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/cvs/deliantra/server/common/living.C
Revision: 1.47
Committed: Mon May 7 03:05:57 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +3 -2 lines
Log Message:
- add two new slots for shields and combat weapons
- make slots into bitfields, they are not too speed-critical and this
  saves 16 bytes in the object structure.
- add accessors to body lcoation names etc. to perl
- use those in the body command

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