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/cvs/deliantra/server/common/living.C
Revision: 1.45
Committed: Mon Apr 30 04:25:29 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +52 -39 lines
Log Message:
This is the first rough cut of the skill use system (use the STABLE tag).

Details will likely change, and combat skills do not work very well, but
it works quite well.

Players no longer have a shoottype or range slots, instead, each player
has these members:

   combat_skill/combat_ob  the currently selected skill (and weapon)
                           for direct attacks.
   ranged_skill/ranged_ob  the currently selected ranged skill (and
                           bow/spell/item)
   golem                   the currently-controlled golem, if any.

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
857 memcpy (body_used, body_info, sizeof (body_info));
858
859 slaying = 0;
860
861 if (!QUERY_FLAG (this, FLAG_WIZ))
862 {
863 CLEAR_FLAG (this, FLAG_XRAYS);
864 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
865 }
866
867 CLEAR_FLAG (this, FLAG_LIFESAVE);
868 CLEAR_FLAG (this, FLAG_STEALTH);
869 CLEAR_FLAG (this, FLAG_BLIND);
870
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
875
876 path_attuned = arch->clone.path_attuned;
877 path_repelled = arch->clone.path_repelled;
878 path_denied = arch->clone.path_denied;
879 glow_radius = arch->clone.glow_radius;
880 move_type = arch->clone.move_type;
881
882 chosen_skill = NULL;
883
884 /* initializing resistances from the values in player/monster's
885 * archetype clone
886 */
887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
888
889 for (i = 0; i < NROFATTACKS; i++)
890 {
891 if (resist[i] > 0)
892 prot[i] = resist[i], vuln[i] = 0;
893 else
894 vuln[i] = -(resist[i]), prot[i] = 0;
895 potion_resist[i] = 0;
896 }
897
898 wc = arch->clone.stats.wc;
899 stats.dam = arch->clone.stats.dam;
900
901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
902 * plus a small amount of physical resist, those poor suckers. ;)
903 * the fact that maxlevel is factored in could be considered sort of bogus -
904 * we should probably give them some bonus and cap it off - otherwise,
905 * basically, if a server updates its max level, these playes may find
906 * that their protection from physical goes down
907 */
908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 {
910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
912 }
913 else
914 ac = arch->clone.stats.ac;
915
916 stats.luck = arch->clone.stats.luck;
917 speed = arch->clone.speed;
918
919 /* OK - we've reset most all the objects attributes to sane values.
920 * now go through and make adjustments for what the player has equipped.
921 */
922 for (tmp = inv; tmp; tmp = tmp->below)
923 {
924 /* See note in map.c:update_position about making this additive
925 * since light sources are never applied, need to put check here.
926 */
927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
929
930 /* This happens because apply_potion calls change_abil with the potion
931 * applied so we can tell the player what changed. But change_abil
932 * then calls this function.
933 */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
935 continue;
936
937 /* For some things, we don't care what is equipped */
938 if (tmp->type == SKILL)
939 {
940 /* Want to take the highest skill here. */
941 if (IS_MANA_SKILL (tmp->subtype))
942 {
943 if (!mana_obj)
944 mana_obj = tmp;
945 else if (tmp->level > mana_obj->level)
946 mana_obj = tmp;
947 }
948
949 if (IS_GRACE_SKILL (tmp->subtype))
950 {
951 if (!grace_obj)
952 grace_obj = tmp;
953 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp;
955 }
956 }
957
958 /* Container objects are not meant to adjust a players, but other applied
959 * objects need to make adjustments.
960 * This block should handle all player specific changes
961 * The check for Praying is a bit of a hack - god given bonuses are put
962 * in the praying skill, and the player should always get those.
963 * It also means we need to put in additional checks for applied below,
964 * because the skill shouldn't count against body positions being used
965 * up, etc.
966 */
967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
971 && tmp->subtype == SK_PRAYING))
972 {
973 if (type == PLAYER)
974 {
975 for (i = 0; i < NUM_STATS; i++)
976 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
977
978 /* these are the items that currently can change digestion, regeneration,
979 * spell point recovery and mana point recovery. Seems sort of an arbitary
980 * list, but other items store other info into stats array.
981 */
982 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
983 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
984 (tmp->type == SHIELD) || (tmp->type == RING) ||
985 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
986 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
987 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
988 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
989 (tmp->type == SKILL))
990 {
991 contr->digestion += tmp->stats.food;
992 contr->gen_hp += tmp->stats.hp;
993 contr->gen_sp += tmp->stats.sp;
994 contr->gen_grace += tmp->stats.grace;
995 contr->gen_sp_armour += tmp->gen_sp_armour;
996 contr->item_power += tmp->item_power;
997 }
998 } /* if this is a player */
999
1000 /* Update slots used for items */
1001 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1002 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1003 body_used[i] += tmp->body_info[i];
1004
1005 if (tmp->type == SYMPTOM)
1006 {
1007 speed_reduce_from_disease = tmp->last_sp / 100.f;
1008
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1;
1011 }
1012
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken.
1017 */
1018 if (tmp->type != POTION)
1019 {
1020 for (i = 0; i < NROFATTACKS; i++)
1021 {
1022 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialised to zero.
1024 */
1025 if (tmp->type == POTION_EFFECT)
1026 {
1027 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else
1030 potion_resist[i] = tmp->resist[i];
1031 }
1032 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 }
1037 }
1038
1039 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1041 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied;
1046 move_type |= tmp->move_type;
1047 stats.luck += tmp->stats.luck;
1048
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1056
1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1058 SET_FLAG (this, FLAG_UNDEAD);
1059
1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 {
1062 SET_FLAG (this, FLAG_MAKE_INVIS);
1063 invisible = 1;
1064 }
1065
1066 if (tmp->stats.exp && tmp->type != SKILL)
1067 {
1068 if (tmp->stats.exp > 0)
1069 {
1070 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 }
1073 else
1074 added_speed += tmp->stats.exp;
1075 }
1076
1077 switch (tmp->type)
1078 {
1079 case WAND:
1080 case ROD:
1081 case HORN:
1082 if (type == PLAYER)
1083 {
1084 contr->ranged_skill = this;
1085 contr->ranged_ob = tmp;
1086 }
1087 break;
1088
1089 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */
1091 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break;
1094
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill)
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1100
1101 chosen_skill = tmp;
1102
1103 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = WEAPON_SPEED (tmp);
1107
1108 if (weapon_speed < 0)
1109 weapon_speed = 0;
1110
1111 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1113
1114 if (tmp->magic)
1115 stats.dam += tmp->magic;
1116 }
1117
1118 if (tmp->stats.wc)
1119 wc -= tmp->stats.wc + tmp->magic;
1120
1121 if (tmp->slaying)
1122 slaying = tmp->slaying;
1123
1124 if (tmp->stats.ac)
1125 ac -= tmp->stats.ac + tmp->magic;
1126
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 {
1132 contr->ranged_skill = this;
1133 contr->ranged_ob = tmp;
1134 }
1135
1136 break;
1137
1138 case SKILL_TOOL:
1139 if (chosen_skill)
1140 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1141
1142 chosen_skill = tmp;
1143
1144 if (type == PLAYER)
1145 {
1146 contr->ranged_skill = this;
1147 contr->ranged_ob = tmp;
1148 }
1149 break;
1150
1151 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING:
1155 case AMULET:
1156 case GIRDLE:
1157 case HELMET:
1158 case BOOTS:
1159 case GLOVES:
1160 case CLOAK:
1161 if (tmp->stats.wc)
1162 wc -= tmp->stats.wc + tmp->magic;
1163
1164 if (tmp->stats.dam)
1165 stats.dam += tmp->stats.dam + tmp->magic;
1166
1167 if (tmp->stats.ac)
1168 ac -= tmp->stats.ac + tmp->magic;
1169
1170 break;
1171
1172 case BOW:
1173 case WEAPON:
1174 if (type != PLAYER
1175 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177 {
1178 wc -= tmp->stats.wc + tmp->magic;
1179
1180 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1181 ac -= tmp->stats.ac + tmp->magic;
1182
1183 stats.dam += tmp->stats.dam + tmp->magic;
1184 weapon_weight = tmp->weight;
1185 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1186
1187 if (weapon_speed < 0)
1188 weapon_speed = 0;
1189
1190 slaying = tmp->slaying;
1191
1192 /* If there is desire that two handed weapons should do
1193 * extra strength damage, this is where the code should
1194 * go.
1195 */
1196
1197 current_weapon = tmp;
1198
1199 if (type == PLAYER)
1200 {
1201 contr->combat_ob = tmp;
1202
1203 if (settings.spell_encumbrance)
1204 contr->encumbrance += tmp->weight * 3 / 1000;
1205 }
1206 }
1207
1208 break;
1209
1210 case ARMOUR: /* Only the best of these three are used: */
1211 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1212 contr->encumbrance += tmp->weight / 1000;
1213
1214 case BRACERS:
1215 case FORCE:
1216 if (tmp->stats.wc)
1217 {
1218 if (best_wc < tmp->stats.wc + tmp->magic)
1219 {
1220 wc += best_wc;
1221 best_wc = tmp->stats.wc + tmp->magic;
1222 }
1223 else
1224 wc += tmp->stats.wc + tmp->magic;
1225 }
1226
1227 if (tmp->stats.ac)
1228 {
1229 if (best_ac < tmp->stats.ac + tmp->magic)
1230 {
1231 ac += best_ac; /* Remove last bonus */
1232 best_ac = tmp->stats.ac + tmp->magic;
1233 }
1234 else /* To nullify the below effect */
1235 ac += tmp->stats.ac + tmp->magic;
1236 }
1237
1238 if (tmp->stats.wc)
1239 wc -= (tmp->stats.wc + tmp->magic);
1240
1241 if (tmp->stats.ac)
1242 ac -= (tmp->stats.ac + tmp->magic);
1243
1244 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1245 max = ARMOUR_SPEED (tmp) / 10.f;
1246
1247 break;
1248 } /* switch tmp->type */
1249 } /* item is equipped */
1250 } /* for loop of items */
1251
1252 /* We've gone through all the objects the player has equipped. For many things, we
1253 * have generated intermediate values which we now need to assign.
1254 */
1255
1256 /* 'total resistance = total protections - total vulnerabilities'.
1257 * If there is an uncursed potion in effect, granting more protection
1258 * than that, we take: 'total resistance = resistance from potion'.
1259 * If there is a cursed (and no uncursed) potion in effect, we take
1260 * 'total resistance = vulnerability from cursed potion'.
1261 */
1262 for (i = 0; i < NROFATTACKS; i++)
1263 {
1264 resist[i] = prot[i] - vuln[i];
1265
1266 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1267 resist[i] = potion_resist[i];
1268 }
1269
1270 /* Figure out the players sp/mana/hp totals. */
1271 if (type == PLAYER)
1272 {
1273 int pl_level;
1274
1275 check_stat_bounds (&(stats));
1276 pl_level = level;
1277
1278 if (pl_level < 1)
1279 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1280
1281 /* You basically get half a con bonus/level. But we do take into account rounding,
1282 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1283 */
1284 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1285 {
1286 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1287
1288 if (i % 2 && con_bonus[stats.Con] % 2)
1289 {
1290 if (con_bonus[stats.Con] > 0)
1291 j++;
1292 else
1293 j--;
1294 }
1295
1296 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1297 }
1298
1299 for (i = 11; i <= level; i++)
1300 stats.maxhp += 2;
1301
1302 if (stats.hp > stats.maxhp)
1303 stats.hp = stats.maxhp;
1304
1305 /* Sp gain is controlled by the level of the player's
1306 * relevant experience object (mana_obj, see above)
1307 */
1308 /* following happen when skills system is not used */
1309 if (!mana_obj)
1310 mana_obj = this;
1311
1312 if (!grace_obj)
1313 grace_obj = this;
1314
1315 /* set maxsp */
1316 if (!mana_obj || !mana_obj->level || type != PLAYER)
1317 mana_obj = this;
1318
1319 if (mana_obj == this && type == PLAYER)
1320 stats.maxsp = 1;
1321 else
1322 {
1323 sp_tmp = 0.f;
1324
1325 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1326 {
1327 float stmp;
1328
1329 /* Got some extra bonus at first level */
1330 if (i < 2)
1331 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1332 else
1333 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1334
1335 if (stmp < 1.f)
1336 stmp = 1.f;
1337
1338 sp_tmp += stmp;
1339 }
1340
1341 stats.maxsp = (sint16)sp_tmp;
1342
1343 for (i = 11; i <= mana_obj->level; i++)
1344 stats.maxsp += 2;
1345 }
1346 /* Characters can get their sp supercharged via rune of transferrance */
1347 if (stats.sp > stats.maxsp * 2)
1348 stats.sp = stats.maxsp * 2;
1349
1350 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1351 if (!grace_obj || !grace_obj->level || type != PLAYER)
1352 grace_obj = this;
1353
1354 if (grace_obj == this && type == PLAYER)
1355 stats.maxgrace = 1;
1356 else
1357 {
1358 /* store grace in a float - this way, the divisions below don't create
1359 * big jumps when you go from level to level - with int's, it then
1360 * becomes big jumps when the sums of the bonuses jump to the next
1361 * step of 8 - with floats, even fractional ones are useful.
1362 */
1363 sp_tmp = 0.f;
1364 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1365 {
1366 float grace_tmp = 0.f;
1367
1368 /* Got some extra bonus at first level */
1369 if (i < 2)
1370 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1371 else
1372 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1373
1374 if (grace_tmp < 1.f)
1375 grace_tmp = 1.f;
1376
1377 sp_tmp += grace_tmp;
1378 }
1379
1380 stats.maxgrace = (sint16)sp_tmp;
1381
1382 /* two grace points per level after 11 */
1383 for (i = 11; i <= grace_obj->level; i++)
1384 stats.maxgrace += 2;
1385 }
1386 /* No limit on grace vs maxgrace */
1387
1388 if (contr->braced)
1389 {
1390 ac += 2;
1391 wc += 4;
1392 }
1393 else
1394 ac -= dex_bonus[stats.Dex];
1395
1396 /* In new exp/skills system, wc bonuses are related to
1397 * the players level in a relevant exp object (wc_obj)
1398 * not the general player level -b.t.
1399 * I changed this slightly so that wc bonuses are better
1400 * than before. This is to balance out the fact that
1401 * the player no longer gets a personal weapon w/ 1
1402 * improvement every level, now its fighterlevel/5. So
1403 * we give the player a bonus here in wc and dam
1404 * to make up for the change. Note that I left the
1405 * monster bonus the same as before. -b.t.
1406 */
1407
1408 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1409 {
1410 wc -= wc_obj->level + thaco_bonus[stats.Str];
1411
1412 for (i = 1; i < wc_obj->level; i++)
1413 {
1414 /* addtional wc every 6 levels */
1415 if (!(i % 6))
1416 wc--;
1417
1418 /* addtional dam every 4 levels. */
1419 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1420 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1421 }
1422 }
1423 else
1424 wc -= level + thaco_bonus[stats.Str];
1425
1426 stats.dam += dam_bonus[stats.Str];
1427
1428 if (stats.dam < 1)
1429 stats.dam = 1;
1430
1431 speed = 1.f + speed_bonus[stats.Dex];
1432
1433 if (settings.search_items && contr->search_str[0])
1434 speed -= 1;
1435
1436 if (attacktype == 0)
1437 attacktype = arch->clone.attacktype;
1438
1439 } /* End if player */
1440
1441 if (added_speed >= 0)
1442 speed += added_speed / 10.f;
1443 else /* Something wrong here...: */
1444 speed /= 1.f - added_speed;
1445
1446 /* Max is determined by armour */
1447 if (speed > max)
1448 speed = max;
1449
1450 if (type == PLAYER)
1451 {
1452 /* f is a number the represents the number of kg above (positive num)
1453 * or below (negative number) that the player is carrying. If above
1454 * weight limit, then player suffers a speed reduction based on how
1455 * much above he is, and what is max carry is
1456 */
1457 f = (carrying / 1000) - max_carry[stats.Str];
1458 if (f > 0)
1459 speed = speed / (1.f + f / max_carry[stats.Str]);
1460 }
1461
1462 speed += bonus_speed / 10.f; /* Not affected by limits */
1463
1464 /* Put a lower limit on speed. Note with this speed, you move once every
1465 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1466 */
1467 speed = speed * speed_reduce_from_disease;
1468
1469 if (speed < 0.01f && type == PLAYER)
1470 speed = 0.01f;
1471
1472 if (type == PLAYER)
1473 {
1474 /* (This formula was made by vidarl@ifi.uio.no)
1475 * Note that we never used these values again - basically
1476 * all of these could be subbed into one big equation, but
1477 * that would just be a real pain to read.
1478 */
1479 float M = (max_carry[stats.Str] - 121) / 121.f;
1480 float M2 = max_carry[stats.Str] / 100.f;
1481 float W = weapon_weight / 20000.f;
1482 float s = 2 - weapon_speed / 10.f;
1483 float D = (stats.Dex - 14) / 14.f;
1484 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1485
1486 K *= (4 + level) *1.2f / (6 + level);
1487
1488 if (K <= 0.f)
1489 K = 0.01f;
1490
1491 float S = speed / (K * s);
1492
1493 contr->weapon_sp = S;
1494 }
1495
1496 /* I want to limit the power of small monsters with big weapons: */
1497 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1498 stats.dam = arch->clone.stats.dam * 3;
1499
1500 /* Prevent overflows of wc - best you can get is ABS(120) - this
1501 * should be more than enough - remember, AC is also in 8 bits,
1502 * so its value is the same.
1503 */
1504 if (wc > 120)
1505 wc = 120;
1506 else if (wc < -120)
1507 wc = -120;
1508
1509 stats.wc = wc;
1510
1511 if (ac > 120)
1512 ac = 120;
1513 else if (ac < -120)
1514 ac = -120;
1515
1516 stats.ac = ac;
1517
1518 /* if for some reason the creature doesn't have any move type,
1519 * give them walking as a default.
1520 * The second case is a special case - to more closely mimic the
1521 * old behaviour - if your flying, your not walking - just
1522 * one or the other.
1523 */
1524 if (move_type == 0)
1525 move_type = MOVE_WALK;
1526 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1527 move_type &= ~MOVE_WALK;
1528
1529 if (speed != old_speed)
1530 set_speed (speed);
1531
1532 /* It is quite possible that a player's spell costing might have changed,
1533 * so we will check that now.
1534 */
1535 if (type == PLAYER)
1536 {
1537 esrv_update_stats (contr);
1538 esrv_update_spells (contr);
1539 }
1540
1541 // update the mapspace, if we are on a map
1542 if (!flag [FLAG_REMOVED] && map)
1543 map->at (x, y).flags_ = 0;
1544 }
1545
1546 /*
1547 * Returns true if the given player is a legal class.
1548 * The function to add and remove class-bonuses to the stats doesn't
1549 * check if the stat becomes negative, thus this function
1550 * merely checks that all stats are 1 or more, and returns
1551 * false otherwise.
1552 */
1553 int
1554 allowed_class (const object *op)
1555 {
1556 return op->stats.Dex > 0
1557 && op->stats.Str > 0
1558 && op->stats.Con > 0
1559 && op->stats.Int > 0
1560 && op->stats.Wis > 0
1561 && op->stats.Pow > 0
1562 && op->stats.Cha > 0;
1563 }
1564
1565 /*
1566 * set the new dragon name after gaining levels or
1567 * changing ability focus (later this can be extended to
1568 * eventually change the player's face and animation)
1569 *
1570 * Note that the title is written to 'own_title' in the
1571 * player struct. This should be changed to 'ext_title'
1572 * as soon as clients support this!
1573 * Please, anyone, write support for 'ext_title'.
1574 */
1575 void
1576 set_dragon_name (object *pl, const object *abil, const object *skin)
1577 {
1578 int atnr = -1; /* attacknumber of highest level */
1579 int level = 0; /* highest level */
1580 int i;
1581
1582 /* Perhaps do something more clever? */
1583 if (!abil || !skin)
1584 return;
1585
1586 /* first, look for the highest level */
1587 for (i = 0; i < NROFATTACKS; i++)
1588 {
1589 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1590 {
1591 level = abil->resist[i];
1592 atnr = i;
1593 }
1594 }
1595
1596 /* now if there are equals at highest level, pick the one with focus,
1597 or else at random */
1598 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1599 atnr = abil->stats.exp;
1600
1601 level = (int) (level / 5.);
1602
1603 /* now set the new title */
1604 if (pl->contr != NULL)
1605 {
1606 if (level == 0)
1607 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1608 else if (level == 1)
1609 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1610 else if (level == 2)
1611 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1612 else if (level == 3)
1613 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1614 else
1615 {
1616 /* special titles for extra high resistance! */
1617 if (skin->resist[atnr] > 80)
1618 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1619 else if (skin->resist[atnr] > 50)
1620 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1621 else
1622 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1623 }
1624 }
1625
1626 strcpy (pl->contr->own_title, "");
1627 }
1628
1629 /*
1630 * This function is called when a dragon-player gains
1631 * an overall level. Here, the dragon might gain new abilities
1632 * or change the ability-focus.
1633 */
1634 void
1635 dragon_level_gain (object *who)
1636 {
1637 object *abil = NULL; /* pointer to dragon ability force */
1638 object *skin = NULL; /* pointer to dragon skin force */
1639 object *tmp = NULL; /* tmp. object */
1640 char buf[MAX_BUF]; /* tmp. string buffer */
1641
1642 /* now grab the 'dragon_ability'-forces from the player's inventory */
1643 shstr_cmp dragon_ability_force ("dragon_ability_force");
1644 shstr_cmp dragon_skin_force ("dragon_skin_force");
1645
1646 for (tmp = who->inv; tmp; tmp = tmp->below)
1647 if (tmp->type == FORCE)
1648 if (tmp->arch->name == dragon_ability_force)
1649 abil = tmp;
1650 else if (tmp->arch->name == dragon_skin_force)
1651 skin = tmp;
1652
1653 /* if the force is missing -> bail out */
1654 if (abil == NULL)
1655 return;
1656
1657 /* The ability_force keeps track of maximum level ever achieved.
1658 * New abilties can only be gained by surpassing this max level
1659 */
1660 if (who->level > abil->level)
1661 {
1662 /* increase our focused ability */
1663 abil->resist[abil->stats.exp]++;
1664
1665
1666 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1667 {
1668 /* time to hand out a new ability-gift */
1669 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1670 }
1671
1672 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1673 {
1674 /* apply new ability focus */
1675 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1676 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1677
1678 abil->stats.exp = abil->last_eat;
1679 abil->last_eat = 0;
1680 }
1681
1682 abil->level = who->level;
1683 }
1684
1685 /* last but not least, set the new title for the dragon */
1686 set_dragon_name (who, abil, skin);
1687 }
1688
1689 /* Handy function - given the skill name skill_name, we find the skill
1690 * archetype/object, set appropriate values, and insert it into
1691 * the object (op) that is passed.
1692 * We return the skill - this makes it easier for calling functions that
1693 * want to do something with it immediately.
1694 */
1695 object *
1696 give_skill_by_name (object *op, const char *skill_name)
1697 {
1698 object *skill_obj;
1699
1700 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1701 if (!skill_obj)
1702 {
1703 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1704 return NULL;
1705 }
1706 /* clear the flag - exp goes into this bucket, but player
1707 * still doesn't know it.
1708 */
1709 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1710 skill_obj->stats.exp = 0;
1711 skill_obj->level = 1;
1712 insert_ob_in_ob (skill_obj, op);
1713
1714 if (op->contr)
1715 {
1716 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1717 if (op->contr->ns)
1718 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1719 }
1720
1721 return skill_obj;
1722 }
1723
1724
1725 /* player_lvl_adj() - for the new exp system. we are concerned with
1726 * whether the player gets more hp, sp and new levels.
1727 * Note this this function should only be called for players. Monstes
1728 * don't really gain levels
1729 * who is the player, op is what we are checking to gain the level
1730 * (eg, skill)
1731 */
1732 void
1733 player_lvl_adj (object *who, object *op)
1734 {
1735 char buf[MAX_BUF];
1736
1737 if (!op) /* when rolling stats */
1738 op = who;
1739
1740 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1741 {
1742 op->level++;
1743
1744 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1745 dragon_level_gain (who);
1746
1747 /* Only roll these if it is the player (who) that gained the level */
1748 if (op == who && (who->level < 11) && who->type == PLAYER)
1749 {
1750 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1751 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1752 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1753 }
1754
1755 who->update_stats ();
1756 if (op->level > 1)
1757 {
1758 if (op->type != PLAYER)
1759 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1760 else
1761 sprintf (buf, "You are now level %d.", op->level);
1762 if (who)
1763 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1764 }
1765 player_lvl_adj (who, op); /* To increase more levels */
1766 }
1767 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1768 {
1769 op->level--;
1770 who->update_stats ();
1771 if (op->type != PLAYER)
1772 {
1773 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1774 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1775 }
1776 player_lvl_adj (who, op); /* To decrease more levels */
1777 }
1778
1779 /* check if the spell data has changed */
1780 esrv_update_stats (who->contr);
1781 esrv_update_spells (who->contr);
1782 }
1783
1784 /*
1785 * Returns how much experience is needed for a player to become
1786 * the given level. level should really never exceed max_level
1787 */
1788
1789 sint64
1790 level_exp (int level, double expmul)
1791 {
1792 if (level > settings.max_level)
1793 return (sint64) (expmul * levels[settings.max_level]);
1794
1795 return (sint64) (expmul * levels[level]);
1796 }
1797
1798 /*
1799 * Ensure that the permanent experience requirements in an exp object are met.
1800 * This really just checks 'op to make sure the perm_exp value is within
1801 * proper range. Note that the checking of what is passed through
1802 * has been reduced. Since there is now a proper field for perm_exp,
1803 * this can now work on a much larger set of objects.
1804 */
1805 void
1806 calc_perm_exp (object *op)
1807 {
1808 int p_exp_min;
1809
1810 /* Ensure that our permanent experience minimum is met.
1811 * permenent_exp_ratio is an integer percentage, we divide by 100
1812 * to get the fraction */
1813 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1814
1815 if (op->perm_exp < p_exp_min)
1816 op->perm_exp = p_exp_min;
1817
1818 /* Cap permanent experience. */
1819 if (op->perm_exp < 0)
1820 op->perm_exp = 0;
1821 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1822 op->perm_exp = MAX_EXPERIENCE;
1823 }
1824
1825 /* Add experience to a player - exp should only be positive.
1826 * Updates permanent exp for the skill we are adding to.
1827 * skill_name is the skill to add exp to. Skill name can be
1828 * NULL, in which case exp increases the players general
1829 * total, but not any particular skill.
1830 * flag is what to do if the player doesn't have the skill:
1831 */
1832 static void
1833 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1834 {
1835 object *skill_obj = NULL;
1836 sint64 limit, exp_to_add;
1837 int i;
1838
1839 /* prevents some forms of abuse. */
1840 if (op->contr->braced)
1841 exp = exp / 5;
1842
1843 /* Try to find the matching skill.
1844 * We do a shortcut/time saving mechanism first - see if it matches
1845 * chosen_skill. This means we don't need to search through
1846 * the players inventory.
1847 */
1848 if (skill_name)
1849 {
1850 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1851 skill_obj = op->chosen_skill;
1852 else
1853 {
1854 for (i = 0; i < NUM_SKILLS; i++)
1855 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1856 {
1857 skill_obj = op->contr->last_skill_ob[i];
1858 break;
1859 }
1860
1861 /* Player doesn't have the skill. Check to see what to do, and give
1862 * it to the player if necessary
1863 */
1864 if (!skill_obj)
1865 {
1866 if (flag == SK_EXP_NONE)
1867 return;
1868 else if (flag == SK_EXP_ADD_SKILL)
1869 give_skill_by_name (op, skill_name);
1870 }
1871 }
1872 }
1873
1874 if (flag != SK_EXP_SKILL_ONLY)
1875 {
1876 /* Basically, you can never gain more experience in one shot
1877 * than half what you need to gain for next level.
1878 */
1879 exp_to_add = exp;
1880 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1881 if (exp_to_add > limit)
1882 exp_to_add = limit;
1883
1884 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1885 if (settings.permanent_exp_ratio)
1886 {
1887 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1888 calc_perm_exp (op);
1889 }
1890
1891 player_lvl_adj (op, NULL);
1892 }
1893
1894 if (skill_obj)
1895 {
1896 exp_to_add = exp;
1897 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1898 if (exp_to_add > limit)
1899 exp_to_add = limit;
1900
1901 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1902 if (settings.permanent_exp_ratio)
1903 {
1904 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1905 calc_perm_exp (skill_obj);
1906 }
1907
1908 player_lvl_adj (op, skill_obj);
1909 }
1910 }
1911
1912 /* This function checks to make sure that object 'op' can
1913 * lost 'exp' experience. It returns the amount of exp
1914 * object 'op' can in fact lose - it basically makes
1915 * adjustments based on permanent exp and the like.
1916 * This function should always be used for losing experience -
1917 * the 'exp' value passed should be positive - this is the
1918 * amount that should get subtract from the player.
1919 */
1920 sint64
1921 check_exp_loss (const object *op, sint64 exp)
1922 {
1923 sint64 del_exp;
1924
1925 if (exp > op->stats.exp)
1926 exp = op->stats.exp;
1927 if (settings.permanent_exp_ratio)
1928 {
1929 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1930 if (del_exp < 0)
1931 del_exp = 0;
1932 if (exp > del_exp)
1933 exp = del_exp;
1934 }
1935 return exp;
1936 }
1937
1938 sint64
1939 check_exp_adjust (const object *op, sint64 exp)
1940 {
1941 if (exp < 0)
1942 return check_exp_loss (op, exp);
1943 else
1944 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1945 }
1946
1947
1948 /* Subtracts experience from player.
1949 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1950 * only subtract from the matching skill. Otherwise,
1951 * this subtracts a portion from all
1952 * skills the player has. Eg, if we figure the player is losing 10%
1953 * of his total exp, what happens is he loses 10% from all his skills.
1954 * Note that if permanent exp is used, player may not in fact lose
1955 * as much as listed. Eg, if player has gotten reduced to the point
1956 * where everything is at the minimum perm exp, he would lose nothing.
1957 * exp is the amount of exp to subtract - thus, it should be
1958 * a postive number.
1959 */
1960 static void
1961 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1962 {
1963 float fraction = (float) exp / (float) op->stats.exp;
1964 object *tmp;
1965 sint64 del_exp;
1966
1967 for (tmp = op->inv; tmp; tmp = tmp->below)
1968 if (tmp->type == SKILL && tmp->stats.exp)
1969 {
1970 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1971 {
1972 del_exp = check_exp_loss (tmp, exp);
1973 tmp->stats.exp -= del_exp;
1974 player_lvl_adj (op, tmp);
1975 }
1976 else if (flag != SK_SUBTRACT_SKILL_EXP)
1977 {
1978 /* only want to process other skills if we are not trying
1979 * to match a specific skill.
1980 */
1981 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1982 tmp->stats.exp -= del_exp;
1983 player_lvl_adj (op, tmp);
1984 }
1985 }
1986
1987 if (flag != SK_SUBTRACT_SKILL_EXP)
1988 {
1989 del_exp = check_exp_loss (op, exp);
1990 op->stats.exp -= del_exp;
1991 player_lvl_adj (op, NULL);
1992 }
1993 }
1994
1995 /* change_exp() - changes experience to a player/monster. This
1996 * does bounds checking to make sure we don't overflow the max exp.
1997 *
1998 * The exp passed is typically not modified much by this function -
1999 * it is assumed the caller has modified the exp as needed.
2000 * skill_name is the skill that should get the exp added.
2001 * flag is what to do if player doesn't have the skill.
2002 * these last two values are only used for players.
2003 */
2004 void
2005 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
2006 {
2007 #ifdef EXP_DEBUG
2008 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
2009 #endif
2010
2011 /* safety */
2012 if (!op)
2013 {
2014 LOG (llevError, "change_exp() called for null object!\n");
2015 return;
2016 }
2017
2018 /* if no change in exp, just return - most of the below code
2019 * won't do anything if the value is 0 anyways.
2020 */
2021 if (exp == 0)
2022 return;
2023
2024 /* Monsters are easy - we just adjust their exp - we
2025 * don't adjust level, since in most cases it is unrelated to
2026 * the exp they have - the monsters exp represents what its
2027 * worth.
2028 */
2029 if (op->type != PLAYER)
2030 {
2031 /* Sanity check */
2032 if (!QUERY_FLAG (op, FLAG_ALIVE))
2033 return;
2034
2035 /* reset exp to max allowed value. We subtract from
2036 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2037 * more than max exp, just return.
2038 */
2039 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2040 {
2041 exp = MAX_EXPERIENCE - op->stats.exp;
2042 if (exp < 0)
2043 return;
2044 }
2045
2046 op->stats.exp += exp;
2047 }
2048 else
2049 { /* Players only */
2050 if (exp > 0)
2051 add_player_exp (op, exp, skill_name, flag);
2052 else
2053 /* note that when you lose exp, it doesn't go against
2054 * a particular skill, so we don't need to pass that
2055 * along.
2056 */
2057 subtract_player_exp (op, abs (exp), skill_name, flag);
2058 }
2059 }
2060
2061 /* Applies a death penalty experience, the size of this is defined by the
2062 * settings death_penalty_percentage and death_penalty_levels, and by the
2063 * amount of permenent experience, whichever gives the lowest loss.
2064 */
2065 void
2066 apply_death_exp_penalty (object *op)
2067 {
2068 object *tmp;
2069 sint64 loss;
2070 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2071 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2072
2073 for (tmp = op->inv; tmp; tmp = tmp->below)
2074 if (tmp->type == SKILL && tmp->stats.exp)
2075 {
2076
2077 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2078 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2079
2080 /* With the revised exp system, you can get cases where
2081 * losing several levels would still require that you have more
2082 * exp than you currently have - this is true if the levels
2083 * tables is a lot harder.
2084 */
2085 if (level_loss < 0)
2086 level_loss = 0;
2087
2088 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2089
2090 tmp->stats.exp -= loss;
2091 player_lvl_adj (op, tmp);
2092 }
2093
2094 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2095 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2096 if (level_loss < 0)
2097 level_loss = 0;
2098 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2099
2100 op->stats.exp -= loss;
2101 player_lvl_adj (op, NULL);
2102 }
2103
2104 /* This function takes an object (monster/player, op), and
2105 * determines if it makes a basic save throw by looking at the
2106 * save_throw table. level is the effective level to make
2107 * the save at, and bonus is any plus/bonus (typically based on
2108 * resistance to particular attacktype.
2109 * Returns 1 if op makes his save, 0 if he failed
2110 */
2111 int
2112 did_make_save (const object *op, int level, int bonus)
2113 {
2114 if (level > MAX_SAVE_LEVEL)
2115 level = MAX_SAVE_LEVEL;
2116
2117 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2118 return 0;
2119
2120 return 1;
2121 }