ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.c
Revision: 1.9
Committed: Sun Aug 13 17:16:00 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.8: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_living_c =
3 elmex 1.5 * "$Id$";
4 root 1.1 */
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 root 1.8 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 root 1.1 };
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 root 1.8 -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 root 1.1 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 elmex 1.5 get_attr_value(const living *stats,int attr) {
317 root 1.1 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     object refop;
374     char message[MAX_BUF];
375     int potion_max=0;
376    
377     /* remember what object was like before it was changed. note that
378     * refop is a local copy of op only to be used for detecting changes
379     * found by fix_player. refop is not a real object
380     */
381     memcpy(&refop, op, sizeof(object));
382    
383     if(op->type==PLAYER) {
384     if (tmp->type==POTION) {
385     potion_max=1;
386     for(j=0;j<NUM_STATS;j++) {
387     int nstat, ostat;
388    
389     ostat = get_attr_value(&(op->contr->orig_stats),j);
390     i = get_attr_value(&(tmp->stats),j);
391    
392     /* nstat is what the stat will be after use of the potion */
393     nstat = flag*i + ostat;
394    
395     /* Do some bounds checking. While I don't think any
396     * potions do so right now, there is the potential for potions
397     * that adjust that stat by more than one point, so we need
398     * to allow for that.
399     */
400     if (nstat < 1 && i*flag < 0 ) nstat = 1;
401     else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) {
402     nstat = 20 + get_attr_value(&(op->arch->clone.stats),j);
403     }
404     if (nstat != ostat) {
405     set_attr_value(&(op->contr->orig_stats), j, nstat);
406     potion_max=0;
407     }
408     else if (i) {
409     /* potion is useless - player has already hit the natural maximum */
410     potion_max = 1;
411     }
412     }
413     /* This section of code ups the characters normal stats also. I am not
414     * sure if this is strictly necessary, being that fix_player probably
415     * recalculates this anyway.
416     */
417     for(j=0;j<NUM_STATS;j++)
418     change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j));
419     check_stat_bounds(&(op->stats));
420     } /* end of potion handling code */
421     }
422    
423     /* reset attributes that fix_player doesn't reset since it doesn't search
424     * everything to set
425     */
426     if(flag == -1) {
427     op->attacktype&=~tmp->attacktype;
428     op->path_attuned&=~tmp->path_attuned;
429     op->path_repelled&=~tmp->path_repelled;
430     op->path_denied&=~tmp->path_denied;
431     /* Presuming here that creatures only have move_type,
432     * and not the other move_ fields.
433     */
434     op->move_type &= ~tmp->move_type;
435     }
436    
437     /* call fix_player since op object could have whatever attribute due
438     * to multiple items. if fix_player always has to be called after
439     * change_ability then might as well call it from here
440     */
441     fix_player(op);
442    
443     /* Fix player won't add the bows ability to the player, so don't
444     * print out message if this is a bow.
445     */
446     if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) {
447     success=1;
448     DIFF_MSG(flag, "Your hands begin to glow red.",
449     "Your hands stop glowing red.");
450     }
451     if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452     success=1;
453     DIFF_MSG(flag, "You feel very protected.",
454     "You don't feel protected anymore.");
455     }
456     if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457     success=1;
458     DIFF_MSG(flag, "A magic force shimmers around you.",
459     "The magic force fades away.");
460     }
461     if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462     success=1;
463     DIFF_MSG(flag, "You feel more safe now, somehow.",
464     "Suddenly you feel less safe, somehow.");
465     }
466     /* movement type has changed. We don't care about cases where
467     * user has multiple items giving the same type appled like we
468     * used to - that is more work than what we gain, plus messages
469     * can be misleading (a little higher could be miscontrued from
470     * from fly high)
471     */
472     if (tmp->move_type && op->move_type != refop.move_type) {
473     success=1;
474    
475     /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476     * status doesn't make a difference if you are flying high
477     */
478     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) {
479     DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground.");
480     }
481    
482     if (tmp->move_type & MOVE_FLY_HIGH) {
483     /* double conditional - second case covers if you have move_fly_low -
484     * in that case, you don't actually land
485     */
486     DIFF_MSG(flag, "You soar into the air air!.",
487     (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air":
488     "You float down to the ground."));
489     }
490     if (tmp->move_type & MOVE_SWIM)
491     DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming");
492    
493     /* Changing move status may mean you are affected by things you weren't before */
494     check_move_on(op, op);
495     }
496    
497     /* becoming UNDEAD... a special treatment for this flag. Only those not
498     * originally undead may change their status
499     */
500     if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
501     if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) {
502     success=1;
503     if(flag>0) {
504     if(op->race) free_string(op->race);
505     op->race=add_string("undead");
506     new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!");
507     } else {
508     if(op->race) free_string(op->race);
509     if(op->arch->clone.race)
510     op->race=add_string(op->arch->clone.race);
511     else
512     op->race = NULL;
513     new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!");
514     }
515     }
516    
517     if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){
518     success=1;
519     DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520     }
521     if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522     success=1;
523     DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524     }
525     /* blinded you can tell if more blinded since blinded player has minimal
526     * vision
527     */
528     if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529     success=1;
530     if(flag>0) {
531     if(QUERY_FLAG(op,FLAG_WIZ))
532     new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded.");
533     else {
534     new_draw_info(NDI_UNIQUE, 0, op,"You are blinded.");
535     SET_FLAG(op,FLAG_BLIND);
536     if(op->type==PLAYER)
537     op->contr->do_los=1;
538     }
539     } else {
540     if(QUERY_FLAG(op,FLAG_WIZ))
541     new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542     else {
543     new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544     CLEAR_FLAG(op,FLAG_BLIND);
545     if(op->type==PLAYER)
546     op->contr->do_los=1;
547     }
548     }
549     }
550    
551     if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552     success=1;
553     if(op->type==PLAYER)
554     op->contr->do_los=1;
555     DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556     }
557    
558     if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559     success=1;
560     if(flag>0) {
561     if(QUERY_FLAG(op,FLAG_WIZ))
562     new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
563     else {
564     new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
565     if(op->type==PLAYER)
566     op->contr->do_los=1;
567     }
568     } else {
569     if(QUERY_FLAG(op,FLAG_WIZ))
570     new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571     else {
572     new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573     if(op->type==PLAYER)
574     op->contr->do_los=1;
575     }
576     }
577     }
578    
579     if(tmp->stats.luck) {
580     success=1;
581     DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582     }
583    
584     if(tmp->stats.hp && op->type==PLAYER) {
585     success=1;
586     DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587     "You feel much less healthy!");
588     }
589    
590     if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
591     success=1;
592     DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593     "You suddenly feel very mundane.");
594     }
595    
596     /* for the future when artifacts set this -b.t. */
597     if(tmp->stats.grace && op->type==PLAYER) {
598     success=1;
599     DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600     "You suddenly feel less holy.");
601     }
602    
603     if(tmp->stats.food && op->type==PLAYER) {
604     success=1;
605     DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606     "You feel your digestion speeding up.");
607     }
608    
609     /* Messages for changed resistance */
610     for (i=0; i<NROFATTACKS; i++) {
611     if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612    
613     if (op->resist[i] != refop.resist[i]) {
614     success=1;
615     if (op->resist[i] > refop.resist[i])
616     sprintf(message, "Your resistance to %s rises to %d%%.",
617     change_resist_msg[i], op->resist[i]);
618     else
619     sprintf(message, "Your resistance to %s drops to %d%%.",
620     change_resist_msg[i], op->resist[i]);
621    
622     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
623     }
624     }
625    
626     if(tmp->type!=EXPERIENCE && !potion_max) {
627     for (j=0; j<NUM_STATS; j++) {
628     if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629     success=1;
630     DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631     }
632     }
633     }
634     return success;
635     }
636    
637     /*
638     * Stat draining by Vick 930307
639     * (Feeling evil, I made it work as well now. -Frank 8)
640     */
641    
642     void drain_stat(object *op) {
643     drain_specific_stat(op, RANDOM()%NUM_STATS);
644     }
645    
646     void drain_specific_stat(object *op, int deplete_stats) {
647     object *tmp;
648     archetype *at;
649    
650     at = find_archetype(ARCH_DEPLETION);
651     if (!at) {
652     LOG(llevError, "Couldn't find archetype depletion.\n");
653     return;
654     } else {
655     tmp = present_arch_in_ob(at, op);
656     if (!tmp) {
657     tmp = arch_to_object(at);
658     tmp = insert_ob_in_ob(tmp, op);
659     SET_FLAG(tmp,FLAG_APPLIED);
660     }
661     }
662    
663     new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
664     change_attr_value(&tmp->stats, deplete_stats, -1);
665     fix_player(op);
666     }
667    
668     /*
669     * A value of 0 indicates timeout, otherwise change the luck of the object.
670     * via an applied bad_luck object.
671     */
672    
673     void change_luck(object *op, int value) {
674     object *tmp;
675     archetype *at;
676     int new_luck;
677    
678     at = find_archetype("luck");
679     if (!at)
680     LOG(llevError, "Couldn't find archetype luck.\n");
681     else {
682     tmp = present_arch_in_ob(at, op);
683     if (!tmp) {
684     if (!value)
685     return;
686     tmp = arch_to_object(at);
687     tmp = insert_ob_in_ob(tmp, op);
688     SET_FLAG(tmp,FLAG_APPLIED);
689     }
690     if (value) {
691     /* Limit the luck value of the bad luck object to +/-100. This
692     * (arbitrary) value prevents overflows (both in the bad luck object and
693     * in op itself).
694     */
695     new_luck = tmp->stats.luck+value;
696     if (new_luck >= -100 && new_luck <= 100) {
697     op->stats.luck+=value;
698     tmp->stats.luck = new_luck;
699     }
700     } else {
701     if (!tmp->stats.luck) {
702     return;
703     }
704     /* Randomly change the players luck. Basically, we move it
705     * back neutral (if greater>0, subtract, otherwise add)
706     */
707     if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) {
708     int diff = tmp->stats.luck>0?-1:1;
709     op->stats.luck += diff;
710     tmp->stats.luck += diff;
711     }
712     }
713     }
714     }
715    
716     /*
717     * Subtracts stat-bonuses given by the class which the player has chosen.
718     */
719    
720     void remove_statbonus(object *op) {
721     op->stats.Str -= op->arch->clone.stats.Str;
722     op->stats.Dex -= op->arch->clone.stats.Dex;
723     op->stats.Con -= op->arch->clone.stats.Con;
724     op->stats.Wis -= op->arch->clone.stats.Wis;
725     op->stats.Pow -= op->arch->clone.stats.Pow;
726     op->stats.Cha -= op->arch->clone.stats.Cha;
727     op->stats.Int -= op->arch->clone.stats.Int;
728     op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729     op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730     op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731     op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732     op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733     op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734     op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735     }
736    
737     /*
738     * Adds stat-bonuses given by the class which the player has chosen.
739     */
740    
741     void add_statbonus(object *op) {
742     op->stats.Str += op->arch->clone.stats.Str;
743     op->stats.Dex += op->arch->clone.stats.Dex;
744     op->stats.Con += op->arch->clone.stats.Con;
745     op->stats.Wis += op->arch->clone.stats.Wis;
746     op->stats.Pow += op->arch->clone.stats.Pow;
747     op->stats.Cha += op->arch->clone.stats.Cha;
748     op->stats.Int += op->arch->clone.stats.Int;
749     op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750     op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751     op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752     op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753     op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754     op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755     op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756     }
757    
758     /*
759     * Updates all abilities given by applied objects in the inventory
760     * of the given object. Note: This function works for both monsters
761     * and players; the "player" in the name is purely an archaic inheritance.
762     * This functions starts from base values (archetype or player object)
763     * and then adjusts them according to what the player has equipped.
764     */
765     /* July 95 - inserted stuff to handle new skills/exp system - b.t.
766     spell system split, grace points now added to system --peterm
767     */
768    
769     void fix_player(object *op) {
770     int i,j;
771     event *evt;
772     float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1;
773     int weapon_weight=0,weapon_speed=0;
774     int best_wc=0, best_ac=0, wc=0, ac=0;
775     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776     object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp;
777    
778     /* First task is to clear all the values back to their original values */
779     if(op->type==PLAYER) {
780     for(i=0;i<NUM_STATS;i++) {
781     set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i));
782     }
783     if (settings.spell_encumbrance == TRUE)
784     op->contr->encumbrance=0;
785    
786     op->attacktype=0;
787     op->contr->digestion = 0;
788     op->contr->gen_hp = 0;
789     op->contr->gen_sp = 0;
790     op->contr->gen_grace = 0;
791     op->contr->gen_sp_armour = 10;
792     op->contr->item_power = 0;
793    
794     /* Don't clobber all the range_ values. range_golem otherwise
795     * gets reset for no good reason, and we don't want to reset
796     * range_magic (what spell is readied). These three below
797     * well get filled in based on what the player has equipped.
798     */
799     op->contr->ranges[range_bow] = NULL;
800     op->contr->ranges[range_misc] = NULL;
801     op->contr->ranges[range_skill] = NULL;
802     }
803     memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804    
805     if(op->slaying!=NULL) {
806     free_string(op->slaying);
807     op->slaying=NULL;
808     }
809     if(!QUERY_FLAG(op,FLAG_WIZ)) {
810     CLEAR_FLAG(op, FLAG_XRAYS);
811     CLEAR_FLAG(op, FLAG_MAKE_INVIS);
812     }
813    
814     CLEAR_FLAG(op,FLAG_LIFESAVE);
815     CLEAR_FLAG(op,FLAG_STEALTH);
816     CLEAR_FLAG(op,FLAG_BLIND);
817     if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818     CLEAR_FLAG(op,FLAG_REFL_SPELL);
819     if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820     CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821     if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822     CLEAR_FLAG(op,FLAG_UNDEAD);
823     if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824     CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825    
826     op->path_attuned=op->arch->clone.path_attuned;
827     op->path_repelled=op->arch->clone.path_repelled;
828     op->path_denied=op->arch->clone.path_denied;
829     op->glow_radius=op->arch->clone.glow_radius;
830     op->move_type = op->arch->clone.move_type;
831     op->chosen_skill = NULL;
832    
833     /* initializing resistances from the values in player/monster's
834     * archetype clone
835     */
836     memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist));
837    
838     for (i=0;i<NROFATTACKS;i++) {
839     if (op->resist[i] > 0)
840     prot[i]= op->resist[i], vuln[i]=0;
841     else
842     vuln[i]= -(op->resist[i]), prot[i]=0;
843     potion_resist[i]=0;
844     }
845    
846     wc=op->arch->clone.stats.wc;
847     op->stats.dam=op->arch->clone.stats.dam;
848    
849     /* for players which cannot use armour, they gain AC -1 per 3 levels,
850     * plus a small amount of physical resist, those poor suckers. ;)
851     * the fact that maxlevel is factored in could be considered sort of bogus -
852     * we should probably give them some bonus and cap it off - otherwise,
853     * basically, if a server updates its max level, these playes may find
854     * that their protection from physical goes down
855     */
856     if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
857     ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
858     prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
859     }
860     else
861     ac=op->arch->clone.stats.ac;
862    
863     op->stats.luck=op->arch->clone.stats.luck;
864     op->speed = op->arch->clone.speed;
865    
866     /* OK - we've reset most all the objects attributes to sane values.
867     * now go through and make adjustments for what the player has equipped.
868     */
869    
870     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
871     /* See note in map.c:update_position about making this additive
872     * since light sources are never applied, need to put check here.
873     */
874     if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875    
876     /* This happens because apply_potion calls change_abil with the potion
877     * applied so we can tell the player what chagned. But change_abil
878     * then calls this function.
879     */
880     if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
881     continue;
882     }
883    
884     /* For some things, we don't care what is equipped */
885     if (tmp->type == SKILL) {
886     /* Want to take the highest skill here. */
887     if (IS_MANA_SKILL(tmp->subtype)) {
888     if (!mana_obj) mana_obj=tmp;
889     else if (tmp->level > mana_obj->level) mana_obj = tmp;
890     }
891     if (IS_GRACE_SKILL(tmp->subtype)) {
892     if (!grace_obj) grace_obj=tmp;
893     else if (tmp->level > grace_obj->level) grace_obj = tmp;
894     }
895     }
896    
897     /* Container objects are not meant to adjust a players, but other applied
898     * objects need to make adjustments.
899     * This block should handle all player specific changes
900     * The check for Praying is a bit of a hack - god given bonuses are put
901     * in the praying skill, and the player should always get those.
902     * It also means we need to put in additional checks for applied below,
903     * because the skill shouldn't count against body positions being used
904     * up, etc.
905     */
906     if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
907     (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
908     if(op->type==PLAYER) {
909     if (tmp->type == BOW)
910     op->contr->ranges[range_bow] = tmp;
911    
912     if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913     op->contr->ranges[range_misc] = tmp;
914    
915     for(i=0;i<NUM_STATS;i++)
916     change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917    
918     /* these are the items that currently can change digestion, regeneration,
919     * spell point recovery and mana point recovery. Seems sort of an arbitary
920     * list, but other items store other info into stats array.
921     */
922     if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924     (tmp->type == SHIELD) || (tmp->type == RING) ||
925     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926     (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927     (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929     (tmp->type == SKILL)) {
930     op->contr->digestion += tmp->stats.food;
931     op->contr->gen_hp += tmp->stats.hp;
932     op->contr->gen_sp += tmp->stats.sp;
933     op->contr->gen_grace += tmp->stats.grace;
934     op->contr->gen_sp_armour+= tmp->gen_sp_armour;
935     op->contr->item_power += tmp->item_power;
936     }
937     } /* if this is a player */
938    
939     /* Update slots used for items */
940     if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
941     for (i=0; i<NUM_BODY_LOCATIONS; i++)
942     op->body_used[i] += tmp->body_info[i];
943     }
944    
945     if(tmp->type==SYMPTOM) {
946     speed_reduce_from_disease = tmp->last_sp / 100.0;
947     if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948     }
949    
950     /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951     * (Negative protections are calculated extactly like positive.)
952     * Resistance from potions are treated special as well. If there's
953     * more than one potion-effect, the bigger prot.-value is taken.
954     */
955     if (tmp->type != POTION) {
956     for (i=0; i<NROFATTACKS; i++) {
957     /* Potential for cursed potions, in which case we just can use
958     * a straight MAX, as potion_resist is initialized to zero.
959     */
960     if (tmp->type==POTION_EFFECT) {
961     if (potion_resist[i])
962     potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
963     else
964     potion_resist[i] = tmp->resist[i];
965     }
966     else if (tmp->resist[i] > 0)
967     prot[i] += ((100-prot[i])*tmp->resist[i])/100;
968     else if (tmp->resist[i] < 0)
969     vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
970     }
971     }
972    
973     /* There may be other things that should not adjust the attacktype */
974     if (tmp->type!=BOW && tmp->type != SYMPTOM)
975     op->attacktype|=tmp->attacktype;
976    
977     op->path_attuned|=tmp->path_attuned;
978     op->path_repelled|=tmp->path_repelled;
979     op->path_denied|=tmp->path_denied;
980     op->stats.luck+=tmp->stats.luck;
981     op->move_type |= tmp->move_type;
982    
983     if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984     if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985     if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986     if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987     if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988     if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989     if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990    
991     if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992     SET_FLAG(op,FLAG_UNDEAD);
993    
994     if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995     SET_FLAG(op,FLAG_MAKE_INVIS);
996     op->invisible=1;
997     }
998    
999     if(tmp->stats.exp && tmp->type!=SKILL) {
1000     if(tmp->stats.exp > 0) {
1001     added_speed+=(float)tmp->stats.exp/3.0;
1002     bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1003     } else
1004     added_speed+=(float)tmp->stats.exp;
1005     }
1006    
1007     switch(tmp->type) {
1008     /* skills modifying the character -b.t. */
1009     /* for all skills and skill granting objects */
1010     case SKILL:
1011     if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1012    
1013     if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014    
1015     if (op->chosen_skill) {
1016     LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017     }
1018     op->chosen_skill = tmp;
1019     if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020     if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021     weapon_speed = (int) WEAPON_SPEED(tmp);
1022     if(weapon_speed<0) weapon_speed = 0;
1023     weapon_weight=tmp->weight;
1024     op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025     if(tmp->magic) op->stats.dam += tmp->magic;
1026     }
1027     if(tmp->stats.wc)
1028     wc-=(tmp->stats.wc+tmp->magic);
1029    
1030     if(tmp->slaying!=NULL) {
1031     if (op->slaying != NULL)
1032     free_string (op->slaying);
1033     add_refcount(op->slaying = tmp->slaying);
1034     }
1035    
1036     if(tmp->stats.ac)
1037     ac-=(tmp->stats.ac+tmp->magic);
1038     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039     op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040     if (op->type == PLAYER)
1041     op->contr->ranges[range_skill] = op;
1042     break;
1043    
1044     case SKILL_TOOL:
1045     if (op->chosen_skill) {
1046     LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047     }
1048     op->chosen_skill = tmp;
1049     if (op->type == PLAYER)
1050     op->contr->ranges[range_skill] = op;
1051     break;
1052    
1053     case SHIELD:
1054     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055     op->contr->encumbrance+=(int)tmp->weight/2000;
1056     case RING:
1057     case AMULET:
1058     case GIRDLE:
1059     case HELMET:
1060     case BOOTS:
1061     case GLOVES:
1062     case CLOAK:
1063     if(tmp->stats.wc)
1064     wc-=(tmp->stats.wc+tmp->magic);
1065     if(tmp->stats.dam)
1066     op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067     if(tmp->stats.ac)
1068     ac-=(tmp->stats.ac+tmp->magic);
1069     break;
1070    
1071     case WEAPON:
1072     wc-=(tmp->stats.wc+tmp->magic);
1073     if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074     ac-=tmp->stats.ac+tmp->magic;
1075     op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076     weapon_weight=tmp->weight;
1077     weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1078     if(weapon_speed<0) weapon_speed=0;
1079     if(tmp->slaying!=NULL) {
1080     if (op->slaying != NULL)
1081     free_string (op->slaying);
1082     add_refcount(op->slaying = tmp->slaying);
1083     }
1084     /* If there is desire that two handed weapons should do
1085     * extra strength damage, this is where the code should
1086     * go.
1087     */
1088     evt = find_event(tmp,EVENT_ATTACK);
1089     if (evt != NULL) {
1090     if (op->current_weapon_script)
1091     free_string(op->current_weapon_script);
1092     op->current_weapon_script=add_string(query_name(tmp));
1093     }
1094     op->current_weapon = tmp;
1095     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1096     op->contr->encumbrance+=(int)3*tmp->weight/1000;
1097     break;
1098    
1099     case ARMOUR: /* Only the best of these three are used: */
1100     if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1101     op->contr->encumbrance+=(int)tmp->weight/1000;
1102    
1103     case BRACERS:
1104     case FORCE:
1105     if(tmp->stats.wc) {
1106     if(best_wc<tmp->stats.wc+tmp->magic) {
1107     wc+=best_wc;
1108     best_wc=tmp->stats.wc+tmp->magic;
1109     } else
1110     wc+=tmp->stats.wc+tmp->magic;
1111     }
1112     if(tmp->stats.ac) {
1113     if(best_ac<tmp->stats.ac+tmp->magic) {
1114     ac+=best_ac; /* Remove last bonus */
1115     best_ac=tmp->stats.ac+tmp->magic;
1116     }
1117     else /* To nullify the below effect */
1118     ac+=tmp->stats.ac+tmp->magic;
1119     }
1120     if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1121     if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1122     if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1123     max=ARMOUR_SPEED(tmp)/10.0;
1124     break;
1125     } /* switch tmp->type */
1126     } /* item is equipped */
1127     } /* for loop of items */
1128    
1129     /* We've gone through all the objects the player has equipped. For many things, we
1130     * have generated intermediate values which we now need to assign.
1131     */
1132    
1133     /* 'total resistance = total protections - total vulnerabilities'.
1134     * If there is an uncursed potion in effect, granting more protection
1135     * than that, we take: 'total resistance = resistance from potion'.
1136     * If there is a cursed (and no uncursed) potion in effect, we take
1137     * 'total resistance = vulnerability from cursed potion'.
1138     */
1139     for (i=0; i<NROFATTACKS; i++) {
1140     op->resist[i] = prot[i] - vuln[i];
1141     if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1142     (potion_resist[i] < 0)))
1143     op->resist[i] = potion_resist[i];
1144     }
1145    
1146     /* Figure out the players sp/mana/hp totals. */
1147     if(op->type==PLAYER) {
1148     int pl_level;
1149    
1150     check_stat_bounds(&(op->stats));
1151     pl_level=op->level;
1152    
1153     if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1154    
1155     /* You basically get half a con bonus/level. But we do take into account rounding,
1156     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157     */
1158     for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1159     j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1160     if(i%2 && con_bonus[op->stats.Con]%2) {
1161     if (con_bonus[op->stats.Con]>0)
1162     j++;
1163     else
1164     j--;
1165     }
1166     op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1167     }
1168    
1169     for(i=11;i<=op->level;i++)
1170     op->stats.maxhp+=2;
1171    
1172     if(op->stats.hp>op->stats.maxhp)
1173     op->stats.hp=op->stats.maxhp;
1174    
1175     /* Sp gain is controlled by the level of the player's
1176     * relevant experience object (mana_obj, see above)
1177     */
1178     /* following happen when skills system is not used */
1179     if(!mana_obj) mana_obj = op;
1180     if(!grace_obj) grace_obj = op;
1181     /* set maxsp */
1182     if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1183    
1184     if (mana_obj == op && op->type == PLAYER) {
1185     op->stats.maxsp = 1;
1186     } else {
1187     sp_tmp=0.0;
1188     for(i=1;i<=mana_obj->level&&i<=10;i++) {
1189     float stmp;
1190    
1191     /* Got some extra bonus at first level */
1192     if(i<2) {
1193     stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1194     (float)sp_bonus[op->stats.Int])/6.0);
1195     } else {
1196     stmp=(float)op->contr->levsp[i]
1197     +(2.0 * (float)sp_bonus[op->stats.Pow] +
1198     (float)sp_bonus[op->stats.Int])/12.0;
1199     }
1200     if (stmp<1.0) stmp=1.0;
1201     sp_tmp+=stmp;
1202     }
1203     op->stats.maxsp=(int)sp_tmp;
1204    
1205     for(i=11;i<=mana_obj->level;i++)
1206     op->stats.maxsp+=2;
1207     }
1208     /* Characters can get their sp supercharged via rune of transferrance */
1209     if(op->stats.sp>op->stats.maxsp*2)
1210     op->stats.sp=op->stats.maxsp*2;
1211    
1212     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1213     if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1214    
1215     if (grace_obj == op && op->type == PLAYER) {
1216     op->stats.maxgrace = 1;
1217     } else {
1218     /* store grace in a float - this way, the divisions below don't create
1219     * big jumps when you go from level to level - with int's, it then
1220     * becomes big jumps when the sums of the bonuses jump to the next
1221     * step of 8 - with floats, even fractional ones are useful.
1222     */
1223     sp_tmp=0.0;
1224     for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1225     float grace_tmp=0.0;
1226    
1227     /* Got some extra bonus at first level */
1228     if(i<2) {
1229     grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1230     2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1231     } else {
1232     grace_tmp=(float)op->contr->levgrace[i]
1233     +((float)grace_bonus[op->stats.Pow] +
1234     2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1235     }
1236     if (grace_tmp<1.0) grace_tmp=1.0;
1237     sp_tmp+=grace_tmp;
1238     }
1239     op->stats.maxgrace=(int)sp_tmp;
1240    
1241     /* two grace points per level after 11 */
1242     for(i=11;i<=grace_obj->level;i++)
1243     op->stats.maxgrace+=2;
1244     }
1245     /* No limit on grace vs maxgrace */
1246    
1247     if(op->contr->braced) {
1248     ac+=2;
1249     wc+=4;
1250     }
1251     else
1252     ac-=dex_bonus[op->stats.Dex];
1253    
1254     /* In new exp/skills system, wc bonuses are related to
1255     * the players level in a relevant exp object (wc_obj)
1256     * not the general player level -b.t.
1257     * I changed this slightly so that wc bonuses are better
1258     * than before. This is to balance out the fact that
1259     * the player no longer gets a personal weapon w/ 1
1260     * improvement every level, now its fighterlevel/5. So
1261     * we give the player a bonus here in wc and dam
1262     * to make up for the change. Note that I left the
1263     * monster bonus the same as before. -b.t.
1264     */
1265    
1266     if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1267     wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1268     for(i=1;i<wc_obj->level;i++) {
1269     /* addtional wc every 6 levels */
1270     if(!(i%6)) wc--;
1271     /* addtional dam every 4 levels. */
1272     if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1273     op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1274     }
1275     } else
1276     wc-=(op->level+thaco_bonus[op->stats.Str]);
1277    
1278     op->stats.dam+=dam_bonus[op->stats.Str];
1279    
1280     if(op->stats.dam<1)
1281     op->stats.dam=1;
1282    
1283     op->speed=1.0+speed_bonus[op->stats.Dex];
1284     if (settings.search_items && op->contr->search_str[0])
1285     op->speed -= 1;
1286     if (op->attacktype==0)
1287     op->attacktype=op->arch->clone.attacktype;
1288    
1289     } /* End if player */
1290    
1291     if(added_speed>=0)
1292     op->speed+=added_speed/10.0;
1293     else /* Something wrong here...: */
1294     op->speed /= (float)(1.0-added_speed);
1295    
1296     /* Max is determined by armour */
1297     if(op->speed>max)
1298     op->speed=max;
1299    
1300     if(op->type == PLAYER) {
1301     /* f is a number the represents the number of kg above (positive num)
1302     * or below (negative number) that the player is carrying. If above
1303     * weight limit, then player suffers a speed reduction based on how
1304     * much above he is, and what is max carry is
1305     */
1306     f=(op->carrying/1000)-max_carry[op->stats.Str];
1307     if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1308     }
1309    
1310     op->speed+=bonus_speed/10.0; /* Not affected by limits */
1311    
1312     /* Put a lower limit on speed. Note with this speed, you move once every
1313     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1314     */
1315     op->speed = op->speed * speed_reduce_from_disease;
1316    
1317     if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1318    
1319     if(op->type == PLAYER) {
1320     float M,W,s,D,K,S,M2;
1321    
1322     /* (This formula was made by vidarl@ifi.uio.no)
1323     * Note that we never used these values again - basically
1324     * all of these could be subbed into one big equation, but
1325     * that would just be a real pain to read.
1326     */
1327     M=(max_carry[op->stats.Str]-121)/121.0;
1328     M2=max_carry[op->stats.Str]/100.0;
1329     W=weapon_weight/20000.0;
1330     s=2-weapon_speed/10.0;
1331     D=(op->stats.Dex-14)/14.0;
1332     K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1333     K*=(4+op->level)/(float)(6+op->level)*1.2;
1334     if(K<=0) K=0.01;
1335     S=op->speed/(K*s);
1336     op->contr->weapon_sp=S;
1337     }
1338     /* I want to limit the power of small monsters with big weapons: */
1339     if(op->type!=PLAYER&&op->arch!=NULL&&
1340     op->stats.dam>op->arch->clone.stats.dam*3)
1341     op->stats.dam=op->arch->clone.stats.dam*3;
1342    
1343     /* Prevent overflows of wc - best you can get is ABS(120) - this
1344     * should be more than enough - remember, AC is also in 8 bits,
1345     * so its value is the same.
1346     */
1347     if (wc>120) wc=120;
1348     else if (wc<-120) wc=-120;
1349     op->stats.wc=wc;
1350    
1351     if (ac>120) ac=120;
1352     else if (ac<-120) ac=-120;
1353     op->stats.ac=ac;
1354    
1355     /* if for some reason the creature doesn't have any move type,
1356     * give them walking as a default.
1357     * The second case is a special case - to more closely mimic the
1358     * old behaviour - if your flying, your not walking - just
1359     * one or the other.
1360     */
1361     if (op->move_type == 0) op->move_type = MOVE_WALK;
1362     else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1363    
1364     update_ob_speed(op);
1365    
1366     /* It is quite possible that a player's spell costing might have changed,
1367     * so we will check that now.
1368     */
1369     if (op->type == PLAYER) esrv_update_spells(op->contr);
1370     }
1371    
1372     /*
1373     * Returns true if the given player is a legal class.
1374     * The function to add and remove class-bonuses to the stats doesn't
1375     * check if the stat becomes negative, thus this function
1376     * merely checks that all stats are 1 or more, and returns
1377     * false otherwise.
1378     */
1379    
1380 elmex 1.5 int allowed_class(const object *op) {
1381 root 1.1 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1382     op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1383     op->stats.Cha>0;
1384     }
1385    
1386     /*
1387     * set the new dragon name after gaining levels or
1388     * changing ability focus (later this can be extended to
1389     * eventually change the player's face and animation)
1390     *
1391     * Note that the title is written to 'own_title' in the
1392     * player struct. This should be changed to 'ext_title'
1393     * as soon as clients support this!
1394     * Please, anyone, write support for 'ext_title'.
1395     */
1396 elmex 1.5 void set_dragon_name(object *pl, const object *abil, const object *skin) {
1397 root 1.1 int atnr=-1; /* attacknumber of highest level */
1398     int level=0; /* highest level */
1399     int i;
1400    
1401     /* Perhaps do something more clever? */
1402     if (!abil || !skin) return;
1403    
1404     /* first, look for the highest level */
1405     for(i=0; i<NROFATTACKS; i++) {
1406     if (atnr_is_dragon_enabled(i) &&
1407     (atnr==-1 || abil->resist[i] > abil->resist[atnr])) {
1408     level = abil->resist[i];
1409     atnr = i;
1410     }
1411     }
1412    
1413     /* now if there are equals at highest level, pick the one with focus,
1414     or else at random */
1415     if (atnr_is_dragon_enabled(abil->stats.exp) &&
1416     abil->resist[abil->stats.exp] >= level)
1417     atnr = abil->stats.exp;
1418    
1419     level = (int)(level/5.);
1420    
1421     /* now set the new title */
1422     if (pl->contr != NULL) {
1423     if(level == 0)
1424     sprintf(pl->contr->title, "%s hatchling", attacks[atnr]);
1425     else if (level == 1)
1426     sprintf(pl->contr->title, "%s wyrm", attacks[atnr]);
1427     else if (level == 2)
1428     sprintf(pl->contr->title, "%s wyvern", attacks[atnr]);
1429     else if (level == 3)
1430     sprintf(pl->contr->title, "%s dragon", attacks[atnr]);
1431     else {
1432     /* special titles for extra high resistance! */
1433     if (skin->resist[atnr] > 80)
1434     sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1435     else if (skin->resist[atnr] > 50)
1436     sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1437     else
1438     sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1439     }
1440     }
1441    
1442     strcpy(pl->contr->own_title, "");
1443     }
1444    
1445     /*
1446     * This function is called when a dragon-player gains
1447     * an overall level. Here, the dragon might gain new abilities
1448     * or change the ability-focus.
1449     */
1450     void dragon_level_gain(object *who) {
1451     object *abil = NULL; /* pointer to dragon ability force*/
1452     object *skin = NULL; /* pointer to dragon skin force*/
1453     object *tmp = NULL; /* tmp. object */
1454     char buf[MAX_BUF]; /* tmp. string buffer */
1455    
1456     /* now grab the 'dragon_ability'-forces from the player's inventory */
1457     for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
1458     if (tmp->type == FORCE) {
1459     if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
1460     abil = tmp;
1461     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
1462     skin = tmp;
1463     }
1464     }
1465     /* if the force is missing -> bail out */
1466     if (abil == NULL) return;
1467    
1468     /* The ability_force keeps track of maximum level ever achieved.
1469     * New abilties can only be gained by surpassing this max level
1470     */
1471     if (who->level > abil->level) {
1472     /* increase our focused ability */
1473     abil->resist[abil->stats.exp]++;
1474    
1475    
1476     if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) {
1477     /* time to hand out a new ability-gift */
1478     dragon_ability_gain(who, (int)abil->stats.exp,
1479     (int)((1+abil->resist[abil->stats.exp])/5.));
1480     }
1481    
1482     if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) {
1483     /* apply new ability focus */
1484     sprintf(buf, "Your metabolism now focuses on %s!",
1485     change_resist_msg[abil->last_eat]);
1486     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
1487    
1488     abil->stats.exp = abil->last_eat;
1489     abil->last_eat = 0;
1490     }
1491    
1492     abil->level = who->level;
1493     }
1494    
1495     /* last but not least, set the new title for the dragon */
1496     set_dragon_name(who, abil, skin);
1497     }
1498    
1499     /* Handy function - given the skill name skill_name, we find the skill
1500     * archetype/object, set appropriate values, and insert it into
1501     * the object (op) that is passed.
1502     * We return the skill - this makes it easier for calling functions that
1503     * want to do something with it immediately.
1504     */
1505     object *give_skill_by_name(object *op, const char *skill_name)
1506     {
1507     object *skill_obj;
1508    
1509     skill_obj = get_archetype_by_skill_name(skill_name, SKILL);
1510     if (!skill_obj) {
1511     LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1512     return NULL;
1513     }
1514     /* clear the flag - exp goes into this bucket, but player
1515     * still doesn't know it.
1516     */
1517     CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL);
1518     skill_obj->stats.exp = 0;
1519     skill_obj->level = 1;
1520     insert_ob_in_ob(skill_obj, op);
1521     if (op->contr) {
1522     op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1523     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1524     }
1525     return skill_obj;
1526     }
1527    
1528    
1529     /* player_lvl_adj() - for the new exp system. we are concerned with
1530     * whether the player gets more hp, sp and new levels.
1531     * Note this this function should only be called for players. Monstes
1532     * don't really gain levels
1533     * who is the player, op is what we are checking to gain the level
1534     * (eg, skill)
1535     */
1536     void player_lvl_adj(object *who, object *op) {
1537     char buf[MAX_BUF];
1538    
1539     if(!op) /* when rolling stats */
1540     op = who;
1541    
1542     if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) {
1543     op->level++;
1544    
1545     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who))
1546     dragon_level_gain(who);
1547    
1548     /* Only roll these if it is the player (who) that gained the level */
1549 root 1.7 if(op==who && (who->level < 11) && who->type==PLAYER) {
1550 root 1.1 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1;
1551     who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH);
1552     who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1;
1553     }
1554    
1555 root 1.7 fix_player(who);
1556 root 1.1 if(op->level>1) {
1557     if (op->type!=PLAYER)
1558     sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1559     else
1560     sprintf(buf,"You are now level %d.",op->level);
1561     if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1562     }
1563     player_lvl_adj(who,op); /* To increase more levels */
1564     } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1565     op->level--;
1566 root 1.7 fix_player(who);
1567 root 1.1 if(op->type!=PLAYER) {
1568     sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1569 root 1.7 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1570 root 1.1 }
1571     player_lvl_adj(who,op); /* To decrease more levels */
1572     }
1573     /* check if the spell data has changed */
1574     esrv_update_spells(who->contr);
1575     }
1576    
1577     /*
1578     * Returns how much experience is needed for a player to become
1579     * the given level. level should really never exceed max_level
1580     */
1581    
1582     sint64 level_exp(int level,double expmul) {
1583     if (level > settings.max_level)
1584     return expmul * levels[settings.max_level];
1585     return expmul * levels[level];
1586     }
1587    
1588     /*
1589     * Ensure that the permanent experience requirements in an exp object are met.
1590     * This really just checks 'op to make sure the perm_exp value is within
1591     * proper range. Note that the checking of what is passed through
1592     * has been reduced. Since there is now a proper field for perm_exp,
1593     * this can now work on a much larger set of objects.
1594     */
1595     void calc_perm_exp(object *op)
1596     {
1597     int p_exp_min;
1598    
1599 elmex 1.6 /* Ensure that our permanent experience minimum is met.
1600     * permenent_exp_ratio is an integer percentage, we divide by 100
1601     * to get the fraction */
1602     p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100);
1603 root 1.1
1604     if (op->perm_exp < p_exp_min)
1605     op->perm_exp = p_exp_min;
1606    
1607     /* Cap permanent experience. */
1608     if (op->perm_exp < 0)
1609     op->perm_exp = 0;
1610     else if (op->perm_exp > MAX_EXPERIENCE)
1611     op->perm_exp = MAX_EXPERIENCE;
1612     }
1613    
1614    
1615     /* Add experience to a player - exp should only be positive.
1616     * Updates permanent exp for the skill we are adding to.
1617     * skill_name is the skill to add exp to. Skill name can be
1618     * NULL, in which case exp increases the players general
1619     * total, but not any particular skill.
1620     * flag is what to do if the player doesn't have the skill:
1621     */
1622    
1623     static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag)
1624     {
1625     object *skill_obj=NULL;
1626     sint64 limit, exp_to_add;
1627     int i;
1628    
1629     /* prevents some forms of abuse. */
1630     if(op->contr->braced) exp=exp/5;
1631    
1632     /* Try to find the matching skill.
1633     * We do a shortcut/time saving mechanism first - see if it matches
1634     * chosen_skill. This means we don't need to search through
1635     * the players inventory.
1636     */
1637     if (skill_name) {
1638     if (op->chosen_skill && op->chosen_skill->type == SKILL &&
1639     !strcmp(skill_name, op->chosen_skill->skill))
1640     skill_obj = op->chosen_skill;
1641     else {
1642     for (i=0; i<NUM_SKILLS; i++)
1643     if (op->contr->last_skill_ob[i] &&
1644     !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) {
1645     skill_obj = op->contr->last_skill_ob[i];
1646     break;
1647     }
1648    
1649     /* Player doesn't have the skill. Check to see what to do, and give
1650     * it to the player if necessary
1651     */
1652     if (!skill_obj) {
1653     if (flag == SK_EXP_NONE) return;
1654     else if (flag == SK_EXP_ADD_SKILL)
1655     give_skill_by_name(op, skill_name);
1656     }
1657     }
1658     }
1659    
1660     /* Basically, you can never gain more experience in one shot
1661     * than half what you need to gain for next level.
1662     */
1663     exp_to_add = exp;
1664     limit=(levels[op->level+1]-levels[op->level])/2;
1665     if (exp_to_add > limit) exp_to_add=limit;
1666    
1667     ADD_EXP(op->stats.exp, (float) exp_to_add * (skill_obj? skill_obj->expmul:1));
1668 elmex 1.6 if (settings.permanent_exp_ratio) {
1669 root 1.1 ADD_EXP(op->perm_exp, (float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1));
1670     calc_perm_exp(op);
1671     }
1672    
1673     player_lvl_adj(op,NULL);
1674     if (skill_obj) {
1675     exp_to_add = exp;
1676     limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2;
1677     if (exp_to_add > limit) exp_to_add=limit;
1678     ADD_EXP(skill_obj->stats.exp, exp_to_add);
1679 elmex 1.6 if (settings.permanent_exp_ratio) {
1680 root 1.1 skill_obj->perm_exp += exp_to_add * PERM_EXP_GAIN_RATIO;
1681     calc_perm_exp(skill_obj);
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 elmex 1.5 sint64 check_exp_loss(const object *op, sint64 exp)
1696 root 1.1 {
1697     sint64 del_exp;
1698    
1699     if (exp > op->stats.exp) exp = op->stats.exp;
1700 elmex 1.6 if (settings.permanent_exp_ratio) {
1701 root 1.1 del_exp = (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 elmex 1.5 sint64 check_exp_adjust(const object *op, sint64 exp)
1709 root 1.1 {
1710     if (exp<0) return check_exp_loss(op, exp);
1711     else return MIN(exp, 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, 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 > (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 elmex 1.6 /* 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 root 1.1 */
1825    
1826     void apply_death_exp_penalty(object *op) {
1827     object *tmp;
1828     sint64 loss;
1829 elmex 1.6 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 root 1.1
1832     for(tmp=op->inv;tmp;tmp=tmp->below)
1833     if(tmp->type==SKILL && tmp->stats.exp) {
1834    
1835 elmex 1.6 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 root 1.1
1838     /* With the revised exp system, you can get cases where
1839 elmex 1.6 * losing several levels would still require that you have more
1840     * exp than you currently have - this is true if the levels
1841 root 1.1 * tables is a lot harder.
1842     */
1843 elmex 1.6 if (level_loss < 0) level_loss = 0;
1844 root 1.1
1845 elmex 1.6 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss));
1846 root 1.1
1847     tmp->stats.exp -= loss;
1848     player_lvl_adj(op,tmp);
1849     }
1850    
1851 elmex 1.6 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 root 1.1
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 elmex 1.5 int did_make_save(const object *op, int level, int bonus)
1868 root 1.1 {
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