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/cvs/deliantra/server/common/living.C
Revision: 1.48
Committed: Fri May 11 19:41:05 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +12 -14 lines
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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 - update_stats 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 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
405
406 if (nstat != ostat)
407 {
408 set_attr_value (&op->contr->orig_stats, j, nstat);
409 potion_max = 0;
410 }
411 else if (i)
412 {
413 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1;
415 }
416 }
417
418 /* This section of code ups the characters normal stats also. I am not
419 * sure if this is strictly necessary, being that fix_player probably
420 * recalculates this anyway.
421 */
422 for (j = 0; j < NUM_STATS; j++)
423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
424
425 check_stat_bounds (&op->stats);
426 } /* end of potion handling code */
427 }
428
429 /* reset attributes that fix_player doesn't reset since it doesn't search
430 * everything to set
431 */
432 if (flag == -1)
433 {
434 op->attacktype &= ~tmp->attacktype;
435 op->path_attuned &= ~tmp->path_attuned;
436 op->path_repelled &= ~tmp->path_repelled;
437 op->path_denied &= ~tmp->path_denied;
438 /* Presuming here that creatures only have move_type,
439 * and not the other move_ fields.
440 */
441 op->move_type &= ~tmp->move_type;
442 }
443
444 /* call fix_player since op object could have whatever attribute due
445 * to multiple items. if fix_player always has to be called after
446 * change_ability then might as well call it from here
447 */
448 op->update_stats ();
449
450 /* Fix player won't add the bows ability to the player, so don't
451 * print out message if this is a bow.
452 */
453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 {
455 success = 1;
456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
457 }
458
459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
460 {
461 success = 1;
462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
463 }
464
465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
466 {
467 success = 1;
468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
469 }
470
471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
472 {
473 success = 1;
474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
475 }
476
477 /* movement type has changed. We don't care about cases where
478 * user has multiple items giving the same type appled like we
479 * used to - that is more work than what we gain, plus messages
480 * can be misleading (a little higher could be miscontrued from
481 * from fly high)
482 */
483 if (tmp->move_type && op->move_type != refop.move_type)
484 {
485 success = 1;
486
487 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
488 * status doesn't make a difference if you are flying high
489 */
490 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
491 {
492 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
493 }
494
495 if (tmp->move_type & MOVE_FLY_HIGH)
496 {
497 /* double conditional - second case covers if you have move_fly_low -
498 * in that case, you don't actually land
499 */
500 DIFF_MSG (flag, "You soar into the air air!.",
501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
502 }
503
504 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 }
510
511 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status
513 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 {
517 success = 1;
518 if (flag > 0)
519 {
520 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 }
523 else
524 {
525 op->race = op->arch->clone.race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 }
528 }
529
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 {
532 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 }
535
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
537 {
538 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 }
541
542 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision
544 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND))
546 {
547 success = 1;
548 if (flag > 0)
549 {
550 if (QUERY_FLAG (op, FLAG_WIZ))
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else
553 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND);
556 if (op->type == PLAYER)
557 op->contr->do_los = 1;
558 }
559 }
560 else
561 {
562 if (QUERY_FLAG (op, FLAG_WIZ))
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else
565 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND);
568 if (op->type == PLAYER)
569 op->contr->do_los = 1;
570 }
571 }
572 }
573
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
575 {
576 success = 1;
577 if (op->type == PLAYER)
578 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 }
581
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
583 {
584 success = 1;
585 if (flag > 0)
586 {
587 if (QUERY_FLAG (op, FLAG_WIZ))
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else
590 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER)
593 op->contr->do_los = 1;
594 }
595 }
596 else
597 {
598 if (QUERY_FLAG (op, FLAG_WIZ))
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else
601 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER)
604 op->contr->do_los = 1;
605 }
606 }
607 }
608
609 if (tmp->stats.luck)
610 {
611 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 }
614
615 if (tmp->stats.hp && op->type == PLAYER)
616 {
617 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 }
620
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
622 {
623 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 }
626
627 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER)
629 {
630 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 }
633
634 if (tmp->stats.food && op->type == PLAYER)
635 {
636 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 }
639
640 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++)
642 {
643 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */
645
646 if (op->resist[i] != refop.resist[i])
647 {
648 success = 1;
649 if (op->resist[i] > refop.resist[i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
651 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
653
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 }
656 }
657
658 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++)
661 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 {
664 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 }
667 }
668 }
669
670 return success;
671 }
672
673 /*
674 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8)
676 */
677 void
678 object::drain_stat ()
679 {
680 drain_specific_stat (rndm (NUM_STATS));
681 }
682
683 void
684 object::drain_specific_stat (int deplete_stats)
685 {
686 object *tmp;
687 archetype *at;
688
689 at = archetype::find (ARCH_DEPLETION);
690 if (!at)
691 {
692 LOG (llevError, "Couldn't find archetype depletion.\n");
693 return;
694 }
695 else
696 {
697 tmp = present_arch_in_ob (at, this);
698
699 if (!tmp)
700 {
701 tmp = arch_to_object (at);
702 tmp = insert_ob_in_ob (tmp, this);
703 SET_FLAG (tmp, FLAG_APPLIED);
704 }
705 }
706
707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
708 change_attr_value (&tmp->stats, deplete_stats, -1);
709 update_stats ();
710 }
711
712 /*
713 * A value of 0 indicates timeout, otherwise change the luck of the object.
714 * via an applied bad_luck object.
715 */
716 void
717 object::change_luck (int value)
718 {
719 archetype *at = archetype::find ("luck");
720 if (!at)
721 LOG (llevError, "Couldn't find archetype luck.\n");
722 else
723 {
724 object *tmp = present_arch_in_ob (at, this);
725
726 if (!tmp)
727 {
728 if (!value)
729 return;
730
731 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED);
734 }
735
736 if (value)
737 {
738 /* Limit the luck value of the bad luck object to +/-100. This
739 * (arbitrary) value prevents overflows (both in the bad luck object and
740 * in op itself).
741 */
742 int new_luck = tmp->stats.luck + value;
743
744 if (new_luck >= -100 && new_luck <= 100)
745 {
746 stats.luck += value;
747 tmp->stats.luck = new_luck;
748 }
749 }
750 else
751 {
752 if (!tmp->stats.luck)
753 return;
754
755 /* Randomly change the players luck. Basically, we move it
756 * back neutral (if greater>0, subtract, otherwise add)
757 */
758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
759 {
760 int diff = tmp->stats.luck > 0 ? -1 : 1;
761
762 stats.luck += diff;
763 tmp->stats.luck += diff;
764 }
765 }
766 }
767 }
768
769 /*
770 * Subtracts stat-bonuses given by the class which the player has chosen.
771 */
772 void
773 object::remove_statbonus ()
774 {
775 stats.Str -= arch->clone.stats.Str;
776 stats.Dex -= arch->clone.stats.Dex;
777 stats.Con -= arch->clone.stats.Con;
778 stats.Wis -= arch->clone.stats.Wis;
779 stats.Pow -= arch->clone.stats.Pow;
780 stats.Cha -= arch->clone.stats.Cha;
781 stats.Int -= arch->clone.stats.Int;
782
783 contr->orig_stats.Str -= arch->clone.stats.Str;
784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
785 contr->orig_stats.Con -= arch->clone.stats.Con;
786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
789 contr->orig_stats.Int -= arch->clone.stats.Int;
790 }
791
792 /*
793 * Adds stat-bonuses given by the class which the player has chosen.
794 */
795 void
796 object::add_statbonus ()
797 {
798 stats.Str += arch->clone.stats.Str;
799 stats.Dex += arch->clone.stats.Dex;
800 stats.Con += arch->clone.stats.Con;
801 stats.Wis += arch->clone.stats.Wis;
802 stats.Pow += arch->clone.stats.Pow;
803 stats.Cha += arch->clone.stats.Cha;
804 stats.Int += arch->clone.stats.Int;
805
806 contr->orig_stats.Str += arch->clone.stats.Str;
807 contr->orig_stats.Dex += arch->clone.stats.Dex;
808 contr->orig_stats.Con += arch->clone.stats.Con;
809 contr->orig_stats.Wis += arch->clone.stats.Wis;
810 contr->orig_stats.Pow += arch->clone.stats.Pow;
811 contr->orig_stats.Cha += arch->clone.stats.Cha;
812 contr->orig_stats.Int += arch->clone.stats.Int;
813 }
814
815 /*
816 * Updates all abilities given by applied objects in the inventory
817 * of the given object. Note: This function works for both monsters
818 * and players; the "player" in the name is purely an archaic inheritance.
819 * This functions starts from base values (archetype or player object)
820 * and then adjusts them according to what the player has equipped.
821 *
822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 * spell system split, grace points now added to system --peterm
824 */
825 void
826 object::update_stats ()
827 {
828 int i, j;
829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
830 int weapon_weight = 0, weapon_speed = 0;
831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 float old_speed = speed;
835
836 /* First task is to clear all the values back to their original values */
837 if (type == PLAYER)
838 {
839 for (i = 0; i < NUM_STATS; i++)
840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
841
842 if (settings.spell_encumbrance == TRUE)
843 contr->encumbrance = 0;
844
845 attacktype = 0;
846
847 contr->digestion = 0;
848 contr->gen_hp = 0;
849 contr->gen_sp = 0;
850 contr->gen_grace = 0;
851 contr->gen_sp_armour = 10;
852 contr->item_power = 0;
853 }
854
855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
857
858 slaying = 0;
859
860 if (!QUERY_FLAG (this, FLAG_WIZ))
861 {
862 CLEAR_FLAG (this, FLAG_XRAYS);
863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
864 }
865
866 CLEAR_FLAG (this, FLAG_LIFESAVE);
867 CLEAR_FLAG (this, FLAG_STEALTH);
868 CLEAR_FLAG (this, FLAG_BLIND);
869
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874
875 path_attuned = arch->clone.path_attuned;
876 path_repelled = arch->clone.path_repelled;
877 path_denied = arch->clone.path_denied;
878 glow_radius = arch->clone.glow_radius;
879 move_type = arch->clone.move_type;
880
881 chosen_skill = 0;
882
883 /* initializing resistances from the values in player/monster's
884 * archetype clone
885 */
886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
887
888 for (i = 0; i < NROFATTACKS; i++)
889 {
890 if (resist[i] > 0)
891 prot[i] = resist[i], vuln[i] = 0;
892 else
893 vuln[i] = -(resist[i]), prot[i] = 0;
894
895 potion_resist[i] = 0;
896 }
897
898 wc = arch->clone.stats.wc;
899 stats.dam = arch->clone.stats.dam;
900
901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
902 * plus a small amount of physical resist, those poor suckers. ;)
903 * the fact that maxlevel is factored in could be considered sort of bogus -
904 * we should probably give them some bonus and cap it off - otherwise,
905 * basically, if a server updates its max level, these playes may find
906 * that their protection from physical goes down
907 */
908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 {
910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
912 }
913 else
914 ac = arch->clone.stats.ac;
915
916 stats.luck = arch->clone.stats.luck;
917 speed = arch->clone.speed;
918
919 /* OK - we've reset most all the objects attributes to sane values.
920 * now go through and make adjustments for what the player has equipped.
921 */
922 for (tmp = inv; tmp; tmp = tmp->below)
923 {
924 /* See note in map.c:update_position about making this additive
925 * since light sources are never applied, need to put check here.
926 */
927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
929
930 /* This happens because apply_potion calls change_abil with the potion
931 * applied so we can tell the player what changed. But change_abil
932 * then calls this function.
933 */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
935 continue;
936
937 /* For some things, we don't care what is equipped */
938 if (tmp->type == SKILL)
939 {
940 /* Want to take the highest skill here. */
941 if (IS_MANA_SKILL (tmp->subtype))
942 {
943 if (!mana_obj)
944 mana_obj = tmp;
945 else if (tmp->level > mana_obj->level)
946 mana_obj = tmp;
947 }
948
949 if (IS_GRACE_SKILL (tmp->subtype))
950 {
951 if (!grace_obj)
952 grace_obj = tmp;
953 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp;
955 }
956 }
957
958 /* Container objects are not meant to adjust a players, but other applied
959 * objects need to make adjustments.
960 * This block should handle all player specific changes
961 * The check for Praying is a bit of a hack - god given bonuses are put
962 * in the praying skill, and the player should always get those.
963 * It also means we need to put in additional checks for applied below,
964 * because the skill shouldn't count against body positions being used
965 * up, etc.
966 */
967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
971 && tmp->subtype == SK_PRAYING))
972 {
973 if (type == PLAYER)
974 {
975 if ((tmp->type == WEAPON || tmp->type == BOW)
976 && tmp != current_weapon)
977 continue;
978
979 for (i = 0; i < NUM_STATS; i++)
980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
981
982 /* these are the items that currently can change digestion, regeneration,
983 * spell point recovery and mana point recovery. Seems sort of an arbitary
984 * list, but other items store other info into stats array.
985 */
986 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
987 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
988 (tmp->type == SHIELD) || (tmp->type == RING) ||
989 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
990 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
991 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
992 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
993 (tmp->type == SKILL))
994 {
995 contr->digestion += tmp->stats.food;
996 contr->gen_hp += tmp->stats.hp;
997 contr->gen_sp += tmp->stats.sp;
998 contr->gen_grace += tmp->stats.grace;
999 contr->gen_sp_armour += tmp->gen_sp_armour;
1000 contr->item_power += tmp->item_power;
1001 }
1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1008
1009 /* Update slots used for items */
1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1012 slot[i].used += tmp->slot[i].info;
1013
1014 if (tmp->type == SYMPTOM)
1015 {
1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
1020 }
1021
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken.
1026 */
1027 if (tmp->type != POTION)
1028 {
1029 for (i = 0; i < NROFATTACKS; i++)
1030 {
1031 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero.
1033 */
1034 if (tmp->type == POTION_EFFECT)
1035 {
1036 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1038 else
1039 potion_resist[i] = tmp->resist[i];
1040 }
1041 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1043 else if (tmp->resist[i] < 0)
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 }
1046 }
1047
1048 /* There may be other things that should not adjust the attacktype */
1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1052 attacktype |= tmp->attacktype;
1053 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck;
1058 }
1059
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD);
1070
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1074 invisible = 1;
1075 }
1076
1077 if (tmp->stats.exp && tmp->type != SKILL)
1078 {
1079 if (tmp->stats.exp > 0)
1080 {
1081 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 }
1084 else
1085 added_speed += tmp->stats.exp;
1086 }
1087
1088 switch (tmp->type)
1089 {
1090 #if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097 #endif
1098
1099 /* skills modifying the character -b.t. */
1100 /* for all skills and skill granting objects */
1101 case SKILL:
1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1103 break;
1104
1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1108 if (chosen_skill)
1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1110
1111 chosen_skill = tmp;
1112
1113 if (tmp->stats.dam > 0)
1114 { /* skill is a 'weapon' */
1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1116 weapon_speed = WEAPON_SPEED (tmp);
1117
1118 if (weapon_speed < 0)
1119 weapon_speed = 0;
1120
1121 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1123
1124 if (tmp->magic)
1125 stats.dam += tmp->magic;
1126 }
1127
1128 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic;
1130
1131 if (tmp->slaying)
1132 slaying = tmp->slaying;
1133
1134 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic;
1136
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1139
1140 break;
1141
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break;
1148
1149 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING:
1153 case AMULET:
1154 case GIRDLE:
1155 case HELMET:
1156 case BOOTS:
1157 case GLOVES:
1158 case CLOAK:
1159 if (tmp->stats.wc)
1160 wc -= tmp->stats.wc + tmp->magic;
1161
1162 if (tmp->stats.dam)
1163 stats.dam += tmp->stats.dam + tmp->magic;
1164
1165 if (tmp->stats.ac)
1166 ac -= tmp->stats.ac + tmp->magic;
1167
1168 break;
1169
1170 case BOW:
1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1174 wc -= tmp->stats.wc + tmp->magic;
1175
1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1177 ac -= tmp->stats.ac + tmp->magic;
1178
1179 stats.dam += tmp->stats.dam + tmp->magic;
1180 weapon_weight = tmp->weight;
1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185
1186 slaying = tmp->slaying;
1187
1188 /* If there is desire that two handed weapons should do
1189 * extra strength damage, this is where the code should
1190 * go.
1191 */
1192
1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1197
1198 break;
1199
1200 case ARMOUR: /* Only the best of these three are used: */
1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1202 contr->encumbrance += tmp->weight / 1000;
1203
1204 case BRACERS:
1205 case FORCE:
1206 if (tmp->stats.wc)
1207 {
1208 if (best_wc < tmp->stats.wc + tmp->magic)
1209 {
1210 wc += best_wc;
1211 best_wc = tmp->stats.wc + tmp->magic;
1212 }
1213 else
1214 wc += tmp->stats.wc + tmp->magic;
1215 }
1216
1217 if (tmp->stats.ac)
1218 {
1219 if (best_ac < tmp->stats.ac + tmp->magic)
1220 {
1221 ac += best_ac; /* Remove last bonus */
1222 best_ac = tmp->stats.ac + tmp->magic;
1223 }
1224 else /* To nullify the below effect */
1225 ac += tmp->stats.ac + tmp->magic;
1226 }
1227
1228 if (tmp->stats.wc)
1229 wc -= (tmp->stats.wc + tmp->magic);
1230
1231 if (tmp->stats.ac)
1232 ac -= (tmp->stats.ac + tmp->magic);
1233
1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1235 max = ARMOUR_SPEED (tmp) / 10.f;
1236
1237 break;
1238 } /* switch tmp->type */
1239 } /* item is equipped */
1240 } /* for loop of items */
1241
1242 /* We've gone through all the objects the player has equipped. For many things, we
1243 * have generated intermediate values which we now need to assign.
1244 */
1245
1246 /* 'total resistance = total protections - total vulnerabilities'.
1247 * If there is an uncursed potion in effect, granting more protection
1248 * than that, we take: 'total resistance = resistance from potion'.
1249 * If there is a cursed (and no uncursed) potion in effect, we take
1250 * 'total resistance = vulnerability from cursed potion'.
1251 */
1252 for (i = 0; i < NROFATTACKS; i++)
1253 {
1254 resist[i] = prot[i] - vuln[i];
1255
1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1257 resist[i] = potion_resist[i];
1258 }
1259
1260 /* Figure out the players sp/mana/hp totals. */
1261 if (type == PLAYER)
1262 {
1263 int pl_level;
1264
1265 check_stat_bounds (&(stats));
1266 pl_level = level;
1267
1268 if (pl_level < 1)
1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1270
1271 /* You basically get half a con bonus/level. But we do take into account rounding,
1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1273 */
1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1275 {
1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277
1278 if (i % 2 && con_bonus[stats.Con] % 2)
1279 {
1280 if (con_bonus[stats.Con] > 0)
1281 j++;
1282 else
1283 j--;
1284 }
1285
1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1287 }
1288
1289 for (i = 11; i <= level; i++)
1290 stats.maxhp += 2;
1291
1292 if (stats.hp > stats.maxhp)
1293 stats.hp = stats.maxhp;
1294
1295 /* Sp gain is controlled by the level of the player's
1296 * relevant experience object (mana_obj, see above)
1297 */
1298 /* following happen when skills system is not used */
1299 if (!mana_obj)
1300 mana_obj = this;
1301
1302 if (!grace_obj)
1303 grace_obj = this;
1304
1305 /* set maxsp */
1306 if (!mana_obj || !mana_obj->level || type != PLAYER)
1307 mana_obj = this;
1308
1309 if (mana_obj == this && type == PLAYER)
1310 stats.maxsp = 1;
1311 else
1312 {
1313 sp_tmp = 0.f;
1314
1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1316 {
1317 float stmp;
1318
1319 /* Got some extra bonus at first level */
1320 if (i < 2)
1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1322 else
1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1324
1325 if (stmp < 1.f)
1326 stmp = 1.f;
1327
1328 sp_tmp += stmp;
1329 }
1330
1331 stats.maxsp = (sint16)sp_tmp;
1332
1333 for (i = 11; i <= mana_obj->level; i++)
1334 stats.maxsp += 2;
1335 }
1336 /* Characters can get their sp supercharged via rune of transferrance */
1337 if (stats.sp > stats.maxsp * 2)
1338 stats.sp = stats.maxsp * 2;
1339
1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1341 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342 grace_obj = this;
1343
1344 if (grace_obj == this && type == PLAYER)
1345 stats.maxgrace = 1;
1346 else
1347 {
1348 /* store grace in a float - this way, the divisions below don't create
1349 * big jumps when you go from level to level - with int's, it then
1350 * becomes big jumps when the sums of the bonuses jump to the next
1351 * step of 8 - with floats, even fractional ones are useful.
1352 */
1353 sp_tmp = 0.f;
1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1355 {
1356 float grace_tmp = 0.f;
1357
1358 /* Got some extra bonus at first level */
1359 if (i < 2)
1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1361 else
1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1363
1364 if (grace_tmp < 1.f)
1365 grace_tmp = 1.f;
1366
1367 sp_tmp += grace_tmp;
1368 }
1369
1370 stats.maxgrace = (sint16)sp_tmp;
1371
1372 /* two grace points per level after 11 */
1373 for (i = 11; i <= grace_obj->level; i++)
1374 stats.maxgrace += 2;
1375 }
1376 /* No limit on grace vs maxgrace */
1377
1378 if (contr->braced)
1379 {
1380 ac += 2;
1381 wc += 4;
1382 }
1383 else
1384 ac -= dex_bonus[stats.Dex];
1385
1386 /* In new exp/skills system, wc bonuses are related to
1387 * the players level in a relevant exp object (wc_obj)
1388 * not the general player level -b.t.
1389 * I changed this slightly so that wc bonuses are better
1390 * than before. This is to balance out the fact that
1391 * the player no longer gets a personal weapon w/ 1
1392 * improvement every level, now its fighterlevel/5. So
1393 * we give the player a bonus here in wc and dam
1394 * to make up for the change. Note that I left the
1395 * monster bonus the same as before. -b.t.
1396 */
1397
1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1399 {
1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1402 for (i = 1; i < wc_obj->level; i++)
1403 {
1404 /* addtional wc every 6 levels */
1405 if (!(i % 6))
1406 wc--;
1407
1408 /* addtional dam every 4 levels. */
1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1411 }
1412 }
1413 else
1414 wc -= level + thaco_bonus[stats.Str];
1415
1416 stats.dam += dam_bonus[stats.Str];
1417
1418 if (stats.dam < 1)
1419 stats.dam = 1;
1420
1421 speed = 1.f + speed_bonus[stats.Dex];
1422
1423 if (settings.search_items && contr->search_str[0])
1424 speed -= 1;
1425
1426 if (attacktype == 0)
1427 attacktype = arch->clone.attacktype;
1428
1429 } /* End if player */
1430
1431 if (added_speed >= 0)
1432 speed += added_speed / 10.f;
1433 else /* Something wrong here...: */
1434 speed /= 1.f - added_speed;
1435
1436 /* Max is determined by armour */
1437 if (speed > max)
1438 speed = max;
1439
1440 if (type == PLAYER)
1441 {
1442 /* f is a number the represents the number of kg above (positive num)
1443 * or below (negative number) that the player is carrying. If above
1444 * weight limit, then player suffers a speed reduction based on how
1445 * much above he is, and what is max carry is
1446 */
1447 f = (carrying / 1000) - max_carry[stats.Str];
1448 if (f > 0)
1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1450 }
1451
1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1453
1454 /* Put a lower limit on speed. Note with this speed, you move once every
1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1456 */
1457 speed = speed * speed_reduce_from_disease;
1458
1459 if (speed < 0.01f && type == PLAYER)
1460 speed = 0.01f;
1461
1462 if (type == PLAYER)
1463 {
1464 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically
1466 * all of these could be subbed into one big equation, but
1467 * that would just be a real pain to read.
1468 */
1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 float M2 = max_carry[stats.Str] / 100.f;
1471 float W = weapon_weight / 20000.f;
1472 float s = 2 - weapon_speed / 10.f;
1473 float D = (stats.Dex - 14) / 14.f;
1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475
1476 K *= (4 + level) *1.2f / (6 + level);
1477
1478 if (K <= 0.f)
1479 K = 0.01f;
1480
1481 float S = speed / (K * s);
1482
1483 contr->weapon_sp = S;
1484 }
1485
1486 /* I want to limit the power of small monsters with big weapons: */
1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1488 stats.dam = arch->clone.stats.dam * 3;
1489
1490 /* Prevent overflows of wc - best you can get is ABS(120) - this
1491 * should be more than enough - remember, AC is also in 8 bits,
1492 * so its value is the same.
1493 */
1494 if (wc > 120)
1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1499 stats.wc = wc;
1500
1501 if (ac > 120)
1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1506 stats.ac = ac;
1507
1508 /* if for some reason the creature doesn't have any move type,
1509 * give them walking as a default.
1510 * The second case is a special case - to more closely mimic the
1511 * old behaviour - if your flying, your not walking - just
1512 * one or the other.
1513 */
1514 if (move_type == 0)
1515 move_type = MOVE_WALK;
1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517 move_type &= ~MOVE_WALK;
1518
1519 if (speed != old_speed)
1520 set_speed (speed);
1521
1522 /* It is quite possible that a player's spell costing might have changed,
1523 * so we will check that now.
1524 */
1525 if (type == PLAYER)
1526 {
1527 esrv_update_stats (contr);
1528 esrv_update_spells (contr);
1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1534 }
1535
1536 /*
1537 * Returns true if the given player is a legal class.
1538 * The function to add and remove class-bonuses to the stats doesn't
1539 * check if the stat becomes negative, thus this function
1540 * merely checks that all stats are 1 or more, and returns
1541 * false otherwise.
1542 */
1543 int
1544 allowed_class (const object *op)
1545 {
1546 return op->stats.Dex > 0
1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1552 && op->stats.Cha > 0;
1553 }
1554
1555 /*
1556 * set the new dragon name after gaining levels or
1557 * changing ability focus (later this can be extended to
1558 * eventually change the player's face and animation)
1559 *
1560 * Note that the title is written to 'own_title' in the
1561 * player struct. This should be changed to 'ext_title'
1562 * as soon as clients support this!
1563 * Please, anyone, write support for 'ext_title'.
1564 */
1565 void
1566 set_dragon_name (object *pl, const object *abil, const object *skin)
1567 {
1568 int atnr = -1; /* attacknumber of highest level */
1569 int level = 0; /* highest level */
1570 int i;
1571
1572 /* Perhaps do something more clever? */
1573 if (!abil || !skin)
1574 return;
1575
1576 /* first, look for the highest level */
1577 for (i = 0; i < NROFATTACKS; i++)
1578 {
1579 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1580 {
1581 level = abil->resist[i];
1582 atnr = i;
1583 }
1584 }
1585
1586 /* now if there are equals at highest level, pick the one with focus,
1587 or else at random */
1588 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1589 atnr = abil->stats.exp;
1590
1591 level = (int) (level / 5.);
1592
1593 /* now set the new title */
1594 if (pl->contr != NULL)
1595 {
1596 if (level == 0)
1597 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1598 else if (level == 1)
1599 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1600 else if (level == 2)
1601 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1602 else if (level == 3)
1603 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1604 else
1605 {
1606 /* special titles for extra high resistance! */
1607 if (skin->resist[atnr] > 80)
1608 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609 else if (skin->resist[atnr] > 50)
1610 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1611 else
1612 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1613 }
1614 }
1615
1616 strcpy (pl->contr->own_title, "");
1617 }
1618
1619 /*
1620 * This function is called when a dragon-player gains
1621 * an overall level. Here, the dragon might gain new abilities
1622 * or change the ability-focus.
1623 */
1624 void
1625 dragon_level_gain (object *who)
1626 {
1627 object *abil = NULL; /* pointer to dragon ability force */
1628 object *skin = NULL; /* pointer to dragon skin force */
1629 object *tmp = NULL; /* tmp. object */
1630 char buf[MAX_BUF]; /* tmp. string buffer */
1631
1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1637 if (tmp->type == FORCE)
1638 if (tmp->arch->name == dragon_ability_force)
1639 abil = tmp;
1640 else if (tmp->arch->name == dragon_skin_force)
1641 skin = tmp;
1642
1643 /* if the force is missing -> bail out */
1644 if (abil == NULL)
1645 return;
1646
1647 /* The ability_force keeps track of maximum level ever achieved.
1648 * New abilties can only be gained by surpassing this max level
1649 */
1650 if (who->level > abil->level)
1651 {
1652 /* increase our focused ability */
1653 abil->resist[abil->stats.exp]++;
1654
1655
1656 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1657 {
1658 /* time to hand out a new ability-gift */
1659 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1660 }
1661
1662 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1663 {
1664 /* apply new ability focus */
1665 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1666 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1667
1668 abil->stats.exp = abil->last_eat;
1669 abil->last_eat = 0;
1670 }
1671
1672 abil->level = who->level;
1673 }
1674
1675 /* last but not least, set the new title for the dragon */
1676 set_dragon_name (who, abil, skin);
1677 }
1678
1679 /* Handy function - given the skill name skill_name, we find the skill
1680 * archetype/object, set appropriate values, and insert it into
1681 * the object (op) that is passed.
1682 * We return the skill - this makes it easier for calling functions that
1683 * want to do something with it immediately.
1684 */
1685 object *
1686 give_skill_by_name (object *op, const char *skill_name)
1687 {
1688 object *skill_obj;
1689
1690 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1691 if (!skill_obj)
1692 {
1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1694 return NULL;
1695 }
1696 /* clear the flag - exp goes into this bucket, but player
1697 * still doesn't know it.
1698 */
1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1700 skill_obj->stats.exp = 0;
1701 skill_obj->level = 1;
1702 insert_ob_in_ob (skill_obj, op);
1703
1704 if (op->contr)
1705 {
1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1709 }
1710
1711 return skill_obj;
1712 }
1713
1714
1715 /* player_lvl_adj() - for the new exp system. we are concerned with
1716 * whether the player gets more hp, sp and new levels.
1717 * Note this this function should only be called for players. Monstes
1718 * don't really gain levels
1719 * who is the player, op is what we are checking to gain the level
1720 * (eg, skill)
1721 */
1722 void
1723 player_lvl_adj (object *who, object *op)
1724 {
1725 char buf[MAX_BUF];
1726
1727 if (!op) /* when rolling stats */
1728 op = who;
1729
1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 {
1732 op->level++;
1733
1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1735 dragon_level_gain (who);
1736
1737 /* Only roll these if it is the player (who) that gained the level */
1738 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 {
1740 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1741 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1743 }
1744
1745 who->update_stats ();
1746 if (op->level > 1)
1747 {
1748 if (op->type != PLAYER)
1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1750 else
1751 sprintf (buf, "You are now level %d.", op->level);
1752 if (who)
1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 }
1755 player_lvl_adj (who, op); /* To increase more levels */
1756 }
1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 {
1759 op->level--;
1760 who->update_stats ();
1761 if (op->type != PLAYER)
1762 {
1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 }
1766 player_lvl_adj (who, op); /* To decrease more levels */
1767 }
1768
1769 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr);
1771 esrv_update_spells (who->contr);
1772 }
1773
1774 /*
1775 * Returns how much experience is needed for a player to become
1776 * the given level. level should really never exceed max_level
1777 */
1778
1779 sint64
1780 level_exp (int level, double expmul)
1781 {
1782 if (level > settings.max_level)
1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1785 return (sint64) (expmul * levels[level]);
1786 }
1787
1788 /*
1789 * Ensure that the permanent experience requirements in an exp object are met.
1790 * This really just checks 'op to make sure the perm_exp value is within
1791 * proper range. Note that the checking of what is passed through
1792 * has been reduced. Since there is now a proper field for perm_exp,
1793 * this can now work on a much larger set of objects.
1794 */
1795 void
1796 calc_perm_exp (object *op)
1797 {
1798 int p_exp_min;
1799
1800 /* Ensure that our permanent experience minimum is met.
1801 * permenent_exp_ratio is an integer percentage, we divide by 100
1802 * to get the fraction */
1803 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1804
1805 if (op->perm_exp < p_exp_min)
1806 op->perm_exp = p_exp_min;
1807
1808 /* Cap permanent experience. */
1809 if (op->perm_exp < 0)
1810 op->perm_exp = 0;
1811 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1812 op->perm_exp = MAX_EXPERIENCE;
1813 }
1814
1815 /* Add experience to a player - exp should only be positive.
1816 * Updates permanent exp for the skill we are adding to.
1817 * skill_name is the skill to add exp to. Skill name can be
1818 * NULL, in which case exp increases the players general
1819 * total, but not any particular skill.
1820 * flag is what to do if the player doesn't have the skill:
1821 */
1822 static void
1823 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1824 {
1825 object *skill_obj = NULL;
1826 sint64 limit, exp_to_add;
1827 int i;
1828
1829 /* prevents some forms of abuse. */
1830 if (op->contr->braced)
1831 exp /= 5;
1832
1833 /* Try to find the matching skill.
1834 * We do a shortcut/time saving mechanism first - see if it matches
1835 * chosen_skill. This means we don't need to search through
1836 * the players inventory.
1837 */
1838 if (skill_name)
1839 {
1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1841 skill_obj = op->chosen_skill;
1842 else
1843 {
1844 for (i = 0; i < NUM_SKILLS; i++)
1845 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1846 {
1847 skill_obj = op->contr->last_skill_ob[i];
1848 break;
1849 }
1850
1851 /* Player doesn't have the skill. Check to see what to do, and give
1852 * it to the player if necessary
1853 */
1854 if (!skill_obj)
1855 {
1856 if (flag == SK_EXP_NONE)
1857 return;
1858 else if (flag == SK_EXP_ADD_SKILL)
1859 give_skill_by_name (op, skill_name);
1860 }
1861 }
1862 }
1863
1864 if (flag != SK_EXP_SKILL_ONLY)
1865 {
1866 /* Basically, you can never gain more experience in one shot
1867 * than half what you need to gain for next level.
1868 */
1869 exp_to_add = exp;
1870 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1871 if (exp_to_add > limit)
1872 exp_to_add = limit;
1873
1874 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1875 if (settings.permanent_exp_ratio)
1876 {
1877 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1878 calc_perm_exp (op);
1879 }
1880
1881 player_lvl_adj (op, NULL);
1882 }
1883
1884 if (skill_obj)
1885 {
1886 exp_to_add = exp;
1887 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1888 if (exp_to_add > limit)
1889 exp_to_add = limit;
1890
1891 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1892 if (settings.permanent_exp_ratio)
1893 {
1894 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1895 calc_perm_exp (skill_obj);
1896 }
1897
1898 player_lvl_adj (op, skill_obj);
1899 }
1900 }
1901
1902 /* This function checks to make sure that object 'op' can
1903 * lost 'exp' experience. It returns the amount of exp
1904 * object 'op' can in fact lose - it basically makes
1905 * adjustments based on permanent exp and the like.
1906 * This function should always be used for losing experience -
1907 * the 'exp' value passed should be positive - this is the
1908 * amount that should get subtract from the player.
1909 */
1910 sint64
1911 check_exp_loss (const object *op, sint64 exp)
1912 {
1913 sint64 del_exp;
1914
1915 if (exp > op->stats.exp)
1916 exp = op->stats.exp;
1917 if (settings.permanent_exp_ratio)
1918 {
1919 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1920 if (del_exp < 0)
1921 del_exp = 0;
1922 if (exp > del_exp)
1923 exp = del_exp;
1924 }
1925 return exp;
1926 }
1927
1928 sint64
1929 check_exp_adjust (const object *op, sint64 exp)
1930 {
1931 if (exp < 0)
1932 return check_exp_loss (op, exp);
1933 else
1934 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1935 }
1936
1937
1938 /* Subtracts experience from player.
1939 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1940 * only subtract from the matching skill. Otherwise,
1941 * this subtracts a portion from all
1942 * skills the player has. Eg, if we figure the player is losing 10%
1943 * of his total exp, what happens is he loses 10% from all his skills.
1944 * Note that if permanent exp is used, player may not in fact lose
1945 * as much as listed. Eg, if player has gotten reduced to the point
1946 * where everything is at the minimum perm exp, he would lose nothing.
1947 * exp is the amount of exp to subtract - thus, it should be
1948 * a postive number.
1949 */
1950 static void
1951 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1952 {
1953 float fraction = (float) exp / (float) op->stats.exp;
1954 object *tmp;
1955 sint64 del_exp;
1956
1957 for (tmp = op->inv; tmp; tmp = tmp->below)
1958 if (tmp->type == SKILL && tmp->stats.exp)
1959 {
1960 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1961 {
1962 del_exp = check_exp_loss (tmp, exp);
1963 tmp->stats.exp -= del_exp;
1964 player_lvl_adj (op, tmp);
1965 }
1966 else if (flag != SK_SUBTRACT_SKILL_EXP)
1967 {
1968 /* only want to process other skills if we are not trying
1969 * to match a specific skill.
1970 */
1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1972 tmp->stats.exp -= del_exp;
1973 player_lvl_adj (op, tmp);
1974 }
1975 }
1976
1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1978 {
1979 del_exp = check_exp_loss (op, exp);
1980 op->stats.exp -= del_exp;
1981 player_lvl_adj (op, NULL);
1982 }
1983 }
1984
1985 /* change_exp() - changes experience to a player/monster. This
1986 * does bounds checking to make sure we don't overflow the max exp.
1987 *
1988 * The exp passed is typically not modified much by this function -
1989 * it is assumed the caller has modified the exp as needed.
1990 * skill_name is the skill that should get the exp added.
1991 * flag is what to do if player doesn't have the skill.
1992 * these last two values are only used for players.
1993 */
1994 void
1995 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1996 {
1997 #ifdef EXP_DEBUG
1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1999 #endif
2000
2001 /* safety */
2002 if (!op)
2003 {
2004 LOG (llevError, "change_exp() called for null object!\n");
2005 return;
2006 }
2007
2008 /* if no change in exp, just return - most of the below code
2009 * won't do anything if the value is 0 anyways.
2010 */
2011 if (exp == 0)
2012 return;
2013
2014 /* Monsters are easy - we just adjust their exp - we
2015 * don't adjust level, since in most cases it is unrelated to
2016 * the exp they have - the monsters exp represents what its
2017 * worth.
2018 */
2019 if (op->type != PLAYER)
2020 {
2021 /* Sanity check */
2022 if (!QUERY_FLAG (op, FLAG_ALIVE))
2023 return;
2024
2025 /* reset exp to max allowed value. We subtract from
2026 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2027 * more than max exp, just return.
2028 */
2029 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2030 {
2031 exp = MAX_EXPERIENCE - op->stats.exp;
2032 if (exp < 0)
2033 return;
2034 }
2035
2036 op->stats.exp += exp;
2037 }
2038 else
2039 { /* Players only */
2040 if (exp > 0)
2041 add_player_exp (op, exp, skill_name, flag);
2042 else
2043 /* note that when you lose exp, it doesn't go against
2044 * a particular skill, so we don't need to pass that
2045 * along.
2046 */
2047 subtract_player_exp (op, abs (exp), skill_name, flag);
2048 }
2049 }
2050
2051 /* Applies a death penalty experience, the size of this is defined by the
2052 * settings death_penalty_percentage and death_penalty_levels, and by the
2053 * amount of permenent experience, whichever gives the lowest loss.
2054 */
2055 void
2056 apply_death_exp_penalty (object *op)
2057 {
2058 object *tmp;
2059 sint64 loss;
2060 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2061 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2062
2063 for (tmp = op->inv; tmp; tmp = tmp->below)
2064 if (tmp->type == SKILL && tmp->stats.exp)
2065 {
2066
2067 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2069
2070 /* With the revised exp system, you can get cases where
2071 * losing several levels would still require that you have more
2072 * exp than you currently have - this is true if the levels
2073 * tables is a lot harder.
2074 */
2075 if (level_loss < 0)
2076 level_loss = 0;
2077
2078 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2079
2080 tmp->stats.exp -= loss;
2081 player_lvl_adj (op, tmp);
2082 }
2083
2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2086 if (level_loss < 0)
2087 level_loss = 0;
2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2089
2090 op->stats.exp -= loss;
2091 player_lvl_adj (op, NULL);
2092 }
2093
2094 /* This function takes an object (monster/player, op), and
2095 * determines if it makes a basic save throw by looking at the
2096 * save_throw table. level is the effective level to make
2097 * the save at, and bonus is any plus/bonus (typically based on
2098 * resistance to particular attacktype.
2099 * Returns 1 if op makes his save, 0 if he failed
2100 */
2101 int
2102 did_make_save (const object *op, int level, int bonus)
2103 {
2104 if (level > MAX_SAVE_LEVEL)
2105 level = MAX_SAVE_LEVEL;
2106
2107 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2108 return 0;
2109
2110 return 1;
2111 }