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/cvs/deliantra/server/common/living.C
Revision: 1.33
Committed: Sat Jan 27 02:19:36 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +1 -1 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 /* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */
32 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
33
34 static const int con_bonus[MAX_STAT + 1] = {
35 -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,
36 22, 25, 30, 40, 50
37 };
38
39 /* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t.
42 */
43 static const int sp_bonus[MAX_STAT + 1] = {
44 -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,
45 30, 40, 50, 70, 100
46 };
47
48 static const int grace_bonus[MAX_STAT + 1] = {
49 -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,
50 30, 40, 50, 70, 100
51 };
52
53 /* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
66 * it is 1-diff
67 */
68
69 const float cha_bonus[MAX_STAT + 1] = { 10.0,
70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
76 };
77
78 const int dex_bonus[MAX_STAT + 1] = {
79 -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
80 };
81
82 /* speed_bonus uses dex as its stat */
83 const float speed_bonus[MAX_STAT + 1] = {
84 -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,
85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
86 1.6, 1.8, 2.0, 2.5, 3.0
87 };
88
89 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
90 * strength.
91 */
92 const int dam_bonus[MAX_STAT + 1] = {
93 -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
94 };
95
96 const int thaco_bonus[MAX_STAT + 1] = {
97 -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
98 };
99
100 /* Max you can carry before you start getting extra speed penalties */
101 const int max_carry[MAX_STAT + 1] = {
102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
103 301, 326, 352, 400, 450, 500, 600, 1000
104 };
105
106 /* weight_limit - the absolute most a character can carry - a character can't
107 * pick stuff up if it would put him above this limit.
108 * value is in grams, so we don't need to do conversion later
109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace.
111 */
112
113 const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
121 };
122
123 const int learn_spell[MAX_STAT + 1] = {
124 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,
125 100, 100, 100, 100, 100, 100
126 };
127
128 const int cleric_chance[MAX_STAT + 1] = {
129 100, 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
130 };
131
132 const int turn_bonus[MAX_STAT + 1] = {
133 -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
134 };
135
136 const int fear_bonus[MAX_STAT + 1] = {
137 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
138 };
139
140 /*
141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp()
143 */
144
145 #define MAX_EXPERIENCE levels[settings.max_level]
146
147 /* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed.
159 * -b.t.
160 */
161
162 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
163
164 extern sint64 *levels;
165
166 #define MAX_SAVE_LEVEL 110
167
168 /* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the
170 * right thing and always use range within this table.
171 * for safety, savethrow should not be accessed directly anymore,
172 * and instead did_make_save should be used instead.
173 */
174 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
175 18,
176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
182 };
183
184 const char *const attacks[NROFATTACKS] = {
185 "physical", "magical", "fire", "electricity", "cold", "confusion",
186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
189 "life stealing"
190 };
191
192 static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!",
194 "You're feeling clumsy!",
195 "You feel less healthy",
196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
199 "Your face gets distorted!",
200 };
201 const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.",
203 "You feel your agility return.",
204 "You feel your health return.",
205 "You feel your memory return.",
206 "You feel your wisdom return.",
207 "You feel your spirits return.",
208 "You feel your charisma return.",
209 };
210 const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.",
212 "You feel more agile.",
213 "You feel healthy.",
214 "You feel smarter.",
215 "You feel wiser.",
216 "You feel more potent.",
217 "You seem to look better.",
218 };
219 const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!",
221 "You feel clumsy!",
222 "You feel less healthy!",
223 "You feel stupid!",
224 "You lose some of your memory!",
225 "You feel less potent!",
226 "You look ugly!",
227 };
228
229 const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231 };
232
233 const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235 };
236
237 /*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241 void
242 set_attr_value (living *stats, int attr, sint8 value)
243 {
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268 }
269
270 /*
271 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat.
273 */
274 void
275 change_attr_value (living *stats, int attr, sint8 value)
276 {
277 if (value == 0)
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306 }
307
308 /*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312 sint8
313 get_attr_value (const living *stats, int attr)
314 {
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327 }
328
329 /*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit.
332 */
333
334 void
335 check_stat_bounds (living *stats)
336 {
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
341 set_attr_value (stats, i, MAX_STAT);
342 else if (v < MIN_STAT)
343 set_attr_value (stats, i, MIN_STAT);
344 }
345
346 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347
348 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded.
351 */
352 #define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
354
355 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
357 /* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object.
359 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not.
361 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object
366 * that gives them that ability.
367 */
368 int
369 change_abil (object *op, object *tmp)
370 {
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
372 char message[MAX_BUF];
373 int potion_max = 0;
374
375 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes
377 * found by update_stats. refop is not a real object
378 */
379 object_copy refop = *op;
380
381 if (op->type == PLAYER)
382 {
383 if (tmp->type == POTION)
384 {
385 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++)
387 {
388 int nstat, ostat;
389
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392
393 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat;
395
396 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need
399 * to allow for that.
400 */
401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407
408 if (nstat != ostat)
409 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat);
411 potion_max = 0;
412 }
413 else if (i)
414 {
415 /* potion is useless - player has already hit the natural maximum */
416 potion_max = 1;
417 }
418 }
419
420 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway.
423 */
424 for (j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
427 check_stat_bounds (&(op->stats));
428 } /* end of potion handling code */
429 }
430
431 /* reset attributes that fix_player doesn't reset since it doesn't search
432 * everything to set
433 */
434 if (flag == -1)
435 {
436 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields.
442 */
443 op->move_type &= ~tmp->move_type;
444 }
445
446 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after
448 * change_ability then might as well call it from here
449 */
450 op->update_stats ();
451
452 /* Fix player won't add the bows ability to the player, so don't
453 * print out message if this is a bow.
454 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 {
457 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 }
460
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
462 {
463 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 }
466
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
468 {
469 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 }
472
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
475 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 }
478
479 /* movement type has changed. We don't care about cases where
480 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from
483 * from fly high)
484 */
485 if (tmp->move_type && op->move_type != refop.move_type)
486 {
487 success = 1;
488
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high
491 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
495 }
496
497 if (tmp->move_type & MOVE_FLY_HIGH)
498 {
499 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land
501 */
502 DIFF_MSG (flag, "You soar into the air air!.",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 }
505 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 }
511
512 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status
514 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 {
518 success = 1;
519 if (flag > 0)
520 {
521 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 }
524 else
525 {
526 op->race = op->arch->clone.race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 }
529 }
530
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
532 {
533 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 }
536
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
538 {
539 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 }
542
543 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision
545 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND))
547 {
548 success = 1;
549 if (flag > 0)
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND);
557 if (op->type == PLAYER)
558 op->contr->do_los = 1;
559 }
560 }
561 else
562 {
563 if (QUERY_FLAG (op, FLAG_WIZ))
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else
566 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND);
569 if (op->type == PLAYER)
570 op->contr->do_los = 1;
571 }
572 }
573 }
574
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
576 {
577 success = 1;
578 if (op->type == PLAYER)
579 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 }
582
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
584 {
585 success = 1;
586 if (flag > 0)
587 {
588 if (QUERY_FLAG (op, FLAG_WIZ))
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else
591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER)
594 op->contr->do_los = 1;
595 }
596 }
597 else
598 {
599 if (QUERY_FLAG (op, FLAG_WIZ))
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else
602 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER)
605 op->contr->do_los = 1;
606 }
607 }
608 }
609
610 if (tmp->stats.luck)
611 {
612 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 }
615
616 if (tmp->stats.hp && op->type == PLAYER)
617 {
618 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 }
621
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
623 {
624 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 }
627
628 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 }
634
635 if (tmp->stats.food && op->type == PLAYER)
636 {
637 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 }
640
641 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++)
643 {
644 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */
646
647 if (op->resist[i] != refop.resist[i])
648 {
649 success = 1;
650 if (op->resist[i] > refop.resist[i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
652 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
654
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 }
657 }
658
659 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++)
662 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 {
665 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 }
668 }
669 }
670
671 return success;
672 }
673
674 /*
675 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8)
677 */
678
679 void
680 object::drain_stat ()
681 {
682 drain_specific_stat (rndm (NUM_STATS));
683 }
684
685 void
686 object::drain_specific_stat (int deplete_stats)
687 {
688 object *tmp;
689 archetype *at;
690
691 at = archetype::find (ARCH_DEPLETION);
692 if (!at)
693 {
694 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return;
696 }
697 else
698 {
699 tmp = present_arch_in_ob (at, this);
700
701 if (!tmp)
702 {
703 tmp = arch_to_object (at);
704 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED);
706 }
707 }
708
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1);
711 update_stats ();
712 }
713
714 /*
715 * A value of 0 indicates timeout, otherwise change the luck of the object.
716 * via an applied bad_luck object.
717 */
718 void
719 object::change_luck (int value)
720 {
721 archetype *at = archetype::find ("luck");
722 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n");
724 else
725 {
726 object *tmp = present_arch_in_ob (at, this);
727
728 if (!tmp)
729 {
730 if (!value)
731 return;
732
733 tmp = arch_to_object (at);
734 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED);
736 }
737
738 if (value)
739 {
740 /* Limit the luck value of the bad luck object to +/-100. This
741 * (arbitrary) value prevents overflows (both in the bad luck object and
742 * in op itself).
743 */
744 int new_luck = tmp->stats.luck + value;
745
746 if (new_luck >= -100 && new_luck <= 100)
747 {
748 stats.luck += value;
749 tmp->stats.luck = new_luck;
750 }
751 }
752 else
753 {
754 if (!tmp->stats.luck)
755 return;
756
757 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add)
759 */
760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763
764 stats.luck += diff;
765 tmp->stats.luck += diff;
766 }
767 }
768 }
769 }
770
771 /*
772 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */
774 void
775 object::remove_statbonus ()
776 {
777 stats.Str -= arch->clone.stats.Str;
778 stats.Dex -= arch->clone.stats.Dex;
779 stats.Con -= arch->clone.stats.Con;
780 stats.Wis -= arch->clone.stats.Wis;
781 stats.Pow -= arch->clone.stats.Pow;
782 stats.Cha -= arch->clone.stats.Cha;
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792 }
793
794 /*
795 * Adds stat-bonuses given by the class which the player has chosen.
796 */
797 void
798 object::add_statbonus ()
799 {
800 stats.Str += arch->clone.stats.Str;
801 stats.Dex += arch->clone.stats.Dex;
802 stats.Con += arch->clone.stats.Con;
803 stats.Wis += arch->clone.stats.Wis;
804 stats.Pow += arch->clone.stats.Pow;
805 stats.Cha += arch->clone.stats.Cha;
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815 }
816
817 /*
818 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped.
823 */
824
825 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm
827 */
828
829 void
830 object::update_stats ()
831 {
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
838 float old_speed = speed;
839
840 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER)
842 {
843 for (i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
845
846 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0;
848
849 attacktype = 0;
850 contr->digestion = 0;
851 contr->gen_hp = 0;
852 contr->gen_sp = 0;
853 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10;
855 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 }
866
867 memcpy (body_used, body_info, sizeof (body_info));
868
869 slaying = 0;
870
871 if (!QUERY_FLAG (this, FLAG_WIZ))
872 {
873 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 }
876
877 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND);
880
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885
886 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type;
891 chosen_skill = NULL;
892
893 /* initializing resistances from the values in player/monster's
894 * archetype clone
895 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897
898 for (i = 0; i < NROFATTACKS; i++)
899 {
900 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0;
902 else
903 vuln[i] = -(resist[i]), prot[i] = 0;
904 potion_resist[i] = 0;
905 }
906
907 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam;
909
910 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down
916 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 }
922 else
923 ac = arch->clone.stats.ac;
924
925 stats.luck = arch->clone.stats.luck;
926 speed = arch->clone.speed;
927
928 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped.
930 */
931
932 for (tmp = inv; tmp; tmp = tmp->below)
933 {
934 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here.
936 */
937 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius;
939
940 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil
942 * then calls this function.
943 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue;
946
947 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL)
949 {
950 /* Want to take the highest skill here. */
951 if (IS_MANA_SKILL (tmp->subtype))
952 {
953 if (!mana_obj)
954 mana_obj = tmp;
955 else if (tmp->level > mana_obj->level)
956 mana_obj = tmp;
957 }
958
959 if (IS_GRACE_SKILL (tmp->subtype))
960 {
961 if (!grace_obj)
962 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp;
965 }
966 }
967
968 /* Container objects are not meant to adjust a players, but other applied
969 * objects need to make adjustments.
970 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used
975 * up, etc.
976 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 {
980 if (type == PLAYER)
981 {
982 if (tmp->type == BOW)
983 contr->ranges[range_bow] = tmp;
984
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
990
991 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 {
1004 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 }
1011 } /* if this is a player */
1012
1013 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i];
1017
1018 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1;
1023 }
1024
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.)
1027 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken.
1029 */
1030 if (tmp->type != POTION)
1031 {
1032 for (i = 0; i < NROFATTACKS; i++)
1033 {
1034 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialised to zero.
1036 */
1037 if (tmp->type == POTION_EFFECT)
1038 {
1039 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else
1042 potion_resist[i] = tmp->resist[i];
1043 }
1044 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1048 }
1049 }
1050
1051 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied;
1058 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type;
1060
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD);
1071
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS);
1075 invisible = 1;
1076 }
1077
1078 if (tmp->stats.exp && tmp->type != SKILL)
1079 {
1080 if (tmp->stats.exp > 0)
1081 {
1082 added_speed += (float) tmp->stats.exp / 3.0;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1084 }
1085 else
1086 added_speed += (float) tmp->stats.exp;
1087 }
1088
1089 switch (tmp->type)
1090 {
1091 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */
1093 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095 break;
1096
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill)
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1102
1103 chosen_skill = tmp;
1104
1105 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp);
1109
1110 if (weapon_speed < 0)
1111 weapon_speed = 0;
1112
1113 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1115
1116 if (tmp->magic)
1117 stats.dam += tmp->magic;
1118 }
1119
1120 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic);
1122
1123 if (tmp->slaying != NULL)
1124 slaying = tmp->slaying;
1125
1126 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break;
1136
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break;
1146
1147 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000;
1150 case RING:
1151 case AMULET:
1152 case GIRDLE:
1153 case HELMET:
1154 case BOOTS:
1155 case GLOVES:
1156 case CLOAK:
1157 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic);
1159
1160 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic);
1162
1163 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic);
1165
1166 break;
1167
1168 case WEAPON:
1169 wc -= (tmp->stats.wc + tmp->magic);
1170
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic;
1173
1174 stats.dam += (tmp->stats.dam + tmp->magic);
1175 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177
1178 if (weapon_speed < 0)
1179 weapon_speed = 0;
1180
1181 slaying = tmp->slaying;
1182 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should
1184 * go.
1185 */
1186 current_weapon = tmp;
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1189
1190 break;
1191
1192 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000;
1195
1196 case BRACERS:
1197 case FORCE:
1198 if (tmp->stats.wc)
1199 {
1200 if (best_wc < tmp->stats.wc + tmp->magic)
1201 {
1202 wc += best_wc;
1203 best_wc = tmp->stats.wc + tmp->magic;
1204 }
1205 else
1206 wc += tmp->stats.wc + tmp->magic;
1207 }
1208
1209 if (tmp->stats.ac)
1210 {
1211 if (best_ac < tmp->stats.ac + tmp->magic)
1212 {
1213 ac += best_ac; /* Remove last bonus */
1214 best_ac = tmp->stats.ac + tmp->magic;
1215 }
1216 else /* To nullify the below effect */
1217 ac += tmp->stats.ac + tmp->magic;
1218 }
1219
1220 if (tmp->stats.wc)
1221 wc -= (tmp->stats.wc + tmp->magic);
1222
1223 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic);
1225
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0;
1228
1229 break;
1230 } /* switch tmp->type */
1231 } /* item is equipped */
1232 } /* for loop of items */
1233
1234 /* We've gone through all the objects the player has equipped. For many things, we
1235 * have generated intermediate values which we now need to assign.
1236 */
1237
1238 /* 'total resistance = total protections - total vulnerabilities'.
1239 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'.
1243 */
1244 for (i = 0; i < NROFATTACKS; i++)
1245 {
1246 resist[i] = prot[i] - vuln[i];
1247
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1249 resist[i] = potion_resist[i];
1250 }
1251
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER)
1254 {
1255 int pl_level;
1256
1257 check_stat_bounds (&(stats));
1258 pl_level = level;
1259
1260 if (pl_level < 1)
1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1262
1263 /* You basically get half a con bonus/level. But we do take into account rounding,
1264 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1267 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269
1270 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0)
1273 j++;
1274 else
1275 j--;
1276 }
1277
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 }
1280
1281 for (i = 11; i <= level; i++)
1282 stats.maxhp += 2;
1283
1284 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp;
1286
1287 /* Sp gain is controlled by the level of the player's
1288 * relevant experience object (mana_obj, see above)
1289 */
1290 /* following happen when skills system is not used */
1291 if (!mana_obj)
1292 mana_obj = this;
1293
1294 if (!grace_obj)
1295 grace_obj = this;
1296
1297 /* set maxsp */
1298 if (!mana_obj || !mana_obj->level || type != PLAYER)
1299 mana_obj = this;
1300
1301 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1;
1303 else
1304 {
1305 sp_tmp = 0.0;
1306
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308 {
1309 float stmp;
1310
1311 /* Got some extra bonus at first level */
1312 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1314 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1316
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp;
1321 }
1322
1323 stats.maxsp = (int) sp_tmp;
1324
1325 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2;
1327 }
1328 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2)
1330 stats.sp = stats.maxsp * 2;
1331
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this;
1335
1336 if (grace_obj == this && type == PLAYER)
1337 stats.maxgrace = 1;
1338 else
1339 {
1340 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful.
1344 */
1345 sp_tmp = 0.0;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 {
1348 float grace_tmp = 0.0;
1349
1350 /* Got some extra bonus at first level */
1351 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1357
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp;
1362 }
1363
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */
1367 for (i = 11; i <= grace_obj->level; i++)
1368 stats.maxgrace += 2;
1369 }
1370 /* No limit on grace vs maxgrace */
1371
1372 if (contr->braced)
1373 {
1374 ac += 2;
1375 wc += 4;
1376 }
1377 else
1378 ac -= dex_bonus[stats.Dex];
1379
1380 /* In new exp/skills system, wc bonuses are related to
1381 * the players level in a relevant exp object (wc_obj)
1382 * not the general player level -b.t.
1383 * I changed this slightly so that wc bonuses are better
1384 * than before. This is to balance out the fact that
1385 * the player no longer gets a personal weapon w/ 1
1386 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t.
1390 */
1391
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1395 for (i = 1; i < wc_obj->level; i++)
1396 {
1397 /* addtional wc every 6 levels */
1398 if (!(i % 6))
1399 wc--;
1400 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1403 }
1404 }
1405 else
1406 wc -= (level + thaco_bonus[stats.Str]);
1407
1408 stats.dam += dam_bonus[stats.Str];
1409
1410 if (stats.dam < 1)
1411 stats.dam = 1;
1412
1413 speed = 1.0 + speed_bonus[stats.Dex];
1414
1415 if (settings.search_items && contr->search_str[0])
1416 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */
1422
1423 if (added_speed >= 0)
1424 speed += added_speed / 10.0;
1425 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed);
1427
1428 /* Max is determined by armour */
1429 if (speed > max)
1430 speed = max;
1431
1432 if (type == PLAYER)
1433 {
1434 /* f is a number the represents the number of kg above (positive num)
1435 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is
1438 */
1439 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]);
1442 }
1443
1444 speed += bonus_speed / 10.0; /* Not affected by limits */
1445
1446 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */
1449 speed = speed * speed_reduce_from_disease;
1450
1451 if (speed < 0.01 && type == PLAYER)
1452 speed = 0.01;
1453
1454 if (type == PLAYER)
1455 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read.
1462 */
1463 M = (max_carry[stats.Str] - 121) / 121.0;
1464 M2 = max_carry[stats.Str] / 100.0;
1465 W = weapon_weight / 20000.0;
1466 s = 2 - weapon_speed / 10.0;
1467 D = (stats.Dex - 14) / 14.0;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1469 K *= (4 + level) / (float) (6 + level) * 1.2;
1470 if (K <= 0)
1471 K = 0.01;
1472 S = speed / (K * s);
1473 contr->weapon_sp = S;
1474 }
1475
1476 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3;
1479
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this
1481 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497
1498 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just
1502 * one or the other.
1503 */
1504 if (move_type == 0)
1505 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK;
1508
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now.
1514 */
1515 if (type == PLAYER)
1516 {
1517 esrv_update_stats (contr);
1518 esrv_update_spells (contr);
1519 }
1520 }
1521
1522 /*
1523 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't
1525 * check if the stat becomes negative, thus this function
1526 * merely checks that all stats are 1 or more, and returns
1527 * false otherwise.
1528 */
1529 int
1530 allowed_class (const object *op)
1531 {
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1534 }
1535
1536 /*
1537 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to
1539 * eventually change the player's face and animation)
1540 *
1541 * Note that the title is written to 'own_title' in the
1542 * player struct. This should be changed to 'ext_title'
1543 * as soon as clients support this!
1544 * Please, anyone, write support for 'ext_title'.
1545 */
1546 void
1547 set_dragon_name (object *pl, const object *abil, const object *skin)
1548 {
1549 int atnr = -1; /* attacknumber of highest level */
1550 int level = 0; /* highest level */
1551 int i;
1552
1553 /* Perhaps do something more clever? */
1554 if (!abil || !skin)
1555 return;
1556
1557 /* first, look for the highest level */
1558 for (i = 0; i < NROFATTACKS; i++)
1559 {
1560 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1561 {
1562 level = abil->resist[i];
1563 atnr = i;
1564 }
1565 }
1566
1567 /* now if there are equals at highest level, pick the one with focus,
1568 or else at random */
1569 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 atnr = abil->stats.exp;
1571
1572 level = (int) (level / 5.);
1573
1574 /* now set the new title */
1575 if (pl->contr != NULL)
1576 {
1577 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1579 else if (level == 1)
1580 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1581 else if (level == 2)
1582 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1583 else if (level == 3)
1584 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1585 else
1586 {
1587 /* special titles for extra high resistance! */
1588 if (skin->resist[atnr] > 80)
1589 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1590 else if (skin->resist[atnr] > 50)
1591 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1592 else
1593 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1594 }
1595 }
1596
1597 strcpy (pl->contr->own_title, "");
1598 }
1599
1600 /*
1601 * This function is called when a dragon-player gains
1602 * an overall level. Here, the dragon might gain new abilities
1603 * or change the ability-focus.
1604 */
1605 void
1606 dragon_level_gain (object *who)
1607 {
1608 object *abil = NULL; /* pointer to dragon ability force */
1609 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */
1612
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 shstr_cmp dragon_ability_force ("dragon_ability_force");
1615 shstr_cmp dragon_skin_force ("dragon_skin_force");
1616
1617 for (tmp = who->inv; tmp; tmp = tmp->below)
1618 if (tmp->type == FORCE)
1619 if (tmp->arch->name == dragon_ability_force)
1620 abil = tmp;
1621 else if (tmp->arch->name == dragon_skin_force)
1622 skin = tmp;
1623
1624 /* if the force is missing -> bail out */
1625 if (abil == NULL)
1626 return;
1627
1628 /* The ability_force keeps track of maximum level ever achieved.
1629 * New abilties can only be gained by surpassing this max level
1630 */
1631 if (who->level > abil->level)
1632 {
1633 /* increase our focused ability */
1634 abil->resist[abil->stats.exp]++;
1635
1636
1637 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1638 {
1639 /* time to hand out a new ability-gift */
1640 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1641 }
1642
1643 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1644 {
1645 /* apply new ability focus */
1646 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1647 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1648
1649 abil->stats.exp = abil->last_eat;
1650 abil->last_eat = 0;
1651 }
1652
1653 abil->level = who->level;
1654 }
1655
1656 /* last but not least, set the new title for the dragon */
1657 set_dragon_name (who, abil, skin);
1658 }
1659
1660 /* Handy function - given the skill name skill_name, we find the skill
1661 * archetype/object, set appropriate values, and insert it into
1662 * the object (op) that is passed.
1663 * We return the skill - this makes it easier for calling functions that
1664 * want to do something with it immediately.
1665 */
1666 object *
1667 give_skill_by_name (object *op, const char *skill_name)
1668 {
1669 object *skill_obj;
1670
1671 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672 if (!skill_obj)
1673 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1675 return NULL;
1676 }
1677 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it.
1679 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op);
1684
1685 if (op->contr)
1686 {
1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1688 if (op->contr->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 }
1691
1692 return skill_obj;
1693 }
1694
1695
1696 /* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels
1700 * who is the player, op is what we are checking to gain the level
1701 * (eg, skill)
1702 */
1703 void
1704 player_lvl_adj (object *who, object *op)
1705 {
1706 char buf[MAX_BUF];
1707
1708 if (!op) /* when rolling stats */
1709 op = who;
1710
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 {
1713 op->level++;
1714
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1716 dragon_level_gain (who);
1717
1718 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 {
1721 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1722 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1723 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1724 }
1725
1726 who->update_stats ();
1727 if (op->level > 1)
1728 {
1729 if (op->type != PLAYER)
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1731 else
1732 sprintf (buf, "You are now level %d.", op->level);
1733 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 }
1736 player_lvl_adj (who, op); /* To increase more levels */
1737 }
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 {
1740 op->level--;
1741 who->update_stats ();
1742 if (op->type != PLAYER)
1743 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 }
1747 player_lvl_adj (who, op); /* To decrease more levels */
1748 }
1749
1750 /* check if the spell data has changed */
1751 esrv_update_stats (who->contr);
1752 esrv_update_spells (who->contr);
1753 }
1754
1755 /*
1756 * Returns how much experience is needed for a player to become
1757 * the given level. level should really never exceed max_level
1758 */
1759
1760 sint64
1761 level_exp (int level, double expmul)
1762 {
1763 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]);
1765 return (sint64) (expmul * levels[level]);
1766 }
1767
1768 /*
1769 * Ensure that the permanent experience requirements in an exp object are met.
1770 * This really just checks 'op to make sure the perm_exp value is within
1771 * proper range. Note that the checking of what is passed through
1772 * has been reduced. Since there is now a proper field for perm_exp,
1773 * this can now work on a much larger set of objects.
1774 */
1775 void
1776 calc_perm_exp (object *op)
1777 {
1778 int p_exp_min;
1779
1780 /* Ensure that our permanent experience minimum is met.
1781 * permenent_exp_ratio is an integer percentage, we divide by 100
1782 * to get the fraction */
1783 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1784
1785 if (op->perm_exp < p_exp_min)
1786 op->perm_exp = p_exp_min;
1787
1788 /* Cap permanent experience. */
1789 if (op->perm_exp < 0)
1790 op->perm_exp = 0;
1791 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1792 op->perm_exp = MAX_EXPERIENCE;
1793 }
1794
1795 /* Add experience to a player - exp should only be positive.
1796 * Updates permanent exp for the skill we are adding to.
1797 * skill_name is the skill to add exp to. Skill name can be
1798 * NULL, in which case exp increases the players general
1799 * total, but not any particular skill.
1800 * flag is what to do if the player doesn't have the skill:
1801 */
1802 static void
1803 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1804 {
1805 object *skill_obj = NULL;
1806 sint64 limit, exp_to_add;
1807 int i;
1808
1809 /* prevents some forms of abuse. */
1810 if (op->contr->braced)
1811 exp = exp / 5;
1812
1813 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through
1816 * the players inventory.
1817 */
1818 if (skill_name)
1819 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1821 skill_obj = op->chosen_skill;
1822 else
1823 {
1824 for (i = 0; i < NUM_SKILLS; i++)
1825 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1826 {
1827 skill_obj = op->contr->last_skill_ob[i];
1828 break;
1829 }
1830
1831 /* Player doesn't have the skill. Check to see what to do, and give
1832 * it to the player if necessary
1833 */
1834 if (!skill_obj)
1835 {
1836 if (flag == SK_EXP_NONE)
1837 return;
1838 else if (flag == SK_EXP_ADD_SKILL)
1839 give_skill_by_name (op, skill_name);
1840 }
1841 }
1842 }
1843
1844 if (flag != SK_EXP_SKILL_ONLY)
1845 {
1846 /* Basically, you can never gain more experience in one shot
1847 * than half what you need to gain for next level.
1848 */
1849 exp_to_add = exp;
1850 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1851 if (exp_to_add > limit)
1852 exp_to_add = limit;
1853
1854 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1855 if (settings.permanent_exp_ratio)
1856 {
1857 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1858 calc_perm_exp (op);
1859 }
1860
1861 player_lvl_adj (op, NULL);
1862 }
1863
1864 if (skill_obj)
1865 {
1866 exp_to_add = exp;
1867 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1868 if (exp_to_add > limit)
1869 exp_to_add = limit;
1870
1871 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1872 if (settings.permanent_exp_ratio)
1873 {
1874 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1875 calc_perm_exp (skill_obj);
1876 }
1877
1878 player_lvl_adj (op, skill_obj);
1879 }
1880 }
1881
1882 /* This function checks to make sure that object 'op' can
1883 * lost 'exp' experience. It returns the amount of exp
1884 * object 'op' can in fact lose - it basically makes
1885 * adjustments based on permanent exp and the like.
1886 * This function should always be used for losing experience -
1887 * the 'exp' value passed should be positive - this is the
1888 * amount that should get subtract from the player.
1889 */
1890 sint64
1891 check_exp_loss (const object *op, sint64 exp)
1892 {
1893 sint64 del_exp;
1894
1895 if (exp > op->stats.exp)
1896 exp = op->stats.exp;
1897 if (settings.permanent_exp_ratio)
1898 {
1899 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1900 if (del_exp < 0)
1901 del_exp = 0;
1902 if (exp > del_exp)
1903 exp = del_exp;
1904 }
1905 return exp;
1906 }
1907
1908 sint64
1909 check_exp_adjust (const object *op, sint64 exp)
1910 {
1911 if (exp < 0)
1912 return check_exp_loss (op, exp);
1913 else
1914 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1915 }
1916
1917
1918 /* Subtracts experience from player.
1919 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1920 * only subtract from the matching skill. Otherwise,
1921 * this subtracts a portion from all
1922 * skills the player has. Eg, if we figure the player is losing 10%
1923 * of his total exp, what happens is he loses 10% from all his skills.
1924 * Note that if permanent exp is used, player may not in fact lose
1925 * as much as listed. Eg, if player has gotten reduced to the point
1926 * where everything is at the minimum perm exp, he would lose nothing.
1927 * exp is the amount of exp to subtract - thus, it should be
1928 * a postive number.
1929 */
1930 static void
1931 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1932 {
1933 float fraction = (float) exp / (float) op->stats.exp;
1934 object *tmp;
1935 sint64 del_exp;
1936
1937 for (tmp = op->inv; tmp; tmp = tmp->below)
1938 if (tmp->type == SKILL && tmp->stats.exp)
1939 {
1940 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1941 {
1942 del_exp = check_exp_loss (tmp, exp);
1943 tmp->stats.exp -= del_exp;
1944 player_lvl_adj (op, tmp);
1945 }
1946 else if (flag != SK_SUBTRACT_SKILL_EXP)
1947 {
1948 /* only want to process other skills if we are not trying
1949 * to match a specific skill.
1950 */
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp);
1954 }
1955 }
1956 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 {
1958 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL);
1961 }
1962 }
1963
1964
1965
1966 /* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp.
1968 *
1969 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players.
1974 */
1975
1976 void
1977 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978 {
1979
1980 #ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982 #endif
1983
1984 /* safety */
1985 if (!op)
1986 {
1987 LOG (llevError, "change_exp() called for null object!\n");
1988 return;
1989 }
1990
1991 /* if no change in exp, just return - most of the below code
1992 * won't do anything if the value is 0 anyways.
1993 */
1994 if (exp == 0)
1995 return;
1996
1997 /* Monsters are easy - we just adjust their exp - we
1998 * don't adjust level, since in most cases it is unrelated to
1999 * the exp they have - the monsters exp represents what its
2000 * worth.
2001 */
2002 if (op->type != PLAYER)
2003 {
2004 /* Sanity check */
2005 if (!QUERY_FLAG (op, FLAG_ALIVE))
2006 return;
2007
2008 /* reset exp to max allowed value. We subtract from
2009 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2010 * more than max exp, just return.
2011 */
2012 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2013 {
2014 exp = MAX_EXPERIENCE - op->stats.exp;
2015 if (exp < 0)
2016 return;
2017 }
2018
2019 op->stats.exp += exp;
2020 }
2021 else
2022 { /* Players only */
2023 if (exp > 0)
2024 add_player_exp (op, exp, skill_name, flag);
2025 else
2026 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that
2028 * along.
2029 */
2030 subtract_player_exp (op, abs (exp), skill_name, flag);
2031 }
2032 }
2033
2034 /* Applies a death penalty experience, the size of this is defined by the
2035 * settings death_penalty_percentage and death_penalty_levels, and by the
2036 * amount of permenent experience, whichever gives the lowest loss.
2037 */
2038
2039 void
2040 apply_death_exp_penalty (object *op)
2041 {
2042 object *tmp;
2043 sint64 loss;
2044 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2045 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2046
2047 for (tmp = op->inv; tmp; tmp = tmp->below)
2048 if (tmp->type == SKILL && tmp->stats.exp)
2049 {
2050
2051 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2052 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2053
2054 /* With the revised exp system, you can get cases where
2055 * losing several levels would still require that you have more
2056 * exp than you currently have - this is true if the levels
2057 * tables is a lot harder.
2058 */
2059 if (level_loss < 0)
2060 level_loss = 0;
2061
2062 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2063
2064 tmp->stats.exp -= loss;
2065 player_lvl_adj (op, tmp);
2066 }
2067
2068 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2069 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2070 if (level_loss < 0)
2071 level_loss = 0;
2072 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2073
2074 op->stats.exp -= loss;
2075 player_lvl_adj (op, NULL);
2076 }
2077
2078 /* This function takes an object (monster/player, op), and
2079 * determines if it makes a basic save throw by looking at the
2080 * save_throw table. level is the effective level to make
2081 * the save at, and bonus is any plus/bonus (typically based on
2082 * resistance to particular attacktype.
2083 * Returns 1 if op makes his save, 0 if he failed
2084 */
2085 int
2086 did_make_save (const object *op, int level, int bonus)
2087 {
2088 if (level > MAX_SAVE_LEVEL)
2089 level = MAX_SAVE_LEVEL;
2090
2091 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2092 return 0;
2093
2094 return 1;
2095 }