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/cvs/deliantra/server/common/living.C
Revision: 1.4
Committed: Fri Sep 1 17:16:47 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.3: +77 -55 lines
Log Message:
added SK_EXP_SKILL_ONLY

File Contents

# Content
1 /*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.3 2006-08-29 08:01:35 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <funcpoint.h>
31
32 /* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */
36 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37
38 static const int con_bonus[MAX_STAT + 1]={
39 -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,
40 22,25,30,40,50
41 };
42
43 /* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t.
46 */
47 static const int sp_bonus[MAX_STAT + 1]={
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25,
49 30,40,50,70,100
50 };
51
52 static const int grace_bonus[MAX_STAT +1] = {
53 -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,
54 30,40,50,70,100
55 };
56
57 /* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
60 * would only get 5 gp when you sell.) Let query_cost do the calculations
61 * on how to really do this. Buy keeping it this simple number, it is
62 * much easier to know how things will be influenced. A value of '1' means
63 * buying and selling is both the same value - any value less than or equal
64 * to 1 should not be used.
65 * At least as of now, the only place that uses this code is query_cost,
66 * in server/shop.c. This bonus is split evenly between buying and selling
67 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
68 * at .667
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff
71 */
72
73 const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80 };
81
82 const int dex_bonus[MAX_STAT + 1]={
83 -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
84 };
85
86 /* speed_bonus uses dex as its stat */
87 const float speed_bonus[MAX_STAT + 1]={
88 -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,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0
91 };
92
93 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength.
95 */
96 const int dam_bonus[MAX_STAT + 1]={
97 -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
98 };
99
100 const int thaco_bonus[MAX_STAT + 1]={
101 -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
102 };
103
104 /* Max you can carry before you start getting extra speed penalties */
105 const int max_carry[MAX_STAT + 1]={
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277,
107 301,326,352,400,450,500,600,1000
108 };
109
110 /* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace.
115 */
116
117 const uint32 weight_limit[MAX_STAT+ 1] = {
118 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/
120 600000,700000,800000,900000,1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */
125 };
126
127 const int learn_spell[MAX_STAT + 1]={
128 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,
129 100,100,100,100,100,100
130 };
131
132 const int cleric_chance[MAX_STAT + 1]={
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0
134 };
135
136 const int turn_bonus[MAX_STAT + 1]={
137 -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
138 };
139
140 const int fear_bonus[MAX_STAT + 1]={
141 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
142 };
143
144 /*
145 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp()
147 */
148
149 #define MAX_EXPERIENCE levels[settings.max_level]
150
151 /* because exp_obj sum to make the total score,
152 * we cannot allow that sum to exceed the maximum
153 * amount of experience a player can gain. Thus
154 * we define MAX_EXP_IN_OBJ. It is important to try
155 * to make the value of MAX_EXP_CAT close to the
156 * actual number of experience objects in the game,
157 * otherwise the maximum level in any experience
158 * category could be quite low. To help the situation
159 * out a little I added 10 more levels, and jacked
160 * up the last level experience value. Its out of
161 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed.
163 * -b.t.
164 */
165
166 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167
168 #ifndef WIN32
169 extern uint64 *levels;
170 #else
171 extern sint64 *levels;
172 #endif
173
174 #define MAX_SAVE_LEVEL 110
175 /* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead.
180 */
181 static const int savethrow[MAX_SAVE_LEVEL+1]={
182 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189 };
190
191 const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "",
196 "life stealing"
197 };
198
199 static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!",
201 "You're feeling clumsy!",
202 "You feel less healthy",
203 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207 };
208 const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.",
210 "You feel your agility return.",
211 "You feel your health return.",
212 "You feel your wisdom return.",
213 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216 };
217 const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.",
219 "You feel more agile.",
220 "You feel healthy.",
221 "You feel wiser.",
222 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225 };
226 const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!",
228 "You feel clumsy!",
229 "You feel less healthy!",
230 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!"
234 };
235
236 const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power"
238 };
239
240 const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow"
242 };
243
244 /*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249 void
250 set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274 }
275
276 /*
277 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat.
279 */
280
281 void
282 change_attr_value(living *stats,int attr,sint8 value) {
283 if (value==0) return;
284 switch(attr) {
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309 }
310
311 /*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315 sint8
316 get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334 }
335
336 /*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit.
339 */
340
341 void check_stat_bounds(living *stats) {
342 int i,v;
343 for(i=0;i<NUM_STATS;i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT);
346 else if(v<MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT);
348 }
349
350 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351
352 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded.
355 */
356 #define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358
359 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
360 /* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object.
362 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not.
364 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object
369 * that gives them that ability.
370 */
371 int change_abil(object *op, object *tmp) {
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0;
373 object refop;
374 char message[MAX_BUF];
375 int potion_max=0;
376
377 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object
380 */
381 memcpy(&refop, op, sizeof(object));
382
383 if(op->type==PLAYER) {
384 if (tmp->type==POTION) {
385 potion_max=1;
386 for(j=0;j<NUM_STATS;j++) {
387 int nstat, ostat;
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j);
390 i = get_attr_value(&(tmp->stats),j);
391
392 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat;
394
395 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need
398 * to allow for that.
399 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j);
403 }
404 if (nstat != ostat) {
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 }
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1;
411 }
412 }
413 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway.
416 */
417 for(j=0;j<NUM_STATS;j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j));
419 check_stat_bounds(&(op->stats));
420 } /* end of potion handling code */
421 }
422
423 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set
425 */
426 if(flag == -1) {
427 op->attacktype&=~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied;
431 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields.
433 */
434 op->move_type &= ~tmp->move_type;
435 }
436
437 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here
440 */
441 fix_player(op);
442
443 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow.
445 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) {
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 }
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1;
453 DIFF_MSG(flag, "You feel very protected.",
454 "You don't feel protected anymore.");
455 }
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1;
458 DIFF_MSG(flag, "A magic force shimmers around you.",
459 "The magic force fades away.");
460 }
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.",
464 "Suddenly you feel less safe, somehow.");
465 }
466 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from
470 * from fly high)
471 */
472 if (tmp->move_type && op->move_type != refop.move_type) {
473 success=1;
474
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high
477 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground.");
480 }
481
482 if (tmp->move_type & MOVE_FLY_HIGH) {
483 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land
485 */
486 DIFF_MSG(flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air":
488 "You float down to the ground."));
489 }
490 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming");
492
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 }
496
497 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status
499 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) {
502 success=1;
503 if(flag>0) {
504 if(op->race) free_string(op->race);
505 op->race=add_string("undead");
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!");
507 } else {
508 if(op->race) free_string(op->race);
509 if(op->arch->clone.race)
510 op->race=add_string(op->arch->clone.race);
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!");
514 }
515 }
516
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){
518 success=1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded.");
533 else {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded.");
535 SET_FLAG(op,FLAG_BLIND);
536 if(op->type==PLAYER)
537 op->contr->do_los=1;
538 }
539 } else {
540 if(QUERY_FLAG(op,FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 }
550
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
563 else {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
565 if(op->type==PLAYER)
566 op->contr->do_los=1;
567 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 }
576 }
577 }
578
579 if(tmp->stats.luck) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 }
583
584 if(tmp->stats.hp && op->type==PLAYER) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 }
589
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 }
595
596 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 }
602
603 if(tmp->stats.food && op->type==PLAYER) {
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 }
608
609 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) {
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612
613 if (op->resist[i] != refop.resist[i]) {
614 success=1;
615 if (op->resist[i] > refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
623 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 }
632 }
633 }
634 return success;
635 }
636
637 /*
638 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8)
640 */
641
642 void drain_stat(object *op) {
643 drain_specific_stat(op, RANDOM()%NUM_STATS);
644 }
645
646 void drain_specific_stat(object *op, int deplete_stats) {
647 object *tmp;
648 archetype *at;
649
650 at = find_archetype(ARCH_DEPLETION);
651 if (!at) {
652 LOG(llevError, "Couldn't find archetype depletion.\n");
653 return;
654 } else {
655 tmp = present_arch_in_ob(at, op);
656 if (!tmp) {
657 tmp = arch_to_object(at);
658 tmp = insert_ob_in_ob(tmp, op);
659 SET_FLAG(tmp,FLAG_APPLIED);
660 }
661 }
662
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1);
665 fix_player(op);
666 }
667
668 /*
669 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object.
671 */
672
673 void change_luck(object *op, int value) {
674 object *tmp;
675 archetype *at;
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n");
681 else {
682 tmp = present_arch_in_ob(at, op);
683 if (!tmp) {
684 if (!value)
685 return;
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself).
694 */
695 new_luck = tmp->stats.luck+value;
696 if (new_luck >= -100 && new_luck <= 100) {
697 op->stats.luck+=value;
698 tmp->stats.luck = new_luck;
699 }
700 } else {
701 if (!tmp->stats.luck) {
702 return;
703 }
704 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add)
706 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) {
708 int diff = tmp->stats.luck>0?-1:1;
709 op->stats.luck += diff;
710 tmp->stats.luck += diff;
711 }
712 }
713 }
714 }
715
716 /*
717 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */
719
720 void remove_statbonus(object *op) {
721 op->stats.Str -= op->arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow;
726 op->stats.Cha -= op->arch->clone.stats.Cha;
727 op->stats.Int -= op->arch->clone.stats.Int;
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735 }
736
737 /*
738 * Adds stat-bonuses given by the class which the player has chosen.
739 */
740
741 void add_statbonus(object *op) {
742 op->stats.Str += op->arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow;
747 op->stats.Cha += op->arch->clone.stats.Cha;
748 op->stats.Int += op->arch->clone.stats.Int;
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756 }
757
758 /*
759 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped.
764 */
765 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm
767 */
768
769 void fix_player(object *op) {
770 int i,j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1;
773 int weapon_weight=0,weapon_speed=0;
774 int best_wc=0, best_ac=0, wc=0, ac=0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp;
777
778 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) {
780 for(i=0;i<NUM_STATS;i++) {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i));
782 }
783 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0;
785
786 op->attacktype=0;
787 op->contr->digestion = 0;
788 op->contr->gen_hp = 0;
789 op->contr->gen_sp = 0;
790 op->contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10;
792 op->contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804
805 if(op->slaying!=NULL) {
806 free_string(op->slaying);
807 op->slaying=NULL;
808 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) {
810 CLEAR_FLAG(op, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
812 }
813
814 CLEAR_FLAG(op,FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825
826 op->path_attuned=op->arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL;
832
833 /* initializing resistances from the values in player/monster's
834 * archetype clone
835 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist));
837
838 for (i=0;i<NROFATTACKS;i++) {
839 if (op->resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0;
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 }
845
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848
849 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down
855 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
859 }
860 else
861 ac=op->arch->clone.stats.ac;
862
863 op->stats.luck=op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed;
865
866 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped.
868 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
871 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function.
879 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
881 continue;
882 }
883
884 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) {
886 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) {
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 }
891 if (IS_GRACE_SKILL(tmp->subtype)) {
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 }
895 }
896
897 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments.
899 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used
904 * up, etc.
905 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
908 if(op->type==PLAYER) {
909 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp;
911
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 }
937 } /* if this is a player */
938
939 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i];
943 }
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken.
954 */
955 if (tmp->type != POTION) {
956 for (i=0; i<NROFATTACKS; i++) {
957 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero.
959 */
960 if (tmp->type==POTION_EFFECT) {
961 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
963 else
964 potion_resist[i] = tmp->resist[i];
965 }
966 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
968 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
970 }
971 }
972
973 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD);
993
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 }
998
999 if(tmp->stats.exp && tmp->type!=SKILL) {
1000 if(tmp->stats.exp > 0) {
1001 added_speed+=(float)tmp->stats.exp/3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1003 } else
1004 added_speed+=(float)tmp->stats.exp;
1005 }
1006
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */
1010 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) {
1080 if (op->slaying != NULL)
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 }
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088 op->current_weapon = tmp;
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 }
1106 if(tmp->stats.ac) {
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break;
1119 } /* switch tmp->type */
1120 } /* item is equipped */
1121 } /* for loop of items */
1122
1123 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign.
1125 */
1126
1127 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'.
1132 */
1133 for (i=0; i<NROFATTACKS; i++) {
1134 op->resist[i] = prot[i] - vuln[i];
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i];
1138 }
1139
1140 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) {
1142 int pl_level;
1143
1144 check_stat_bounds(&(op->stats));
1145 pl_level=op->level;
1146
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1148
1149 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1154 if(i%2 && con_bonus[op->stats.Con]%2) {
1155 if (con_bonus[op->stats.Con]>0)
1156 j++;
1157 else
1158 j--;
1159 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1161 }
1162
1163 for(i=11;i<=op->level;i++)
1164 op->stats.maxhp+=2;
1165
1166 if(op->stats.hp>op->stats.maxhp)
1167 op->stats.hp=op->stats.maxhp;
1168
1169 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above)
1171 */
1172 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op;
1174 if(!grace_obj) grace_obj = op;
1175 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1177
1178 if (mana_obj == op && op->type == PLAYER) {
1179 op->stats.maxsp = 1;
1180 } else {
1181 sp_tmp=0.0;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1183 float stmp;
1184
1185 /* Got some extra bonus at first level */
1186 if(i<2) {
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else {
1190 stmp=(float)op->contr->levsp[i]
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0;
1195 sp_tmp+=stmp;
1196 }
1197 op->stats.maxsp=(int)sp_tmp;
1198
1199 for(i=11;i<=mana_obj->level;i++)
1200 op->stats.maxsp+=2;
1201 }
1202 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2)
1204 op->stats.sp=op->stats.maxsp*2;
1205
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1208
1209 if (grace_obj == op && op->type == PLAYER) {
1210 op->stats.maxgrace = 1;
1211 } else {
1212 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful.
1216 */
1217 sp_tmp=0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1219 float grace_tmp=0.0;
1220
1221 /* Got some extra bonus at first level */
1222 if(i<2) {
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1225 } else {
1226 grace_tmp=(float)op->contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] +
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0;
1231 sp_tmp+=grace_tmp;
1232 }
1233 op->stats.maxgrace=(int)sp_tmp;
1234
1235 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++)
1237 op->stats.maxgrace+=2;
1238 }
1239 /* No limit on grace vs maxgrace */
1240
1241 if(op->contr->braced) {
1242 ac+=2;
1243 wc+=4;
1244 }
1245 else
1246 ac-=dex_bonus[op->stats.Dex];
1247
1248 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t.
1258 */
1259
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) {
1263 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--;
1265 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1268 }
1269 } else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]);
1271
1272 op->stats.dam+=dam_bonus[op->stats.Str];
1273
1274 if(op->stats.dam<1)
1275 op->stats.dam=1;
1276
1277 op->speed=1.0+speed_bonus[op->stats.Dex];
1278 if (settings.search_items && op->contr->search_str[0])
1279 op->speed -= 1;
1280 if (op->attacktype==0)
1281 op->attacktype=op->arch->clone.attacktype;
1282
1283 } /* End if player */
1284
1285 if(added_speed>=0)
1286 op->speed+=added_speed/10.0;
1287 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed);
1289
1290 /* Max is determined by armour */
1291 if(op->speed>max)
1292 op->speed=max;
1293
1294 if(op->type == PLAYER) {
1295 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is
1299 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str];
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1302 }
1303
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1305
1306 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */
1309 op->speed = op->speed * speed_reduce_from_disease;
1310
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1312
1313 if(op->type == PLAYER) {
1314 float M,W,s,D,K,S,M2;
1315
1316 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read.
1320 */
1321 M=(max_carry[op->stats.Str]-121)/121.0;
1322 M2=max_carry[op->stats.Str]/100.0;
1323 W=weapon_weight/20000.0;
1324 s=2-weapon_speed/10.0;
1325 D=(op->stats.Dex-14)/14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2;
1328 if(K<=0) K=0.01;
1329 S=op->speed/(K*s);
1330 op->contr->weapon_sp=S;
1331 }
1332 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&&
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same.
1340 */
1341 if (wc>120) wc=120;
1342 else if (wc<-120) wc=-120;
1343 op->stats.wc=wc;
1344
1345 if (ac>120) ac=120;
1346 else if (ac<-120) ac=-120;
1347 op->stats.ac=ac;
1348
1349 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just
1353 * one or the other.
1354 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1357
1358 update_ob_speed(op);
1359
1360 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now.
1362 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr);
1364 }
1365
1366 /*
1367 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise.
1372 */
1373
1374 int allowed_class(const object *op) {
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1377 op->stats.Cha>0;
1378 }
1379
1380 /*
1381 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to
1383 * eventually change the player's face and animation)
1384 *
1385 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'.
1389 */
1390 void set_dragon_name(object *pl, const object *abil, const object *skin) {
1391 int atnr=-1; /* attacknumber of highest level */
1392 int level=0; /* highest level */
1393 int i;
1394
1395 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return;
1397
1398 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) {
1400 if (atnr_is_dragon_enabled(i) &&
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) {
1402 level = abil->resist[i];
1403 atnr = i;
1404 }
1405 }
1406
1407 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) &&
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp;
1412
1413 level = (int)(level/5.);
1414
1415 /* now set the new title */
1416 if (pl->contr != NULL) {
1417 if(level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]);
1425 else {
1426 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1431 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1433 }
1434 }
1435
1436 strcpy(pl->contr->own_title, "");
1437 }
1438
1439 /*
1440 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus.
1443 */
1444 void dragon_level_gain(object *who) {
1445 object *abil = NULL; /* pointer to dragon ability force*/
1446 object *skin = NULL; /* pointer to dragon skin force*/
1447 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */
1449
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
1452 if (tmp->type == FORCE) {
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
1454 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
1456 skin = tmp;
1457 }
1458 }
1459 /* if the force is missing -> bail out */
1460 if (abil == NULL) return;
1461
1462 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level
1464 */
1465 if (who->level > abil->level) {
1466 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++;
1468
1469
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) {
1471 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp,
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 }
1475
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) {
1477 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!",
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
1481
1482 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0;
1484 }
1485
1486 abil->level = who->level;
1487 }
1488
1489 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin);
1491 }
1492
1493 /* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately.
1498 */
1499 object *give_skill_by_name(object *op, const char *skill_name)
1500 {
1501 object *skill_obj;
1502
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL);
1504 if (!skill_obj) {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL;
1507 }
1508 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it.
1510 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op);
1515 if (op->contr) {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1518 }
1519 return skill_obj;
1520 }
1521
1522
1523 /* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill)
1529 */
1530 void player_lvl_adj(object *who, object *op) {
1531 char buf[MAX_BUF];
1532
1533 if(!op) /* when rolling stats */
1534 op = who;
1535
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) {
1537 op->level++;
1538
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who))
1540 dragon_level_gain(who);
1541
1542 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1;
1547 }
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1553 else
1554 sprintf(buf,"You are now level %d.",op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 }
1557 player_lvl_adj(who,op); /* To increase more levels */
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1564 }
1565 player_lvl_adj(who,op); /* To decrease more levels */
1566 }
1567 /* check if the spell data has changed */
1568 esrv_update_spells(who->contr);
1569 }
1570
1571 /*
1572 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level
1574 */
1575
1576 sint64 level_exp(int level,double expmul) {
1577 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]);
1579 return (sint64) (expmul * levels[level]);
1580 }
1581
1582 /*
1583 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects.
1588 */
1589 void calc_perm_exp(object *op)
1590 {
1591 int p_exp_min;
1592
1593 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100);
1597
1598 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min;
1600
1601 /* Cap permanent experience. */
1602 if (op->perm_exp < 0)
1603 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE;
1606 }
1607
1608
1609 /* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill:
1615 */
1616
1617 static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag)
1618 {
1619 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add;
1621 int i;
1622
1623 /* prevents some forms of abuse. */
1624 if (op->contr->braced)
1625 exp = exp / 5;
1626
1627 /* Try to find the matching skill.
1628 * We do a shortcut/time saving mechanism first - see if it matches
1629 * chosen_skill. This means we don't need to search through
1630 * the players inventory.
1631 */
1632 if (skill_name)
1633 {
1634 if (op->chosen_skill && op->chosen_skill->type == SKILL &&
1635 !strcmp (skill_name, op->chosen_skill->skill))
1636 skill_obj = op->chosen_skill;
1637 else
1638 {
1639 for (i = 0; i < NUM_SKILLS; i++)
1640 if (op->contr->last_skill_ob[i] &&
1641 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1642 {
1643 skill_obj = op->contr->last_skill_ob[i];
1644 break;
1645 }
1646
1647 /* Player doesn't have the skill. Check to see what to do, and give
1648 * it to the player if necessary
1649 */
1650 if (!skill_obj)
1651 {
1652 if (flag == SK_EXP_NONE)
1653 return;
1654 else if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name (op, skill_name);
1656 }
1657 }
1658 }
1659
1660 if (flag != SK_EXP_SKILL_ONLY)
1661 {
1662 /* Basically, you can never gain more experience in one shot
1663 * than half what you need to gain for next level.
1664 */
1665 exp_to_add = exp;
1666 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1667 if (exp_to_add > limit)
1668 exp_to_add = limit;
1669
1670 ADD_EXP (op->stats.exp,
1671 (sint64) ((float) exp_to_add *
1672 (skill_obj ? skill_obj->expmul : 1)));
1673 if (settings.permanent_exp_ratio)
1674 {
1675 ADD_EXP (op->perm_exp,
1676 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1677 (skill_obj ? skill_obj->expmul : 1)));
1678 calc_perm_exp (op);
1679 }
1680
1681 player_lvl_adj (op, NULL);
1682 }
1683
1684 if (skill_obj)
1685 {
1686 exp_to_add = exp;
1687 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1688 if (exp_to_add > limit)
1689 exp_to_add = limit;
1690
1691 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1692 if (settings.permanent_exp_ratio)
1693 {
1694 skill_obj->perm_exp +=
1695 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1696 calc_perm_exp (skill_obj);
1697 }
1698
1699 player_lvl_adj (op, skill_obj);
1700 }
1701 }
1702
1703 /* This function checks to make sure that object 'op' can
1704 * lost 'exp' experience. It returns the amount of exp
1705 * object 'op' can in fact lose - it basically makes
1706 * adjustments based on permanent exp and the like.
1707 * This function should always be used for losing experience -
1708 * the 'exp' value passed should be positive - this is the
1709 * amount that should get subtract from the player.
1710 */
1711 sint64 check_exp_loss(const object *op, sint64 exp)
1712 {
1713 sint64 del_exp;
1714
1715 if (exp > op->stats.exp) exp = op->stats.exp;
1716 if (settings.permanent_exp_ratio) {
1717 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1718 if (del_exp < 0) del_exp = 0;
1719 if (exp > del_exp) exp=del_exp;
1720 }
1721 return exp;
1722 }
1723
1724 sint64 check_exp_adjust(const object *op, sint64 exp)
1725 {
1726 if (exp<0) return check_exp_loss(op, exp);
1727 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp);
1728 }
1729
1730
1731 /* Subtracts experience from player.
1732 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1733 * only subtract from the matching skill. Otherwise,
1734 * this subtracts a portion from all
1735 * skills the player has. Eg, if we figure the player is losing 10%
1736 * of his total exp, what happens is he loses 10% from all his skills.
1737 * Note that if permanent exp is used, player may not in fact lose
1738 * as much as listed. Eg, if player has gotten reduced to the point
1739 * where everything is at the minimum perm exp, he would lose nothing.
1740 * exp is the amount of exp to subtract - thus, it should be
1741 * a postive number.
1742 */
1743 static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag)
1744 {
1745 float fraction = (float) exp/(float) op->stats.exp;
1746 object *tmp;
1747 sint64 del_exp;
1748
1749 for(tmp=op->inv;tmp;tmp=tmp->below)
1750 if(tmp->type==SKILL && tmp->stats.exp) {
1751 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) {
1752 del_exp = check_exp_loss(tmp, exp);
1753 tmp->stats.exp -= del_exp;
1754 player_lvl_adj(op, tmp);
1755 } else if (flag != SK_SUBTRACT_SKILL_EXP) {
1756 /* only want to process other skills if we are not trying
1757 * to match a specific skill.
1758 */
1759 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction));
1760 tmp->stats.exp -= del_exp;
1761 player_lvl_adj(op, tmp);
1762 }
1763 }
1764 if (flag != SK_SUBTRACT_SKILL_EXP) {
1765 del_exp = check_exp_loss(op, exp);
1766 op->stats.exp -= del_exp;
1767 player_lvl_adj(op,NULL);
1768 }
1769 }
1770
1771
1772
1773 /* change_exp() - changes experience to a player/monster. This
1774 * does bounds checking to make sure we don't overflow the max exp.
1775 *
1776 * The exp passed is typically not modified much by this function -
1777 * it is assumed the caller has modified the exp as needed.
1778 * skill_name is the skill that should get the exp added.
1779 * flag is what to do if player doesn't have the skill.
1780 * these last two values are only used for players.
1781 */
1782
1783 void change_exp(object *op, sint64 exp, const char *skill_name, int flag) {
1784
1785 #ifdef EXP_DEBUG
1786 #ifndef WIN32
1787 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1788 #else
1789 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp);
1790 #endif
1791 #endif
1792
1793 /* safety */
1794 if(!op) {
1795 LOG(llevError,"change_exp() called for null object!\n");
1796 return;
1797 }
1798
1799 /* if no change in exp, just return - most of the below code
1800 * won't do anything if the value is 0 anyways.
1801 */
1802 if (exp == 0) return;
1803
1804 /* Monsters are easy - we just adjust their exp - we
1805 * don't adjust level, since in most cases it is unrelated to
1806 * the exp they have - the monsters exp represents what its
1807 * worth.
1808 */
1809 if(op->type != PLAYER) {
1810 /* Sanity check */
1811 if (!QUERY_FLAG(op, FLAG_ALIVE)) return;
1812
1813 /* reset exp to max allowed value. We subtract from
1814 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1815 * more than max exp, just return.
1816 */
1817 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1818 exp = MAX_EXPERIENCE - op->stats.exp;
1819 if (exp < 0) return;
1820 }
1821
1822 op->stats.exp += exp;
1823 }
1824 else { /* Players only */
1825 if(exp>0)
1826 add_player_exp(op, exp, skill_name, flag);
1827 else
1828 /* note that when you lose exp, it doesn't go against
1829 * a particular skill, so we don't need to pass that
1830 * along.
1831 */
1832 subtract_player_exp(op, FABS(exp), skill_name, flag);
1833
1834 }
1835 }
1836
1837 /* Applies a death penalty experience, the size of this is defined by the
1838 * settings death_penalty_percentage and death_penalty_levels, and by the
1839 * amount of permenent experience, whichever gives the lowest loss.
1840 */
1841
1842 void apply_death_exp_penalty(object *op) {
1843 object *tmp;
1844 sint64 loss;
1845 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1846 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1847
1848 for(tmp=op->inv;tmp;tmp=tmp->below)
1849 if(tmp->type==SKILL && tmp->stats.exp) {
1850
1851 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100;
1852 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)];
1853
1854 /* With the revised exp system, you can get cases where
1855 * losing several levels would still require that you have more
1856 * exp than you currently have - this is true if the levels
1857 * tables is a lot harder.
1858 */
1859 if (level_loss < 0) level_loss = 0;
1860
1861 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss));
1862
1863 tmp->stats.exp -= loss;
1864 player_lvl_adj(op,tmp);
1865 }
1866
1867 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100;
1868 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)];
1869 if (level_loss < 0) level_loss = 0;
1870 loss = check_exp_loss(op, MIN(level_loss, percentage_loss));
1871
1872 op->stats.exp -= loss;
1873 player_lvl_adj(op,NULL);
1874 }
1875
1876 /* This function takes an object (monster/player, op), and
1877 * determines if it makes a basic save throw by looking at the
1878 * save_throw table. level is the effective level to make
1879 * the save at, and bonus is any plus/bonus (typically based on
1880 * resistance to particular attacktype.
1881 * Returns 1 if op makes his save, 0 if he failed
1882 */
1883 int did_make_save(const object *op, int level, int bonus)
1884 {
1885 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL;
1886
1887 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1888 return 0;
1889 return 1;
1890 }
1891