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/cvs/deliantra/server/common/living.C
Revision: 1.8
Committed: Sat Sep 9 22:09:19 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +2 -3 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.7 2006-09-09 21:48:28 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <funcpoint.h>
31
32 /* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */
36 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37
38 static const int con_bonus[MAX_STAT + 1]={
39 -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,
40 22,25,30,40,50
41 };
42
43 /* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t.
46 */
47 static const int sp_bonus[MAX_STAT + 1]={
48 -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,
49 30,40,50,70,100
50 };
51
52 static const int grace_bonus[MAX_STAT +1] = {
53 -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,
54 30,40,50,70,100
55 };
56
57 /* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
60 * would only get 5 gp when you sell.) Let query_cost do the calculations
61 * on how to really do this. Buy keeping it this simple number, it is
62 * much easier to know how things will be influenced. A value of '1' means
63 * buying and selling is both the same value - any value less than or equal
64 * to 1 should not be used.
65 * At least as of now, the only place that uses this code is query_cost,
66 * in server/shop.c. This bonus is split evenly between buying and selling
67 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
68 * at .667
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff
71 */
72
73 const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80 };
81
82 const int dex_bonus[MAX_STAT + 1]={
83 -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
84 };
85
86 /* speed_bonus uses dex as its stat */
87 const float speed_bonus[MAX_STAT + 1]={
88 -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,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0
91 };
92
93 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength.
95 */
96 const int dam_bonus[MAX_STAT + 1]={
97 -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
98 };
99
100 const int thaco_bonus[MAX_STAT + 1]={
101 -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
102 };
103
104 /* Max you can carry before you start getting extra speed penalties */
105 const int max_carry[MAX_STAT + 1]={
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277,
107 301,326,352,400,450,500,600,1000
108 };
109
110 /* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace.
115 */
116
117 const uint32 weight_limit[MAX_STAT+ 1] = {
118 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/
120 600000,700000,800000,900000,1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */
125 };
126
127 const int learn_spell[MAX_STAT + 1]={
128 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,
129 100,100,100,100,100,100
130 };
131
132 const int cleric_chance[MAX_STAT + 1]={
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0
134 };
135
136 const int turn_bonus[MAX_STAT + 1]={
137 -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
138 };
139
140 const int fear_bonus[MAX_STAT + 1]={
141 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
142 };
143
144 /*
145 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp()
147 */
148
149 #define MAX_EXPERIENCE levels[settings.max_level]
150
151 /* because exp_obj sum to make the total score,
152 * we cannot allow that sum to exceed the maximum
153 * amount of experience a player can gain. Thus
154 * we define MAX_EXP_IN_OBJ. It is important to try
155 * to make the value of MAX_EXP_CAT close to the
156 * actual number of experience objects in the game,
157 * otherwise the maximum level in any experience
158 * category could be quite low. To help the situation
159 * out a little I added 10 more levels, and jacked
160 * up the last level experience value. Its out of
161 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed.
163 * -b.t.
164 */
165
166 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167
168 #ifndef WIN32
169 extern uint64 *levels;
170 #else
171 extern sint64 *levels;
172 #endif
173
174 #define MAX_SAVE_LEVEL 110
175 /* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead.
180 */
181 static const int savethrow[MAX_SAVE_LEVEL+1]={
182 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189 };
190
191 const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "",
196 "life stealing"
197 };
198
199 static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!",
201 "You're feeling clumsy!",
202 "You feel less healthy",
203 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207 };
208 const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.",
210 "You feel your agility return.",
211 "You feel your health return.",
212 "You feel your wisdom return.",
213 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216 };
217 const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.",
219 "You feel more agile.",
220 "You feel healthy.",
221 "You feel wiser.",
222 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225 };
226 const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!",
228 "You feel clumsy!",
229 "You feel less healthy!",
230 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!"
234 };
235
236 const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power"
238 };
239
240 const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow"
242 };
243
244 /*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249 void
250 set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274 }
275
276 /*
277 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat.
279 */
280
281 void
282 change_attr_value(living *stats,int attr,sint8 value) {
283 if (value==0) return;
284 switch(attr) {
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309 }
310
311 /*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315 sint8
316 get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334 }
335
336 /*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit.
339 */
340
341 void check_stat_bounds(living *stats) {
342 int i,v;
343 for(i=0;i<NUM_STATS;i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT);
346 else if(v<MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT);
348 }
349
350 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351
352 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded.
355 */
356 #define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358
359 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
360 /* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object.
362 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not.
364 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object
369 * that gives them that ability.
370 */
371 int change_abil(object *op, object *tmp) {
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0;
373 char message[MAX_BUF];
374 int potion_max=0;
375
376 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object
379 */
380 object_pod refop = *op;
381
382 if(op->type==PLAYER) {
383 if (tmp->type==POTION) {
384 potion_max=1;
385 for(j=0;j<NUM_STATS;j++) {
386 int nstat, ostat;
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j);
389 i = get_attr_value(&(tmp->stats),j);
390
391 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat;
393
394 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need
397 * to allow for that.
398 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) {
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j);
402 }
403 if (nstat != ostat) {
404 set_attr_value(&(op->contr->orig_stats), j, nstat);
405 potion_max=0;
406 }
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1;
410 }
411 }
412 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway.
415 */
416 for(j=0;j<NUM_STATS;j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j));
418 check_stat_bounds(&(op->stats));
419 } /* end of potion handling code */
420 }
421
422 /* reset attributes that fix_player doesn't reset since it doesn't search
423 * everything to set
424 */
425 if(flag == -1) {
426 op->attacktype&=~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied;
430 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields.
432 */
433 op->move_type &= ~tmp->move_type;
434 }
435
436 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after
438 * change_ability then might as well call it from here
439 */
440 fix_player(op);
441
442 /* Fix player won't add the bows ability to the player, so don't
443 * print out message if this is a bow.
444 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) {
446 success=1;
447 DIFF_MSG(flag, "Your hands begin to glow red.",
448 "Your hands stop glowing red.");
449 }
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
451 success=1;
452 DIFF_MSG(flag, "You feel very protected.",
453 "You don't feel protected anymore.");
454 }
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
456 success=1;
457 DIFF_MSG(flag, "A magic force shimmers around you.",
458 "The magic force fades away.");
459 }
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
461 success=1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.",
463 "Suddenly you feel less safe, somehow.");
464 }
465 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from
469 * from fly high)
470 */
471 if (tmp->move_type && op->move_type != refop.move_type) {
472 success=1;
473
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high
476 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground.");
479 }
480
481 if (tmp->move_type & MOVE_FLY_HIGH) {
482 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land
484 */
485 DIFF_MSG(flag, "You soar into the air air!.",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air":
487 "You float down to the ground."));
488 }
489 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming");
491
492 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op);
494 }
495
496 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status
498 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) {
501 success=1;
502 if(flag>0) {
503 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!");
505 } else {
506 op->race = op->arch->clone.race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!");
508 }
509 }
510
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){
512 success=1;
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded.");
527 else {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded.");
529 SET_FLAG(op,FLAG_BLIND);
530 if(op->type==PLAYER)
531 op->contr->do_los=1;
532 }
533 } else {
534 if(QUERY_FLAG(op,FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
536 else {
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
538 CLEAR_FLAG(op,FLAG_BLIND);
539 if(op->type==PLAYER)
540 op->contr->do_los=1;
541 }
542 }
543 }
544
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
557 else {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
559 if(op->type==PLAYER)
560 op->contr->do_los=1;
561 }
562 } else {
563 if(QUERY_FLAG(op,FLAG_WIZ))
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
565 else {
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
567 if(op->type==PLAYER)
568 op->contr->do_los=1;
569 }
570 }
571 }
572
573 if(tmp->stats.luck) {
574 success=1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 }
577
578 if(tmp->stats.hp && op->type==PLAYER) {
579 success=1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
581 "You feel much less healthy!");
582 }
583
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
587 "You suddenly feel very mundane.");
588 }
589
590 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) {
592 success=1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
594 "You suddenly feel less holy.");
595 }
596
597 if(tmp->stats.food && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
600 "You feel your digestion speeding up.");
601 }
602
603 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) {
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606
607 if (op->resist[i] != refop.resist[i]) {
608 success=1;
609 if (op->resist[i] > refop.resist[i])
610 sprintf(message, "Your resistance to %s rises to %d%%.",
611 change_resist_msg[i], op->resist[i]);
612 else
613 sprintf(message, "Your resistance to %s drops to %d%%.",
614 change_resist_msg[i], op->resist[i]);
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
617 }
618 }
619
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
625 }
626 }
627 }
628 return success;
629 }
630
631 /*
632 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8)
634 */
635
636 void drain_stat(object *op) {
637 drain_specific_stat(op, RANDOM()%NUM_STATS);
638 }
639
640 void drain_specific_stat(object *op, int deplete_stats) {
641 object *tmp;
642 archetype *at;
643
644 at = find_archetype(ARCH_DEPLETION);
645 if (!at) {
646 LOG(llevError, "Couldn't find archetype depletion.\n");
647 return;
648 } else {
649 tmp = present_arch_in_ob(at, op);
650 if (!tmp) {
651 tmp = arch_to_object(at);
652 tmp = insert_ob_in_ob(tmp, op);
653 SET_FLAG(tmp,FLAG_APPLIED);
654 }
655 }
656
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1);
659 fix_player(op);
660 }
661
662 /*
663 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object.
665 */
666
667 void change_luck(object *op, int value) {
668 object *tmp;
669 archetype *at;
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n");
675 else {
676 tmp = present_arch_in_ob(at, op);
677 if (!tmp) {
678 if (!value)
679 return;
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself).
688 */
689 new_luck = tmp->stats.luck+value;
690 if (new_luck >= -100 && new_luck <= 100) {
691 op->stats.luck+=value;
692 tmp->stats.luck = new_luck;
693 }
694 } else {
695 if (!tmp->stats.luck) {
696 return;
697 }
698 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add)
700 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) {
702 int diff = tmp->stats.luck>0?-1:1;
703 op->stats.luck += diff;
704 tmp->stats.luck += diff;
705 }
706 }
707 }
708 }
709
710 /*
711 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */
713
714 void remove_statbonus(object *op) {
715 op->stats.Str -= op->arch->clone.stats.Str;
716 op->stats.Dex -= op->arch->clone.stats.Dex;
717 op->stats.Con -= op->arch->clone.stats.Con;
718 op->stats.Wis -= op->arch->clone.stats.Wis;
719 op->stats.Pow -= op->arch->clone.stats.Pow;
720 op->stats.Cha -= op->arch->clone.stats.Cha;
721 op->stats.Int -= op->arch->clone.stats.Int;
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
729 }
730
731 /*
732 * Adds stat-bonuses given by the class which the player has chosen.
733 */
734
735 void add_statbonus(object *op) {
736 op->stats.Str += op->arch->clone.stats.Str;
737 op->stats.Dex += op->arch->clone.stats.Dex;
738 op->stats.Con += op->arch->clone.stats.Con;
739 op->stats.Wis += op->arch->clone.stats.Wis;
740 op->stats.Pow += op->arch->clone.stats.Pow;
741 op->stats.Cha += op->arch->clone.stats.Cha;
742 op->stats.Int += op->arch->clone.stats.Int;
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
750 }
751
752 /*
753 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped.
758 */
759 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm
761 */
762
763 void fix_player(object *op) {
764 int i,j;
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1;
766 int weapon_weight=0,weapon_speed=0;
767 int best_wc=0, best_ac=0, wc=0, ac=0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp;
770
771 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) {
773 for(i=0;i<NUM_STATS;i++) {
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i));
775 }
776 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0;
778
779 op->attacktype=0;
780 op->contr->digestion = 0;
781 op->contr->gen_hp = 0;
782 op->contr->gen_sp = 0;
783 op->contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10;
785 op->contr->item_power = 0;
786
787 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped.
791 */
792 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL;
795 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797
798 op->slaying = 0;
799
800 if(!QUERY_FLAG(op,FLAG_WIZ)) {
801 CLEAR_FLAG(op, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
803 }
804
805 CLEAR_FLAG(op,FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816
817 op->path_attuned=op->arch->clone.path_attuned;
818 op->path_repelled=op->arch->clone.path_repelled;
819 op->path_denied=op->arch->clone.path_denied;
820 op->glow_radius=op->arch->clone.glow_radius;
821 op->move_type = op->arch->clone.move_type;
822 op->chosen_skill = NULL;
823
824 /* initializing resistances from the values in player/monster's
825 * archetype clone
826 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist));
828
829 for (i=0;i<NROFATTACKS;i++) {
830 if (op->resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0;
832 else
833 vuln[i]= -(op->resist[i]), prot[i]=0;
834 potion_resist[i]=0;
835 }
836
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839
840 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down
846 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
850 }
851 else
852 ac=op->arch->clone.stats.ac;
853
854 op->stats.luck=op->arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed;
856
857 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped.
859 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
862 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here.
864 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
866
867 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil
869 * then calls this function.
870 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
872 continue;
873 }
874
875 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) {
877 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) {
879 if (!mana_obj) mana_obj=tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp;
881 }
882 if (IS_GRACE_SKILL(tmp->subtype)) {
883 if (!grace_obj) grace_obj=tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
899 if(op->type==PLAYER) {
900 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp;
902
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
904 op->contr->ranges[range_misc] = tmp;
905
906 for(i=0;i<NUM_STATS;i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
908
909 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array.
912 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) {
921 op->contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power;
927 }
928 } /* if this is a player */
929
930 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
932 for (i=0; i<NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i];
934 }
935
936 if(tmp->type==SYMPTOM) {
937 speed_reduce_from_disease = tmp->last_sp / 100.0;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.)
943 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken.
945 */
946 if (tmp->type != POTION) {
947 for (i=0; i<NROFATTACKS; i++) {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero.
950 */
951 if (tmp->type==POTION_EFFECT) {
952 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
957 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
959 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
961 }
962 }
963
964 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled;
970 op->path_denied|=tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type;
973
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
981
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD);
984
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
986 SET_FLAG(op,FLAG_MAKE_INVIS);
987 op->invisible=1;
988 }
989
990 if(tmp->stats.exp && tmp->type!=SKILL) {
991 if(tmp->stats.exp > 0) {
992 added_speed+=(float)tmp->stats.exp/3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
994 } else
995 added_speed+=(float)tmp->stats.exp;
996 }
997
998 switch(tmp->type) {
999 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */
1001 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1003
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 }
1009 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp);
1013 if(weapon_speed<0) weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break;
1031
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) {
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 }
1036 op->chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1055 if(tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic);
1057 break;
1058
1059 case WEAPON:
1060 wc-=(tmp->stats.wc+tmp->magic);
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1066 if(weapon_speed<0) weapon_speed=0;
1067 op->slaying = tmp->slaying;
1068 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should
1070 * go.
1071 */
1072 op->current_weapon = tmp;
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 }
1090 if(tmp->stats.ac) {
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break;
1103 } /* switch tmp->type */
1104 } /* item is equipped */
1105 } /* for loop of items */
1106
1107 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign.
1109 */
1110
1111 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'.
1116 */
1117 for (i=0; i<NROFATTACKS; i++) {
1118 op->resist[i] = prot[i] - vuln[i];
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i];
1122 }
1123
1124 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) {
1126 int pl_level;
1127
1128 check_stat_bounds(&(op->stats));
1129 pl_level=op->level;
1130
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1132
1133 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1138 if(i%2 && con_bonus[op->stats.Con]%2) {
1139 if (con_bonus[op->stats.Con]>0)
1140 j++;
1141 else
1142 j--;
1143 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1145 }
1146
1147 for(i=11;i<=op->level;i++)
1148 op->stats.maxhp+=2;
1149
1150 if(op->stats.hp>op->stats.maxhp)
1151 op->stats.hp=op->stats.maxhp;
1152
1153 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above)
1155 */
1156 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op;
1158 if(!grace_obj) grace_obj = op;
1159 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1161
1162 if (mana_obj == op && op->type == PLAYER) {
1163 op->stats.maxsp = 1;
1164 } else {
1165 sp_tmp=0.0;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1167 float stmp;
1168
1169 /* Got some extra bonus at first level */
1170 if(i<2) {
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else {
1174 stmp=(float)op->contr->levsp[i]
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0;
1179 sp_tmp+=stmp;
1180 }
1181 op->stats.maxsp=(int)sp_tmp;
1182
1183 for(i=11;i<=mana_obj->level;i++)
1184 op->stats.maxsp+=2;
1185 }
1186 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2)
1188 op->stats.sp=op->stats.maxsp*2;
1189
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1192
1193 if (grace_obj == op && op->type == PLAYER) {
1194 op->stats.maxgrace = 1;
1195 } else {
1196 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful.
1200 */
1201 sp_tmp=0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1203 float grace_tmp=0.0;
1204
1205 /* Got some extra bonus at first level */
1206 if(i<2) {
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209 } else {
1210 grace_tmp=(float)op->contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] +
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1213 }
1214 if (grace_tmp<1.0) grace_tmp=1.0;
1215 sp_tmp+=grace_tmp;
1216 }
1217 op->stats.maxgrace=(int)sp_tmp;
1218
1219 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++)
1221 op->stats.maxgrace+=2;
1222 }
1223 /* No limit on grace vs maxgrace */
1224
1225 if(op->contr->braced) {
1226 ac+=2;
1227 wc+=4;
1228 }
1229 else
1230 ac-=dex_bonus[op->stats.Dex];
1231
1232 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t.
1242 */
1243
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) {
1247 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--;
1249 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1252 }
1253 } else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]);
1255
1256 op->stats.dam+=dam_bonus[op->stats.Str];
1257
1258 if(op->stats.dam<1)
1259 op->stats.dam=1;
1260
1261 op->speed=1.0+speed_bonus[op->stats.Dex];
1262 if (settings.search_items && op->contr->search_str[0])
1263 op->speed -= 1;
1264 if (op->attacktype==0)
1265 op->attacktype=op->arch->clone.attacktype;
1266
1267 } /* End if player */
1268
1269 if(added_speed>=0)
1270 op->speed+=added_speed/10.0;
1271 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed);
1273
1274 /* Max is determined by armour */
1275 if(op->speed>max)
1276 op->speed=max;
1277
1278 if(op->type == PLAYER) {
1279 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is
1283 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str];
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1286 }
1287
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1289
1290 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */
1293 op->speed = op->speed * speed_reduce_from_disease;
1294
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1296
1297 if(op->type == PLAYER) {
1298 float M,W,s,D,K,S,M2;
1299
1300 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read.
1304 */
1305 M=(max_carry[op->stats.Str]-121)/121.0;
1306 M2=max_carry[op->stats.Str]/100.0;
1307 W=weapon_weight/20000.0;
1308 s=2-weapon_speed/10.0;
1309 D=(op->stats.Dex-14)/14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2;
1312 if(K<=0) K=0.01;
1313 S=op->speed/(K*s);
1314 op->contr->weapon_sp=S;
1315 }
1316 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&&
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this
1322 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same.
1324 */
1325 if (wc>120) wc=120;
1326 else if (wc<-120) wc=-120;
1327 op->stats.wc=wc;
1328
1329 if (ac>120) ac=120;
1330 else if (ac<-120) ac=-120;
1331 op->stats.ac=ac;
1332
1333 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just
1337 * one or the other.
1338 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1341
1342 update_ob_speed(op);
1343
1344 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now.
1346 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr);
1348 }
1349
1350 /*
1351 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise.
1356 */
1357
1358 int allowed_class(const object *op) {
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1361 op->stats.Cha>0;
1362 }
1363
1364 /*
1365 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to
1367 * eventually change the player's face and animation)
1368 *
1369 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'.
1373 */
1374 void set_dragon_name(object *pl, const object *abil, const object *skin) {
1375 int atnr=-1; /* attacknumber of highest level */
1376 int level=0; /* highest level */
1377 int i;
1378
1379 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return;
1381
1382 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) {
1384 if (atnr_is_dragon_enabled(i) &&
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) {
1386 level = abil->resist[i];
1387 atnr = i;
1388 }
1389 }
1390
1391 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) &&
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp;
1396
1397 level = (int)(level/5.);
1398
1399 /* now set the new title */
1400 if (pl->contr != NULL) {
1401 if(level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]);
1409 else {
1410 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1415 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1417 }
1418 }
1419
1420 strcpy(pl->contr->own_title, "");
1421 }
1422
1423 /*
1424 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus.
1427 */
1428 void dragon_level_gain(object *who) {
1429 object *abil = NULL; /* pointer to dragon ability force*/
1430 object *skin = NULL; /* pointer to dragon skin force*/
1431 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */
1433
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
1436 if (tmp->type == FORCE) {
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
1438 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
1440 skin = tmp;
1441 }
1442 }
1443 /* if the force is missing -> bail out */
1444 if (abil == NULL) return;
1445
1446 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level
1448 */
1449 if (who->level > abil->level) {
1450 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++;
1452
1453
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) {
1455 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp,
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 }
1459
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) {
1461 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!",
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
1465
1466 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0;
1468 }
1469
1470 abil->level = who->level;
1471 }
1472
1473 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin);
1475 }
1476
1477 /* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately.
1482 */
1483 object *give_skill_by_name(object *op, const char *skill_name)
1484 {
1485 object *skill_obj;
1486
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL);
1488 if (!skill_obj) {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL;
1491 }
1492 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it.
1494 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op);
1499 if (op->contr) {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1502 }
1503 return skill_obj;
1504 }
1505
1506
1507 /* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill)
1513 */
1514 void player_lvl_adj(object *who, object *op) {
1515 char buf[MAX_BUF];
1516
1517 if(!op) /* when rolling stats */
1518 op = who;
1519
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) {
1521 op->level++;
1522
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who))
1524 dragon_level_gain(who);
1525
1526 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1;
1531 }
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER)
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1537 else
1538 sprintf(buf,"You are now level %d.",op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 }
1541 player_lvl_adj(who,op); /* To increase more levels */
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1548 }
1549 player_lvl_adj(who,op); /* To decrease more levels */
1550 }
1551 /* check if the spell data has changed */
1552 esrv_update_spells(who->contr);
1553 }
1554
1555 /*
1556 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level
1558 */
1559
1560 sint64 level_exp(int level,double expmul) {
1561 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]);
1563 return (sint64) (expmul * levels[level]);
1564 }
1565
1566 /*
1567 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects.
1572 */
1573 void calc_perm_exp(object *op)
1574 {
1575 int p_exp_min;
1576
1577 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100);
1581
1582 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min;
1584
1585 /* Cap permanent experience. */
1586 if (op->perm_exp < 0)
1587 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE;
1590 }
1591
1592
1593 /* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill:
1599 */
1600
1601 static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag)
1602 {
1603 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add;
1605 int i;
1606
1607 /* prevents some forms of abuse. */
1608 if (op->contr->braced)
1609 exp = exp / 5;
1610
1611 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through
1614 * the players inventory.
1615 */
1616 if (skill_name)
1617 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL &&
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill;
1621 else
1622 {
1623 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 {
1627 skill_obj = op->contr->last_skill_ob[i];
1628 break;
1629 }
1630
1631 /* Player doesn't have the skill. Check to see what to do, and give
1632 * it to the player if necessary
1633 */
1634 if (!skill_obj)
1635 {
1636 if (flag == SK_EXP_NONE)
1637 return;
1638 else if (flag == SK_EXP_ADD_SKILL)
1639 give_skill_by_name (op, skill_name);
1640 }
1641 }
1642 }
1643
1644 if (flag != SK_EXP_SKILL_ONLY)
1645 {
1646 /* Basically, you can never gain more experience in one shot
1647 * than half what you need to gain for next level.
1648 */
1649 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit)
1652 exp_to_add = limit;
1653
1654 ADD_EXP (op->stats.exp,
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio)
1658 {
1659 ADD_EXP (op->perm_exp,
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op);
1663 }
1664
1665 player_lvl_adj (op, NULL);
1666 }
1667
1668 if (skill_obj)
1669 {
1670 exp_to_add = exp;
1671 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1672 if (exp_to_add > limit)
1673 exp_to_add = limit;
1674
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio)
1677 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj);
1681 }
1682
1683 player_lvl_adj (op, skill_obj);
1684 }
1685 }
1686
1687 /* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp
1689 * object 'op' can in fact lose - it basically makes
1690 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player.
1694 */
1695 sint64 check_exp_loss(const object *op, sint64 exp)
1696 {
1697 sint64 del_exp;
1698
1699 if (exp > op->stats.exp) exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0;
1703 if (exp > del_exp) exp=del_exp;
1704 }
1705 return exp;
1706 }
1707
1708 sint64 check_exp_adjust(const object *op, sint64 exp)
1709 {
1710 if (exp<0) return check_exp_loss(op, exp);
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712 }
1713
1714
1715 /* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all
1719 * skills the player has. Eg, if we figure the player is losing 10%
1720 * of his total exp, what happens is he loses 10% from all his skills.
1721 * Note that if permanent exp is used, player may not in fact lose
1722 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number.
1726 */
1727 static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag)
1728 {
1729 float fraction = (float) exp/(float) op->stats.exp;
1730 object *tmp;
1731 sint64 del_exp;
1732
1733 for(tmp=op->inv;tmp;tmp=tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) {
1736 del_exp = check_exp_loss(tmp, exp);
1737 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp);
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) {
1740 /* only want to process other skills if we are not trying
1741 * to match a specific skill.
1742 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp);
1746 }
1747 }
1748 if (flag != SK_SUBTRACT_SKILL_EXP) {
1749 del_exp = check_exp_loss(op, exp);
1750 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL);
1752 }
1753 }
1754
1755
1756
1757 /* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp.
1759 *
1760 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players.
1765 */
1766
1767 void change_exp(object *op, sint64 exp, const char *skill_name, int flag) {
1768
1769 #ifdef EXP_DEBUG
1770 #ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772 #else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp);
1774 #endif
1775 #endif
1776
1777 /* safety */
1778 if(!op) {
1779 LOG(llevError,"change_exp() called for null object!\n");
1780 return;
1781 }
1782
1783 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways.
1785 */
1786 if (exp == 0) return;
1787
1788 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its
1791 * worth.
1792 */
1793 if(op->type != PLAYER) {
1794 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return;
1796
1797 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return.
1800 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag);
1817
1818 }
1819 }
1820
1821 /* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss.
1824 */
1825
1826 void apply_death_exp_penalty(object *op) {
1827 object *tmp;
1828 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831
1832 for(tmp=op->inv;tmp;tmp=tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) {
1834
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)];
1837
1838 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder.
1842 */
1843 if (level_loss < 0) level_loss = 0;
1844
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss));
1846
1847 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp);
1849 }
1850
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss));
1855
1856 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL);
1858 }
1859
1860 /* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed
1866 */
1867 int did_make_save(const object *op, int level, int bonus)
1868 {
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL;
1870
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1;
1874 }
1875