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/cvs/deliantra/server/common/living.C
Revision: 1.46
Committed: Tue May 1 05:48:19 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +30 -39 lines
Log Message:
big simplification, still doesn't work, but feels cleaner

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