 stats.dam += dam_bonus[stats.Str];
1408
1409 if (stats.dam < 1)
1410 stats.dam = 1;
1411
1412 speed = 1.0 + speed_bonus[stats.Dex];
1413
1414 if (settings.search_items && contr->search_str[0])
1415 speed -= 1;
1416
1417 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype;
1419
1420 } /* End if player */
1421
1422 if (added_speed >= 0)
1423 speed += added_speed / 10.0;
1424 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed);
1426
1427 /* Max is determined by armour */
1428 if (speed > max)
1429 speed = max;
1430
1431 if (type == PLAYER)
1432 {
1433 /* f is a number the represents the number of kg above (positive num)
1434 * or below (negative number) that the player is carrying. If above
1435 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is
1437 */
1438 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]);
1441 }
1442
1443 speed += bonus_speed / 10.0; /* Not affected by limits */
1444
1445 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447 */
1448 speed = speed * speed_reduce_from_disease;
1449
1450 if (speed < 0.01 && type == PLAYER)
1451 speed = 0.01;
1452
1453 if (type == PLAYER)
1454 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read.
1461 */
1462 M = (max_carry[stats.Str] - 121) / 121.0;
1463 M2 = max_carry[stats.Str] / 100.0;
1464 W = weapon_weight / 20000.0;
1465 s = 2 - weapon_speed / 10.0;
1466 D = (stats.Dex - 14) / 14.0;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1468 K *= (4 + level) / (float) (6 + level) * 1.2;
1469 if (K <= 0)
1470 K = 0.01;
1471 S = speed / (K * s);
1472 contr->weapon_sp = S;
1473 }
1474
1475 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3;
1478
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this
1480 * should be more than enough - remember, AC is also in 8 bits,
1481 * so its value is the same.
1482 */
1483 if (wc > 120)
1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1488 stats.wc = wc;
1489
1490 if (ac > 120)
1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1495 stats.ac = ac;
1496
1497 /* if for some reason the creature doesn't have any move type,
1498 * give them walking as a default.
1499 * The second case is a special case - to more closely mimic the
1500 * old behaviour - if your flying, your not walking - just
1501 * one or the other.
1502 */
1503 if (move_type == 0)
1504 move_type = MOVE_WALK;
1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK;
1507
1508 if (speed != old_speed)
1509 set_speed (speed);
1510
1511 /* It is quite possible that a player's spell costing might have changed,
1512 * so we will check that now.
1513 */
1514 if (type == PLAYER)
1515 {
1516 esrv_update_stats (contr);
1517 esrv_update_spells (contr);
1518 }
1519 }
1520
1521 /*
1522 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't
1524 * check if the stat becomes negative, thus this function
1525 * merely checks that all stats are 1 or more, and returns
1526 * false otherwise.
1527 */
1528 int
1529 allowed_class (const object *op)
1530 {
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1533 }
1534
1535 /*
1536 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to
1538 * eventually change the player's face and animation)
1539 *
1540 * Note that the title is written to 'own_title' in the
1541 * player struct. This should be changed to 'ext_title'
1542 * as soon as clients support this!
1543 * Please, anyone, write support for 'ext_title'.
1544 */
1545 void
1546 set_dragon_name (object *pl, const object *abil, const object *skin)
1547 {
1548 int atnr = -1; /* attacknumber of highest level */
1549 int level = 0; /* highest level */
1550 int i;
1551
1552 /* Perhaps do something more clever? */
1553 if (!abil || !skin)
1554 return;
1555
1556 /* first, look for the highest level */
1557 for (i = 0; i < NROFATTACKS; i++)
1558 {
1559 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1560 {
1561 level = abil->resist[i];
1562 atnr = i;
1563 }
1564 }
1565
1566 /* now if there are equals at highest level, pick the one with focus,
1567 or else at random */
1568 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1569 atnr = abil->stats.exp;
1570
1571 level = (int) (level / 5.);
1572
1573 /* now set the new title */
1574 if (pl->contr != NULL)
1575 {
1576 if (level == 0)
1577 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1578 else if (level == 1)
1579 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1580 else if (level == 2)
1581 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1582 else if (level == 3)
1583 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1584 else
1585 {
1586 /* special titles for extra high resistance! */
1587 if (skin->resist[atnr] > 80)
1588 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1589 else if (skin->resist[atnr] > 50)
1590 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1591 else
1592 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1593 }
1594 }
1595
1596 strcpy (pl->contr->own_title, "");
1597 }
1598
1599 /*
1600 * This function is called when a dragon-player gains
1601 * an overall level. Here, the dragon might gain new abilities
1602 * or change the ability-focus.
1603 */
1604 void
1605 dragon_level_gain (object *who)
1606 {
1607 object *abil = NULL; /* pointer to dragon ability force */
1608 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */
1611
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE)
1616 {
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1618 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1620 skin = tmp;
1621 }
1622 }
1623 /* if the force is missing -> bail out */
1624 if (abil == NULL)
1625 return;
1626
1627 /* The ability_force keeps track of maximum level ever achieved.
1628 * New abilties can only be gained by surpassing this max level
1629 */
1630 if (who->level > abil->level)
1631 {
1632 /* increase our focused ability */
1633 abil->resist[abil->stats.exp]++;
1634
1635
1636 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1637 {
1638 /* time to hand out a new ability-gift */
1639 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1640 }
1641
1642 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1643 {
1644 /* apply new ability focus */
1645 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1646 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1647
1648 abil->stats.exp = abil->last_eat;
1649 abil->last_eat = 0;
1650 }
1651
1652 abil->level = who->level;
1653 }
1654
1655 /* last but not least, set the new title for the dragon */
1656 set_dragon_name (who, abil, skin);
1657 }
1658
1659 /* Handy function - given the skill name skill_name, we find the skill
1660 * archetype/object, set appropriate values, and insert it into
1661 * the object (op) that is passed.
1662 * We return the skill - this makes it easier for calling functions that
1663 * want to do something with it immediately.
1664 */
1665 object *
1666 give_skill_by_name (object *op, const char *skill_name)
1667 {
1668 object *skill_obj;
1669
1670 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1671 if (!skill_obj)
1672 {
1673 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1674 return NULL;
1675 }
1676 /* clear the flag - exp goes into this bucket, but player
1677 * still doesn't know it.
1678 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op);
1683 if (op->contr)
1684 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1687 }
1688 return skill_obj;
1689 }
1690
1691
1692 /* player_lvl_adj() - for the new exp system. we are concerned with
1693 * whether the player gets more hp, sp and new levels.
1694 * Note this this function should only be called for players. Monstes
1695 * don't really gain levels
1696 * who is the player, op is what we are checking to gain the level
1697 * (eg, skill)
1698 */
1699 void
1700 player_lvl_adj (object *who, object *op)
1701 {
1702 char buf[MAX_BUF];
1703
1704 if (!op) /* when rolling stats */
1705 op = who;
1706
1707 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1708 {
1709 op->level++;
1710
1711 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1712 dragon_level_gain (who);
1713
1714 /* Only roll these if it is the player (who) that gained the level */
1715 if (op == who && (who->level < 11) && who->type == PLAYER)
1716 {
1717 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1718 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1719 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1720 }
1721
1722 who->update_stats ();
1723 if (op->level > 1)
1724 {
1725 if (op->type != PLAYER)
1726 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1727 else
1728 sprintf (buf, "You are now level %d.", op->level);
1729 if (who)
1730 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731 }
1732 player_lvl_adj (who, op); /* To increase more levels */
1733 }
1734 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1735 {
1736 op->level--;
1737 who->update_stats ();
1738 if (op->type != PLAYER)
1739 {
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 }
1743 player_lvl_adj (who, op); /* To decrease more levels */
1744 }
1745
1746 /* check if the spell data has changed */
1747 esrv_update_stats (who->contr);
1748 esrv_update_spells (who->contr);
1749 }
1750
1751 /*
1752 * Returns how much experience is needed for a player to become
1753 * the given level. level should really never exceed max_level
1754 */
1755
1756 sint64
1757 level_exp (int level, double expmul)
1758 {
1759 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]);
1761 return (sint64) (expmul * levels[level]);
1762 }
1763
1764 /*
1765 * Ensure that the permanent experience requirements in an exp object are met.
1766 * This really just checks 'op to make sure the perm_exp value is within
1767 * proper range. Note that the checking of what is passed through
1768 * has been reduced. Since there is now a proper field for perm_exp,
1769 * this can now work on a much larger set of objects.
1770 */
1771 void
1772 calc_perm_exp (object *op)
1773 {
1774 int p_exp_min;
1775
1776 /* Ensure that our permanent experience minimum is met.
1777 * permenent_exp_ratio is an integer percentage, we divide by 100
1778 * to get the fraction */
1779 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1780
1781 if (op->perm_exp < p_exp_min)
1782 op->perm_exp = p_exp_min;
1783
1784 /* Cap permanent experience. */
1785 if (op->perm_exp < 0)
1786 op->perm_exp = 0;
1787 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1788 op->perm_exp = MAX_EXPERIENCE;
1789 }
1790
1791 /* Add experience to a player - exp should only be positive.
1792 * Updates permanent exp for the skill we are adding to.
1793 * skill_name is the skill to add exp to. Skill name can be
1794 * NULL, in which case exp increases the players general
1795 * total, but not any particular skill.
1796 * flag is what to do if the player doesn't have the skill:
1797 */
1798 static void
1799 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1800 {
1801 object *skill_obj = NULL;
1802 sint64 limit, exp_to_add;
1803 int i;
1804
1805 /* prevents some forms of abuse. */
1806 if (op->contr->braced)
1807 exp = exp / 5;
1808
1809 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through
1812 * the players inventory.
1813 */
1814 if (skill_name)
1815 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1817 skill_obj = op->chosen_skill;
1818 else
1819 {
1820 for (i = 0; i < NUM_SKILLS; i++)
1821 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1822 {
1823 skill_obj = op->contr->last_skill_ob[i];
1824 break;
1825 }
1826
1827 /* Player doesn't have the skill. Check to see what to do, and give
1828 * it to the player if necessary
1829 */
1830 if (!skill_obj)
1831 {
1832 if (flag == SK_EXP_NONE)
1833 return;
1834 else if (flag == SK_EXP_ADD_SKILL)
1835 give_skill_by_name (op, skill_name);
1836 }
1837 }
1838 }
1839
1840 if (flag != SK_EXP_SKILL_ONLY)
1841 {
1842 /* Basically, you can never gain more experience in one shot
1843 * than half what you need to gain for next level.
1844 */
1845 exp_to_add = exp;
1846 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1847 if (exp_to_add > limit)
1848 exp_to_add = limit;
1849
1850 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1851 if (settings.permanent_exp_ratio)
1852 {
1853 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1854 calc_perm_exp (op);
1855 }
1856
1857 player_lvl_adj (op, NULL);
1858 }
1859
1860 if (skill_obj)
1861 {
1862 exp_to_add = exp;
1863 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1864 if (exp_to_add > limit)
1865 exp_to_add = limit;
1866
1867 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1868 if (settings.permanent_exp_ratio)
1869 {
1870 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1871 calc_perm_exp (skill_obj);
1872 }
1873
1874 player_lvl_adj (op, skill_obj);
1875 }
1876 }
1877
1878 /* This function checks to make sure that object 'op' can
1879 * lost 'exp' experience. It returns the amount of exp
1880 * object 'op' can in fact lose - it basically makes
1881 * adjustments based on permanent exp and the like.
1882 * This function should always be used for losing experience -
1883 * the 'exp' value passed should be positive - this is the
1884 * amount that should get subtract from the player.
1885 */
1886 sint64
1887 check_exp_loss (const object *op, sint64 exp)
1888 {
1889 sint64 del_exp;
1890
1891 if (exp > op->stats.exp)
1892 exp = op->stats.exp;
1893 if (settings.permanent_exp_ratio)
1894 {
1895 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1896 if (del_exp < 0)
1897 del_exp = 0;
1898 if (exp > del_exp)
1899 exp = del_exp;
1900 }
1901 return exp;
1902 }
1903
1904 sint64
1905 check_exp_adjust (const object *op, sint64 exp)
1906 {
1907 if (exp < 0)
1908 return check_exp_loss (op, exp);
1909 else
1910 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1911 }
1912
1913
1914 /* Subtracts experience from player.
1915 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1916 * only subtract from the matching skill. Otherwise,
1917 * this subtracts a portion from all
1918 * skills the player has. Eg, if we figure the player is losing 10%
1919 * of his total exp, what happens is he loses 10% from all his skills.
1920 * Note that if permanent exp is used, player may not in fact lose
1921 * as much as listed. Eg, if player has gotten reduced to the point
1922 * where everything is at the minimum perm exp, he would lose nothing.
1923 * exp is the amount of exp to subtract - thus, it should be
1924 * a postive number.
1925 */
1926 static void
1927 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1928 {
1929 float fraction = (float) exp / (float) op->stats.exp;
1930 object *tmp;
1931 sint64 del_exp;
1932
1933 for (tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->type == SKILL && tmp->stats.exp)
1935 {
1936 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1937 {
1938 del_exp = check_exp_loss (tmp, exp);
1939 tmp->stats.exp -= del_exp;
1940 player_lvl_adj (op, tmp);
1941 }
1942 else if (flag != SK_SUBTRACT_SKILL_EXP)
1943 {
1944 /* only want to process other skills if we are not trying
1945 * to match a specific skill.
1946 */
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp);
1950 }
1951 }
1952 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 {
1954 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL);
1957 }
1958 }
1959
1960
1961
1962 /* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp.
1964 *
1965 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players.
1970 */
1971
1972 void
1973 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974 {
1975
1976 #ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978 #endif
1979
1980 /* safety */
1981 if (!op)
1982 {
1983 LOG (llevError, "change_exp() called for null object!\n");
1984 return;
1985 }
1986
1987 /* if no change in exp, just return - most of the below code
1988 * won't do anything if the value is 0 anyways.
1989 */
1990 if (exp == 0)
1991 return;
1992
1993 /* Monsters are easy - we just adjust their exp - we
1994 * don't adjust level, since in most cases it is unrelated to
1995 * the exp they have - the monsters exp represents what its
1996 * worth.
1997 */
1998 if (op->type != PLAYER)
1999 {
2000 /* Sanity check */
2001 if (!QUERY_FLAG (op, FLAG_ALIVE))
2002 return;
2003
2004 /* reset exp to max allowed value. We subtract from
2005 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2006 * more than max exp, just return.
2007 */
2008 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2009 {
2010 exp = MAX_EXPERIENCE - op->stats.exp;
2011 if (exp < 0)
2012 return;
2013 }
2014
2015 op->stats.exp += exp;
2016 }
2017 else
2018 { /* Players only */
2019 if (exp > 0)
2020 add_player_exp (op, exp, skill_name, flag);
2021 else
2022 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that
2024 * along.
2025 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag);
2027
2028 }
2029 }
2030
2031 /* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss.
2034 */
2035
2036 void
2037 apply_death_exp_penalty (object *op)
2038 {
2039 object *tmp;
2040 sint64 loss;
2041 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2042 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2043
2044 for (tmp = op->inv; tmp; tmp = tmp->below)
2045 if (tmp->type == SKILL && tmp->stats.exp)
2046 {
2047
2048 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2049 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2050
2051 /* With the revised exp system, you can get cases where
2052 * losing several levels would still require that you have more
2053 * exp than you currently have - this is true if the levels
2054 * tables is a lot harder.
2055 */
2056 if (level_loss < 0)
2057 level_loss = 0;
2058
2059 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2060
2061 tmp->stats.exp -= loss;
2062 player_lvl_adj (op, tmp);
2063 }
2064
2065 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2067 if (level_loss < 0)
2068 level_loss = 0;
2069 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2070
2071 op->stats.exp -= loss;
2072 player_lvl_adj (op, NULL);
2073 }
2074
2075 /* This function takes an object (monster/player, op), and
2076 * determines if it makes a basic save throw by looking at the
2077 * save_throw table. level is the effective level to make
2078 * the save at, and bonus is any plus/bonus (typically based on
2079 * resistance to particular attacktype.
2080 * Returns 1 if op makes his save, 0 if he failed
2081 */
2082 int
2083 did_make_save (const object *op, int level, int bonus)
2084 {
2085 if (level > MAX_SAVE_LEVEL)
2086 level = MAX_SAVE_LEVEL;
2087
2088 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2089 return 0;
2090
2091 return 1;
2092 }