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/cvs/deliantra/server/common/living.C
Revision: 1.9
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +1433 -1221 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_living_c =
4 * "$Id: living.C,v 1.8 2006-09-09 22:09:19 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <funcpoint.h>
32
33 /* Handy little macro that adds exp and keeps it within bounds. Since
34 * we are now using 64 bit values, I'm not all concerned about overflow issues
35 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
36 */
37 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
38
39 static const int con_bonus[MAX_STAT + 1] = {
40 -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,
41 22, 25, 30, 40, 50
42 };
43
44 /* changed the name of this to "sp_bonus" from "int_bonus"
45 * because Pow can now be the stat that controls spellpoint
46 * advancement. -b.t.
47 */
48 static const int sp_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 static const int grace_bonus[MAX_STAT + 1] = {
54 -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,
55 30, 40, 50, 70, 100
56 };
57
58 /* 0.92.7 Changed way charisma works. Values now
59 * represent how much more it costs to buy something than to sell it
60 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
61 * would only get 5 gp when you sell.) Let query_cost do the calculations
62 * on how to really do this. Buy keeping it this simple number, it is
63 * much easier to know how things will be influenced. A value of '1' means
64 * buying and selling is both the same value - any value less than or equal
65 * to 1 should not be used.
66 * At least as of now, the only place that uses this code is query_cost,
67 * in server/shop.c. This bonus is split evenly between buying and selling
68 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
69 * at .667
70 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
71 * it is 1-diff
72 */
73
74 const float cha_bonus[MAX_STAT + 1] = { 10.0,
75 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
76 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
77 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
78 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
79 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
80 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
81 };
82
83 const int dex_bonus[MAX_STAT + 1] = {
84 -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
85 };
86
87 /* speed_bonus uses dex as its stat */
88 const float speed_bonus[MAX_STAT + 1] = {
89 -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,
90 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
91 1.6, 1.8, 2.0, 2.5, 3.0
92 };
93
94 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
95 * strength.
96 */
97 const int dam_bonus[MAX_STAT + 1] = {
98 -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
99 };
100
101 const int thaco_bonus[MAX_STAT + 1] = {
102 -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
103 };
104
105 /* Max you can carry before you start getting extra speed penalties */
106 const int max_carry[MAX_STAT + 1] = {
107 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
108 301, 326, 352, 400, 450, 500, 600, 1000
109 };
110
111 /* weight_limit - the absolute most a character can carry - a character can't
112 * pick stuff up if it would put him above this limit.
113 * value is in grams, so we don't need to do conversion later
114 * These limits are probably overly generous, but being there were no values
115 * before, you need to start someplace.
116 */
117
118 const uint32 weight_limit[MAX_STAT + 1] = {
119 200000, /* 0 */
120 250000, 300000, 350000, 400000, 500000, /* 5 */
121 600000, 700000, 800000, 900000, 1000000, /* 10 */
122 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
123 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
124 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
125 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
126 };
127
128 const int learn_spell[MAX_STAT + 1] = {
129 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,
130 100, 100, 100, 100, 100, 100
131 };
132
133 const int cleric_chance[MAX_STAT + 1] = {
134 100, 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
135 };
136
137 const int turn_bonus[MAX_STAT + 1] = {
138 -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
139 };
140
141 const int fear_bonus[MAX_STAT + 1] = {
142 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
143 };
144
145 /*
146 Since this is nowhere defined ...
147 Both come in handy at least in function add_exp()
148 */
149
150 #define MAX_EXPERIENCE levels[settings.max_level]
151
152 /* because exp_obj sum to make the total score,
153 * we cannot allow that sum to exceed the maximum
154 * amount of experience a player can gain. Thus
155 * we define MAX_EXP_IN_OBJ. It is important to try
156 * to make the value of MAX_EXP_CAT close to the
157 * actual number of experience objects in the game,
158 * otherwise the maximum level in any experience
159 * category could be quite low. To help the situation
160 * out a little I added 10 more levels, and jacked
161 * up the last level experience value. Its out of
162 * line with progression of previous levels, so
163 * if more levels are desired, this should be fixed.
164 * -b.t.
165 */
166
167 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168
169 #ifndef WIN32
170 extern uint64 *levels;
171 #else
172 extern sint64 *levels;
173 #endif
174
175 #define MAX_SAVE_LEVEL 110
176
177 /* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the
179 * right thing and always use range within this table.
180 * for safety, savethrow should not be accessed directly anymore,
181 * and instead did_make_save should be used instead.
182 */
183 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
184 18,
185 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
186 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
187 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
188 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
189 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
190 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
191 };
192
193 const char *const attacks[NROFATTACKS] = {
194 "physical", "magical", "fire", "electricity", "cold", "confusion",
195 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
196 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
197 "chaos", "counterspell", "god power", "holy power", "blinding", "",
198 "life stealing"
199 };
200
201 static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!",
203 "You're feeling clumsy!",
204 "You feel less healthy",
205 "You suddenly begin to lose your memory!",
206 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209 };
210 const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.",
212 "You feel your agility return.",
213 "You feel your health return.",
214 "You feel your wisdom return.",
215 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218 };
219 const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.",
221 "You feel more agile.",
222 "You feel healthy.",
223 "You feel wiser.",
224 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227 };
228 const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!",
230 "You feel clumsy!",
231 "You feel less healthy!",
232 "You lose some of your memory!",
233 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236 };
237
238 const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
240 };
241
242 const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
244 };
245
246 /*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251 void
252 set_attr_value (living * stats, int attr, sint8 value)
253 {
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278 }
279
280 /*
281 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat.
283 */
284
285 void
286 change_attr_value (living * stats, int attr, sint8 value)
287 {
288 if (value == 0)
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316 }
317
318 /*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322 sint8
323 get_attr_value (const living * stats, int attr)
324 {
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343 }
344
345 /*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit.
348 */
349
350 void
351 check_stat_bounds (living * stats)
352 {
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT)
357 set_attr_value (stats, i, MAX_STAT);
358 else if (v < MIN_STAT)
359 set_attr_value (stats, i, MIN_STAT);
360 }
361
362 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363
364 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
365 * make this macro to clean those up. Not usuable outside change_abil
366 * function since some of the values passed to new_draw_info are hardcoded.
367 */
368 #define DIFF_MSG(flag, msg1, msg2) \
369 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
370
371 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
372
373 /* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object.
375 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not.
377 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when
379 * removing an object - that is because it is impossible to know if some object
380 * is the only source of an attacktype or spell attunement, so this function
381 * will clear the bits, but the player may still have some other object
382 * that gives them that ability.
383 */
384 int
385 change_abil (object *op, object *tmp)
386 {
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
388 char message[MAX_BUF];
389 int potion_max = 0;
390
391 /* remember what object was like before it was changed. note that
392 * refop is a local copy of op only to be used for detecting changes
393 * found by fix_player. refop is not a real object
394 */
395 object_pod refop = *op;
396
397 if (op->type == PLAYER)
398 {
399 if (tmp->type == POTION)
400 {
401 potion_max = 1;
402 for (j = 0; j < NUM_STATS; j++)
403 {
404 int nstat, ostat;
405
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408
409 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat;
411
412 /* Do some bounds checking. While I don't think any
413 * potions do so right now, there is the potential for potions
414 * that adjust that stat by more than one point, so we need
415 * to allow for that.
416 */
417 if (nstat < 1 && i * flag < 0)
418 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
420 {
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
422 }
423 if (nstat != ostat)
424 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat);
426 potion_max = 0;
427 }
428 else if (i)
429 {
430 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1;
432 }
433 }
434 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway.
437 */
438 for (j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
440 check_stat_bounds (&(op->stats));
441 } /* end of potion handling code */
442 }
443
444 /* reset attributes that fix_player doesn't reset since it doesn't search
445 * everything to set
446 */
447 if (flag == -1)
448 {
449 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields.
455 */
456 op->move_type &= ~tmp->move_type;
457 }
458
459 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after
461 * change_ability then might as well call it from here
462 */
463 fix_player (op);
464
465 /* Fix player won't add the bows ability to the player, so don't
466 * print out message if this is a bow.
467 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 {
470 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 }
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 {
475 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 }
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 {
480 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 }
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 {
485 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 }
488 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from
492 * from fly high)
493 */
494 if (tmp->move_type && op->move_type != refop.move_type)
495 {
496 success = 1;
497
498 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
499 * status doesn't make a difference if you are flying high
500 */
501 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
502 {
503 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
504 }
505
506 if (tmp->move_type & MOVE_FLY_HIGH)
507 {
508 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land
510 */
511 DIFF_MSG (flag, "You soar into the air air!.",
512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 }
514 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516
517 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op);
519 }
520
521 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status
523 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
526 {
527 success = 1;
528 if (flag > 0)
529 {
530 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 }
533 else
534 {
535 op->race = op->arch->clone.race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 }
538 }
539
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 {
542 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 }
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 {
547 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 }
550 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision
552 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 {
555 success = 1;
556 if (flag > 0)
557 {
558 if (QUERY_FLAG (op, FLAG_WIZ))
559 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
560 else
561 {
562 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
563 SET_FLAG (op, FLAG_BLIND);
564 if (op->type == PLAYER)
565 op->contr->do_los = 1;
566 }
567 }
568 else
569 {
570 if (QUERY_FLAG (op, FLAG_WIZ))
571 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
572 else
573 {
574 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
575 CLEAR_FLAG (op, FLAG_BLIND);
576 if (op->type == PLAYER)
577 op->contr->do_los = 1;
578 }
579 }
580 }
581
582 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
583 {
584 success = 1;
585 if (op->type == PLAYER)
586 op->contr->do_los = 1;
587 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
588 }
589
590 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
591 {
592 success = 1;
593 if (flag > 0)
594 {
595 if (QUERY_FLAG (op, FLAG_WIZ))
596 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
597 else
598 {
599 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
600 if (op->type == PLAYER)
601 op->contr->do_los = 1;
602 }
603 }
604 else
605 {
606 if (QUERY_FLAG (op, FLAG_WIZ))
607 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
608 else
609 {
610 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
611 if (op->type == PLAYER)
612 op->contr->do_los = 1;
613 }
614 }
615 }
616
617 if (tmp->stats.luck)
618 {
619 success = 1;
620 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
621 }
622
623 if (tmp->stats.hp && op->type == PLAYER)
624 {
625 success = 1;
626 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
627 }
628
629 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
633 }
634
635 /* for the future when artifacts set this -b.t. */
636 if (tmp->stats.grace && op->type == PLAYER)
637 {
638 success = 1;
639 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
640 }
641
642 if (tmp->stats.food && op->type == PLAYER)
643 {
644 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 }
647
648 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++)
650 {
651 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */
653
654 if (op->resist[i] != refop.resist[i])
655 {
656 success = 1;
657 if (op->resist[i] > refop.resist[i])
658 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
659 else
660 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
661
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 }
664 }
665
666 if (tmp->type != EXPERIENCE && !potion_max)
667 {
668 for (j = 0; j < NUM_STATS; j++)
669 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671 {
672 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 }
675 }
676 }
677 return success;
678 }
679
680 /*
681 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8)
683 */
684
685 void
686 drain_stat (object *op)
687 {
688 drain_specific_stat (op, RANDOM () % NUM_STATS);
689 }
690
691 void
692 drain_specific_stat (object *op, int deplete_stats)
693 {
694 object *tmp;
695 archetype *at;
696
697 at = find_archetype (ARCH_DEPLETION);
698 if (!at)
699 {
700 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return;
702 }
703 else
704 {
705 tmp = present_arch_in_ob (at, op);
706 if (!tmp)
707 {
708 tmp = arch_to_object (at);
709 tmp = insert_ob_in_ob (tmp, op);
710 SET_FLAG (tmp, FLAG_APPLIED);
711 }
712 }
713
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op);
717 }
718
719 /*
720 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object.
722 */
723
724 void
725 change_luck (object *op, int value)
726 {
727 object *tmp;
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n");
734 else
735 {
736 tmp = present_arch_in_ob (at, op);
737 if (!tmp)
738 {
739 if (!value)
740 return;
741 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op);
743 SET_FLAG (tmp, FLAG_APPLIED);
744 }
745 if (value)
746 {
747 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself).
750 */
751 new_luck = tmp->stats.luck + value;
752 if (new_luck >= -100 && new_luck <= 100)
753 {
754 op->stats.luck += value;
755 tmp->stats.luck = new_luck;
756 }
757 }
758 else
759 {
760 if (!tmp->stats.luck)
761 {
762 return;
763 }
764 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add)
766 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
768 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1;
770
771 op->stats.luck += diff;
772 tmp->stats.luck += diff;
773 }
774 }
775 }
776 }
777
778 /*
779 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */
781
782 void
783 remove_statbonus (object *op)
784 {
785 op->stats.Str -= op->arch->clone.stats.Str;
786 op->stats.Dex -= op->arch->clone.stats.Dex;
787 op->stats.Con -= op->arch->clone.stats.Con;
788 op->stats.Wis -= op->arch->clone.stats.Wis;
789 op->stats.Pow -= op->arch->clone.stats.Pow;
790 op->stats.Cha -= op->arch->clone.stats.Cha;
791 op->stats.Int -= op->arch->clone.stats.Int;
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799 }
800
801 /*
802 * Adds stat-bonuses given by the class which the player has chosen.
803 */
804
805 void
806 add_statbonus (object *op)
807 {
808 op->stats.Str += op->arch->clone.stats.Str;
809 op->stats.Dex += op->arch->clone.stats.Dex;
810 op->stats.Con += op->arch->clone.stats.Con;
811 op->stats.Wis += op->arch->clone.stats.Wis;
812 op->stats.Pow += op->arch->clone.stats.Pow;
813 op->stats.Cha += op->arch->clone.stats.Cha;
814 op->stats.Int += op->arch->clone.stats.Int;
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822 }
823
824 /*
825 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped.
830 */
831
832 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm
834 */
835
836 void
837 fix_player (object *op)
838 {
839 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
845
846 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER)
848 {
849 for (i = 0; i < NUM_STATS; i++)
850 {
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
852 }
853 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0;
855
856 op->attacktype = 0;
857 op->contr->digestion = 0;
858 op->contr->gen_hp = 0;
859 op->contr->gen_sp = 0;
860 op->contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10;
862 op->contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874
875 op->slaying = 0;
876
877 if (!QUERY_FLAG (op, FLAG_WIZ))
878 {
879 CLEAR_FLAG (op, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
881 }
882
883 CLEAR_FLAG (op, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894
895 op->path_attuned = op->arch->clone.path_attuned;
896 op->path_repelled = op->arch->clone.path_repelled;
897 op->path_denied = op->arch->clone.path_denied;
898 op->glow_radius = op->arch->clone.glow_radius;
899 op->move_type = op->arch->clone.move_type;
900 op->chosen_skill = NULL;
901
902 /* initializing resistances from the values in player/monster's
903 * archetype clone
904 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
906
907 for (i = 0; i < NROFATTACKS; i++)
908 {
909 if (op->resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0;
911 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0;
913 potion_resist[i] = 0;
914 }
915
916 wc = op->arch->clone.stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam;
918
919 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down
925 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
927 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
930 }
931 else
932 ac = op->arch->clone.stats.ac;
933
934 op->stats.luck = op->arch->clone.stats.luck;
935 op->speed = op->arch->clone.speed;
936
937 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped.
939 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
942 {
943 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here.
945 */
946 if (tmp->glow_radius > op->glow_radius)
947 op->glow_radius = tmp->glow_radius;
948
949 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil
951 * then calls this function.
952 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue;
956 }
957
958 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL)
960 {
961 /* Want to take the highest skill here. */
962 if (IS_MANA_SKILL (tmp->subtype))
963 {
964 if (!mana_obj)
965 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp;
968 }
969 if (IS_GRACE_SKILL (tmp->subtype))
970 {
971 if (!grace_obj)
972 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level)
974 grace_obj = tmp;
975 }
976 }
977
978 /* Container objects are not meant to adjust a players, but other applied
979 * objects need to make adjustments.
980 * This block should handle all player specific changes
981 * The check for Praying is a bit of a hack - god given bonuses are put
982 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used
985 * up, etc.
986 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
989 {
990 if (op->type == PLAYER)
991 {
992 if (tmp->type == BOW)
993 op->contr->ranges[range_bow] = tmp;
994
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996 op->contr->ranges[range_misc] = tmp;
997
998 for (i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
1000
1001 /* these are the items that currently can change digestion, regeneration,
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array.
1004 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1011 {
1012 op->contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp;
1014 op->contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power;
1018 }
1019 } /* if this is a player */
1020
1021 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i];
1026 }
1027
1028 if (tmp->type == SYMPTOM)
1029 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0;
1031 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1;
1033 }
1034
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.)
1037 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken.
1039 */
1040 if (tmp->type != POTION)
1041 {
1042 for (i = 0; i < NROFATTACKS; i++)
1043 {
1044 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero.
1046 */
1047 if (tmp->type == POTION_EFFECT)
1048 {
1049 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else
1052 potion_resist[i] = tmp->resist[i];
1053 }
1054 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1058 }
1059 }
1060
1061 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM)
1063 op->attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied;
1068 op->stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type;
1070
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1072 SET_FLAG (op, FLAG_LIFESAVE);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1074 SET_FLAG (op, FLAG_REFL_SPELL);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1076 SET_FLAG (op, FLAG_REFL_MISSILE);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD);
1088
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS);
1092 op->invisible = 1;
1093 }
1094
1095 if (tmp->stats.exp && tmp->type != SKILL)
1096 {
1097 if (tmp->stats.exp > 0)
1098 {
1099 added_speed += (float) tmp->stats.exp / 3.0;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1101 }
1102 else
1103 added_speed += (float) tmp->stats.exp;
1104 }
1105
1106 switch (tmp->type)
1107 {
1108 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */
1110 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1112 break;
1113
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill)
1118 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1120 }
1121 op->chosen_skill = tmp;
1122 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp);
1126 if (weapon_speed < 0)
1127 weapon_speed = 0;
1128 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1130 if (tmp->magic)
1131 op->stats.dam += tmp->magic;
1132 }
1133 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic);
1135
1136 if (tmp->slaying != NULL)
1137 op->slaying = tmp->slaying;
1138
1139 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic);
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break;
1147
1148 case SKILL_TOOL:
1149 if (op->chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157
1158 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING:
1162 case AMULET:
1163 case GIRDLE:
1164 case HELMET:
1165 case BOOTS:
1166 case GLOVES:
1167 case CLOAK:
1168 if (tmp->stats.wc)
1169 wc -= (tmp->stats.wc + tmp->magic);
1170 if (tmp->stats.dam)
1171 op->stats.dam += (tmp->stats.dam + tmp->magic);
1172 if (tmp->stats.ac)
1173 ac -= (tmp->stats.ac + tmp->magic);
1174 break;
1175
1176 case WEAPON:
1177 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic;
1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1181 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185 op->slaying = tmp->slaying;
1186 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should
1188 * go.
1189 */
1190 op->current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193
1194 break;
1195
1196 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1199
1200 case BRACERS:
1201 case FORCE:
1202 if (tmp->stats.wc)
1203 {
1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1206 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1209 else
1210 wc += tmp->stats.wc + tmp->magic;
1211 }
1212 if (tmp->stats.ac)
1213 {
1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1216 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic;
1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic);
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1227 max = ARMOUR_SPEED (tmp) / 10.0;
1228 break;
1229 } /* switch tmp->type */
1230 } /* item is equipped */
1231 } /* for loop of items */
1232
1233 /* We've gone through all the objects the player has equipped. For many things, we
1234 * have generated intermediate values which we now need to assign.
1235 */
1236
1237 /* 'total resistance = total protections - total vulnerabilities'.
1238 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'.
1242 */
1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1245 op->resist[i] = prot[i] - vuln[i];
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i];
1248 }
1249
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER)
1252 {
1253 int pl_level;
1254
1255 check_stat_bounds (&(op->stats));
1256 pl_level = op->level;
1257
1258 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260
1261 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1267 if (i % 2 && con_bonus[op->stats.Con] % 2)
1268 {
1269 if (con_bonus[op->stats.Con] > 0)
1270 j++;
1271 else
1272 j--;
1273 }
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 }
1276
1277 for (i = 11; i <= op->level; i++)
1278 op->stats.maxhp += 2;
1279
1280 if (op->stats.hp > op->stats.maxhp)
1281 op->stats.hp = op->stats.maxhp;
1282
1283 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above)
1285 */
1286 /* following happen when skills system is not used */
1287 if (!mana_obj)
1288 mana_obj = op;
1289 if (!grace_obj)
1290 grace_obj = op;
1291 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1293 mana_obj = op;
1294
1295 if (mana_obj == op && op->type == PLAYER)
1296 {
1297 op->stats.maxsp = 1;
1298 }
1299 else
1300 {
1301 sp_tmp = 0.0;
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 {
1304 float stmp;
1305
1306 /* Got some extra bonus at first level */
1307 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1310 }
1311 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1314 }
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317 sp_tmp += stmp;
1318 }
1319 op->stats.maxsp = (int) sp_tmp;
1320
1321 for (i = 11; i <= mana_obj->level; i++)
1322 op->stats.maxsp += 2;
1323 }
1324 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2)
1326 op->stats.sp = op->stats.maxsp * 2;
1327
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1330 grace_obj = op;
1331
1332 if (grace_obj == op && op->type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1;
1335 }
1336 else
1337 {
1338 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful.
1342 */
1343 sp_tmp = 0.0;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 {
1346 float grace_tmp = 0.0;
1347
1348 /* Got some extra bonus at first level */
1349 if (i < 2)
1350 {
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else
1355 {
1356 grace_tmp = (float) op->contr->levgrace[i]
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0)
1360 grace_tmp = 1.0;
1361 sp_tmp += grace_tmp;
1362 }
1363 op->stats.maxgrace = (int) sp_tmp;
1364
1365 /* two grace points per level after 11 */
1366 for (i = 11; i <= grace_obj->level; i++)
1367 op->stats.maxgrace += 2;
1368 }
1369 /* No limit on grace vs maxgrace */
1370
1371 if (op->contr->braced)
1372 {
1373 ac += 2;
1374 wc += 4;
1375 }
1376 else
1377 ac -= dex_bonus[op->stats.Dex];
1378
1379 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better
1383 * than before. This is to balance out the fact that
1384 * the player no longer gets a personal weapon w/ 1
1385 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t.
1389 */
1390
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1392 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1394 for (i = 1; i < wc_obj->level; i++)
1395 {
1396 /* addtional wc every 6 levels */
1397 if (!(i % 6))
1398 wc--;
1399 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1402 }
1403 }
1404 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]);
1406
1407 op->stats.dam += dam_bonus[op->stats.Str];
1408
1409 if (op->stats.dam < 1)
1410 op->stats.dam = 1;
1411
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1413 if (settings.search_items && op->contr->search_str[0])
1414 op->speed -= 1;
1415 if (op->attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype;
1417
1418 } /* End if player */
1419
1420 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0;
1422 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed);
1424
1425 /* Max is determined by armour */
1426 if (op->speed > max)
1427 op->speed = max;
1428
1429 if (op->type == PLAYER)
1430 {
1431 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is
1435 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1437 if (f > 0)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1439 }
1440
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1442
1443 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */
1446 op->speed = op->speed * speed_reduce_from_disease;
1447
1448 if (op->speed < 0.01 && op->type == PLAYER)
1449 op->speed = 0.01;
1450
1451 if (op->type == PLAYER)
1452 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read.
1459 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0;
1461 M2 = max_carry[op->stats.Str] / 100.0;
1462 W = weapon_weight / 20000.0;
1463 s = 2 - weapon_speed / 10.0;
1464 D = (op->stats.Dex - 14) / 14.0;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1467 if (K <= 0)
1468 K = 0.01;
1469 S = op->speed / (K * s);
1470 op->contr->weapon_sp = S;
1471 }
1472 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3;
1475
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this
1477 * should be more than enough - remember, AC is also in 8 bits,
1478 * so its value is the same.
1479 */
1480 if (wc > 120)
1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1484 op->stats.wc = wc;
1485
1486 if (ac > 120)
1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1490 op->stats.ac = ac;
1491
1492 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just
1496 * one or the other.
1497 */
1498 if (op->move_type == 0)
1499 op->move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK;
1502
1503 update_ob_speed (op);
1504
1505 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now.
1507 */
1508 if (op->type == PLAYER)
1509 esrv_update_spells (op->contr);
1510 }
1511
1512 /*
1513 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise.
1518 */
1519
1520 int
1521 allowed_class (const object *op)
1522 {
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1525 }
1526
1527 /*
1528 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to
1530 * eventually change the player's face and animation)
1531 *
1532 * Note that the title is written to 'own_title' in the
1533 * player struct. This should be changed to 'ext_title'
1534 * as soon as clients support this!
1535 * Please, anyone, write support for 'ext_title'.
1536 */
1537 void
1538 set_dragon_name (object *pl, const object *abil, const object *skin)
1539 {
1540 int atnr = -1; /* attacknumber of highest level */
1541 int level = 0; /* highest level */
1542 int i;
1543
1544 /* Perhaps do something more clever? */
1545 if (!abil || !skin)
1546 return;
1547
1548 /* first, look for the highest level */
1549 for (i = 0; i < NROFATTACKS; i++)
1550 {
1551 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1552 {
1553 level = abil->resist[i];
1554 atnr = i;
1555 }
1556 }
1557
1558 /* now if there are equals at highest level, pick the one with focus,
1559 or else at random */
1560 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1561 atnr = abil->stats.exp;
1562
1563 level = (int) (level / 5.);
1564
1565 /* now set the new title */
1566 if (pl->contr != NULL)
1567 {
1568 if (level == 0)
1569 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1570 else if (level == 1)
1571 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1572 else if (level == 2)
1573 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1574 else if (level == 3)
1575 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1576 else
1577 {
1578 /* special titles for extra high resistance! */
1579 if (skin->resist[atnr] > 80)
1580 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1581 else if (skin->resist[atnr] > 50)
1582 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1583 else
1584 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1585 }
1586 }
1587
1588 strcpy (pl->contr->own_title, "");
1589 }
1590
1591 /*
1592 * This function is called when a dragon-player gains
1593 * an overall level. Here, the dragon might gain new abilities
1594 * or change the ability-focus.
1595 */
1596 void
1597 dragon_level_gain (object *who)
1598 {
1599 object *abil = NULL; /* pointer to dragon ability force */
1600 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */
1603
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE)
1608 {
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1612 skin = tmp;
1613 }
1614 }
1615 /* if the force is missing -> bail out */
1616 if (abil == NULL)
1617 return;
1618
1619 /* The ability_force keeps track of maximum level ever achieved.
1620 * New abilties can only be gained by surpassing this max level
1621 */
1622 if (who->level > abil->level)
1623 {
1624 /* increase our focused ability */
1625 abil->resist[abil->stats.exp]++;
1626
1627
1628 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1629 {
1630 /* time to hand out a new ability-gift */
1631 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1632 }
1633
1634 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1635 {
1636 /* apply new ability focus */
1637 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1638 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1639
1640 abil->stats.exp = abil->last_eat;
1641 abil->last_eat = 0;
1642 }
1643
1644 abil->level = who->level;
1645 }
1646
1647 /* last but not least, set the new title for the dragon */
1648 set_dragon_name (who, abil, skin);
1649 }
1650
1651 /* Handy function - given the skill name skill_name, we find the skill
1652 * archetype/object, set appropriate values, and insert it into
1653 * the object (op) that is passed.
1654 * We return the skill - this makes it easier for calling functions that
1655 * want to do something with it immediately.
1656 */
1657 object *
1658 give_skill_by_name (object *op, const char *skill_name)
1659 {
1660 object *skill_obj;
1661
1662 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1663 if (!skill_obj)
1664 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1666 return NULL;
1667 }
1668 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it.
1670 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op);
1675 if (op->contr)
1676 {
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1679 }
1680 return skill_obj;
1681 }
1682
1683
1684 /* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels
1688 * who is the player, op is what we are checking to gain the level
1689 * (eg, skill)
1690 */
1691 void
1692 player_lvl_adj (object *who, object *op)
1693 {
1694 char buf[MAX_BUF];
1695
1696 if (!op) /* when rolling stats */
1697 op = who;
1698
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 {
1701 op->level++;
1702
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1704 dragon_level_gain (who);
1705
1706 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 }
1713
1714 fix_player (who);
1715 if (op->level > 1)
1716 {
1717 if (op->type != PLAYER)
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else
1720 sprintf (buf, "You are now level %d.", op->level);
1721 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 }
1724 player_lvl_adj (who, op); /* To increase more levels */
1725 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 {
1728 op->level--;
1729 fix_player (who);
1730 if (op->type != PLAYER)
1731 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 }
1735 player_lvl_adj (who, op); /* To decrease more levels */
1736 }
1737 /* check if the spell data has changed */
1738 esrv_update_spells (who->contr);
1739 }
1740
1741 /*
1742 * Returns how much experience is needed for a player to become
1743 * the given level. level should really never exceed max_level
1744 */
1745
1746 sint64
1747 level_exp (int level, double expmul)
1748 {
1749 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]);
1751 return (sint64) (expmul * levels[level]);
1752 }
1753
1754 /*
1755 * Ensure that the permanent experience requirements in an exp object are met.
1756 * This really just checks 'op to make sure the perm_exp value is within
1757 * proper range. Note that the checking of what is passed through
1758 * has been reduced. Since there is now a proper field for perm_exp,
1759 * this can now work on a much larger set of objects.
1760 */
1761 void
1762 calc_perm_exp (object *op)
1763 {
1764 int p_exp_min;
1765
1766 /* Ensure that our permanent experience minimum is met.
1767 * permenent_exp_ratio is an integer percentage, we divide by 100
1768 * to get the fraction */
1769 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1770
1771 if (op->perm_exp < p_exp_min)
1772 op->perm_exp = p_exp_min;
1773
1774 /* Cap permanent experience. */
1775 if (op->perm_exp < 0)
1776 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE;
1779 }
1780
1781
1782 /* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill:
1788 */
1789
1790 static void
1791 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792 {
1793 object *skill_obj = NULL;
1794 sint64 limit, exp_to_add;
1795 int i;
1796
1797 /* prevents some forms of abuse. */
1798 if (op->contr->braced)
1799 exp = exp / 5;
1800
1801 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through
1804 * the players inventory.
1805 */
1806 if (skill_name)
1807 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1809 skill_obj = op->chosen_skill;
1810 else
1811 {
1812 for (i = 0; i < NUM_SKILLS; i++)
1813 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1814 {
1815 skill_obj = op->contr->last_skill_ob[i];
1816 break;
1817 }
1818
1819 /* Player doesn't have the skill. Check to see what to do, and give
1820 * it to the player if necessary
1821 */
1822 if (!skill_obj)
1823 {
1824 if (flag == SK_EXP_NONE)
1825 return;
1826 else if (flag == SK_EXP_ADD_SKILL)
1827 give_skill_by_name (op, skill_name);
1828 }
1829 }
1830 }
1831
1832 if (flag != SK_EXP_SKILL_ONLY)
1833 {
1834 /* Basically, you can never gain more experience in one shot
1835 * than half what you need to gain for next level.
1836 */
1837 exp_to_add = exp;
1838 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1839 if (exp_to_add > limit)
1840 exp_to_add = limit;
1841
1842 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1843 if (settings.permanent_exp_ratio)
1844 {
1845 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1846 calc_perm_exp (op);
1847 }
1848
1849 player_lvl_adj (op, NULL);
1850 }
1851
1852 if (skill_obj)
1853 {
1854 exp_to_add = exp;
1855 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1856 if (exp_to_add > limit)
1857 exp_to_add = limit;
1858
1859 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1860 if (settings.permanent_exp_ratio)
1861 {
1862 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1863 calc_perm_exp (skill_obj);
1864 }
1865
1866 player_lvl_adj (op, skill_obj);
1867 }
1868 }
1869
1870 /* This function checks to make sure that object 'op' can
1871 * lost 'exp' experience. It returns the amount of exp
1872 * object 'op' can in fact lose - it basically makes
1873 * adjustments based on permanent exp and the like.
1874 * This function should always be used for losing experience -
1875 * the 'exp' value passed should be positive - this is the
1876 * amount that should get subtract from the player.
1877 */
1878 sint64
1879 check_exp_loss (const object *op, sint64 exp)
1880 {
1881 sint64 del_exp;
1882
1883 if (exp > op->stats.exp)
1884 exp = op->stats.exp;
1885 if (settings.permanent_exp_ratio)
1886 {
1887 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1888 if (del_exp < 0)
1889 del_exp = 0;
1890 if (exp > del_exp)
1891 exp = del_exp;
1892 }
1893 return exp;
1894 }
1895
1896 sint64
1897 check_exp_adjust (const object *op, sint64 exp)
1898 {
1899 if (exp < 0)
1900 return check_exp_loss (op, exp);
1901 else
1902 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1903 }
1904
1905
1906 /* Subtracts experience from player.
1907 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1908 * only subtract from the matching skill. Otherwise,
1909 * this subtracts a portion from all
1910 * skills the player has. Eg, if we figure the player is losing 10%
1911 * of his total exp, what happens is he loses 10% from all his skills.
1912 * Note that if permanent exp is used, player may not in fact lose
1913 * as much as listed. Eg, if player has gotten reduced to the point
1914 * where everything is at the minimum perm exp, he would lose nothing.
1915 * exp is the amount of exp to subtract - thus, it should be
1916 * a postive number.
1917 */
1918 static void
1919 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1920 {
1921 float fraction = (float) exp / (float) op->stats.exp;
1922 object *tmp;
1923 sint64 del_exp;
1924
1925 for (tmp = op->inv; tmp; tmp = tmp->below)
1926 if (tmp->type == SKILL && tmp->stats.exp)
1927 {
1928 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1929 {
1930 del_exp = check_exp_loss (tmp, exp);
1931 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp);
1933 }
1934 else if (flag != SK_SUBTRACT_SKILL_EXP)
1935 {
1936 /* only want to process other skills if we are not trying
1937 * to match a specific skill.
1938 */
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp);
1942 }
1943 }
1944 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 {
1946 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL);
1949 }
1950 }
1951
1952
1953
1954 /* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp.
1956 *
1957 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players.
1962 */
1963
1964 void
1965 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966 {
1967
1968 #ifdef EXP_DEBUG
1969 # ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971 # else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1973 # endif
1974 #endif
1975
1976 /* safety */
1977 if (!op)
1978 {
1979 LOG (llevError, "change_exp() called for null object!\n");
1980 return;
1981 }
1982
1983 /* if no change in exp, just return - most of the below code
1984 * won't do anything if the value is 0 anyways.
1985 */
1986 if (exp == 0)
1987 return;
1988
1989 /* Monsters are easy - we just adjust their exp - we
1990 * don't adjust level, since in most cases it is unrelated to
1991 * the exp they have - the monsters exp represents what its
1992 * worth.
1993 */
1994 if (op->type != PLAYER)
1995 {
1996 /* Sanity check */
1997 if (!QUERY_FLAG (op, FLAG_ALIVE))
1998 return;
1999
2000 /* reset exp to max allowed value. We subtract from
2001 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2002 * more than max exp, just return.
2003 */
2004 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2005 {
2006 exp = MAX_EXPERIENCE - op->stats.exp;
2007 if (exp < 0)
2008 return;
2009 }
2010
2011 op->stats.exp += exp;
2012 }
2013 else
2014 { /* Players only */
2015 if (exp > 0)
2016 add_player_exp (op, exp, skill_name, flag);
2017 else
2018 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that
2020 * along.
2021 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag);
2023
2024 }
2025 }
2026
2027 /* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss.
2030 */
2031
2032 void
2033 apply_death_exp_penalty (object *op)
2034 {
2035 object *tmp;
2036 sint64 loss;
2037 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2038 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2039
2040 for (tmp = op->inv; tmp; tmp = tmp->below)
2041 if (tmp->type == SKILL && tmp->stats.exp)
2042 {
2043
2044 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2045 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2046
2047 /* With the revised exp system, you can get cases where
2048 * losing several levels would still require that you have more
2049 * exp than you currently have - this is true if the levels
2050 * tables is a lot harder.
2051 */
2052 if (level_loss < 0)
2053 level_loss = 0;
2054
2055 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2056
2057 tmp->stats.exp -= loss;
2058 player_lvl_adj (op, tmp);
2059 }
2060
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2063 if (level_loss < 0)
2064 level_loss = 0;
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2066
2067 op->stats.exp -= loss;
2068 player_lvl_adj (op, NULL);
2069 }
2070
2071 /* This function takes an object (monster/player, op), and
2072 * determines if it makes a basic save throw by looking at the
2073 * save_throw table. level is the effective level to make
2074 * the save at, and bonus is any plus/bonus (typically based on
2075 * resistance to particular attacktype.
2076 * Returns 1 if op makes his save, 0 if he failed
2077 */
2078 int
2079 did_make_save (const object *op, int level, int bonus)
2080 {
2081 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL;
2083
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0;
2086 return 1;
2087 }