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/cvs/deliantra/server/common/living.C
Revision: 1.34
Committed: Mon Feb 5 03:01:32 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.33: +3 -4 lines
Log Message:
indent

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 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 exactly 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 shstr_cmp dragon_ability_force ("dragon_ability_force");
1614 shstr_cmp dragon_skin_force ("dragon_skin_force");
1615
1616 for (tmp = who->inv; tmp; tmp = tmp->below)
1617 if (tmp->type == FORCE)
1618 if (tmp->arch->name == dragon_ability_force)
1619 abil = tmp;
1620 else if (tmp->arch->name == dragon_skin_force)
1621 skin = tmp;
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
1684 if (op->contr)
1685 {
1686 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1687 if (op->contr->ns)
1688 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1689 }
1690
1691 return skill_obj;
1692 }
1693
1694
1695 /* player_lvl_adj() - for the new exp system. we are concerned with
1696 * whether the player gets more hp, sp and new levels.
1697 * Note this this function should only be called for players. Monstes
1698 * don't really gain levels
1699 * who is the player, op is what we are checking to gain the level
1700 * (eg, skill)
1701 */
1702 void
1703 player_lvl_adj (object *who, object *op)
1704 {
1705 char buf[MAX_BUF];
1706
1707 if (!op) /* when rolling stats */
1708 op = who;
1709
1710 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1711 {
1712 op->level++;
1713
1714 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1715 dragon_level_gain (who);
1716
1717 /* Only roll these if it is the player (who) that gained the level */
1718 if (op == who && (who->level < 11) && who->type == PLAYER)
1719 {
1720 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1721 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1722 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1723 }
1724
1725 who->update_stats ();
1726 if (op->level > 1)
1727 {
1728 if (op->type != PLAYER)
1729 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1730 else
1731 sprintf (buf, "You are now level %d.", op->level);
1732 if (who)
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 }
1735 player_lvl_adj (who, op); /* To increase more levels */
1736 }
1737 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1738 {
1739 op->level--;
1740 who->update_stats ();
1741 if (op->type != PLAYER)
1742 {
1743 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1744 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1745 }
1746 player_lvl_adj (who, op); /* To decrease more levels */
1747 }
1748
1749 /* check if the spell data has changed */
1750 esrv_update_stats (who->contr);
1751 esrv_update_spells (who->contr);
1752 }
1753
1754 /*
1755 * Returns how much experience is needed for a player to become
1756 * the given level. level should really never exceed max_level
1757 */
1758
1759 sint64
1760 level_exp (int level, double expmul)
1761 {
1762 if (level > settings.max_level)
1763 return (sint64) (expmul * levels[settings.max_level]);
1764 return (sint64) (expmul * levels[level]);
1765 }
1766
1767 /*
1768 * Ensure that the permanent experience requirements in an exp object are met.
1769 * This really just checks 'op to make sure the perm_exp value is within
1770 * proper range. Note that the checking of what is passed through
1771 * has been reduced. Since there is now a proper field for perm_exp,
1772 * this can now work on a much larger set of objects.
1773 */
1774 void
1775 calc_perm_exp (object *op)
1776 {
1777 int p_exp_min;
1778
1779 /* Ensure that our permanent experience minimum is met.
1780 * permenent_exp_ratio is an integer percentage, we divide by 100
1781 * to get the fraction */
1782 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1783
1784 if (op->perm_exp < p_exp_min)
1785 op->perm_exp = p_exp_min;
1786
1787 /* Cap permanent experience. */
1788 if (op->perm_exp < 0)
1789 op->perm_exp = 0;
1790 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1791 op->perm_exp = MAX_EXPERIENCE;
1792 }
1793
1794 /* Add experience to a player - exp should only be positive.
1795 * Updates permanent exp for the skill we are adding to.
1796 * skill_name is the skill to add exp to. Skill name can be
1797 * NULL, in which case exp increases the players general
1798 * total, but not any particular skill.
1799 * flag is what to do if the player doesn't have the skill:
1800 */
1801 static void
1802 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1803 {
1804 object *skill_obj = NULL;
1805 sint64 limit, exp_to_add;
1806 int i;
1807
1808 /* prevents some forms of abuse. */
1809 if (op->contr->braced)
1810 exp = exp / 5;
1811
1812 /* Try to find the matching skill.
1813 * We do a shortcut/time saving mechanism first - see if it matches
1814 * chosen_skill. This means we don't need to search through
1815 * the players inventory.
1816 */
1817 if (skill_name)
1818 {
1819 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1820 skill_obj = op->chosen_skill;
1821 else
1822 {
1823 for (i = 0; i < NUM_SKILLS; i++)
1824 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1825 {
1826 skill_obj = op->contr->last_skill_ob[i];
1827 break;
1828 }
1829
1830 /* Player doesn't have the skill. Check to see what to do, and give
1831 * it to the player if necessary
1832 */
1833 if (!skill_obj)
1834 {
1835 if (flag == SK_EXP_NONE)
1836 return;
1837 else if (flag == SK_EXP_ADD_SKILL)
1838 give_skill_by_name (op, skill_name);
1839 }
1840 }
1841 }
1842
1843 if (flag != SK_EXP_SKILL_ONLY)
1844 {
1845 /* Basically, you can never gain more experience in one shot
1846 * than half what you need to gain for next level.
1847 */
1848 exp_to_add = exp;
1849 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1850 if (exp_to_add > limit)
1851 exp_to_add = limit;
1852
1853 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1854 if (settings.permanent_exp_ratio)
1855 {
1856 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1857 calc_perm_exp (op);
1858 }
1859
1860 player_lvl_adj (op, NULL);
1861 }
1862
1863 if (skill_obj)
1864 {
1865 exp_to_add = exp;
1866 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1867 if (exp_to_add > limit)
1868 exp_to_add = limit;
1869
1870 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1871 if (settings.permanent_exp_ratio)
1872 {
1873 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1874 calc_perm_exp (skill_obj);
1875 }
1876
1877 player_lvl_adj (op, skill_obj);
1878 }
1879 }
1880
1881 /* This function checks to make sure that object 'op' can
1882 * lost 'exp' experience. It returns the amount of exp
1883 * object 'op' can in fact lose - it basically makes
1884 * adjustments based on permanent exp and the like.
1885 * This function should always be used for losing experience -
1886 * the 'exp' value passed should be positive - this is the
1887 * amount that should get subtract from the player.
1888 */
1889 sint64
1890 check_exp_loss (const object *op, sint64 exp)
1891 {
1892 sint64 del_exp;
1893
1894 if (exp > op->stats.exp)
1895 exp = op->stats.exp;
1896 if (settings.permanent_exp_ratio)
1897 {
1898 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1899 if (del_exp < 0)
1900 del_exp = 0;
1901 if (exp > del_exp)
1902 exp = del_exp;
1903 }
1904 return exp;
1905 }
1906
1907 sint64
1908 check_exp_adjust (const object *op, sint64 exp)
1909 {
1910 if (exp < 0)
1911 return check_exp_loss (op, exp);
1912 else
1913 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1914 }
1915
1916
1917 /* Subtracts experience from player.
1918 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1919 * only subtract from the matching skill. Otherwise,
1920 * this subtracts a portion from all
1921 * skills the player has. Eg, if we figure the player is losing 10%
1922 * of his total exp, what happens is he loses 10% from all his skills.
1923 * Note that if permanent exp is used, player may not in fact lose
1924 * as much as listed. Eg, if player has gotten reduced to the point
1925 * where everything is at the minimum perm exp, he would lose nothing.
1926 * exp is the amount of exp to subtract - thus, it should be
1927 * a postive number.
1928 */
1929 static void
1930 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1931 {
1932 float fraction = (float) exp / (float) op->stats.exp;
1933 object *tmp;
1934 sint64 del_exp;
1935
1936 for (tmp = op->inv; tmp; tmp = tmp->below)
1937 if (tmp->type == SKILL && tmp->stats.exp)
1938 {
1939 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1940 {
1941 del_exp = check_exp_loss (tmp, exp);
1942 tmp->stats.exp -= del_exp;
1943 player_lvl_adj (op, tmp);
1944 }
1945 else if (flag != SK_SUBTRACT_SKILL_EXP)
1946 {
1947 /* only want to process other skills if we are not trying
1948 * to match a specific skill.
1949 */
1950 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1951 tmp->stats.exp -= del_exp;
1952 player_lvl_adj (op, tmp);
1953 }
1954 }
1955 if (flag != SK_SUBTRACT_SKILL_EXP)
1956 {
1957 del_exp = check_exp_loss (op, exp);
1958 op->stats.exp -= del_exp;
1959 player_lvl_adj (op, NULL);
1960 }
1961 }
1962
1963
1964
1965 /* change_exp() - changes experience to a player/monster. This
1966 * does bounds checking to make sure we don't overflow the max exp.
1967 *
1968 * The exp passed is typically not modified much by this function -
1969 * it is assumed the caller has modified the exp as needed.
1970 * skill_name is the skill that should get the exp added.
1971 * flag is what to do if player doesn't have the skill.
1972 * these last two values are only used for players.
1973 */
1974
1975 void
1976 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977 {
1978
1979 #ifdef EXP_DEBUG
1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981 #endif
1982
1983 /* safety */
1984 if (!op)
1985 {
1986 LOG (llevError, "change_exp() called for null object!\n");
1987 return;
1988 }
1989
1990 /* if no change in exp, just return - most of the below code
1991 * won't do anything if the value is 0 anyways.
1992 */
1993 if (exp == 0)
1994 return;
1995
1996 /* Monsters are easy - we just adjust their exp - we
1997 * don't adjust level, since in most cases it is unrelated to
1998 * the exp they have - the monsters exp represents what its
1999 * worth.
2000 */
2001 if (op->type != PLAYER)
2002 {
2003 /* Sanity check */
2004 if (!QUERY_FLAG (op, FLAG_ALIVE))
2005 return;
2006
2007 /* reset exp to max allowed value. We subtract from
2008 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2009 * more than max exp, just return.
2010 */
2011 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2012 {
2013 exp = MAX_EXPERIENCE - op->stats.exp;
2014 if (exp < 0)
2015 return;
2016 }
2017
2018 op->stats.exp += exp;
2019 }
2020 else
2021 { /* Players only */
2022 if (exp > 0)
2023 add_player_exp (op, exp, skill_name, flag);
2024 else
2025 /* note that when you lose exp, it doesn't go against
2026 * a particular skill, so we don't need to pass that
2027 * along.
2028 */
2029 subtract_player_exp (op, abs (exp), skill_name, flag);
2030 }
2031 }
2032
2033 /* Applies a death penalty experience, the size of this is defined by the
2034 * settings death_penalty_percentage and death_penalty_levels, and by the
2035 * amount of permenent experience, whichever gives the lowest loss.
2036 */
2037
2038 void
2039 apply_death_exp_penalty (object *op)
2040 {
2041 object *tmp;
2042 sint64 loss;
2043 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2044 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2045
2046 for (tmp = op->inv; tmp; tmp = tmp->below)
2047 if (tmp->type == SKILL && tmp->stats.exp)
2048 {
2049
2050 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2052
2053 /* With the revised exp system, you can get cases where
2054 * losing several levels would still require that you have more
2055 * exp than you currently have - this is true if the levels
2056 * tables is a lot harder.
2057 */
2058 if (level_loss < 0)
2059 level_loss = 0;
2060
2061 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2062
2063 tmp->stats.exp -= loss;
2064 player_lvl_adj (op, tmp);
2065 }
2066
2067 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2069 if (level_loss < 0)
2070 level_loss = 0;
2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2072
2073 op->stats.exp -= loss;
2074 player_lvl_adj (op, NULL);
2075 }
2076
2077 /* This function takes an object (monster/player, op), and
2078 * determines if it makes a basic save throw by looking at the
2079 * save_throw table. level is the effective level to make
2080 * the save at, and bonus is any plus/bonus (typically based on
2081 * resistance to particular attacktype.
2082 * Returns 1 if op makes his save, 0 if he failed
2083 */
2084 int
2085 did_make_save (const object *op, int level, int bonus)
2086 {
2087 if (level > MAX_SAVE_LEVEL)
2088 level = MAX_SAVE_LEVEL;
2089
2090 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2091 return 0;
2092
2093 return 1;
2094 }