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/cvs/deliantra/server/common/living.C
Revision: 1.40
Committed: Sun Apr 29 18:11:21 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +56 -48 lines
Log Message:
indent, avoid lots of double<=>float conversions

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 changed. 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.f;
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 += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.f + tmp->stats.exp / 3.f;
1087 }
1088 else
1089 added_speed += 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 = 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
1187 /* If there is desire that two handed weapons should do
1188 * extra strength damage, this is where the code should
1189 * go.
1190 */
1191
1192 current_weapon = tmp;
1193 if (type == PLAYER && settings.spell_encumbrance)
1194 contr->encumbrance += tmp->weight * 3 / 1000;
1195
1196 break;
1197
1198 case ARMOUR: /* Only the best of these three are used: */
1199 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1200 contr->encumbrance += tmp->weight / 1000;
1201
1202 case BRACERS:
1203 case FORCE:
1204 if (tmp->stats.wc)
1205 {
1206 if (best_wc < tmp->stats.wc + tmp->magic)
1207 {
1208 wc += best_wc;
1209 best_wc = tmp->stats.wc + tmp->magic;
1210 }
1211 else
1212 wc += tmp->stats.wc + tmp->magic;
1213 }
1214
1215 if (tmp->stats.ac)
1216 {
1217 if (best_ac < tmp->stats.ac + tmp->magic)
1218 {
1219 ac += best_ac; /* Remove last bonus */
1220 best_ac = tmp->stats.ac + tmp->magic;
1221 }
1222 else /* To nullify the below effect */
1223 ac += tmp->stats.ac + tmp->magic;
1224 }
1225
1226 if (tmp->stats.wc)
1227 wc -= (tmp->stats.wc + tmp->magic);
1228
1229 if (tmp->stats.ac)
1230 ac -= (tmp->stats.ac + tmp->magic);
1231
1232 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1233 max = ARMOUR_SPEED (tmp) / 10.f;
1234
1235 break;
1236 } /* switch tmp->type */
1237 } /* item is equipped */
1238 } /* for loop of items */
1239
1240 /* We've gone through all the objects the player has equipped. For many things, we
1241 * have generated intermediate values which we now need to assign.
1242 */
1243
1244 /* 'total resistance = total protections - total vulnerabilities'.
1245 * If there is an uncursed potion in effect, granting more protection
1246 * than that, we take: 'total resistance = resistance from potion'.
1247 * If there is a cursed (and no uncursed) potion in effect, we take
1248 * 'total resistance = vulnerability from cursed potion'.
1249 */
1250 for (i = 0; i < NROFATTACKS; i++)
1251 {
1252 resist[i] = prot[i] - vuln[i];
1253
1254 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1255 resist[i] = potion_resist[i];
1256 }
1257
1258 /* Figure out the players sp/mana/hp totals. */
1259 if (type == PLAYER)
1260 {
1261 int pl_level;
1262
1263 check_stat_bounds (&(stats));
1264 pl_level = level;
1265
1266 if (pl_level < 1)
1267 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1268
1269 /* You basically get half a con bonus/level. But we do take into account rounding,
1270 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1271 */
1272 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1273 {
1274 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1275
1276 if (i % 2 && con_bonus[stats.Con] % 2)
1277 {
1278 if (con_bonus[stats.Con] > 0)
1279 j++;
1280 else
1281 j--;
1282 }
1283
1284 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1285 }
1286
1287 for (i = 11; i <= level; i++)
1288 stats.maxhp += 2;
1289
1290 if (stats.hp > stats.maxhp)
1291 stats.hp = stats.maxhp;
1292
1293 /* Sp gain is controlled by the level of the player's
1294 * relevant experience object (mana_obj, see above)
1295 */
1296 /* following happen when skills system is not used */
1297 if (!mana_obj)
1298 mana_obj = this;
1299
1300 if (!grace_obj)
1301 grace_obj = this;
1302
1303 /* set maxsp */
1304 if (!mana_obj || !mana_obj->level || type != PLAYER)
1305 mana_obj = this;
1306
1307 if (mana_obj == this && type == PLAYER)
1308 stats.maxsp = 1;
1309 else
1310 {
1311 sp_tmp = 0.f;
1312
1313 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1314 {
1315 float stmp;
1316
1317 /* Got some extra bonus at first level */
1318 if (i < 2)
1319 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1320 else
1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1322
1323 if (stmp < 1.f)
1324 stmp = 1.f;
1325
1326 sp_tmp += stmp;
1327 }
1328
1329 stats.maxsp = (sint16)sp_tmp;
1330
1331 for (i = 11; i <= mana_obj->level; i++)
1332 stats.maxsp += 2;
1333 }
1334 /* Characters can get their sp supercharged via rune of transferrance */
1335 if (stats.sp > stats.maxsp * 2)
1336 stats.sp = stats.maxsp * 2;
1337
1338 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1339 if (!grace_obj || !grace_obj->level || type != PLAYER)
1340 grace_obj = this;
1341
1342 if (grace_obj == this && type == PLAYER)
1343 stats.maxgrace = 1;
1344 else
1345 {
1346 /* store grace in a float - this way, the divisions below don't create
1347 * big jumps when you go from level to level - with int's, it then
1348 * becomes big jumps when the sums of the bonuses jump to the next
1349 * step of 8 - with floats, even fractional ones are useful.
1350 */
1351 sp_tmp = 0.f;
1352 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1353 {
1354 float grace_tmp = 0.f;
1355
1356 /* Got some extra bonus at first level */
1357 if (i < 2)
1358 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1359 else
1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1361
1362 if (grace_tmp < 1.f)
1363 grace_tmp = 1.f;
1364
1365 sp_tmp += grace_tmp;
1366 }
1367
1368 stats.maxgrace = (sint16)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.f + 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.f;
1431 else /* Something wrong here...: */
1432 speed /= 1.f - 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.f + f / max_carry[stats.Str]);
1448 }
1449
1450 speed += bonus_speed / 10.f; /* 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 < 0.01f && type == PLAYER)
1458 speed = 0.01f;
1459
1460 if (type == PLAYER)
1461 {
1462 /* (This formula was made by vidarl@ifi.uio.no)
1463 * Note that we never used these values again - basically
1464 * all of these could be subbed into one big equation, but
1465 * that would just be a real pain to read.
1466 */
1467 float M = (max_carry[stats.Str] - 121) / 121.f;
1468 float M2 = max_carry[stats.Str] / 100.f;
1469 float W = weapon_weight / 20000.f;
1470 float s = 2 - weapon_speed / 10.f;
1471 float D = (stats.Dex - 14) / 14.f;
1472 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1473
1474 K *= (4 + level) *1.2f / (6 + level);
1475
1476 if (K <= 0.f)
1477 K = 0.01f;
1478
1479 float S = speed / (K * s);
1480
1481 contr->weapon_sp = S;
1482 }
1483
1484 /* I want to limit the power of small monsters with big weapons: */
1485 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1486 stats.dam = arch->clone.stats.dam * 3;
1487
1488 /* Prevent overflows of wc - best you can get is ABS(120) - this
1489 * should be more than enough - remember, AC is also in 8 bits,
1490 * so its value is the same.
1491 */
1492 if (wc > 120)
1493 wc = 120;
1494 else if (wc < -120)
1495 wc = -120;
1496
1497 stats.wc = wc;
1498
1499 if (ac > 120)
1500 ac = 120;
1501 else if (ac < -120)
1502 ac = -120;
1503
1504 stats.ac = ac;
1505
1506 /* if for some reason the creature doesn't have any move type,
1507 * give them walking as a default.
1508 * The second case is a special case - to more closely mimic the
1509 * old behaviour - if your flying, your not walking - just
1510 * one or the other.
1511 */
1512 if (move_type == 0)
1513 move_type = MOVE_WALK;
1514 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1515 move_type &= ~MOVE_WALK;
1516
1517 if (speed != old_speed)
1518 set_speed (speed);
1519
1520 /* It is quite possible that a player's spell costing might have changed,
1521 * so we will check that now.
1522 */
1523 if (type == PLAYER)
1524 {
1525 esrv_update_stats (contr);
1526 esrv_update_spells (contr);
1527 }
1528
1529 // update the mapspace, if we are on a map
1530 if (!flag [FLAG_REMOVED] && map)
1531 map->at (x, y).flags_ = 0;
1532 }
1533
1534 /*
1535 * Returns true if the given player is a legal class.
1536 * The function to add and remove class-bonuses to the stats doesn't
1537 * check if the stat becomes negative, thus this function
1538 * merely checks that all stats are 1 or more, and returns
1539 * false otherwise.
1540 */
1541 int
1542 allowed_class (const object *op)
1543 {
1544 return op->stats.Dex > 0
1545 && op->stats.Str > 0
1546 && op->stats.Con > 0
1547 && op->stats.Int > 0
1548 && op->stats.Wis > 0
1549 && op->stats.Pow > 0
1550 && op->stats.Cha > 0;
1551 }
1552
1553 /*
1554 * set the new dragon name after gaining levels or
1555 * changing ability focus (later this can be extended to
1556 * eventually change the player's face and animation)
1557 *
1558 * Note that the title is written to 'own_title' in the
1559 * player struct. This should be changed to 'ext_title'
1560 * as soon as clients support this!
1561 * Please, anyone, write support for 'ext_title'.
1562 */
1563 void
1564 set_dragon_name (object *pl, const object *abil, const object *skin)
1565 {
1566 int atnr = -1; /* attacknumber of highest level */
1567 int level = 0; /* highest level */
1568 int i;
1569
1570 /* Perhaps do something more clever? */
1571 if (!abil || !skin)
1572 return;
1573
1574 /* first, look for the highest level */
1575 for (i = 0; i < NROFATTACKS; i++)
1576 {
1577 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1578 {
1579 level = abil->resist[i];
1580 atnr = i;
1581 }
1582 }
1583
1584 /* now if there are equals at highest level, pick the one with focus,
1585 or else at random */
1586 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1587 atnr = abil->stats.exp;
1588
1589 level = (int) (level / 5.);
1590
1591 /* now set the new title */
1592 if (pl->contr != NULL)
1593 {
1594 if (level == 0)
1595 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1596 else if (level == 1)
1597 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1598 else if (level == 2)
1599 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1600 else if (level == 3)
1601 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1602 else
1603 {
1604 /* special titles for extra high resistance! */
1605 if (skin->resist[atnr] > 80)
1606 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1607 else if (skin->resist[atnr] > 50)
1608 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1609 else
1610 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1611 }
1612 }
1613
1614 strcpy (pl->contr->own_title, "");
1615 }
1616
1617 /*
1618 * This function is called when a dragon-player gains
1619 * an overall level. Here, the dragon might gain new abilities
1620 * or change the ability-focus.
1621 */
1622 void
1623 dragon_level_gain (object *who)
1624 {
1625 object *abil = NULL; /* pointer to dragon ability force */
1626 object *skin = NULL; /* pointer to dragon skin force */
1627 object *tmp = NULL; /* tmp. object */
1628 char buf[MAX_BUF]; /* tmp. string buffer */
1629
1630 /* now grab the 'dragon_ability'-forces from the player's inventory */
1631 shstr_cmp dragon_ability_force ("dragon_ability_force");
1632 shstr_cmp dragon_skin_force ("dragon_skin_force");
1633
1634 for (tmp = who->inv; tmp; tmp = tmp->below)
1635 if (tmp->type == FORCE)
1636 if (tmp->arch->name == dragon_ability_force)
1637 abil = tmp;
1638 else if (tmp->arch->name == dragon_skin_force)
1639 skin = tmp;
1640
1641 /* if the force is missing -> bail out */
1642 if (abil == NULL)
1643 return;
1644
1645 /* The ability_force keeps track of maximum level ever achieved.
1646 * New abilties can only be gained by surpassing this max level
1647 */
1648 if (who->level > abil->level)
1649 {
1650 /* increase our focused ability */
1651 abil->resist[abil->stats.exp]++;
1652
1653
1654 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1655 {
1656 /* time to hand out a new ability-gift */
1657 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1658 }
1659
1660 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1661 {
1662 /* apply new ability focus */
1663 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1664 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1665
1666 abil->stats.exp = abil->last_eat;
1667 abil->last_eat = 0;
1668 }
1669
1670 abil->level = who->level;
1671 }
1672
1673 /* last but not least, set the new title for the dragon */
1674 set_dragon_name (who, abil, skin);
1675 }
1676
1677 /* Handy function - given the skill name skill_name, we find the skill
1678 * archetype/object, set appropriate values, and insert it into
1679 * the object (op) that is passed.
1680 * We return the skill - this makes it easier for calling functions that
1681 * want to do something with it immediately.
1682 */
1683 object *
1684 give_skill_by_name (object *op, const char *skill_name)
1685 {
1686 object *skill_obj;
1687
1688 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1689 if (!skill_obj)
1690 {
1691 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1692 return NULL;
1693 }
1694 /* clear the flag - exp goes into this bucket, but player
1695 * still doesn't know it.
1696 */
1697 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1698 skill_obj->stats.exp = 0;
1699 skill_obj->level = 1;
1700 insert_ob_in_ob (skill_obj, op);
1701
1702 if (op->contr)
1703 {
1704 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1705 if (op->contr->ns)
1706 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1707 }
1708
1709 return skill_obj;
1710 }
1711
1712
1713 /* player_lvl_adj() - for the new exp system. we are concerned with
1714 * whether the player gets more hp, sp and new levels.
1715 * Note this this function should only be called for players. Monstes
1716 * don't really gain levels
1717 * who is the player, op is what we are checking to gain the level
1718 * (eg, skill)
1719 */
1720 void
1721 player_lvl_adj (object *who, object *op)
1722 {
1723 char buf[MAX_BUF];
1724
1725 if (!op) /* when rolling stats */
1726 op = who;
1727
1728 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1729 {
1730 op->level++;
1731
1732 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1733 dragon_level_gain (who);
1734
1735 /* Only roll these if it is the player (who) that gained the level */
1736 if (op == who && (who->level < 11) && who->type == PLAYER)
1737 {
1738 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1739 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1740 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1741 }
1742
1743 who->update_stats ();
1744 if (op->level > 1)
1745 {
1746 if (op->type != PLAYER)
1747 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1748 else
1749 sprintf (buf, "You are now level %d.", op->level);
1750 if (who)
1751 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1752 }
1753 player_lvl_adj (who, op); /* To increase more levels */
1754 }
1755 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1756 {
1757 op->level--;
1758 who->update_stats ();
1759 if (op->type != PLAYER)
1760 {
1761 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1762 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1763 }
1764 player_lvl_adj (who, op); /* To decrease more levels */
1765 }
1766
1767 /* check if the spell data has changed */
1768 esrv_update_stats (who->contr);
1769 esrv_update_spells (who->contr);
1770 }
1771
1772 /*
1773 * Returns how much experience is needed for a player to become
1774 * the given level. level should really never exceed max_level
1775 */
1776
1777 sint64
1778 level_exp (int level, double expmul)
1779 {
1780 if (level > settings.max_level)
1781 return (sint64) (expmul * levels[settings.max_level]);
1782
1783 return (sint64) (expmul * levels[level]);
1784 }
1785
1786 /*
1787 * Ensure that the permanent experience requirements in an exp object are met.
1788 * This really just checks 'op to make sure the perm_exp value is within
1789 * proper range. Note that the checking of what is passed through
1790 * has been reduced. Since there is now a proper field for perm_exp,
1791 * this can now work on a much larger set of objects.
1792 */
1793 void
1794 calc_perm_exp (object *op)
1795 {
1796 int p_exp_min;
1797
1798 /* Ensure that our permanent experience minimum is met.
1799 * permenent_exp_ratio is an integer percentage, we divide by 100
1800 * to get the fraction */
1801 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1802
1803 if (op->perm_exp < p_exp_min)
1804 op->perm_exp = p_exp_min;
1805
1806 /* Cap permanent experience. */
1807 if (op->perm_exp < 0)
1808 op->perm_exp = 0;
1809 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1810 op->perm_exp = MAX_EXPERIENCE;
1811 }
1812
1813 /* Add experience to a player - exp should only be positive.
1814 * Updates permanent exp for the skill we are adding to.
1815 * skill_name is the skill to add exp to. Skill name can be
1816 * NULL, in which case exp increases the players general
1817 * total, but not any particular skill.
1818 * flag is what to do if the player doesn't have the skill:
1819 */
1820 static void
1821 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1822 {
1823 object *skill_obj = NULL;
1824 sint64 limit, exp_to_add;
1825 int i;
1826
1827 /* prevents some forms of abuse. */
1828 if (op->contr->braced)
1829 exp = exp / 5;
1830
1831 /* Try to find the matching skill.
1832 * We do a shortcut/time saving mechanism first - see if it matches
1833 * chosen_skill. This means we don't need to search through
1834 * the players inventory.
1835 */
1836 if (skill_name)
1837 {
1838 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1839 skill_obj = op->chosen_skill;
1840 else
1841 {
1842 for (i = 0; i < NUM_SKILLS; i++)
1843 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1844 {
1845 skill_obj = op->contr->last_skill_ob[i];
1846 break;
1847 }
1848
1849 /* Player doesn't have the skill. Check to see what to do, and give
1850 * it to the player if necessary
1851 */
1852 if (!skill_obj)
1853 {
1854 if (flag == SK_EXP_NONE)
1855 return;
1856 else if (flag == SK_EXP_ADD_SKILL)
1857 give_skill_by_name (op, skill_name);
1858 }
1859 }
1860 }
1861
1862 if (flag != SK_EXP_SKILL_ONLY)
1863 {
1864 /* Basically, you can never gain more experience in one shot
1865 * than half what you need to gain for next level.
1866 */
1867 exp_to_add = exp;
1868 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1869 if (exp_to_add > limit)
1870 exp_to_add = limit;
1871
1872 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1873 if (settings.permanent_exp_ratio)
1874 {
1875 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1876 calc_perm_exp (op);
1877 }
1878
1879 player_lvl_adj (op, NULL);
1880 }
1881
1882 if (skill_obj)
1883 {
1884 exp_to_add = exp;
1885 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1886 if (exp_to_add > limit)
1887 exp_to_add = limit;
1888
1889 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1890 if (settings.permanent_exp_ratio)
1891 {
1892 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1893 calc_perm_exp (skill_obj);
1894 }
1895
1896 player_lvl_adj (op, skill_obj);
1897 }
1898 }
1899
1900 /* This function checks to make sure that object 'op' can
1901 * lost 'exp' experience. It returns the amount of exp
1902 * object 'op' can in fact lose - it basically makes
1903 * adjustments based on permanent exp and the like.
1904 * This function should always be used for losing experience -
1905 * the 'exp' value passed should be positive - this is the
1906 * amount that should get subtract from the player.
1907 */
1908 sint64
1909 check_exp_loss (const object *op, sint64 exp)
1910 {
1911 sint64 del_exp;
1912
1913 if (exp > op->stats.exp)
1914 exp = op->stats.exp;
1915 if (settings.permanent_exp_ratio)
1916 {
1917 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1918 if (del_exp < 0)
1919 del_exp = 0;
1920 if (exp > del_exp)
1921 exp = del_exp;
1922 }
1923 return exp;
1924 }
1925
1926 sint64
1927 check_exp_adjust (const object *op, sint64 exp)
1928 {
1929 if (exp < 0)
1930 return check_exp_loss (op, exp);
1931 else
1932 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1933 }
1934
1935
1936 /* Subtracts experience from player.
1937 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1938 * only subtract from the matching skill. Otherwise,
1939 * this subtracts a portion from all
1940 * skills the player has. Eg, if we figure the player is losing 10%
1941 * of his total exp, what happens is he loses 10% from all his skills.
1942 * Note that if permanent exp is used, player may not in fact lose
1943 * as much as listed. Eg, if player has gotten reduced to the point
1944 * where everything is at the minimum perm exp, he would lose nothing.
1945 * exp is the amount of exp to subtract - thus, it should be
1946 * a postive number.
1947 */
1948 static void
1949 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1950 {
1951 float fraction = (float) exp / (float) op->stats.exp;
1952 object *tmp;
1953 sint64 del_exp;
1954
1955 for (tmp = op->inv; tmp; tmp = tmp->below)
1956 if (tmp->type == SKILL && tmp->stats.exp)
1957 {
1958 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1959 {
1960 del_exp = check_exp_loss (tmp, exp);
1961 tmp->stats.exp -= del_exp;
1962 player_lvl_adj (op, tmp);
1963 }
1964 else if (flag != SK_SUBTRACT_SKILL_EXP)
1965 {
1966 /* only want to process other skills if we are not trying
1967 * to match a specific skill.
1968 */
1969 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1970 tmp->stats.exp -= del_exp;
1971 player_lvl_adj (op, tmp);
1972 }
1973 }
1974
1975 if (flag != SK_SUBTRACT_SKILL_EXP)
1976 {
1977 del_exp = check_exp_loss (op, exp);
1978 op->stats.exp -= del_exp;
1979 player_lvl_adj (op, NULL);
1980 }
1981 }
1982
1983 /* change_exp() - changes experience to a player/monster. This
1984 * does bounds checking to make sure we don't overflow the max exp.
1985 *
1986 * The exp passed is typically not modified much by this function -
1987 * it is assumed the caller has modified the exp as needed.
1988 * skill_name is the skill that should get the exp added.
1989 * flag is what to do if player doesn't have the skill.
1990 * these last two values are only used for players.
1991 */
1992 void
1993 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1994 {
1995 #ifdef EXP_DEBUG
1996 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1997 #endif
1998
1999 /* safety */
2000 if (!op)
2001 {
2002 LOG (llevError, "change_exp() called for null object!\n");
2003 return;
2004 }
2005
2006 /* if no change in exp, just return - most of the below code
2007 * won't do anything if the value is 0 anyways.
2008 */
2009 if (exp == 0)
2010 return;
2011
2012 /* Monsters are easy - we just adjust their exp - we
2013 * don't adjust level, since in most cases it is unrelated to
2014 * the exp they have - the monsters exp represents what its
2015 * worth.
2016 */
2017 if (op->type != PLAYER)
2018 {
2019 /* Sanity check */
2020 if (!QUERY_FLAG (op, FLAG_ALIVE))
2021 return;
2022
2023 /* reset exp to max allowed value. We subtract from
2024 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2025 * more than max exp, just return.
2026 */
2027 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2028 {
2029 exp = MAX_EXPERIENCE - op->stats.exp;
2030 if (exp < 0)
2031 return;
2032 }
2033
2034 op->stats.exp += exp;
2035 }
2036 else
2037 { /* Players only */
2038 if (exp > 0)
2039 add_player_exp (op, exp, skill_name, flag);
2040 else
2041 /* note that when you lose exp, it doesn't go against
2042 * a particular skill, so we don't need to pass that
2043 * along.
2044 */
2045 subtract_player_exp (op, abs (exp), skill_name, flag);
2046 }
2047 }
2048
2049 /* Applies a death penalty experience, the size of this is defined by the
2050 * settings death_penalty_percentage and death_penalty_levels, and by the
2051 * amount of permenent experience, whichever gives the lowest loss.
2052 */
2053 void
2054 apply_death_exp_penalty (object *op)
2055 {
2056 object *tmp;
2057 sint64 loss;
2058 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2059 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2060
2061 for (tmp = op->inv; tmp; tmp = tmp->below)
2062 if (tmp->type == SKILL && tmp->stats.exp)
2063 {
2064
2065 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2067
2068 /* With the revised exp system, you can get cases where
2069 * losing several levels would still require that you have more
2070 * exp than you currently have - this is true if the levels
2071 * tables is a lot harder.
2072 */
2073 if (level_loss < 0)
2074 level_loss = 0;
2075
2076 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2077
2078 tmp->stats.exp -= loss;
2079 player_lvl_adj (op, tmp);
2080 }
2081
2082 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2083 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2084 if (level_loss < 0)
2085 level_loss = 0;
2086 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2087
2088 op->stats.exp -= loss;
2089 player_lvl_adj (op, NULL);
2090 }
2091
2092 /* This function takes an object (monster/player, op), and
2093 * determines if it makes a basic save throw by looking at the
2094 * save_throw table. level is the effective level to make
2095 * the save at, and bonus is any plus/bonus (typically based on
2096 * resistance to particular attacktype.
2097 * Returns 1 if op makes his save, 0 if he failed
2098 */
2099 int
2100 did_make_save (const object *op, int level, int bonus)
2101 {
2102 if (level > MAX_SAVE_LEVEL)
2103 level = MAX_SAVE_LEVEL;
2104
2105 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2106 return 0;
2107
2108 return 1;
2109 }