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/cvs/deliantra/server/common/living.C
Revision: 1.39
Committed: Sun Apr 29 14:39:55 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +22 -16 lines
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File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
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 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 * spell system split, grace points now added to system --peterm
826 */
827 void
828 object::update_stats ()
829 {
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
837
838 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER)
840 {
841 for (i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
843
844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0;
846
847 attacktype = 0;
848
849 contr->digestion = 0;
850 contr->gen_hp = 0;
851 contr->gen_sp = 0;
852 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10;
854 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 }
865
866 memcpy (body_used, body_info, sizeof (body_info));
867
868 slaying = 0;
869
870 if (!QUERY_FLAG (this, FLAG_WIZ))
871 {
872 CLEAR_FLAG (this, FLAG_XRAYS);
873 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
874 }
875
876 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND);
879
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884
885 path_attuned = arch->clone.path_attuned;
886 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type;
890
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)
977 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING))
981 {
982 if (type == PLAYER)
983 {
984 if (tmp->type == BOW)
985 contr->ranges[range_bow] = tmp;
986
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
988 contr->ranges[range_misc] = tmp;
989
990 for (i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
992
993 /* these are the items that currently can change digestion, regeneration,
994 * spell point recovery and mana point recovery. Seems sort of an arbitary
995 * list, but other items store other info into stats array.
996 */
997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
999 (tmp->type == SHIELD) || (tmp->type == RING) ||
1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1003 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1004 (tmp->type == SKILL))
1005 {
1006 contr->digestion += tmp->stats.food;
1007 contr->gen_hp += tmp->stats.hp;
1008 contr->gen_sp += tmp->stats.sp;
1009 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power;
1012 }
1013 } /* if this is a player */
1014
1015 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i];
1019
1020 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023
1024 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1;
1026 }
1027
1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1029 * (Negative protections are calculated exactly like positive.)
1030 * Resistance from potions are treated special as well. If there's
1031 * more than one potion-effect, the bigger prot.-value is taken.
1032 */
1033 if (tmp->type != POTION)
1034 {
1035 for (i = 0; i < NROFATTACKS; i++)
1036 {
1037 /* Potential for cursed potions, in which case we just can use
1038 * a straight MAX, as potion_resist is initialised to zero.
1039 */
1040 if (tmp->type == POTION_EFFECT)
1041 {
1042 if (potion_resist[i])
1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1044 else
1045 potion_resist[i] = tmp->resist[i];
1046 }
1047 else if (tmp->resist[i] > 0)
1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1049 else if (tmp->resist[i] < 0)
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 }
1052 }
1053
1054 /* There may be other things that should not adjust the attacktype */
1055 if (tmp->type != BOW && tmp->type != SYMPTOM)
1056 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck;
1063
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1068 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1069 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1070 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1071
1072 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1073 SET_FLAG (this, FLAG_UNDEAD);
1074
1075 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1076 {
1077 SET_FLAG (this, FLAG_MAKE_INVIS);
1078 invisible = 1;
1079 }
1080
1081 if (tmp->stats.exp && tmp->type != SKILL)
1082 {
1083 if (tmp->stats.exp > 0)
1084 {
1085 added_speed += (float) tmp->stats.exp / 3.0;
1086 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1087 }
1088 else
1089 added_speed += (float) tmp->stats.exp;
1090 }
1091
1092 switch (tmp->type)
1093 {
1094 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */
1096 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1098 break;
1099
1100 if (IS_COMBAT_SKILL (tmp->subtype))
1101 wc_obj = tmp;
1102
1103 if (chosen_skill)
1104 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1105
1106 chosen_skill = tmp;
1107
1108 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1111 weapon_speed = (int) WEAPON_SPEED (tmp);
1112
1113 if (weapon_speed < 0)
1114 weapon_speed = 0;
1115
1116 weapon_weight = tmp->weight;
1117 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1118
1119 if (tmp->magic)
1120 stats.dam += tmp->magic;
1121 }
1122
1123 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic);
1125
1126 if (tmp->slaying != NULL)
1127 slaying = tmp->slaying;
1128
1129 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic);
1131
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137
1138 break;
1139
1140 case SKILL_TOOL:
1141 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143
1144 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break;
1149
1150 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000;
1153 case RING:
1154 case AMULET:
1155 case GIRDLE:
1156 case HELMET:
1157 case BOOTS:
1158 case GLOVES:
1159 case CLOAK:
1160 if (tmp->stats.wc)
1161 wc -= tmp->stats.wc + tmp->magic;
1162
1163 if (tmp->stats.dam)
1164 stats.dam += tmp->stats.dam + tmp->magic;
1165
1166 if (tmp->stats.ac)
1167 ac -= tmp->stats.ac + tmp->magic;
1168
1169 break;
1170
1171 case BOW:
1172 case WEAPON:
1173 wc -= tmp->stats.wc + tmp->magic;
1174
1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1176 ac -= tmp->stats.ac + tmp->magic;
1177
1178 stats.dam += tmp->stats.dam + tmp->magic;
1179 weapon_weight = tmp->weight;
1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1181
1182 if (weapon_speed < 0)
1183 weapon_speed = 0;
1184
1185 slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212
1213 if (tmp->stats.ac)
1214 {
1215 if (best_ac < tmp->stats.ac + tmp->magic)
1216 {
1217 ac += best_ac; /* Remove last bonus */
1218 best_ac = tmp->stats.ac + tmp->magic;
1219 }
1220 else /* To nullify the below effect */
1221 ac += tmp->stats.ac + tmp->magic;
1222 }
1223
1224 if (tmp->stats.wc)
1225 wc -= (tmp->stats.wc + tmp->magic);
1226
1227 if (tmp->stats.ac)
1228 ac -= (tmp->stats.ac + tmp->magic);
1229
1230 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1231 max = ARMOUR_SPEED (tmp) / 10.0;
1232
1233 break;
1234 } /* switch tmp->type */
1235 } /* item is equipped */
1236 } /* for loop of items */
1237
1238 /* We've gone through all the objects the player has equipped. For many things, we
1239 * have generated intermediate values which we now need to assign.
1240 */
1241
1242 /* 'total resistance = total protections - total vulnerabilities'.
1243 * If there is an uncursed potion in effect, granting more protection
1244 * than that, we take: 'total resistance = resistance from potion'.
1245 * If there is a cursed (and no uncursed) potion in effect, we take
1246 * 'total resistance = vulnerability from cursed potion'.
1247 */
1248 for (i = 0; i < NROFATTACKS; i++)
1249 {
1250 resist[i] = prot[i] - vuln[i];
1251
1252 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1253 resist[i] = potion_resist[i];
1254 }
1255
1256 /* Figure out the players sp/mana/hp totals. */
1257 if (type == PLAYER)
1258 {
1259 int pl_level;
1260
1261 check_stat_bounds (&(stats));
1262 pl_level = level;
1263
1264 if (pl_level < 1)
1265 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1266
1267 /* You basically get half a con bonus/level. But we do take into account rounding,
1268 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1269 */
1270 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1271 {
1272 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1273
1274 if (i % 2 && con_bonus[stats.Con] % 2)
1275 {
1276 if (con_bonus[stats.Con] > 0)
1277 j++;
1278 else
1279 j--;
1280 }
1281
1282 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1283 }
1284
1285 for (i = 11; i <= level; i++)
1286 stats.maxhp += 2;
1287
1288 if (stats.hp > stats.maxhp)
1289 stats.hp = stats.maxhp;
1290
1291 /* Sp gain is controlled by the level of the player's
1292 * relevant experience object (mana_obj, see above)
1293 */
1294 /* following happen when skills system is not used */
1295 if (!mana_obj)
1296 mana_obj = this;
1297
1298 if (!grace_obj)
1299 grace_obj = this;
1300
1301 /* set maxsp */
1302 if (!mana_obj || !mana_obj->level || type != PLAYER)
1303 mana_obj = this;
1304
1305 if (mana_obj == this && type == PLAYER)
1306 stats.maxsp = 1;
1307 else
1308 {
1309 sp_tmp = 0.0;
1310
1311 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1312 {
1313 float stmp;
1314
1315 /* Got some extra bonus at first level */
1316 if (i < 2)
1317 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1318 else
1319 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1320
1321 if (stmp < 1.0)
1322 stmp = 1.0;
1323
1324 sp_tmp += stmp;
1325 }
1326
1327 stats.maxsp = (int) sp_tmp;
1328
1329 for (i = 11; i <= mana_obj->level; i++)
1330 stats.maxsp += 2;
1331 }
1332 /* Characters can get their sp supercharged via rune of transferrance */
1333 if (stats.sp > stats.maxsp * 2)
1334 stats.sp = stats.maxsp * 2;
1335
1336 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1337 if (!grace_obj || !grace_obj->level || type != PLAYER)
1338 grace_obj = this;
1339
1340 if (grace_obj == this && type == PLAYER)
1341 stats.maxgrace = 1;
1342 else
1343 {
1344 /* store grace in a float - this way, the divisions below don't create
1345 * big jumps when you go from level to level - with int's, it then
1346 * becomes big jumps when the sums of the bonuses jump to the next
1347 * step of 8 - with floats, even fractional ones are useful.
1348 */
1349 sp_tmp = 0.0;
1350 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1351 {
1352 float grace_tmp = 0.0;
1353
1354 /* Got some extra bonus at first level */
1355 if (i < 2)
1356 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1357 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1358 else
1359 grace_tmp = (float) contr->levgrace[i]
1360 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1361
1362 if (grace_tmp < 1.0)
1363 grace_tmp = 1.0;
1364
1365 sp_tmp += grace_tmp;
1366 }
1367
1368 stats.maxgrace = (int) sp_tmp;
1369
1370 /* two grace points per level after 11 */
1371 for (i = 11; i <= grace_obj->level; i++)
1372 stats.maxgrace += 2;
1373 }
1374 /* No limit on grace vs maxgrace */
1375
1376 if (contr->braced)
1377 {
1378 ac += 2;
1379 wc += 4;
1380 }
1381 else
1382 ac -= dex_bonus[stats.Dex];
1383
1384 /* In new exp/skills system, wc bonuses are related to
1385 * the players level in a relevant exp object (wc_obj)
1386 * not the general player level -b.t.
1387 * I changed this slightly so that wc bonuses are better
1388 * than before. This is to balance out the fact that
1389 * the player no longer gets a personal weapon w/ 1
1390 * improvement every level, now its fighterlevel/5. So
1391 * we give the player a bonus here in wc and dam
1392 * to make up for the change. Note that I left the
1393 * monster bonus the same as before. -b.t.
1394 */
1395
1396 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1397 {
1398 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399
1400 for (i = 1; i < wc_obj->level; i++)
1401 {
1402 /* addtional wc every 6 levels */
1403 if (!(i % 6))
1404 wc--;
1405
1406 /* addtional dam every 4 levels. */
1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1408 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1409 }
1410 }
1411 else
1412 wc -= level + thaco_bonus[stats.Str];
1413
1414 stats.dam += dam_bonus[stats.Str];
1415
1416 if (stats.dam < 1)
1417 stats.dam = 1;
1418
1419 speed = 1.0 + speed_bonus[stats.Dex];
1420
1421 if (settings.search_items && contr->search_str[0])
1422 speed -= 1;
1423
1424 if (attacktype == 0)
1425 attacktype = arch->clone.attacktype;
1426
1427 } /* End if player */
1428
1429 if (added_speed >= 0)
1430 speed += added_speed / 10.0;
1431 else /* Something wrong here...: */
1432 speed /= (float) (1.0 - added_speed);
1433
1434 /* Max is determined by armour */
1435 if (speed > max)
1436 speed = max;
1437
1438 if (type == PLAYER)
1439 {
1440 /* f is a number the represents the number of kg above (positive num)
1441 * or below (negative number) that the player is carrying. If above
1442 * weight limit, then player suffers a speed reduction based on how
1443 * much above he is, and what is max carry is
1444 */
1445 f = (carrying / 1000) - max_carry[stats.Str];
1446 if (f > 0)
1447 speed = speed / (1.0 + f / max_carry[stats.Str]);
1448 }
1449
1450 speed += bonus_speed / 10.0; /* Not affected by limits */
1451
1452 /* Put a lower limit on speed. Note with this speed, you move once every
1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1454 */
1455 speed = speed * speed_reduce_from_disease;
1456
1457 if (speed < 0.01 && type == PLAYER)
1458 speed = 0.01;
1459
1460 if (type == PLAYER)
1461 {
1462 float M, W, s, D, K, S, M2;
1463
1464 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically
1466 * all of these could be subbed into one big equation, but
1467 * that would just be a real pain to read.
1468 */
1469 M = (max_carry[stats.Str] - 121) / 121.0;
1470 M2 = max_carry[stats.Str] / 100.0;
1471 W = weapon_weight / 20000.0;
1472 s = 2 - weapon_speed / 10.0;
1473 D = (stats.Dex - 14) / 14.0;
1474 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1475 K *= (4 + level) / (float) (6 + level) * 1.2;
1476 if (K <= 0)
1477 K = 0.01;
1478 S = speed / (K * s);
1479 contr->weapon_sp = S;
1480 }
1481
1482 /* I want to limit the power of small monsters with big weapons: */
1483 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1484 stats.dam = arch->clone.stats.dam * 3;
1485
1486 /* Prevent overflows of wc - best you can get is ABS(120) - this
1487 * should be more than enough - remember, AC is also in 8 bits,
1488 * so its value is the same.
1489 */
1490 if (wc > 120)
1491 wc = 120;
1492 else if (wc < -120)
1493 wc = -120;
1494
1495 stats.wc = wc;
1496
1497 if (ac > 120)
1498 ac = 120;
1499 else if (ac < -120)
1500 ac = -120;
1501
1502 stats.ac = ac;
1503
1504 /* if for some reason the creature doesn't have any move type,
1505 * give them walking as a default.
1506 * The second case is a special case - to more closely mimic the
1507 * old behaviour - if your flying, your not walking - just
1508 * one or the other.
1509 */
1510 if (move_type == 0)
1511 move_type = MOVE_WALK;
1512 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1513 move_type &= ~MOVE_WALK;
1514
1515 if (speed != old_speed)
1516 set_speed (speed);
1517
1518 /* It is quite possible that a player's spell costing might have changed,
1519 * so we will check that now.
1520 */
1521 if (type == PLAYER)
1522 {
1523 esrv_update_stats (contr);
1524 esrv_update_spells (contr);
1525 }
1526
1527 // update the mapspace, if we are on a map
1528 if (!flag [FLAG_REMOVED] && map)
1529 map->at (x, y).flags_ = 0;
1530 }
1531
1532 /*
1533 * Returns true if the given player is a legal class.
1534 * The function to add and remove class-bonuses to the stats doesn't
1535 * check if the stat becomes negative, thus this function
1536 * merely checks that all stats are 1 or more, and returns
1537 * false otherwise.
1538 */
1539 int
1540 allowed_class (const object *op)
1541 {
1542 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1543 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1544 }
1545
1546 /*
1547 * set the new dragon name after gaining levels or
1548 * changing ability focus (later this can be extended to
1549 * eventually change the player's face and animation)
1550 *
1551 * Note that the title is written to 'own_title' in the
1552 * player struct. This should be changed to 'ext_title'
1553 * as soon as clients support this!
1554 * Please, anyone, write support for 'ext_title'.
1555 */
1556 void
1557 set_dragon_name (object *pl, const object *abil, const object *skin)
1558 {
1559 int atnr = -1; /* attacknumber of highest level */
1560 int level = 0; /* highest level */
1561 int i;
1562
1563 /* Perhaps do something more clever? */
1564 if (!abil || !skin)
1565 return;
1566
1567 /* first, look for the highest level */
1568 for (i = 0; i < NROFATTACKS; i++)
1569 {
1570 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1571 {
1572 level = abil->resist[i];
1573 atnr = i;
1574 }
1575 }
1576
1577 /* now if there are equals at highest level, pick the one with focus,
1578 or else at random */
1579 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1580 atnr = abil->stats.exp;
1581
1582 level = (int) (level / 5.);
1583
1584 /* now set the new title */
1585 if (pl->contr != NULL)
1586 {
1587 if (level == 0)
1588 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1589 else if (level == 1)
1590 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1591 else if (level == 2)
1592 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1593 else if (level == 3)
1594 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1595 else
1596 {
1597 /* special titles for extra high resistance! */
1598 if (skin->resist[atnr] > 80)
1599 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1600 else if (skin->resist[atnr] > 50)
1601 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1602 else
1603 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1604 }
1605 }
1606
1607 strcpy (pl->contr->own_title, "");
1608 }
1609
1610 /*
1611 * This function is called when a dragon-player gains
1612 * an overall level. Here, the dragon might gain new abilities
1613 * or change the ability-focus.
1614 */
1615 void
1616 dragon_level_gain (object *who)
1617 {
1618 object *abil = NULL; /* pointer to dragon ability force */
1619 object *skin = NULL; /* pointer to dragon skin force */
1620 object *tmp = NULL; /* tmp. object */
1621 char buf[MAX_BUF]; /* tmp. string buffer */
1622
1623 /* now grab the 'dragon_ability'-forces from the player's inventory */
1624 shstr_cmp dragon_ability_force ("dragon_ability_force");
1625 shstr_cmp dragon_skin_force ("dragon_skin_force");
1626
1627 for (tmp = who->inv; tmp; tmp = tmp->below)
1628 if (tmp->type == FORCE)
1629 if (tmp->arch->name == dragon_ability_force)
1630 abil = tmp;
1631 else if (tmp->arch->name == dragon_skin_force)
1632 skin = tmp;
1633
1634 /* if the force is missing -> bail out */
1635 if (abil == NULL)
1636 return;
1637
1638 /* The ability_force keeps track of maximum level ever achieved.
1639 * New abilties can only be gained by surpassing this max level
1640 */
1641 if (who->level > abil->level)
1642 {
1643 /* increase our focused ability */
1644 abil->resist[abil->stats.exp]++;
1645
1646
1647 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1648 {
1649 /* time to hand out a new ability-gift */
1650 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1651 }
1652
1653 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1654 {
1655 /* apply new ability focus */
1656 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1657 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1658
1659 abil->stats.exp = abil->last_eat;
1660 abil->last_eat = 0;
1661 }
1662
1663 abil->level = who->level;
1664 }
1665
1666 /* last but not least, set the new title for the dragon */
1667 set_dragon_name (who, abil, skin);
1668 }
1669
1670 /* Handy function - given the skill name skill_name, we find the skill
1671 * archetype/object, set appropriate values, and insert it into
1672 * the object (op) that is passed.
1673 * We return the skill - this makes it easier for calling functions that
1674 * want to do something with it immediately.
1675 */
1676 object *
1677 give_skill_by_name (object *op, const char *skill_name)
1678 {
1679 object *skill_obj;
1680
1681 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1682 if (!skill_obj)
1683 {
1684 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1685 return NULL;
1686 }
1687 /* clear the flag - exp goes into this bucket, but player
1688 * still doesn't know it.
1689 */
1690 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1691 skill_obj->stats.exp = 0;
1692 skill_obj->level = 1;
1693 insert_ob_in_ob (skill_obj, op);
1694
1695 if (op->contr)
1696 {
1697 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1698 if (op->contr->ns)
1699 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1700 }
1701
1702 return skill_obj;
1703 }
1704
1705
1706 /* player_lvl_adj() - for the new exp system. we are concerned with
1707 * whether the player gets more hp, sp and new levels.
1708 * Note this this function should only be called for players. Monstes
1709 * don't really gain levels
1710 * who is the player, op is what we are checking to gain the level
1711 * (eg, skill)
1712 */
1713 void
1714 player_lvl_adj (object *who, object *op)
1715 {
1716 char buf[MAX_BUF];
1717
1718 if (!op) /* when rolling stats */
1719 op = who;
1720
1721 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1722 {
1723 op->level++;
1724
1725 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1726 dragon_level_gain (who);
1727
1728 /* Only roll these if it is the player (who) that gained the level */
1729 if (op == who && (who->level < 11) && who->type == PLAYER)
1730 {
1731 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1732 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1733 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1734 }
1735
1736 who->update_stats ();
1737 if (op->level > 1)
1738 {
1739 if (op->type != PLAYER)
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741 else
1742 sprintf (buf, "You are now level %d.", op->level);
1743 if (who)
1744 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1745 }
1746 player_lvl_adj (who, op); /* To increase more levels */
1747 }
1748 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1749 {
1750 op->level--;
1751 who->update_stats ();
1752 if (op->type != PLAYER)
1753 {
1754 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1755 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1756 }
1757 player_lvl_adj (who, op); /* To decrease more levels */
1758 }
1759
1760 /* check if the spell data has changed */
1761 esrv_update_stats (who->contr);
1762 esrv_update_spells (who->contr);
1763 }
1764
1765 /*
1766 * Returns how much experience is needed for a player to become
1767 * the given level. level should really never exceed max_level
1768 */
1769
1770 sint64
1771 level_exp (int level, double expmul)
1772 {
1773 if (level > settings.max_level)
1774 return (sint64) (expmul * levels[settings.max_level]);
1775 return (sint64) (expmul * levels[level]);
1776 }
1777
1778 /*
1779 * Ensure that the permanent experience requirements in an exp object are met.
1780 * This really just checks 'op to make sure the perm_exp value is within
1781 * proper range. Note that the checking of what is passed through
1782 * has been reduced. Since there is now a proper field for perm_exp,
1783 * this can now work on a much larger set of objects.
1784 */
1785 void
1786 calc_perm_exp (object *op)
1787 {
1788 int p_exp_min;
1789
1790 /* Ensure that our permanent experience minimum is met.
1791 * permenent_exp_ratio is an integer percentage, we divide by 100
1792 * to get the fraction */
1793 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1794
1795 if (op->perm_exp < p_exp_min)
1796 op->perm_exp = p_exp_min;
1797
1798 /* Cap permanent experience. */
1799 if (op->perm_exp < 0)
1800 op->perm_exp = 0;
1801 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1802 op->perm_exp = MAX_EXPERIENCE;
1803 }
1804
1805 /* Add experience to a player - exp should only be positive.
1806 * Updates permanent exp for the skill we are adding to.
1807 * skill_name is the skill to add exp to. Skill name can be
1808 * NULL, in which case exp increases the players general
1809 * total, but not any particular skill.
1810 * flag is what to do if the player doesn't have the skill:
1811 */
1812 static void
1813 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1814 {
1815 object *skill_obj = NULL;
1816 sint64 limit, exp_to_add;
1817 int i;
1818
1819 /* prevents some forms of abuse. */
1820 if (op->contr->braced)
1821 exp = exp / 5;
1822
1823 /* Try to find the matching skill.
1824 * We do a shortcut/time saving mechanism first - see if it matches
1825 * chosen_skill. This means we don't need to search through
1826 * the players inventory.
1827 */
1828 if (skill_name)
1829 {
1830 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1831 skill_obj = op->chosen_skill;
1832 else
1833 {
1834 for (i = 0; i < NUM_SKILLS; i++)
1835 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1836 {
1837 skill_obj = op->contr->last_skill_ob[i];
1838 break;
1839 }
1840
1841 /* Player doesn't have the skill. Check to see what to do, and give
1842 * it to the player if necessary
1843 */
1844 if (!skill_obj)
1845 {
1846 if (flag == SK_EXP_NONE)
1847 return;
1848 else if (flag == SK_EXP_ADD_SKILL)
1849 give_skill_by_name (op, skill_name);
1850 }
1851 }
1852 }
1853
1854 if (flag != SK_EXP_SKILL_ONLY)
1855 {
1856 /* Basically, you can never gain more experience in one shot
1857 * than half what you need to gain for next level.
1858 */
1859 exp_to_add = exp;
1860 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1861 if (exp_to_add > limit)
1862 exp_to_add = limit;
1863
1864 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1865 if (settings.permanent_exp_ratio)
1866 {
1867 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1868 calc_perm_exp (op);
1869 }
1870
1871 player_lvl_adj (op, NULL);
1872 }
1873
1874 if (skill_obj)
1875 {
1876 exp_to_add = exp;
1877 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1878 if (exp_to_add > limit)
1879 exp_to_add = limit;
1880
1881 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1882 if (settings.permanent_exp_ratio)
1883 {
1884 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1885 calc_perm_exp (skill_obj);
1886 }
1887
1888 player_lvl_adj (op, skill_obj);
1889 }
1890 }
1891
1892 /* This function checks to make sure that object 'op' can
1893 * lost 'exp' experience. It returns the amount of exp
1894 * object 'op' can in fact lose - it basically makes
1895 * adjustments based on permanent exp and the like.
1896 * This function should always be used for losing experience -
1897 * the 'exp' value passed should be positive - this is the
1898 * amount that should get subtract from the player.
1899 */
1900 sint64
1901 check_exp_loss (const object *op, sint64 exp)
1902 {
1903 sint64 del_exp;
1904
1905 if (exp > op->stats.exp)
1906 exp = op->stats.exp;
1907 if (settings.permanent_exp_ratio)
1908 {
1909 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1910 if (del_exp < 0)
1911 del_exp = 0;
1912 if (exp > del_exp)
1913 exp = del_exp;
1914 }
1915 return exp;
1916 }
1917
1918 sint64
1919 check_exp_adjust (const object *op, sint64 exp)
1920 {
1921 if (exp < 0)
1922 return check_exp_loss (op, exp);
1923 else
1924 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1925 }
1926
1927
1928 /* Subtracts experience from player.
1929 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1930 * only subtract from the matching skill. Otherwise,
1931 * this subtracts a portion from all
1932 * skills the player has. Eg, if we figure the player is losing 10%
1933 * of his total exp, what happens is he loses 10% from all his skills.
1934 * Note that if permanent exp is used, player may not in fact lose
1935 * as much as listed. Eg, if player has gotten reduced to the point
1936 * where everything is at the minimum perm exp, he would lose nothing.
1937 * exp is the amount of exp to subtract - thus, it should be
1938 * a postive number.
1939 */
1940 static void
1941 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1942 {
1943 float fraction = (float) exp / (float) op->stats.exp;
1944 object *tmp;
1945 sint64 del_exp;
1946
1947 for (tmp = op->inv; tmp; tmp = tmp->below)
1948 if (tmp->type == SKILL && tmp->stats.exp)
1949 {
1950 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1951 {
1952 del_exp = check_exp_loss (tmp, exp);
1953 tmp->stats.exp -= del_exp;
1954 player_lvl_adj (op, tmp);
1955 }
1956 else if (flag != SK_SUBTRACT_SKILL_EXP)
1957 {
1958 /* only want to process other skills if we are not trying
1959 * to match a specific skill.
1960 */
1961 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1962 tmp->stats.exp -= del_exp;
1963 player_lvl_adj (op, tmp);
1964 }
1965 }
1966
1967 if (flag != SK_SUBTRACT_SKILL_EXP)
1968 {
1969 del_exp = check_exp_loss (op, exp);
1970 op->stats.exp -= del_exp;
1971 player_lvl_adj (op, NULL);
1972 }
1973 }
1974
1975 /* change_exp() - changes experience to a player/monster. This
1976 * does bounds checking to make sure we don't overflow the max exp.
1977 *
1978 * The exp passed is typically not modified much by this function -
1979 * it is assumed the caller has modified the exp as needed.
1980 * skill_name is the skill that should get the exp added.
1981 * flag is what to do if player doesn't have the skill.
1982 * these last two values are only used for players.
1983 */
1984 void
1985 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1986 {
1987 #ifdef EXP_DEBUG
1988 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1989 #endif
1990
1991 /* safety */
1992 if (!op)
1993 {
1994 LOG (llevError, "change_exp() called for null object!\n");
1995 return;
1996 }
1997
1998 /* if no change in exp, just return - most of the below code
1999 * won't do anything if the value is 0 anyways.
2000 */
2001 if (exp == 0)
2002 return;
2003
2004 /* Monsters are easy - we just adjust their exp - we
2005 * don't adjust level, since in most cases it is unrelated to
2006 * the exp they have - the monsters exp represents what its
2007 * worth.
2008 */
2009 if (op->type != PLAYER)
2010 {
2011 /* Sanity check */
2012 if (!QUERY_FLAG (op, FLAG_ALIVE))
2013 return;
2014
2015 /* reset exp to max allowed value. We subtract from
2016 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2017 * more than max exp, just return.
2018 */
2019 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2020 {
2021 exp = MAX_EXPERIENCE - op->stats.exp;
2022 if (exp < 0)
2023 return;
2024 }
2025
2026 op->stats.exp += exp;
2027 }
2028 else
2029 { /* Players only */
2030 if (exp > 0)
2031 add_player_exp (op, exp, skill_name, flag);
2032 else
2033 /* note that when you lose exp, it doesn't go against
2034 * a particular skill, so we don't need to pass that
2035 * along.
2036 */
2037 subtract_player_exp (op, abs (exp), skill_name, flag);
2038 }
2039 }
2040
2041 /* Applies a death penalty experience, the size of this is defined by the
2042 * settings death_penalty_percentage and death_penalty_levels, and by the
2043 * amount of permenent experience, whichever gives the lowest loss.
2044 */
2045 void
2046 apply_death_exp_penalty (object *op)
2047 {
2048 object *tmp;
2049 sint64 loss;
2050 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2051 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2052
2053 for (tmp = op->inv; tmp; tmp = tmp->below)
2054 if (tmp->type == SKILL && tmp->stats.exp)
2055 {
2056
2057 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2058 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2059
2060 /* With the revised exp system, you can get cases where
2061 * losing several levels would still require that you have more
2062 * exp than you currently have - this is true if the levels
2063 * tables is a lot harder.
2064 */
2065 if (level_loss < 0)
2066 level_loss = 0;
2067
2068 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2069
2070 tmp->stats.exp -= loss;
2071 player_lvl_adj (op, tmp);
2072 }
2073
2074 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2075 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2076 if (level_loss < 0)
2077 level_loss = 0;
2078 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2079
2080 op->stats.exp -= loss;
2081 player_lvl_adj (op, NULL);
2082 }
2083
2084 /* This function takes an object (monster/player, op), and
2085 * determines if it makes a basic save throw by looking at the
2086 * save_throw table. level is the effective level to make
2087 * the save at, and bonus is any plus/bonus (typically based on
2088 * resistance to particular attacktype.
2089 * Returns 1 if op makes his save, 0 if he failed
2090 */
2091 int
2092 did_make_save (const object *op, int level, int bonus)
2093 {
2094 if (level > MAX_SAVE_LEVEL)
2095 level = MAX_SAVE_LEVEL;
2096
2097 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2098 return 0;
2099
2100 return 1;
2101 }