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/cvs/deliantra/server/common/living.C
Revision: 1.50
Committed: Sat May 12 18:14:47 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +45 -92 lines
Log Message:
- unrelated change, replace get_attr_value/set_attr_value by a nicer to use
  stat member function. should really replace the struct values by an array.

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 * Like set_attr_value(), but instead the value (which can be negative)
239 * is added to the specified stat.
240 */
241 void
242 change_attr_value (living *stats, int attr, sint8 value)
243 {
244 stats->stat (attr) += value;
245 }
246
247 sint8 &
248 living::stat (int index)
249 {
250 switch (index)
251 {
252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264 }
265
266 sint8
267 living::stat (int index) const
268 {
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283 }
284
285 /*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit.
288 */
289 void
290 check_stat_bounds (living *stats)
291 {
292 for (int i = 0; i < NUM_STATS; i++)
293 {
294 sint8 &v = stats->stat (i);
295 v = clamp (v, MIN_STAT, MAX_STAT);
296 }
297 }
298
299 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
300
301 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
302 * make this macro to clean those up. Not usuable outside change_abil
303 * function since some of the values passed to new_draw_info are hardcoded.
304 */
305 #define DIFF_MSG(flag, msg1, msg2) \
306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
307
308 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309
310 /* flag is set to 1 if we are applying the object, -1 if we are removing
311 * the object.
312 * It is the calling functions responsibilty to check to see if the object
313 * can be applied or not.
314 * The main purpose of calling this function is the messages that are
315 * displayed - update_stats should really always be called after this when
316 * removing an object - that is because it is impossible to know if some object
317 * is the only source of an attacktype or spell attunement, so this function
318 * will clear the bits, but the player may still have some other object
319 * that gives them that ability.
320 */
321 int
322 change_abil (object *op, object *tmp)
323 {
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
325 char message[MAX_BUF];
326 int potion_max = 0;
327
328 /* remember what object was like before it was changed. note that
329 * refop is a local copy of op only to be used for detecting changes
330 * found by update_stats. refop is not a real object
331 */
332 object_copy refop = *op;
333
334 if (op->type == PLAYER)
335 {
336 if (tmp->type == POTION)
337 {
338 potion_max = 1;
339 for (j = 0; j < NUM_STATS; j++)
340 {
341 int nstat, ostat;
342
343 ostat = op->contr->orig_stats.stat (j);
344 i = tmp->stats.stat (j);
345
346 /* nstat is what the stat will be after use of the potion */
347 nstat = flag * i + ostat;
348
349 /* Do some bounds checking. While I don't think any
350 * potions do so right now, there is the potential for potions
351 * that adjust that stat by more than one point, so we need
352 * to allow for that.
353 */
354 if (nstat < 1 && i * flag < 0)
355 nstat = 1;
356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
357 nstat = 20 + op->arch->clone.stats.stat (j);
358
359 if (nstat != ostat)
360 {
361 op->contr->orig_stats.stat (j) = nstat;
362 potion_max = 0;
363 }
364 else if (i)
365 {
366 /* potion is useless - player has already hit the natural maximum */
367 potion_max = 1;
368 }
369 }
370
371 /* This section of code ups the characters normal stats also. I am not
372 * sure if this is strictly necessary, being that fix_player probably
373 * recalculates this anyway.
374 */
375 for (j = 0; j < NUM_STATS; j++)
376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377
378 check_stat_bounds (&op->stats);
379 } /* end of potion handling code */
380 }
381
382 /* reset attributes that fix_player doesn't reset since it doesn't search
383 * everything to set
384 */
385 if (flag == -1)
386 {
387 op->attacktype &= ~tmp->attacktype;
388 op->path_attuned &= ~tmp->path_attuned;
389 op->path_repelled &= ~tmp->path_repelled;
390 op->path_denied &= ~tmp->path_denied;
391 /* Presuming here that creatures only have move_type,
392 * and not the other move_ fields.
393 */
394 op->move_type &= ~tmp->move_type;
395 }
396
397 /* call fix_player since op object could have whatever attribute due
398 * to multiple items. if fix_player always has to be called after
399 * change_ability then might as well call it from here
400 */
401 op->update_stats ();
402
403 /* Fix player won't add the bows ability to the player, so don't
404 * print out message if this is a bow.
405 */
406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
407 {
408 success = 1;
409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
410 }
411
412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
413 {
414 success = 1;
415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
416 }
417
418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
419 {
420 success = 1;
421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
422 }
423
424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
425 {
426 success = 1;
427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
428 }
429
430 /* movement type has changed. We don't care about cases where
431 * user has multiple items giving the same type appled like we
432 * used to - that is more work than what we gain, plus messages
433 * can be misleading (a little higher could be miscontrued from
434 * from fly high)
435 */
436 if (tmp->move_type && op->move_type != refop.move_type)
437 {
438 success = 1;
439
440 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
441 * status doesn't make a difference if you are flying high
442 */
443 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
444 {
445 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
446 }
447
448 if (tmp->move_type & MOVE_FLY_HIGH)
449 {
450 /* double conditional - second case covers if you have move_fly_low -
451 * in that case, you don't actually land
452 */
453 DIFF_MSG (flag, "You soar into the air air!.",
454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
455 }
456
457 if (tmp->move_type & MOVE_SWIM)
458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
459
460 /* Changing move status may mean you are affected by things you weren't before */
461 check_move_on (op, op);
462 }
463
464 /* becoming UNDEAD... a special treatment for this flag. Only those not
465 * originally undead may change their status
466 */
467 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
468 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
469 {
470 success = 1;
471 if (flag > 0)
472 {
473 op->race = "undead";
474 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
475 }
476 else
477 {
478 op->race = op->arch->clone.race;
479 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
480 }
481 }
482
483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
484 {
485 success = 1;
486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
487 }
488
489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
490 {
491 success = 1;
492 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
493 }
494
495 /* blinded you can tell if more blinded since blinded player has minimal
496 * vision
497 */
498 if (QUERY_FLAG (tmp, FLAG_BLIND))
499 {
500 success = 1;
501 if (flag > 0)
502 {
503 if (QUERY_FLAG (op, FLAG_WIZ))
504 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
505 else
506 {
507 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
508 SET_FLAG (op, FLAG_BLIND);
509 if (op->type == PLAYER)
510 op->contr->do_los = 1;
511 }
512 }
513 else
514 {
515 if (QUERY_FLAG (op, FLAG_WIZ))
516 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
517 else
518 {
519 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
520 CLEAR_FLAG (op, FLAG_BLIND);
521 if (op->type == PLAYER)
522 op->contr->do_los = 1;
523 }
524 }
525 }
526
527 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
528 {
529 success = 1;
530 if (op->type == PLAYER)
531 op->contr->do_los = 1;
532 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
533 }
534
535 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
536 {
537 success = 1;
538 if (flag > 0)
539 {
540 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else
543 {
544 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if (op->type == PLAYER)
546 op->contr->do_los = 1;
547 }
548 }
549 else
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
556 if (op->type == PLAYER)
557 op->contr->do_los = 1;
558 }
559 }
560 }
561
562 if (tmp->stats.luck)
563 {
564 success = 1;
565 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
566 }
567
568 if (tmp->stats.hp && op->type == PLAYER)
569 {
570 success = 1;
571 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
572 }
573
574 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
575 {
576 success = 1;
577 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
578 }
579
580 /* for the future when artifacts set this -b.t. */
581 if (tmp->stats.grace && op->type == PLAYER)
582 {
583 success = 1;
584 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
585 }
586
587 if (tmp->stats.food && op->type == PLAYER)
588 {
589 success = 1;
590 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
591 }
592
593 /* Messages for changed resistance */
594 for (i = 0; i < NROFATTACKS; i++)
595 {
596 if (i == ATNR_PHYSICAL)
597 continue; /* Don't display about armour */
598
599 if (op->resist[i] != refop.resist[i])
600 {
601 success = 1;
602 if (op->resist[i] > refop.resist[i])
603 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
604 else
605 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
606
607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
608 }
609 }
610
611 if (!potion_max)
612 {
613 for (j = 0; j < NUM_STATS; j++)
614 {
615 if ((i = tmp->stats.stat (j)))
616 {
617 success = 1;
618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
619 }
620 }
621 }
622
623 return success;
624 }
625
626 /*
627 * Stat draining by Vick 930307
628 * (Feeling evil, I made it work as well now. -Frank 8)
629 */
630 void
631 object::drain_stat ()
632 {
633 drain_specific_stat (rndm (NUM_STATS));
634 }
635
636 void
637 object::drain_specific_stat (int deplete_stats)
638 {
639 object *tmp;
640 archetype *at;
641
642 at = archetype::find (ARCH_DEPLETION);
643 if (!at)
644 {
645 LOG (llevError, "Couldn't find archetype depletion.\n");
646 return;
647 }
648 else
649 {
650 tmp = present_arch_in_ob (at, this);
651
652 if (!tmp)
653 {
654 tmp = arch_to_object (at);
655 tmp = insert_ob_in_ob (tmp, this);
656 SET_FLAG (tmp, FLAG_APPLIED);
657 }
658 }
659
660 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
661 change_attr_value (&tmp->stats, deplete_stats, -1);
662 update_stats ();
663 }
664
665 /*
666 * A value of 0 indicates timeout, otherwise change the luck of the object.
667 * via an applied bad_luck object.
668 */
669 void
670 object::change_luck (int value)
671 {
672 archetype *at = archetype::find ("luck");
673 if (!at)
674 LOG (llevError, "Couldn't find archetype luck.\n");
675 else
676 {
677 object *tmp = present_arch_in_ob (at, this);
678
679 if (!tmp)
680 {
681 if (!value)
682 return;
683
684 tmp = arch_to_object (at);
685 tmp = insert_ob_in_ob (tmp, this);
686 SET_FLAG (tmp, FLAG_APPLIED);
687 }
688
689 if (value)
690 {
691 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself).
694 */
695 int new_luck = tmp->stats.luck + value;
696
697 if (new_luck >= -100 && new_luck <= 100)
698 {
699 stats.luck += value;
700 tmp->stats.luck = new_luck;
701 }
702 }
703 else
704 {
705 if (!tmp->stats.luck)
706 return;
707
708 /* Randomly change the players luck. Basically, we move it
709 * back neutral (if greater>0, subtract, otherwise add)
710 */
711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
712 {
713 int diff = tmp->stats.luck > 0 ? -1 : 1;
714
715 stats.luck += diff;
716 tmp->stats.luck += diff;
717 }
718 }
719 }
720 }
721
722 /*
723 * Subtracts stat-bonuses given by the class which the player has chosen.
724 */
725 void
726 object::remove_statbonus ()
727 {
728 stats.Str -= arch->clone.stats.Str;
729 stats.Dex -= arch->clone.stats.Dex;
730 stats.Con -= arch->clone.stats.Con;
731 stats.Wis -= arch->clone.stats.Wis;
732 stats.Pow -= arch->clone.stats.Pow;
733 stats.Cha -= arch->clone.stats.Cha;
734 stats.Int -= arch->clone.stats.Int;
735
736 contr->orig_stats.Str -= arch->clone.stats.Str;
737 contr->orig_stats.Dex -= arch->clone.stats.Dex;
738 contr->orig_stats.Con -= arch->clone.stats.Con;
739 contr->orig_stats.Wis -= arch->clone.stats.Wis;
740 contr->orig_stats.Pow -= arch->clone.stats.Pow;
741 contr->orig_stats.Cha -= arch->clone.stats.Cha;
742 contr->orig_stats.Int -= arch->clone.stats.Int;
743 }
744
745 /*
746 * Adds stat-bonuses given by the class which the player has chosen.
747 */
748 void
749 object::add_statbonus ()
750 {
751 stats.Str += arch->clone.stats.Str;
752 stats.Dex += arch->clone.stats.Dex;
753 stats.Con += arch->clone.stats.Con;
754 stats.Wis += arch->clone.stats.Wis;
755 stats.Pow += arch->clone.stats.Pow;
756 stats.Cha += arch->clone.stats.Cha;
757 stats.Int += arch->clone.stats.Int;
758
759 contr->orig_stats.Str += arch->clone.stats.Str;
760 contr->orig_stats.Dex += arch->clone.stats.Dex;
761 contr->orig_stats.Con += arch->clone.stats.Con;
762 contr->orig_stats.Wis += arch->clone.stats.Wis;
763 contr->orig_stats.Pow += arch->clone.stats.Pow;
764 contr->orig_stats.Cha += arch->clone.stats.Cha;
765 contr->orig_stats.Int += arch->clone.stats.Int;
766 }
767
768 /*
769 * Updates all abilities given by applied objects in the inventory
770 * of the given object. Note: This function works for both monsters
771 * and players; the "player" in the name is purely an archaic inheritance.
772 * This functions starts from base values (archetype or player object)
773 * and then adjusts them according to what the player has equipped.
774 *
775 * July 95 - inserted stuff to handle new skills/exp system - b.t.
776 * spell system split, grace points now added to system --peterm
777 */
778 void
779 object::update_stats ()
780 {
781 int i, j;
782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
783 int weapon_weight = 0, weapon_speed = 0;
784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
787 float old_speed = speed;
788
789 /* First task is to clear all the values back to their original values */
790 if (type == PLAYER)
791 {
792 for (i = 0; i < NUM_STATS; i++)
793 stats.stat (i) = contr->orig_stats.stat (i);
794
795 if (settings.spell_encumbrance == TRUE)
796 contr->encumbrance = 0;
797
798 attacktype = 0;
799
800 contr->digestion = 0;
801 contr->gen_hp = 0;
802 contr->gen_sp = 0;
803 contr->gen_grace = 0;
804 contr->gen_sp_armour = 10;
805 contr->item_power = 0;
806 }
807
808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
810
811 slaying = 0;
812
813 if (!QUERY_FLAG (this, FLAG_WIZ))
814 {
815 CLEAR_FLAG (this, FLAG_XRAYS);
816 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
817 }
818
819 CLEAR_FLAG (this, FLAG_LIFESAVE);
820 CLEAR_FLAG (this, FLAG_STEALTH);
821 CLEAR_FLAG (this, FLAG_BLIND);
822
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827
828 path_attuned = arch->clone.path_attuned;
829 path_repelled = arch->clone.path_repelled;
830 path_denied = arch->clone.path_denied;
831 glow_radius = arch->clone.glow_radius;
832 move_type = arch->clone.move_type;
833
834 chosen_skill = 0;
835
836 /* initializing resistances from the values in player/monster's
837 * archetype clone
838 */
839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
840
841 for (i = 0; i < NROFATTACKS; i++)
842 {
843 if (resist[i] > 0)
844 prot[i] = resist[i], vuln[i] = 0;
845 else
846 vuln[i] = -(resist[i]), prot[i] = 0;
847
848 potion_resist[i] = 0;
849 }
850
851 wc = arch->clone.stats.wc;
852 stats.dam = arch->clone.stats.dam;
853
854 /* for players which cannot use armour, they gain AC -1 per 3 levels,
855 * plus a small amount of physical resist, those poor suckers. ;)
856 * the fact that maxlevel is factored in could be considered sort of bogus -
857 * we should probably give them some bonus and cap it off - otherwise,
858 * basically, if a server updates its max level, these playes may find
859 * that their protection from physical goes down
860 */
861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
862 {
863 ac = MAX (-10, arch->clone.stats.ac - level / 3);
864 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
865 }
866 else
867 ac = arch->clone.stats.ac;
868
869 stats.luck = arch->clone.stats.luck;
870 speed = arch->clone.speed;
871
872 /* OK - we've reset most all the objects attributes to sane values.
873 * now go through and make adjustments for what the player has equipped.
874 */
875 for (tmp = inv; tmp; tmp = tmp->below)
876 {
877 /* See note in map.c:update_position about making this additive
878 * since light sources are never applied, need to put check here.
879 */
880 if (tmp->glow_radius > glow_radius)
881 glow_radius = tmp->glow_radius;
882
883 /* This happens because apply_potion calls change_abil with the potion
884 * applied so we can tell the player what changed. But change_abil
885 * then calls this function.
886 */
887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
888 continue;
889
890 /* For some things, we don't care what is equipped */
891 if (tmp->type == SKILL)
892 {
893 /* Want to take the highest skill here. */
894 if (IS_MANA_SKILL (tmp->subtype))
895 {
896 if (!mana_obj)
897 mana_obj = tmp;
898 else if (tmp->level > mana_obj->level)
899 mana_obj = tmp;
900 }
901
902 if (IS_GRACE_SKILL (tmp->subtype))
903 {
904 if (!grace_obj)
905 grace_obj = tmp;
906 else if (tmp->level > grace_obj->level)
907 grace_obj = tmp;
908 }
909 }
910
911 /* Container objects are not meant to adjust a players, but other applied
912 * objects need to make adjustments.
913 * This block should handle all player specific changes
914 * The check for Praying is a bit of a hack - god given bonuses are put
915 * in the praying skill, and the player should always get those.
916 * It also means we need to put in additional checks for applied below,
917 * because the skill shouldn't count against body positions being used
918 * up, etc.
919 */
920 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON)
923 || (tmp->type == SKILL
924 && tmp->subtype == SK_PRAYING))
925 {
926 if (type == PLAYER)
927 {
928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
930 continue;
931
932 for (i = 0; i < NUM_STATS; i++)
933 change_attr_value (&stats, i, tmp->stats.stat (i));
934
935 /* these are the items that currently can change digestion, regeneration,
936 * spell point recovery and mana point recovery. Seems sort of an arbitary
937 * list, but other items store other info into stats array.
938 */
939 if (tmp->type == WEAPON || tmp->type == BOW ||
940 tmp->type == ARMOUR || tmp->type == HELMET ||
941 tmp->type == SHIELD || tmp->type == RING ||
942 tmp->type == BOOTS || tmp->type == GLOVES ||
943 tmp->type == AMULET || tmp->type == GIRDLE ||
944 tmp->type == BRACERS || tmp->type == CLOAK ||
945 tmp->type == DISEASE || tmp->type == FORCE ||
946 tmp->type == SKILL)
947 {
948 contr->digestion += tmp->stats.food;
949 contr->gen_hp += tmp->stats.hp;
950 contr->gen_sp += tmp->stats.sp;
951 contr->gen_grace += tmp->stats.grace;
952 contr->gen_sp_armour += tmp->gen_sp_armour;
953 contr->item_power += tmp->item_power;
954 }
955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
961
962 /* Update slots used for items */
963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
965 slot[i].used += tmp->slot[i].info;
966
967 if (tmp->type == SYMPTOM)
968 {
969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
971 if (speed_reduce_from_disease == 0)
972 speed_reduce_from_disease = 1;
973 }
974
975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
976 * (Negative protections are calculated exactly like positive.)
977 * Resistance from potions are treated special as well. If there's
978 * more than one potion-effect, the bigger prot.-value is taken.
979 */
980 if (tmp->type != POTION)
981 {
982 for (i = 0; i < NROFATTACKS; i++)
983 {
984 /* Potential for cursed potions, in which case we just can use
985 * a straight MAX, as potion_resist is initialised to zero.
986 */
987 if (tmp->type == POTION_EFFECT)
988 {
989 if (potion_resist[i])
990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
991 else
992 potion_resist[i] = tmp->resist[i];
993 }
994 else if (tmp->resist[i] > 0)
995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
996 else if (tmp->resist[i] < 0)
997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
998 }
999 }
1000
1001 /* There may be other things that should not adjust the attacktype */
1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1005 attacktype |= tmp->attacktype;
1006 path_attuned |= tmp->path_attuned;
1007 path_repelled |= tmp->path_repelled;
1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1010 stats.luck += tmp->stats.luck;
1011 }
1012
1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1017 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1018 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1019 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1020
1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1022 SET_FLAG (this, FLAG_UNDEAD);
1023
1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1025 {
1026 SET_FLAG (this, FLAG_MAKE_INVIS);
1027 invisible = 1;
1028 }
1029
1030 if (tmp->stats.exp && tmp->type != SKILL)
1031 {
1032 if (tmp->stats.exp > 0)
1033 {
1034 added_speed += tmp->stats.exp / 3.f;
1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1036 }
1037 else
1038 added_speed += tmp->stats.exp;
1039 }
1040
1041 switch (tmp->type)
1042 {
1043 #if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050 #endif
1051
1052 /* skills modifying the character -b.t. */
1053 /* for all skills and skill granting objects */
1054 case SKILL:
1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1056 break;
1057
1058 if (IS_COMBAT_SKILL (tmp->subtype))
1059 wc_obj = tmp;
1060
1061 if (chosen_skill)
1062 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1063
1064 chosen_skill = tmp;
1065
1066 if (tmp->stats.dam > 0)
1067 { /* skill is a 'weapon' */
1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1069 weapon_speed = WEAPON_SPEED (tmp);
1070
1071 if (weapon_speed < 0)
1072 weapon_speed = 0;
1073
1074 weapon_weight = tmp->weight;
1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1076
1077 if (tmp->magic)
1078 stats.dam += tmp->magic;
1079 }
1080
1081 if (tmp->stats.wc)
1082 wc -= tmp->stats.wc + tmp->magic;
1083
1084 if (tmp->slaying)
1085 slaying = tmp->slaying;
1086
1087 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic;
1089
1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1092
1093 break;
1094
1095 case SKILL_TOOL:
1096 if (chosen_skill)
1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1098
1099 chosen_skill = tmp;
1100 break;
1101
1102 case SHIELD:
1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1104 contr->encumbrance += (int) tmp->weight / 2000;
1105 case RING:
1106 case AMULET:
1107 case GIRDLE:
1108 case HELMET:
1109 case BOOTS:
1110 case GLOVES:
1111 case CLOAK:
1112 if (tmp->stats.wc)
1113 wc -= tmp->stats.wc + tmp->magic;
1114
1115 if (tmp->stats.dam)
1116 stats.dam += tmp->stats.dam + tmp->magic;
1117
1118 if (tmp->stats.ac)
1119 ac -= tmp->stats.ac + tmp->magic;
1120
1121 break;
1122
1123 case BOW:
1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1127 wc -= tmp->stats.wc + tmp->magic;
1128
1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1130 ac -= tmp->stats.ac + tmp->magic;
1131
1132 stats.dam += tmp->stats.dam + tmp->magic;
1133 weapon_weight = tmp->weight;
1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1135
1136 if (weapon_speed < 0)
1137 weapon_speed = 0;
1138
1139 slaying = tmp->slaying;
1140
1141 /* If there is desire that two handed weapons should do
1142 * extra strength damage, this is where the code should
1143 * go.
1144 */
1145
1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1150
1151 break;
1152
1153 case ARMOUR: /* Only the best of these three are used: */
1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 contr->encumbrance += tmp->weight / 1000;
1156
1157 case BRACERS:
1158 case FORCE:
1159 if (tmp->stats.wc)
1160 {
1161 if (best_wc < tmp->stats.wc + tmp->magic)
1162 {
1163 wc += best_wc;
1164 best_wc = tmp->stats.wc + tmp->magic;
1165 }
1166 else
1167 wc += tmp->stats.wc + tmp->magic;
1168 }
1169
1170 if (tmp->stats.ac)
1171 {
1172 if (best_ac < tmp->stats.ac + tmp->magic)
1173 {
1174 ac += best_ac; /* Remove last bonus */
1175 best_ac = tmp->stats.ac + tmp->magic;
1176 }
1177 else /* To nullify the below effect */
1178 ac += tmp->stats.ac + tmp->magic;
1179 }
1180
1181 if (tmp->stats.wc)
1182 wc -= (tmp->stats.wc + tmp->magic);
1183
1184 if (tmp->stats.ac)
1185 ac -= (tmp->stats.ac + tmp->magic);
1186
1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1188 max = ARMOUR_SPEED (tmp) / 10.f;
1189
1190 break;
1191 } /* switch tmp->type */
1192 } /* item is equipped */
1193 } /* for loop of items */
1194
1195 /* We've gone through all the objects the player has equipped. For many things, we
1196 * have generated intermediate values which we now need to assign.
1197 */
1198
1199 /* 'total resistance = total protections - total vulnerabilities'.
1200 * If there is an uncursed potion in effect, granting more protection
1201 * than that, we take: 'total resistance = resistance from potion'.
1202 * If there is a cursed (and no uncursed) potion in effect, we take
1203 * 'total resistance = vulnerability from cursed potion'.
1204 */
1205 for (i = 0; i < NROFATTACKS; i++)
1206 {
1207 resist[i] = prot[i] - vuln[i];
1208
1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1210 resist[i] = potion_resist[i];
1211 }
1212
1213 /* Figure out the players sp/mana/hp totals. */
1214 if (type == PLAYER)
1215 {
1216 int pl_level;
1217
1218 check_stat_bounds (&(stats));
1219 pl_level = level;
1220
1221 if (pl_level < 1)
1222 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1223
1224 /* You basically get half a con bonus/level. But we do take into account rounding,
1225 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1226 */
1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1228 {
1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230
1231 if (i % 2 && con_bonus[stats.Con] % 2)
1232 {
1233 if (con_bonus[stats.Con] > 0)
1234 j++;
1235 else
1236 j--;
1237 }
1238
1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1240 }
1241
1242 for (i = 11; i <= level; i++)
1243 stats.maxhp += 2;
1244
1245 if (stats.hp > stats.maxhp)
1246 stats.hp = stats.maxhp;
1247
1248 /* Sp gain is controlled by the level of the player's
1249 * relevant experience object (mana_obj, see above)
1250 */
1251 /* following happen when skills system is not used */
1252 if (!mana_obj)
1253 mana_obj = this;
1254
1255 if (!grace_obj)
1256 grace_obj = this;
1257
1258 /* set maxsp */
1259 if (!mana_obj || !mana_obj->level || type != PLAYER)
1260 mana_obj = this;
1261
1262 if (mana_obj == this && type == PLAYER)
1263 stats.maxsp = 1;
1264 else
1265 {
1266 sp_tmp = 0.f;
1267
1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1269 {
1270 float stmp;
1271
1272 /* Got some extra bonus at first level */
1273 if (i < 2)
1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1275 else
1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1277
1278 if (stmp < 1.f)
1279 stmp = 1.f;
1280
1281 sp_tmp += stmp;
1282 }
1283
1284 stats.maxsp = (sint16)sp_tmp;
1285
1286 for (i = 11; i <= mana_obj->level; i++)
1287 stats.maxsp += 2;
1288 }
1289 /* Characters can get their sp supercharged via rune of transferrance */
1290 if (stats.sp > stats.maxsp * 2)
1291 stats.sp = stats.maxsp * 2;
1292
1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1294 if (!grace_obj || !grace_obj->level || type != PLAYER)
1295 grace_obj = this;
1296
1297 if (grace_obj == this && type == PLAYER)
1298 stats.maxgrace = 1;
1299 else
1300 {
1301 /* store grace in a float - this way, the divisions below don't create
1302 * big jumps when you go from level to level - with int's, it then
1303 * becomes big jumps when the sums of the bonuses jump to the next
1304 * step of 8 - with floats, even fractional ones are useful.
1305 */
1306 sp_tmp = 0.f;
1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1308 {
1309 float grace_tmp = 0.f;
1310
1311 /* Got some extra bonus at first level */
1312 if (i < 2)
1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1314 else
1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1316
1317 if (grace_tmp < 1.f)
1318 grace_tmp = 1.f;
1319
1320 sp_tmp += grace_tmp;
1321 }
1322
1323 stats.maxgrace = (sint16)sp_tmp;
1324
1325 /* two grace points per level after 11 */
1326 for (i = 11; i <= grace_obj->level; i++)
1327 stats.maxgrace += 2;
1328 }
1329 /* No limit on grace vs maxgrace */
1330
1331 if (contr->braced)
1332 {
1333 ac += 2;
1334 wc += 4;
1335 }
1336 else
1337 ac -= dex_bonus[stats.Dex];
1338
1339 /* In new exp/skills system, wc bonuses are related to
1340 * the players level in a relevant exp object (wc_obj)
1341 * not the general player level -b.t.
1342 * I changed this slightly so that wc bonuses are better
1343 * than before. This is to balance out the fact that
1344 * the player no longer gets a personal weapon w/ 1
1345 * improvement every level, now its fighterlevel/5. So
1346 * we give the player a bonus here in wc and dam
1347 * to make up for the change. Note that I left the
1348 * monster bonus the same as before. -b.t.
1349 */
1350
1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1352 {
1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1355 for (i = 1; i < wc_obj->level; i++)
1356 {
1357 /* addtional wc every 6 levels */
1358 if (!(i % 6))
1359 wc--;
1360
1361 /* addtional dam every 4 levels. */
1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1364 }
1365 }
1366 else
1367 wc -= level + thaco_bonus[stats.Str];
1368
1369 stats.dam += dam_bonus[stats.Str];
1370
1371 if (stats.dam < 1)
1372 stats.dam = 1;
1373
1374 speed = 1.f + speed_bonus[stats.Dex];
1375
1376 if (settings.search_items && contr->search_str[0])
1377 speed -= 1;
1378
1379 if (attacktype == 0)
1380 attacktype = arch->clone.attacktype;
1381
1382 } /* End if player */
1383
1384 if (added_speed >= 0)
1385 speed += added_speed / 10.f;
1386 else /* Something wrong here...: */
1387 speed /= 1.f - added_speed;
1388
1389 /* Max is determined by armour */
1390 if (speed > max)
1391 speed = max;
1392
1393 if (type == PLAYER)
1394 {
1395 /* f is a number the represents the number of kg above (positive num)
1396 * or below (negative number) that the player is carrying. If above
1397 * weight limit, then player suffers a speed reduction based on how
1398 * much above he is, and what is max carry is
1399 */
1400 f = (carrying / 1000) - max_carry[stats.Str];
1401 if (f > 0)
1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1403 }
1404
1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1406
1407 /* Put a lower limit on speed. Note with this speed, you move once every
1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1409 */
1410 speed = speed * speed_reduce_from_disease;
1411
1412 if (speed < 0.01f && type == PLAYER)
1413 speed = 0.01f;
1414
1415 if (type == PLAYER)
1416 {
1417 /* (This formula was made by vidarl@ifi.uio.no)
1418 * Note that we never used these values again - basically
1419 * all of these could be subbed into one big equation, but
1420 * that would just be a real pain to read.
1421 */
1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1423 float M2 = max_carry[stats.Str] / 100.f;
1424 float W = weapon_weight / 20000.f;
1425 float s = 2 - weapon_speed / 10.f;
1426 float D = (stats.Dex - 14) / 14.f;
1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428
1429 K *= (4 + level) *1.2f / (6 + level);
1430
1431 if (K <= 0.f)
1432 K = 0.01f;
1433
1434 float S = speed / (K * s);
1435
1436 contr->weapon_sp = S;
1437 }
1438
1439 /* I want to limit the power of small monsters with big weapons: */
1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1441 stats.dam = arch->clone.stats.dam * 3;
1442
1443 /* Prevent overflows of wc - best you can get is ABS(120) - this
1444 * should be more than enough - remember, AC is also in 8 bits,
1445 * so its value is the same.
1446 */
1447 if (wc > 120)
1448 wc = 120;
1449 else if (wc < -120)
1450 wc = -120;
1451
1452 stats.wc = wc;
1453
1454 if (ac > 120)
1455 ac = 120;
1456 else if (ac < -120)
1457 ac = -120;
1458
1459 stats.ac = ac;
1460
1461 /* if for some reason the creature doesn't have any move type,
1462 * give them walking as a default.
1463 * The second case is a special case - to more closely mimic the
1464 * old behaviour - if your flying, your not walking - just
1465 * one or the other.
1466 */
1467 if (move_type == 0)
1468 move_type = MOVE_WALK;
1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1470 move_type &= ~MOVE_WALK;
1471
1472 if (speed != old_speed)
1473 set_speed (speed);
1474
1475 /* It is quite possible that a player's spell costing might have changed,
1476 * so we will check that now.
1477 */
1478 if (type == PLAYER)
1479 {
1480 esrv_update_stats (contr);
1481 esrv_update_spells (contr);
1482 }
1483
1484 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0;
1487 }
1488
1489 /*
1490 * Returns true if the given player is a legal class.
1491 * The function to add and remove class-bonuses to the stats doesn't
1492 * check if the stat becomes negative, thus this function
1493 * merely checks that all stats are 1 or more, and returns
1494 * false otherwise.
1495 */
1496 int
1497 allowed_class (const object *op)
1498 {
1499 return op->stats.Dex > 0
1500 && op->stats.Str > 0
1501 && op->stats.Con > 0
1502 && op->stats.Int > 0
1503 && op->stats.Wis > 0
1504 && op->stats.Pow > 0
1505 && op->stats.Cha > 0;
1506 }
1507
1508 /*
1509 * set the new dragon name after gaining levels or
1510 * changing ability focus (later this can be extended to
1511 * eventually change the player's face and animation)
1512 *
1513 * Note that the title is written to 'own_title' in the
1514 * player struct. This should be changed to 'ext_title'
1515 * as soon as clients support this!
1516 * Please, anyone, write support for 'ext_title'.
1517 */
1518 void
1519 set_dragon_name (object *pl, const object *abil, const object *skin)
1520 {
1521 int atnr = -1; /* attacknumber of highest level */
1522 int level = 0; /* highest level */
1523 int i;
1524
1525 /* Perhaps do something more clever? */
1526 if (!abil || !skin)
1527 return;
1528
1529 /* first, look for the highest level */
1530 for (i = 0; i < NROFATTACKS; i++)
1531 {
1532 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1533 {
1534 level = abil->resist[i];
1535 atnr = i;
1536 }
1537 }
1538
1539 /* now if there are equals at highest level, pick the one with focus,
1540 or else at random */
1541 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1542 atnr = abil->stats.exp;
1543
1544 level = (int) (level / 5.);
1545
1546 /* now set the new title */
1547 if (pl->contr != NULL)
1548 {
1549 if (level == 0)
1550 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1551 else if (level == 1)
1552 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1553 else if (level == 2)
1554 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1555 else if (level == 3)
1556 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1557 else
1558 {
1559 /* special titles for extra high resistance! */
1560 if (skin->resist[atnr] > 80)
1561 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1562 else if (skin->resist[atnr] > 50)
1563 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1564 else
1565 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1566 }
1567 }
1568
1569 strcpy (pl->contr->own_title, "");
1570 }
1571
1572 /*
1573 * This function is called when a dragon-player gains
1574 * an overall level. Here, the dragon might gain new abilities
1575 * or change the ability-focus.
1576 */
1577 void
1578 dragon_level_gain (object *who)
1579 {
1580 object *abil = NULL; /* pointer to dragon ability force */
1581 object *skin = NULL; /* pointer to dragon skin force */
1582 object *tmp = NULL; /* tmp. object */
1583 char buf[MAX_BUF]; /* tmp. string buffer */
1584
1585 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1590 if (tmp->type == FORCE)
1591 if (tmp->arch->name == dragon_ability_force)
1592 abil = tmp;
1593 else if (tmp->arch->name == dragon_skin_force)
1594 skin = tmp;
1595
1596 /* if the force is missing -> bail out */
1597 if (abil == NULL)
1598 return;
1599
1600 /* The ability_force keeps track of maximum level ever achieved.
1601 * New abilties can only be gained by surpassing this max level
1602 */
1603 if (who->level > abil->level)
1604 {
1605 /* increase our focused ability */
1606 abil->resist[abil->stats.exp]++;
1607
1608
1609 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1610 {
1611 /* time to hand out a new ability-gift */
1612 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1613 }
1614
1615 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1616 {
1617 /* apply new ability focus */
1618 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1619 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1620
1621 abil->stats.exp = abil->last_eat;
1622 abil->last_eat = 0;
1623 }
1624
1625 abil->level = who->level;
1626 }
1627
1628 /* last but not least, set the new title for the dragon */
1629 set_dragon_name (who, abil, skin);
1630 }
1631
1632 /* Handy function - given the skill name skill_name, we find the skill
1633 * archetype/object, set appropriate values, and insert it into
1634 * the object (op) that is passed.
1635 * We return the skill - this makes it easier for calling functions that
1636 * want to do something with it immediately.
1637 */
1638 object *
1639 give_skill_by_name (object *op, const char *skill_name)
1640 {
1641 object *skill_obj;
1642
1643 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1644 if (!skill_obj)
1645 {
1646 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1647 return NULL;
1648 }
1649 /* clear the flag - exp goes into this bucket, but player
1650 * still doesn't know it.
1651 */
1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1653 skill_obj->stats.exp = 0;
1654 skill_obj->level = 1;
1655 insert_ob_in_ob (skill_obj, op);
1656
1657 if (op->contr)
1658 {
1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1662 }
1663
1664 return skill_obj;
1665 }
1666
1667
1668 /* player_lvl_adj() - for the new exp system. we are concerned with
1669 * whether the player gets more hp, sp and new levels.
1670 * Note this this function should only be called for players. Monstes
1671 * don't really gain levels
1672 * who is the player, op is what we are checking to gain the level
1673 * (eg, skill)
1674 */
1675 void
1676 player_lvl_adj (object *who, object *op)
1677 {
1678 char buf[MAX_BUF];
1679
1680 if (!op) /* when rolling stats */
1681 op = who;
1682
1683 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1684 {
1685 op->level++;
1686
1687 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1688 dragon_level_gain (who);
1689
1690 /* Only roll these if it is the player (who) that gained the level */
1691 if (op == who && (who->level < 11) && who->type == PLAYER)
1692 {
1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1694 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1695 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1696 }
1697
1698 who->update_stats ();
1699 if (op->level > 1)
1700 {
1701 if (op->type != PLAYER)
1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1703 else
1704 sprintf (buf, "You are now level %d.", op->level);
1705 if (who)
1706 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1707 }
1708 player_lvl_adj (who, op); /* To increase more levels */
1709 }
1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1711 {
1712 op->level--;
1713 who->update_stats ();
1714 if (op->type != PLAYER)
1715 {
1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 }
1719 player_lvl_adj (who, op); /* To decrease more levels */
1720 }
1721
1722 /* check if the spell data has changed */
1723 esrv_update_stats (who->contr);
1724 esrv_update_spells (who->contr);
1725 }
1726
1727 /*
1728 * Returns how much experience is needed for a player to become
1729 * the given level. level should really never exceed max_level
1730 */
1731
1732 sint64
1733 level_exp (int level, double expmul)
1734 {
1735 if (level > settings.max_level)
1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1738 return (sint64) (expmul * levels[level]);
1739 }
1740
1741 /*
1742 * Ensure that the permanent experience requirements in an exp object are met.
1743 * This really just checks 'op to make sure the perm_exp value is within
1744 * proper range. Note that the checking of what is passed through
1745 * has been reduced. Since there is now a proper field for perm_exp,
1746 * this can now work on a much larger set of objects.
1747 */
1748 void
1749 calc_perm_exp (object *op)
1750 {
1751 int p_exp_min;
1752
1753 /* Ensure that our permanent experience minimum is met.
1754 * permenent_exp_ratio is an integer percentage, we divide by 100
1755 * to get the fraction */
1756 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1757
1758 if (op->perm_exp < p_exp_min)
1759 op->perm_exp = p_exp_min;
1760
1761 /* Cap permanent experience. */
1762 if (op->perm_exp < 0)
1763 op->perm_exp = 0;
1764 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1765 op->perm_exp = MAX_EXPERIENCE;
1766 }
1767
1768 /* Add experience to a player - exp should only be positive.
1769 * Updates permanent exp for the skill we are adding to.
1770 * skill_name is the skill to add exp to. Skill name can be
1771 * NULL, in which case exp increases the players general
1772 * total, but not any particular skill.
1773 * flag is what to do if the player doesn't have the skill:
1774 */
1775 static void
1776 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1777 {
1778 object *skill_obj = NULL;
1779 sint64 limit, exp_to_add;
1780 int i;
1781
1782 /* prevents some forms of abuse. */
1783 if (op->contr->braced)
1784 exp /= 5;
1785
1786 /* Try to find the matching skill.
1787 * We do a shortcut/time saving mechanism first - see if it matches
1788 * chosen_skill. This means we don't need to search through
1789 * the players inventory.
1790 */
1791 if (skill_name)
1792 {
1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1794 skill_obj = op->chosen_skill;
1795 else
1796 {
1797 for (i = 0; i < NUM_SKILLS; i++)
1798 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1799 {
1800 skill_obj = op->contr->last_skill_ob[i];
1801 break;
1802 }
1803
1804 /* Player doesn't have the skill. Check to see what to do, and give
1805 * it to the player if necessary
1806 */
1807 if (!skill_obj)
1808 {
1809 if (flag == SK_EXP_NONE)
1810 return;
1811 else if (flag == SK_EXP_ADD_SKILL)
1812 give_skill_by_name (op, skill_name);
1813 }
1814 }
1815 }
1816
1817 if (flag != SK_EXP_SKILL_ONLY)
1818 {
1819 /* Basically, you can never gain more experience in one shot
1820 * than half what you need to gain for next level.
1821 */
1822 exp_to_add = exp;
1823 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1824 if (exp_to_add > limit)
1825 exp_to_add = limit;
1826
1827 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1828 if (settings.permanent_exp_ratio)
1829 {
1830 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1831 calc_perm_exp (op);
1832 }
1833
1834 player_lvl_adj (op, NULL);
1835 }
1836
1837 if (skill_obj)
1838 {
1839 exp_to_add = exp;
1840 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1841 if (exp_to_add > limit)
1842 exp_to_add = limit;
1843
1844 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1845 if (settings.permanent_exp_ratio)
1846 {
1847 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1848 calc_perm_exp (skill_obj);
1849 }
1850
1851 player_lvl_adj (op, skill_obj);
1852 }
1853 }
1854
1855 /* This function checks to make sure that object 'op' can
1856 * lost 'exp' experience. It returns the amount of exp
1857 * object 'op' can in fact lose - it basically makes
1858 * adjustments based on permanent exp and the like.
1859 * This function should always be used for losing experience -
1860 * the 'exp' value passed should be positive - this is the
1861 * amount that should get subtract from the player.
1862 */
1863 sint64
1864 check_exp_loss (const object *op, sint64 exp)
1865 {
1866 sint64 del_exp;
1867
1868 if (exp > op->stats.exp)
1869 exp = op->stats.exp;
1870 if (settings.permanent_exp_ratio)
1871 {
1872 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1873 if (del_exp < 0)
1874 del_exp = 0;
1875 if (exp > del_exp)
1876 exp = del_exp;
1877 }
1878 return exp;
1879 }
1880
1881 sint64
1882 check_exp_adjust (const object *op, sint64 exp)
1883 {
1884 if (exp < 0)
1885 return check_exp_loss (op, exp);
1886 else
1887 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1888 }
1889
1890
1891 /* Subtracts experience from player.
1892 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1893 * only subtract from the matching skill. Otherwise,
1894 * this subtracts a portion from all
1895 * skills the player has. Eg, if we figure the player is losing 10%
1896 * of his total exp, what happens is he loses 10% from all his skills.
1897 * Note that if permanent exp is used, player may not in fact lose
1898 * as much as listed. Eg, if player has gotten reduced to the point
1899 * where everything is at the minimum perm exp, he would lose nothing.
1900 * exp is the amount of exp to subtract - thus, it should be
1901 * a postive number.
1902 */
1903 static void
1904 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1905 {
1906 float fraction = (float) exp / (float) op->stats.exp;
1907 object *tmp;
1908 sint64 del_exp;
1909
1910 for (tmp = op->inv; tmp; tmp = tmp->below)
1911 if (tmp->type == SKILL && tmp->stats.exp)
1912 {
1913 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1914 {
1915 del_exp = check_exp_loss (tmp, exp);
1916 tmp->stats.exp -= del_exp;
1917 player_lvl_adj (op, tmp);
1918 }
1919 else if (flag != SK_SUBTRACT_SKILL_EXP)
1920 {
1921 /* only want to process other skills if we are not trying
1922 * to match a specific skill.
1923 */
1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1925 tmp->stats.exp -= del_exp;
1926 player_lvl_adj (op, tmp);
1927 }
1928 }
1929
1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1931 {
1932 del_exp = check_exp_loss (op, exp);
1933 op->stats.exp -= del_exp;
1934 player_lvl_adj (op, NULL);
1935 }
1936 }
1937
1938 /* change_exp() - changes experience to a player/monster. This
1939 * does bounds checking to make sure we don't overflow the max exp.
1940 *
1941 * The exp passed is typically not modified much by this function -
1942 * it is assumed the caller has modified the exp as needed.
1943 * skill_name is the skill that should get the exp added.
1944 * flag is what to do if player doesn't have the skill.
1945 * these last two values are only used for players.
1946 */
1947 void
1948 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1949 {
1950 #ifdef EXP_DEBUG
1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1952 #endif
1953
1954 /* safety */
1955 if (!op)
1956 {
1957 LOG (llevError, "change_exp() called for null object!\n");
1958 return;
1959 }
1960
1961 /* if no change in exp, just return - most of the below code
1962 * won't do anything if the value is 0 anyways.
1963 */
1964 if (exp == 0)
1965 return;
1966
1967 /* Monsters are easy - we just adjust their exp - we
1968 * don't adjust level, since in most cases it is unrelated to
1969 * the exp they have - the monsters exp represents what its
1970 * worth.
1971 */
1972 if (op->type != PLAYER)
1973 {
1974 /* Sanity check */
1975 if (!QUERY_FLAG (op, FLAG_ALIVE))
1976 return;
1977
1978 /* reset exp to max allowed value. We subtract from
1979 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1980 * more than max exp, just return.
1981 */
1982 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1983 {
1984 exp = MAX_EXPERIENCE - op->stats.exp;
1985 if (exp < 0)
1986 return;
1987 }
1988
1989 op->stats.exp += exp;
1990 }
1991 else
1992 { /* Players only */
1993 if (exp > 0)
1994 add_player_exp (op, exp, skill_name, flag);
1995 else
1996 /* note that when you lose exp, it doesn't go against
1997 * a particular skill, so we don't need to pass that
1998 * along.
1999 */
2000 subtract_player_exp (op, abs (exp), skill_name, flag);
2001 }
2002 }
2003
2004 /* Applies a death penalty experience, the size of this is defined by the
2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2006 * amount of permenent experience, whichever gives the lowest loss.
2007 */
2008 void
2009 apply_death_exp_penalty (object *op)
2010 {
2011 object *tmp;
2012 sint64 loss;
2013 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2014 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2015
2016 for (tmp = op->inv; tmp; tmp = tmp->below)
2017 if (tmp->type == SKILL && tmp->stats.exp)
2018 {
2019
2020 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2021 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2022
2023 /* With the revised exp system, you can get cases where
2024 * losing several levels would still require that you have more
2025 * exp than you currently have - this is true if the levels
2026 * tables is a lot harder.
2027 */
2028 if (level_loss < 0)
2029 level_loss = 0;
2030
2031 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2032
2033 tmp->stats.exp -= loss;
2034 player_lvl_adj (op, tmp);
2035 }
2036
2037 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2038 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2039 if (level_loss < 0)
2040 level_loss = 0;
2041 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2042
2043 op->stats.exp -= loss;
2044 player_lvl_adj (op, NULL);
2045 }
2046
2047 /* This function takes an object (monster/player, op), and
2048 * determines if it makes a basic save throw by looking at the
2049 * save_throw table. level is the effective level to make
2050 * the save at, and bonus is any plus/bonus (typically based on
2051 * resistance to particular attacktype.
2052 * Returns 1 if op makes his save, 0 if he failed
2053 */
2054 int
2055 did_make_save (const object *op, int level, int bonus)
2056 {
2057 if (level > MAX_SAVE_LEVEL)
2058 level = MAX_SAVE_LEVEL;
2059
2060 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2061 return 0;
2062
2063 return 1;
2064 }