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/cvs/deliantra/server/common/living.c
Revision: 1.6
Committed: Wed Mar 15 15:35:46 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.5: +22 -27 lines
Log Message:
UPSTREAM merge from 15.03.2006

File Contents

# Content
1 /*
2 * static char *rcsid_living_c =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <funcpoint.h>
31
32 /* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */
36 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37
38 static const int con_bonus[MAX_STAT + 1]={
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20,
40 22,25,30,40,50
41 };
42
43 /* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t.
46 */
47 static const int sp_bonus[MAX_STAT + 1]={
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25,
49 30,40,50,70,100
50 };
51
52 static const int grace_bonus[MAX_STAT +1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25,
54 30,40,50,70,100
55 };
56
57 /* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
60 * would only get 5 gp when you sell.) Let query_cost do the calculations
61 * on how to really do this. Buy keeping it this simple number, it is
62 * much easier to know how things will be influenced. A value of '1' means
63 * buying and selling is both the same value - any value less than or equal
64 * to 1 should not be used.
65 * At least as of now, the only place that uses this code is query_cost,
66 * in server/shop.c. This bonus is split evenly between buying and selling
67 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
68 * at .667
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff
71 */
72
73 const float cha_bonus[MAX_STAT + 1]={10.0, 10.0, 9.0, 8.0, 7.0, 6.0, /*<-5*/
74 5.0, 4.5, 4.0, 3.5, 3.0, /*<-10*/ 2.9, 2.8, 2.7, 2.6, 2.5, /*<-15*/
75 2.4, 2.3, 2.2, 2.1, 2.0, /*<-20*/ 1.95, 1.90, 1.85, 1.80, 1.75, /*25 */
76 1.70, 1.65, 1.60, 1.55, 1.50 /*30 */
77 };
78
79 const int dex_bonus[MAX_STAT + 1]={
80 -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
81 };
82
83 /* speed_bonus uses dex as its stat */
84 const float speed_bonus[MAX_STAT + 1]={
85 -0.4, -0.4, -0.3, -0.3, -0.2, -0.2, -0.2, -0.1, -0.1, -0.1, -0.05, 0, 0, 0,
86 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
87 1.6, 1.8, 2.0, 2.5, 3.0
88 };
89
90 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
91 * strength.
92 */
93 const int dam_bonus[MAX_STAT + 1]={
94 -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
95 };
96
97 const int thaco_bonus[MAX_STAT + 1]={
98 -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
99 };
100
101 /* Max you can carry before you start getting extra speed penalties */
102 const int max_carry[MAX_STAT + 1]={
103 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277,
104 301,326,352,400,450,500,600,1000
105 };
106
107 /* weight_limit - the absolute most a character can carry - a character can't
108 * pick stuff up if it would put him above this limit.
109 * value is in grams, so we don't need to do conversion later
110 * These limits are probably overly generous, but being there were no values
111 * before, you need to start someplace.
112 */
113
114 const uint32 weight_limit[MAX_STAT+ 1] = {
115 200000, /* 0 */
116 250000,300000,350000,400000,500000, /* 5*/
117 600000,700000,800000,900000,1000000, /* 10 */
118 1100000,1200000,1300000,1400000,1500000,/* 15 */
119 1650000,1800000,1950000,2100000,2250000,/* 20 */
120 2400000,2550000,2700000,2850000,3000000, /* 25 */
121 3250000,3500000,3750000,4000000,4500000 /*30 */
122 };
123
124 const int learn_spell[MAX_STAT + 1]={
125 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,
126 100,100,100,100,100,100
127 };
128
129 const int cleric_chance[MAX_STAT + 1]={
130 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0
131 };
132
133 const int turn_bonus[MAX_STAT + 1]={
134 -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
135 };
136
137 const int fear_bonus[MAX_STAT + 1]={
138 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
139 };
140
141 /*
142 Since this is nowhere defined ...
143 Both come in handy at least in function add_exp()
144 */
145
146 #define MAX_EXPERIENCE levels[settings.max_level]
147
148 /* because exp_obj sum to make the total score,
149 * we cannot allow that sum to exceed the maximum
150 * amount of experience a player can gain. Thus
151 * we define MAX_EXP_IN_OBJ. It is important to try
152 * to make the value of MAX_EXP_CAT close to the
153 * actual number of experience objects in the game,
154 * otherwise the maximum level in any experience
155 * category could be quite low. To help the situation
156 * out a little I added 10 more levels, and jacked
157 * up the last level experience value. Its out of
158 * line with progression of previous levels, so
159 * if more levels are desired, this should be fixed.
160 * -b.t.
161 */
162
163 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
164
165 #ifndef WIN32
166 extern uint64 *levels;
167 #else
168 extern sint64 *levels;
169 #endif
170
171 #define MAX_SAVE_LEVEL 110
172 /* This no longer needs to be changed anytime the number of
173 * levels is increased - rather, did_make_save will do the
174 * right thing and always use range within this table.
175 * for safety, savethrow should not be accessed directly anymore,
176 * and instead did_make_save should be used instead.
177 */
178 static const int savethrow[MAX_SAVE_LEVEL+1]={
179 18,
180 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9,
181 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
182 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
183 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
184 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
185 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
186 };
187
188 const char *const attacks[NROFATTACKS] = {
189 "physical", "magical", "fire", "electricity", "cold", "confusion",
190 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
191 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
192 "chaos","counterspell","god power","holy power","blinding", "",
193 "life stealing"
194 };
195
196 static const char *const drain_msg[NUM_STATS] = {
197 "Oh no! You are weakened!",
198 "You're feeling clumsy!",
199 "You feel less healthy",
200 "You suddenly begin to lose your memory!",
201 "Your face gets distorted!",
202 "Watch out, your mind is going!",
203 "Your spirit feels drained!"
204 };
205 const char *const restore_msg[NUM_STATS] = {
206 "You feel your strength return.",
207 "You feel your agility return.",
208 "You feel your health return.",
209 "You feel your wisdom return.",
210 "You feel your charisma return.",
211 "You feel your memory return.",
212 "You feel your spirits return."
213 };
214 const char *const gain_msg[NUM_STATS] = {
215 "You feel stronger.",
216 "You feel more agile.",
217 "You feel healthy.",
218 "You feel wiser.",
219 "You seem to look better.",
220 "You feel smarter.",
221 "You feel more potent."
222 };
223 const char *const lose_msg[NUM_STATS] = {
224 "You feel weaker!",
225 "You feel clumsy!",
226 "You feel less healthy!",
227 "You lose some of your memory!",
228 "You look ugly!",
229 "You feel stupid!",
230 "You feel less potent!"
231 };
232
233 const char *const statname[NUM_STATS] = {
234 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power"
235 };
236
237 const char *const short_stat_name[NUM_STATS] = {
238 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow"
239 };
240
241 /*
242 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
243 * what attr is (STR to POW).
244 */
245
246 void
247 set_attr_value(living *stats,int attr,sint8 value) {
248 switch(attr) {
249 case STR:
250 stats->Str=value;
251 break;
252 case DEX:
253 stats->Dex=value;
254 break;
255 case CON:
256 stats->Con=value;
257 break;
258 case WIS:
259 stats->Wis=value;
260 break;
261 case POW:
262 stats->Pow=value;
263 break;
264 case CHA:
265 stats->Cha=value;
266 break;
267 case INT:
268 stats->Int=value;
269 break;
270 }
271 }
272
273 /*
274 * Like set_attr_value(), but instead the value (which can be negative)
275 * is added to the specified stat.
276 */
277
278 void
279 change_attr_value(living *stats,int attr,sint8 value) {
280 if (value==0) return;
281 switch(attr) {
282 case STR:
283 stats->Str+=value;
284 break;
285 case DEX:
286 stats->Dex+=value;
287 break;
288 case CON:
289 stats->Con+=value;
290 break;
291 case WIS:
292 stats->Wis+=value;
293 break;
294 case POW:
295 stats->Pow+=value;
296 break;
297 case CHA:
298 stats->Cha+=value;
299 break;
300 case INT:
301 stats->Int+=value;
302 break;
303 default:
304 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
305 }
306 }
307
308 /*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312 sint8
313 get_attr_value(const living *stats,int attr) {
314 switch(attr) {
315 case STR:
316 return(stats->Str);
317 case DEX:
318 return(stats->Dex);
319 case CON:
320 return(stats->Con);
321 case WIS:
322 return(stats->Wis);
323 case CHA:
324 return(stats->Cha);
325 case INT:
326 return(stats->Int);
327 case POW:
328 return(stats->Pow);
329 }
330 return 0;
331 }
332
333 /*
334 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
335 * 1-30 stat limit.
336 */
337
338 void check_stat_bounds(living *stats) {
339 int i,v;
340 for(i=0;i<NUM_STATS;i++)
341 if((v=get_attr_value(stats,i))>MAX_STAT)
342 set_attr_value(stats,i,MAX_STAT);
343 else if(v<MIN_STAT)
344 set_attr_value(stats,i,MIN_STAT);
345 }
346
347 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
348
349 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
350 * make this macro to clean those up. Not usuable outside change_abil
351 * function since some of the values passed to new_draw_info are hardcoded.
352 */
353 #define DIFF_MSG(flag, msg1, msg2) \
354 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
355
356 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
357 /* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object.
359 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not.
361 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object
366 * that gives them that ability.
367 */
368 int change_abil(object *op, object *tmp) {
369 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0;
370 object refop;
371 char message[MAX_BUF];
372 int potion_max=0;
373
374 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object
377 */
378 memcpy(&refop, op, sizeof(object));
379
380 if(op->type==PLAYER) {
381 if (tmp->type==POTION) {
382 potion_max=1;
383 for(j=0;j<NUM_STATS;j++) {
384 int nstat, ostat;
385
386 ostat = get_attr_value(&(op->contr->orig_stats),j);
387 i = get_attr_value(&(tmp->stats),j);
388
389 /* nstat is what the stat will be after use of the potion */
390 nstat = flag*i + ostat;
391
392 /* Do some bounds checking. While I don't think any
393 * potions do so right now, there is the potential for potions
394 * that adjust that stat by more than one point, so we need
395 * to allow for that.
396 */
397 if (nstat < 1 && i*flag < 0 ) nstat = 1;
398 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) {
399 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j);
400 }
401 if (nstat != ostat) {
402 set_attr_value(&(op->contr->orig_stats), j, nstat);
403 potion_max=0;
404 }
405 else if (i) {
406 /* potion is useless - player has already hit the natural maximum */
407 potion_max = 1;
408 }
409 }
410 /* This section of code ups the characters normal stats also. I am not
411 * sure if this is strictly necessary, being that fix_player probably
412 * recalculates this anyway.
413 */
414 for(j=0;j<NUM_STATS;j++)
415 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j));
416 check_stat_bounds(&(op->stats));
417 } /* end of potion handling code */
418 }
419
420 /* reset attributes that fix_player doesn't reset since it doesn't search
421 * everything to set
422 */
423 if(flag == -1) {
424 op->attacktype&=~tmp->attacktype;
425 op->path_attuned&=~tmp->path_attuned;
426 op->path_repelled&=~tmp->path_repelled;
427 op->path_denied&=~tmp->path_denied;
428 /* Presuming here that creatures only have move_type,
429 * and not the other move_ fields.
430 */
431 op->move_type &= ~tmp->move_type;
432 }
433
434 /* call fix_player since op object could have whatever attribute due
435 * to multiple items. if fix_player always has to be called after
436 * change_ability then might as well call it from here
437 */
438 fix_player(op);
439
440 /* Fix player won't add the bows ability to the player, so don't
441 * print out message if this is a bow.
442 */
443 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) {
444 success=1;
445 DIFF_MSG(flag, "Your hands begin to glow red.",
446 "Your hands stop glowing red.");
447 }
448 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
449 success=1;
450 DIFF_MSG(flag, "You feel very protected.",
451 "You don't feel protected anymore.");
452 }
453 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
454 success=1;
455 DIFF_MSG(flag, "A magic force shimmers around you.",
456 "The magic force fades away.");
457 }
458 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
459 success=1;
460 DIFF_MSG(flag, "You feel more safe now, somehow.",
461 "Suddenly you feel less safe, somehow.");
462 }
463 /* movement type has changed. We don't care about cases where
464 * user has multiple items giving the same type appled like we
465 * used to - that is more work than what we gain, plus messages
466 * can be misleading (a little higher could be miscontrued from
467 * from fly high)
468 */
469 if (tmp->move_type && op->move_type != refop.move_type) {
470 success=1;
471
472 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
473 * status doesn't make a difference if you are flying high
474 */
475 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) {
476 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground.");
477 }
478
479 if (tmp->move_type & MOVE_FLY_HIGH) {
480 /* double conditional - second case covers if you have move_fly_low -
481 * in that case, you don't actually land
482 */
483 DIFF_MSG(flag, "You soar into the air air!.",
484 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air":
485 "You float down to the ground."));
486 }
487 if (tmp->move_type & MOVE_SWIM)
488 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming");
489
490 /* Changing move status may mean you are affected by things you weren't before */
491 check_move_on(op, op);
492 }
493
494 /* becoming UNDEAD... a special treatment for this flag. Only those not
495 * originally undead may change their status
496 */
497 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
498 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) {
499 success=1;
500 if(flag>0) {
501 if(op->race) free_string(op->race);
502 op->race=add_string("undead");
503 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!");
504 } else {
505 if(op->race) free_string(op->race);
506 if(op->arch->clone.race)
507 op->race=add_string(op->arch->clone.race);
508 else
509 op->race = NULL;
510 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!");
511 }
512 }
513
514 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){
515 success=1;
516 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
517 }
518 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
519 success=1;
520 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
521 }
522 /* blinded you can tell if more blinded since blinded player has minimal
523 * vision
524 */
525 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
526 success=1;
527 if(flag>0) {
528 if(QUERY_FLAG(op,FLAG_WIZ))
529 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded.");
530 else {
531 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded.");
532 SET_FLAG(op,FLAG_BLIND);
533 if(op->type==PLAYER)
534 op->contr->do_los=1;
535 }
536 } else {
537 if(QUERY_FLAG(op,FLAG_WIZ))
538 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
539 else {
540 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
541 CLEAR_FLAG(op,FLAG_BLIND);
542 if(op->type==PLAYER)
543 op->contr->do_los=1;
544 }
545 }
546 }
547
548 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
549 success=1;
550 if(op->type==PLAYER)
551 op->contr->do_los=1;
552 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
553 }
554
555 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
556 success=1;
557 if(flag>0) {
558 if(QUERY_FLAG(op,FLAG_WIZ))
559 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
560 else {
561 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
562 if(op->type==PLAYER)
563 op->contr->do_los=1;
564 }
565 } else {
566 if(QUERY_FLAG(op,FLAG_WIZ))
567 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
568 else {
569 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
570 if(op->type==PLAYER)
571 op->contr->do_los=1;
572 }
573 }
574 }
575
576 if(tmp->stats.luck) {
577 success=1;
578 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
579 }
580
581 if(tmp->stats.hp && op->type==PLAYER) {
582 success=1;
583 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
584 "You feel much less healthy!");
585 }
586
587 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
588 success=1;
589 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
590 "You suddenly feel very mundane.");
591 }
592
593 /* for the future when artifacts set this -b.t. */
594 if(tmp->stats.grace && op->type==PLAYER) {
595 success=1;
596 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
597 "You suddenly feel less holy.");
598 }
599
600 if(tmp->stats.food && op->type==PLAYER) {
601 success=1;
602 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
603 "You feel your digestion speeding up.");
604 }
605
606 /* Messages for changed resistance */
607 for (i=0; i<NROFATTACKS; i++) {
608 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
609
610 if (op->resist[i] != refop.resist[i]) {
611 success=1;
612 if (op->resist[i] > refop.resist[i])
613 sprintf(message, "Your resistance to %s rises to %d%%.",
614 change_resist_msg[i], op->resist[i]);
615 else
616 sprintf(message, "Your resistance to %s drops to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618
619 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
620 }
621 }
622
623 if(tmp->type!=EXPERIENCE && !potion_max) {
624 for (j=0; j<NUM_STATS; j++) {
625 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
626 success=1;
627 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
628 }
629 }
630 }
631 return success;
632 }
633
634 /*
635 * Stat draining by Vick 930307
636 * (Feeling evil, I made it work as well now. -Frank 8)
637 */
638
639 void drain_stat(object *op) {
640 drain_specific_stat(op, RANDOM()%NUM_STATS);
641 }
642
643 void drain_specific_stat(object *op, int deplete_stats) {
644 object *tmp;
645 archetype *at;
646
647 at = find_archetype(ARCH_DEPLETION);
648 if (!at) {
649 LOG(llevError, "Couldn't find archetype depletion.\n");
650 return;
651 } else {
652 tmp = present_arch_in_ob(at, op);
653 if (!tmp) {
654 tmp = arch_to_object(at);
655 tmp = insert_ob_in_ob(tmp, op);
656 SET_FLAG(tmp,FLAG_APPLIED);
657 }
658 }
659
660 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
661 change_attr_value(&tmp->stats, deplete_stats, -1);
662 fix_player(op);
663 }
664
665 /*
666 * A value of 0 indicates timeout, otherwise change the luck of the object.
667 * via an applied bad_luck object.
668 */
669
670 void change_luck(object *op, int value) {
671 object *tmp;
672 archetype *at;
673 int new_luck;
674
675 at = find_archetype("luck");
676 if (!at)
677 LOG(llevError, "Couldn't find archetype luck.\n");
678 else {
679 tmp = present_arch_in_ob(at, op);
680 if (!tmp) {
681 if (!value)
682 return;
683 tmp = arch_to_object(at);
684 tmp = insert_ob_in_ob(tmp, op);
685 SET_FLAG(tmp,FLAG_APPLIED);
686 }
687 if (value) {
688 /* Limit the luck value of the bad luck object to +/-100. This
689 * (arbitrary) value prevents overflows (both in the bad luck object and
690 * in op itself).
691 */
692 new_luck = tmp->stats.luck+value;
693 if (new_luck >= -100 && new_luck <= 100) {
694 op->stats.luck+=value;
695 tmp->stats.luck = new_luck;
696 }
697 } else {
698 if (!tmp->stats.luck) {
699 return;
700 }
701 /* Randomly change the players luck. Basically, we move it
702 * back neutral (if greater>0, subtract, otherwise add)
703 */
704 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) {
705 int diff = tmp->stats.luck>0?-1:1;
706 op->stats.luck += diff;
707 tmp->stats.luck += diff;
708 }
709 }
710 }
711 }
712
713 /*
714 * Subtracts stat-bonuses given by the class which the player has chosen.
715 */
716
717 void remove_statbonus(object *op) {
718 op->stats.Str -= op->arch->clone.stats.Str;
719 op->stats.Dex -= op->arch->clone.stats.Dex;
720 op->stats.Con -= op->arch->clone.stats.Con;
721 op->stats.Wis -= op->arch->clone.stats.Wis;
722 op->stats.Pow -= op->arch->clone.stats.Pow;
723 op->stats.Cha -= op->arch->clone.stats.Cha;
724 op->stats.Int -= op->arch->clone.stats.Int;
725 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
726 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
727 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
728 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
729 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
730 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
731 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
732 }
733
734 /*
735 * Adds stat-bonuses given by the class which the player has chosen.
736 */
737
738 void add_statbonus(object *op) {
739 op->stats.Str += op->arch->clone.stats.Str;
740 op->stats.Dex += op->arch->clone.stats.Dex;
741 op->stats.Con += op->arch->clone.stats.Con;
742 op->stats.Wis += op->arch->clone.stats.Wis;
743 op->stats.Pow += op->arch->clone.stats.Pow;
744 op->stats.Cha += op->arch->clone.stats.Cha;
745 op->stats.Int += op->arch->clone.stats.Int;
746 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
747 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
748 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
749 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
750 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
751 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
752 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
753 }
754
755 /*
756 * Updates all abilities given by applied objects in the inventory
757 * of the given object. Note: This function works for both monsters
758 * and players; the "player" in the name is purely an archaic inheritance.
759 * This functions starts from base values (archetype or player object)
760 * and then adjusts them according to what the player has equipped.
761 */
762 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
763 spell system split, grace points now added to system --peterm
764 */
765
766 void fix_player(object *op) {
767 int i,j;
768 event *evt;
769 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1;
770 int weapon_weight=0,weapon_speed=0;
771 int best_wc=0, best_ac=0, wc=0, ac=0;
772 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
773 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp;
774
775 /* First task is to clear all the values back to their original values */
776 if(op->type==PLAYER) {
777 for(i=0;i<NUM_STATS;i++) {
778 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i));
779 }
780 if (settings.spell_encumbrance == TRUE)
781 op->contr->encumbrance=0;
782
783 op->attacktype=0;
784 op->contr->digestion = 0;
785 op->contr->gen_hp = 0;
786 op->contr->gen_sp = 0;
787 op->contr->gen_grace = 0;
788 op->contr->gen_sp_armour = 10;
789 op->contr->item_power = 0;
790
791 /* Don't clobber all the range_ values. range_golem otherwise
792 * gets reset for no good reason, and we don't want to reset
793 * range_magic (what spell is readied). These three below
794 * well get filled in based on what the player has equipped.
795 */
796 op->contr->ranges[range_bow] = NULL;
797 op->contr->ranges[range_misc] = NULL;
798 op->contr->ranges[range_skill] = NULL;
799 }
800 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
801
802 if(op->slaying!=NULL) {
803 free_string(op->slaying);
804 op->slaying=NULL;
805 }
806 if(!QUERY_FLAG(op,FLAG_WIZ)) {
807 CLEAR_FLAG(op, FLAG_XRAYS);
808 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
809 }
810
811 CLEAR_FLAG(op,FLAG_LIFESAVE);
812 CLEAR_FLAG(op,FLAG_STEALTH);
813 CLEAR_FLAG(op,FLAG_BLIND);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
815 CLEAR_FLAG(op,FLAG_REFL_SPELL);
816 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
817 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
818 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
819 CLEAR_FLAG(op,FLAG_UNDEAD);
820 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
821 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
822
823 op->path_attuned=op->arch->clone.path_attuned;
824 op->path_repelled=op->arch->clone.path_repelled;
825 op->path_denied=op->arch->clone.path_denied;
826 op->glow_radius=op->arch->clone.glow_radius;
827 op->move_type = op->arch->clone.move_type;
828 op->chosen_skill = NULL;
829
830 /* initializing resistances from the values in player/monster's
831 * archetype clone
832 */
833 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist));
834
835 for (i=0;i<NROFATTACKS;i++) {
836 if (op->resist[i] > 0)
837 prot[i]= op->resist[i], vuln[i]=0;
838 else
839 vuln[i]= -(op->resist[i]), prot[i]=0;
840 potion_resist[i]=0;
841 }
842
843 wc=op->arch->clone.stats.wc;
844 op->stats.dam=op->arch->clone.stats.dam;
845
846 /* for players which cannot use armour, they gain AC -1 per 3 levels,
847 * plus a small amount of physical resist, those poor suckers. ;)
848 * the fact that maxlevel is factored in could be considered sort of bogus -
849 * we should probably give them some bonus and cap it off - otherwise,
850 * basically, if a server updates its max level, these playes may find
851 * that their protection from physical goes down
852 */
853 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
854 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
855 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
856 }
857 else
858 ac=op->arch->clone.stats.ac;
859
860 op->stats.luck=op->arch->clone.stats.luck;
861 op->speed = op->arch->clone.speed;
862
863 /* OK - we've reset most all the objects attributes to sane values.
864 * now go through and make adjustments for what the player has equipped.
865 */
866
867 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
868 /* See note in map.c:update_position about making this additive
869 * since light sources are never applied, need to put check here.
870 */
871 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
872
873 /* This happens because apply_potion calls change_abil with the potion
874 * applied so we can tell the player what chagned. But change_abil
875 * then calls this function.
876 */
877 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
878 continue;
879 }
880
881 /* For some things, we don't care what is equipped */
882 if (tmp->type == SKILL) {
883 /* Want to take the highest skill here. */
884 if (IS_MANA_SKILL(tmp->subtype)) {
885 if (!mana_obj) mana_obj=tmp;
886 else if (tmp->level > mana_obj->level) mana_obj = tmp;
887 }
888 if (IS_GRACE_SKILL(tmp->subtype)) {
889 if (!grace_obj) grace_obj=tmp;
890 else if (tmp->level > grace_obj->level) grace_obj = tmp;
891 }
892 }
893
894 /* Container objects are not meant to adjust a players, but other applied
895 * objects need to make adjustments.
896 * This block should handle all player specific changes
897 * The check for Praying is a bit of a hack - god given bonuses are put
898 * in the praying skill, and the player should always get those.
899 * It also means we need to put in additional checks for applied below,
900 * because the skill shouldn't count against body positions being used
901 * up, etc.
902 */
903 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
904 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
905 if(op->type==PLAYER) {
906 if (tmp->type == BOW)
907 op->contr->ranges[range_bow] = tmp;
908
909 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
910 op->contr->ranges[range_misc] = tmp;
911
912 for(i=0;i<NUM_STATS;i++)
913 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
914
915 /* these are the items that currently can change digestion, regeneration,
916 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array.
918 */
919 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
920 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
921 (tmp->type == SHIELD) || (tmp->type == RING) ||
922 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
923 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
924 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
925 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
926 (tmp->type == SKILL)) {
927 op->contr->digestion += tmp->stats.food;
928 op->contr->gen_hp += tmp->stats.hp;
929 op->contr->gen_sp += tmp->stats.sp;
930 op->contr->gen_grace += tmp->stats.grace;
931 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
932 op->contr->item_power += tmp->item_power;
933 }
934 } /* if this is a player */
935
936 /* Update slots used for items */
937 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
938 for (i=0; i<NUM_BODY_LOCATIONS; i++)
939 op->body_used[i] += tmp->body_info[i];
940 }
941
942 if(tmp->type==SYMPTOM) {
943 speed_reduce_from_disease = tmp->last_sp / 100.0;
944 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
945 }
946
947 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
948 * (Negative protections are calculated extactly like positive.)
949 * Resistance from potions are treated special as well. If there's
950 * more than one potion-effect, the bigger prot.-value is taken.
951 */
952 if (tmp->type != POTION) {
953 for (i=0; i<NROFATTACKS; i++) {
954 /* Potential for cursed potions, in which case we just can use
955 * a straight MAX, as potion_resist is initialized to zero.
956 */
957 if (tmp->type==POTION_EFFECT) {
958 if (potion_resist[i])
959 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
960 else
961 potion_resist[i] = tmp->resist[i];
962 }
963 else if (tmp->resist[i] > 0)
964 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
965 else if (tmp->resist[i] < 0)
966 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
967 }
968 }
969
970 /* There may be other things that should not adjust the attacktype */
971 if (tmp->type!=BOW && tmp->type != SYMPTOM)
972 op->attacktype|=tmp->attacktype;
973
974 op->path_attuned|=tmp->path_attuned;
975 op->path_repelled|=tmp->path_repelled;
976 op->path_denied|=tmp->path_denied;
977 op->stats.luck+=tmp->stats.luck;
978 op->move_type |= tmp->move_type;
979
980 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
981 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
982 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
983 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
984 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
985 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
986 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
987
988 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
989 SET_FLAG(op,FLAG_UNDEAD);
990
991 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
992 SET_FLAG(op,FLAG_MAKE_INVIS);
993 op->invisible=1;
994 }
995
996 if(tmp->stats.exp && tmp->type!=SKILL) {
997 if(tmp->stats.exp > 0) {
998 added_speed+=(float)tmp->stats.exp/3.0;
999 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1000 } else
1001 added_speed+=(float)tmp->stats.exp;
1002 }
1003
1004 switch(tmp->type) {
1005 /* skills modifying the character -b.t. */
1006 /* for all skills and skill granting objects */
1007 case SKILL:
1008 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1009
1010 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1011
1012 if (op->chosen_skill) {
1013 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1014 }
1015 op->chosen_skill = tmp;
1016 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1017 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1018 weapon_speed = (int) WEAPON_SPEED(tmp);
1019 if(weapon_speed<0) weapon_speed = 0;
1020 weapon_weight=tmp->weight;
1021 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1022 if(tmp->magic) op->stats.dam += tmp->magic;
1023 }
1024 if(tmp->stats.wc)
1025 wc-=(tmp->stats.wc+tmp->magic);
1026
1027 if(tmp->slaying!=NULL) {
1028 if (op->slaying != NULL)
1029 free_string (op->slaying);
1030 add_refcount(op->slaying = tmp->slaying);
1031 }
1032
1033 if(tmp->stats.ac)
1034 ac-=(tmp->stats.ac+tmp->magic);
1035 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1036 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SKILL_TOOL:
1042 if (op->chosen_skill) {
1043 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1044 }
1045 op->chosen_skill = tmp;
1046 if (op->type == PLAYER)
1047 op->contr->ranges[range_skill] = op;
1048 break;
1049
1050 case SHIELD:
1051 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1052 op->contr->encumbrance+=(int)tmp->weight/2000;
1053 case RING:
1054 case AMULET:
1055 case GIRDLE:
1056 case HELMET:
1057 case BOOTS:
1058 case GLOVES:
1059 case CLOAK:
1060 if(tmp->stats.wc)
1061 wc-=(tmp->stats.wc+tmp->magic);
1062 if(tmp->stats.dam)
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 if(tmp->stats.ac)
1065 ac-=(tmp->stats.ac+tmp->magic);
1066 break;
1067
1068 case WEAPON:
1069 wc-=(tmp->stats.wc+tmp->magic);
1070 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1071 ac-=tmp->stats.ac+tmp->magic;
1072 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1073 weapon_weight=tmp->weight;
1074 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1075 if(weapon_speed<0) weapon_speed=0;
1076 if(tmp->slaying!=NULL) {
1077 if (op->slaying != NULL)
1078 free_string (op->slaying);
1079 add_refcount(op->slaying = tmp->slaying);
1080 }
1081 /* If there is desire that two handed weapons should do
1082 * extra strength damage, this is where the code should
1083 * go.
1084 */
1085 evt = find_event(tmp,EVENT_ATTACK);
1086 if (evt != NULL) {
1087 if (op->current_weapon_script)
1088 free_string(op->current_weapon_script);
1089 op->current_weapon_script=add_string(query_name(tmp));
1090 }
1091 op->current_weapon = tmp;
1092 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1093 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1094 break;
1095
1096 case ARMOUR: /* Only the best of these three are used: */
1097 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1098 op->contr->encumbrance+=(int)tmp->weight/1000;
1099
1100 case BRACERS:
1101 case FORCE:
1102 if(tmp->stats.wc) {
1103 if(best_wc<tmp->stats.wc+tmp->magic) {
1104 wc+=best_wc;
1105 best_wc=tmp->stats.wc+tmp->magic;
1106 } else
1107 wc+=tmp->stats.wc+tmp->magic;
1108 }
1109 if(tmp->stats.ac) {
1110 if(best_ac<tmp->stats.ac+tmp->magic) {
1111 ac+=best_ac; /* Remove last bonus */
1112 best_ac=tmp->stats.ac+tmp->magic;
1113 }
1114 else /* To nullify the below effect */
1115 ac+=tmp->stats.ac+tmp->magic;
1116 }
1117 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1118 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1119 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1120 max=ARMOUR_SPEED(tmp)/10.0;
1121 break;
1122 } /* switch tmp->type */
1123 } /* item is equipped */
1124 } /* for loop of items */
1125
1126 /* We've gone through all the objects the player has equipped. For many things, we
1127 * have generated intermediate values which we now need to assign.
1128 */
1129
1130 /* 'total resistance = total protections - total vulnerabilities'.
1131 * If there is an uncursed potion in effect, granting more protection
1132 * than that, we take: 'total resistance = resistance from potion'.
1133 * If there is a cursed (and no uncursed) potion in effect, we take
1134 * 'total resistance = vulnerability from cursed potion'.
1135 */
1136 for (i=0; i<NROFATTACKS; i++) {
1137 op->resist[i] = prot[i] - vuln[i];
1138 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1139 (potion_resist[i] < 0)))
1140 op->resist[i] = potion_resist[i];
1141 }
1142
1143 /* Figure out the players sp/mana/hp totals. */
1144 if(op->type==PLAYER) {
1145 int pl_level;
1146
1147 check_stat_bounds(&(op->stats));
1148 pl_level=op->level;
1149
1150 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1151
1152 /* You basically get half a con bonus/level. But we do take into account rounding,
1153 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1154 */
1155 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1156 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1157 if(i%2 && con_bonus[op->stats.Con]%2) {
1158 if (con_bonus[op->stats.Con]>0)
1159 j++;
1160 else
1161 j--;
1162 }
1163 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1164 }
1165
1166 for(i=11;i<=op->level;i++)
1167 op->stats.maxhp+=2;
1168
1169 if(op->stats.hp>op->stats.maxhp)
1170 op->stats.hp=op->stats.maxhp;
1171
1172 /* Sp gain is controlled by the level of the player's
1173 * relevant experience object (mana_obj, see above)
1174 */
1175 /* following happen when skills system is not used */
1176 if(!mana_obj) mana_obj = op;
1177 if(!grace_obj) grace_obj = op;
1178 /* set maxsp */
1179 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1180
1181 if (mana_obj == op && op->type == PLAYER) {
1182 op->stats.maxsp = 1;
1183 } else {
1184 sp_tmp=0.0;
1185 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1186 float stmp;
1187
1188 /* Got some extra bonus at first level */
1189 if(i<2) {
1190 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1191 (float)sp_bonus[op->stats.Int])/6.0);
1192 } else {
1193 stmp=(float)op->contr->levsp[i]
1194 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1195 (float)sp_bonus[op->stats.Int])/12.0;
1196 }
1197 if (stmp<1.0) stmp=1.0;
1198 sp_tmp+=stmp;
1199 }
1200 op->stats.maxsp=(int)sp_tmp;
1201
1202 for(i=11;i<=mana_obj->level;i++)
1203 op->stats.maxsp+=2;
1204 }
1205 /* Characters can get their sp supercharged via rune of transferrance */
1206 if(op->stats.sp>op->stats.maxsp*2)
1207 op->stats.sp=op->stats.maxsp*2;
1208
1209 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1210 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1211
1212 if (grace_obj == op && op->type == PLAYER) {
1213 op->stats.maxgrace = 1;
1214 } else {
1215 /* store grace in a float - this way, the divisions below don't create
1216 * big jumps when you go from level to level - with int's, it then
1217 * becomes big jumps when the sums of the bonuses jump to the next
1218 * step of 8 - with floats, even fractional ones are useful.
1219 */
1220 sp_tmp=0.0;
1221 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1222 float grace_tmp=0.0;
1223
1224 /* Got some extra bonus at first level */
1225 if(i<2) {
1226 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1227 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1228 } else {
1229 grace_tmp=(float)op->contr->levgrace[i]
1230 +((float)grace_bonus[op->stats.Pow] +
1231 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1232 }
1233 if (grace_tmp<1.0) grace_tmp=1.0;
1234 sp_tmp+=grace_tmp;
1235 }
1236 op->stats.maxgrace=(int)sp_tmp;
1237
1238 /* two grace points per level after 11 */
1239 for(i=11;i<=grace_obj->level;i++)
1240 op->stats.maxgrace+=2;
1241 }
1242 /* No limit on grace vs maxgrace */
1243
1244 if(op->contr->braced) {
1245 ac+=2;
1246 wc+=4;
1247 }
1248 else
1249 ac-=dex_bonus[op->stats.Dex];
1250
1251 /* In new exp/skills system, wc bonuses are related to
1252 * the players level in a relevant exp object (wc_obj)
1253 * not the general player level -b.t.
1254 * I changed this slightly so that wc bonuses are better
1255 * than before. This is to balance out the fact that
1256 * the player no longer gets a personal weapon w/ 1
1257 * improvement every level, now its fighterlevel/5. So
1258 * we give the player a bonus here in wc and dam
1259 * to make up for the change. Note that I left the
1260 * monster bonus the same as before. -b.t.
1261 */
1262
1263 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1264 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1265 for(i=1;i<wc_obj->level;i++) {
1266 /* addtional wc every 6 levels */
1267 if(!(i%6)) wc--;
1268 /* addtional dam every 4 levels. */
1269 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1270 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1271 }
1272 } else
1273 wc-=(op->level+thaco_bonus[op->stats.Str]);
1274
1275 op->stats.dam+=dam_bonus[op->stats.Str];
1276
1277 if(op->stats.dam<1)
1278 op->stats.dam=1;
1279
1280 op->speed=1.0+speed_bonus[op->stats.Dex];
1281 if (settings.search_items && op->contr->search_str[0])
1282 op->speed -= 1;
1283 if (op->attacktype==0)
1284 op->attacktype=op->arch->clone.attacktype;
1285
1286 } /* End if player */
1287
1288 if(added_speed>=0)
1289 op->speed+=added_speed/10.0;
1290 else /* Something wrong here...: */
1291 op->speed /= (float)(1.0-added_speed);
1292
1293 /* Max is determined by armour */
1294 if(op->speed>max)
1295 op->speed=max;
1296
1297 if(op->type == PLAYER) {
1298 /* f is a number the represents the number of kg above (positive num)
1299 * or below (negative number) that the player is carrying. If above
1300 * weight limit, then player suffers a speed reduction based on how
1301 * much above he is, and what is max carry is
1302 */
1303 f=(op->carrying/1000)-max_carry[op->stats.Str];
1304 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1305 }
1306
1307 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1308
1309 /* Put a lower limit on speed. Note with this speed, you move once every
1310 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1311 */
1312 op->speed = op->speed * speed_reduce_from_disease;
1313
1314 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1315
1316 if(op->type == PLAYER) {
1317 float M,W,s,D,K,S,M2;
1318
1319 /* (This formula was made by vidarl@ifi.uio.no)
1320 * Note that we never used these values again - basically
1321 * all of these could be subbed into one big equation, but
1322 * that would just be a real pain to read.
1323 */
1324 M=(max_carry[op->stats.Str]-121)/121.0;
1325 M2=max_carry[op->stats.Str]/100.0;
1326 W=weapon_weight/20000.0;
1327 s=2-weapon_speed/10.0;
1328 D=(op->stats.Dex-14)/14.0;
1329 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1330 K*=(4+op->level)/(float)(6+op->level)*1.2;
1331 if(K<=0) K=0.01;
1332 S=op->speed/(K*s);
1333 op->contr->weapon_sp=S;
1334 }
1335 /* I want to limit the power of small monsters with big weapons: */
1336 if(op->type!=PLAYER&&op->arch!=NULL&&
1337 op->stats.dam>op->arch->clone.stats.dam*3)
1338 op->stats.dam=op->arch->clone.stats.dam*3;
1339
1340 /* Prevent overflows of wc - best you can get is ABS(120) - this
1341 * should be more than enough - remember, AC is also in 8 bits,
1342 * so its value is the same.
1343 */
1344 if (wc>120) wc=120;
1345 else if (wc<-120) wc=-120;
1346 op->stats.wc=wc;
1347
1348 if (ac>120) ac=120;
1349 else if (ac<-120) ac=-120;
1350 op->stats.ac=ac;
1351
1352 /* if for some reason the creature doesn't have any move type,
1353 * give them walking as a default.
1354 * The second case is a special case - to more closely mimic the
1355 * old behaviour - if your flying, your not walking - just
1356 * one or the other.
1357 */
1358 if (op->move_type == 0) op->move_type = MOVE_WALK;
1359 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1360
1361 update_ob_speed(op);
1362
1363 /* It is quite possible that a player's spell costing might have changed,
1364 * so we will check that now.
1365 */
1366 if (op->type == PLAYER) esrv_update_spells(op->contr);
1367 }
1368
1369 /*
1370 * Returns true if the given player is a legal class.
1371 * The function to add and remove class-bonuses to the stats doesn't
1372 * check if the stat becomes negative, thus this function
1373 * merely checks that all stats are 1 or more, and returns
1374 * false otherwise.
1375 */
1376
1377 int allowed_class(const object *op) {
1378 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1379 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1380 op->stats.Cha>0;
1381 }
1382
1383 /*
1384 * set the new dragon name after gaining levels or
1385 * changing ability focus (later this can be extended to
1386 * eventually change the player's face and animation)
1387 *
1388 * Note that the title is written to 'own_title' in the
1389 * player struct. This should be changed to 'ext_title'
1390 * as soon as clients support this!
1391 * Please, anyone, write support for 'ext_title'.
1392 */
1393 void set_dragon_name(object *pl, const object *abil, const object *skin) {
1394 int atnr=-1; /* attacknumber of highest level */
1395 int level=0; /* highest level */
1396 int i;
1397
1398 /* Perhaps do something more clever? */
1399 if (!abil || !skin) return;
1400
1401 /* first, look for the highest level */
1402 for(i=0; i<NROFATTACKS; i++) {
1403 if (atnr_is_dragon_enabled(i) &&
1404 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) {
1405 level = abil->resist[i];
1406 atnr = i;
1407 }
1408 }
1409
1410 /* now if there are equals at highest level, pick the one with focus,
1411 or else at random */
1412 if (atnr_is_dragon_enabled(abil->stats.exp) &&
1413 abil->resist[abil->stats.exp] >= level)
1414 atnr = abil->stats.exp;
1415
1416 level = (int)(level/5.);
1417
1418 /* now set the new title */
1419 if (pl->contr != NULL) {
1420 if(level == 0)
1421 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]);
1422 else if (level == 1)
1423 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]);
1424 else if (level == 2)
1425 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]);
1426 else if (level == 3)
1427 sprintf(pl->contr->title, "%s dragon", attacks[atnr]);
1428 else {
1429 /* special titles for extra high resistance! */
1430 if (skin->resist[atnr] > 80)
1431 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1432 else if (skin->resist[atnr] > 50)
1433 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1434 else
1435 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1436 }
1437 }
1438
1439 strcpy(pl->contr->own_title, "");
1440 }
1441
1442 /*
1443 * This function is called when a dragon-player gains
1444 * an overall level. Here, the dragon might gain new abilities
1445 * or change the ability-focus.
1446 */
1447 void dragon_level_gain(object *who) {
1448 object *abil = NULL; /* pointer to dragon ability force*/
1449 object *skin = NULL; /* pointer to dragon skin force*/
1450 object *tmp = NULL; /* tmp. object */
1451 char buf[MAX_BUF]; /* tmp. string buffer */
1452
1453 /* now grab the 'dragon_ability'-forces from the player's inventory */
1454 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) {
1455 if (tmp->type == FORCE) {
1456 if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
1457 abil = tmp;
1458 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
1459 skin = tmp;
1460 }
1461 }
1462 /* if the force is missing -> bail out */
1463 if (abil == NULL) return;
1464
1465 /* The ability_force keeps track of maximum level ever achieved.
1466 * New abilties can only be gained by surpassing this max level
1467 */
1468 if (who->level > abil->level) {
1469 /* increase our focused ability */
1470 abil->resist[abil->stats.exp]++;
1471
1472
1473 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) {
1474 /* time to hand out a new ability-gift */
1475 dragon_ability_gain(who, (int)abil->stats.exp,
1476 (int)((1+abil->resist[abil->stats.exp])/5.));
1477 }
1478
1479 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) {
1480 /* apply new ability focus */
1481 sprintf(buf, "Your metabolism now focuses on %s!",
1482 change_resist_msg[abil->last_eat]);
1483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
1484
1485 abil->stats.exp = abil->last_eat;
1486 abil->last_eat = 0;
1487 }
1488
1489 abil->level = who->level;
1490 }
1491
1492 /* last but not least, set the new title for the dragon */
1493 set_dragon_name(who, abil, skin);
1494 }
1495
1496 /* Handy function - given the skill name skill_name, we find the skill
1497 * archetype/object, set appropriate values, and insert it into
1498 * the object (op) that is passed.
1499 * We return the skill - this makes it easier for calling functions that
1500 * want to do something with it immediately.
1501 */
1502 object *give_skill_by_name(object *op, const char *skill_name)
1503 {
1504 object *skill_obj;
1505
1506 skill_obj = get_archetype_by_skill_name(skill_name, SKILL);
1507 if (!skill_obj) {
1508 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1509 return NULL;
1510 }
1511 /* clear the flag - exp goes into this bucket, but player
1512 * still doesn't know it.
1513 */
1514 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL);
1515 skill_obj->stats.exp = 0;
1516 skill_obj->level = 1;
1517 insert_ob_in_ob(skill_obj, op);
1518 if (op->contr) {
1519 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1520 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1521 }
1522 return skill_obj;
1523 }
1524
1525
1526 /* player_lvl_adj() - for the new exp system. we are concerned with
1527 * whether the player gets more hp, sp and new levels.
1528 * Note this this function should only be called for players. Monstes
1529 * don't really gain levels
1530 * who is the player, op is what we are checking to gain the level
1531 * (eg, skill)
1532 */
1533 void player_lvl_adj(object *who, object *op) {
1534 char buf[MAX_BUF];
1535
1536 if(!op) /* when rolling stats */
1537 op = who;
1538
1539 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) {
1540 op->level++;
1541
1542 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who))
1543 dragon_level_gain(who);
1544
1545 /* Only roll these if it is the player (who) that gained the level */
1546 if(who && op==who && (who->level < 11) && who->type==PLAYER) {
1547 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1;
1548 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH);
1549 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1;
1550 }
1551
1552 if(who) fix_player(who);
1553 if(op->level>1) {
1554 if (op->type!=PLAYER)
1555 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1556 else
1557 sprintf(buf,"You are now level %d.",op->level);
1558 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1559 }
1560 player_lvl_adj(who,op); /* To increase more levels */
1561 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1562 op->level--;
1563 if(who) fix_player(who);
1564 if(op->type!=PLAYER) {
1565 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1566 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1567 }
1568 player_lvl_adj(who,op); /* To decrease more levels */
1569 }
1570 /* check if the spell data has changed */
1571 esrv_update_spells(who->contr);
1572 }
1573
1574 /*
1575 * Returns how much experience is needed for a player to become
1576 * the given level. level should really never exceed max_level
1577 */
1578
1579 sint64 level_exp(int level,double expmul) {
1580 if (level > settings.max_level)
1581 return expmul * levels[settings.max_level];
1582 return expmul * levels[level];
1583 }
1584
1585 /*
1586 * Ensure that the permanent experience requirements in an exp object are met.
1587 * This really just checks 'op to make sure the perm_exp value is within
1588 * proper range. Note that the checking of what is passed through
1589 * has been reduced. Since there is now a proper field for perm_exp,
1590 * this can now work on a much larger set of objects.
1591 */
1592 void calc_perm_exp(object *op)
1593 {
1594 int p_exp_min;
1595
1596 /* Ensure that our permanent experience minimum is met.
1597 * permenent_exp_ratio is an integer percentage, we divide by 100
1598 * to get the fraction */
1599 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100);
1600
1601 if (op->perm_exp < p_exp_min)
1602 op->perm_exp = p_exp_min;
1603
1604 /* Cap permanent experience. */
1605 if (op->perm_exp < 0)
1606 op->perm_exp = 0;
1607 else if (op->perm_exp > MAX_EXPERIENCE)
1608 op->perm_exp = MAX_EXPERIENCE;
1609 }
1610
1611
1612 /* Add experience to a player - exp should only be positive.
1613 * Updates permanent exp for the skill we are adding to.
1614 * skill_name is the skill to add exp to. Skill name can be
1615 * NULL, in which case exp increases the players general
1616 * total, but not any particular skill.
1617 * flag is what to do if the player doesn't have the skill:
1618 */
1619
1620 static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag)
1621 {
1622 object *skill_obj=NULL;
1623 sint64 limit, exp_to_add;
1624 int i;
1625
1626 /* prevents some forms of abuse. */
1627 if(op->contr->braced) exp=exp/5;
1628
1629 /* Try to find the matching skill.
1630 * We do a shortcut/time saving mechanism first - see if it matches
1631 * chosen_skill. This means we don't need to search through
1632 * the players inventory.
1633 */
1634 if (skill_name) {
1635 if (op->chosen_skill && op->chosen_skill->type == SKILL &&
1636 !strcmp(skill_name, op->chosen_skill->skill))
1637 skill_obj = op->chosen_skill;
1638 else {
1639 for (i=0; i<NUM_SKILLS; i++)
1640 if (op->contr->last_skill_ob[i] &&
1641 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) {
1642 skill_obj = op->contr->last_skill_ob[i];
1643 break;
1644 }
1645
1646 /* Player doesn't have the skill. Check to see what to do, and give
1647 * it to the player if necessary
1648 */
1649 if (!skill_obj) {
1650 if (flag == SK_EXP_NONE) return;
1651 else if (flag == SK_EXP_ADD_SKILL)
1652 give_skill_by_name(op, skill_name);
1653 }
1654 }
1655 }
1656
1657 /* Basically, you can never gain more experience in one shot
1658 * than half what you need to gain for next level.
1659 */
1660 exp_to_add = exp;
1661 limit=(levels[op->level+1]-levels[op->level])/2;
1662 if (exp_to_add > limit) exp_to_add=limit;
1663
1664 ADD_EXP(op->stats.exp, (float) exp_to_add * (skill_obj? skill_obj->expmul:1));
1665 if (settings.permanent_exp_ratio) {
1666 ADD_EXP(op->perm_exp, (float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1));
1667 calc_perm_exp(op);
1668 }
1669
1670 player_lvl_adj(op,NULL);
1671 if (skill_obj) {
1672 exp_to_add = exp;
1673 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2;
1674 if (exp_to_add > limit) exp_to_add=limit;
1675 ADD_EXP(skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) {
1677 skill_obj->perm_exp += exp_to_add * PERM_EXP_GAIN_RATIO;
1678 calc_perm_exp(skill_obj);
1679 }
1680 player_lvl_adj(op,skill_obj);
1681 }
1682 }
1683
1684 /* This function checks to make sure that object 'op' can
1685 * lost 'exp' experience. It returns the amount of exp
1686 * object 'op' can in fact lose - it basically makes
1687 * adjustments based on permanent exp and the like.
1688 * This function should always be used for losing experience -
1689 * the 'exp' value passed should be positive - this is the
1690 * amount that should get subtract from the player.
1691 */
1692 sint64 check_exp_loss(const object *op, sint64 exp)
1693 {
1694 sint64 del_exp;
1695
1696 if (exp > op->stats.exp) exp = op->stats.exp;
1697 if (settings.permanent_exp_ratio) {
1698 del_exp = (op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO;
1699 if (del_exp < 0) del_exp = 0;
1700 if (exp > del_exp) exp=del_exp;
1701 }
1702 return exp;
1703 }
1704
1705 sint64 check_exp_adjust(const object *op, sint64 exp)
1706 {
1707 if (exp<0) return check_exp_loss(op, exp);
1708 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp);
1709 }
1710
1711
1712 /* Subtracts experience from player.
1713 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1714 * only subtract from the matching skill. Otherwise,
1715 * this subtracts a portion from all
1716 * skills the player has. Eg, if we figure the player is losing 10%
1717 * of his total exp, what happens is he loses 10% from all his skills.
1718 * Note that if permanent exp is used, player may not in fact lose
1719 * as much as listed. Eg, if player has gotten reduced to the point
1720 * where everything is at the minimum perm exp, he would lose nothing.
1721 * exp is the amount of exp to subtract - thus, it should be
1722 * a postive number.
1723 */
1724 static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag)
1725 {
1726 float fraction = (float) exp/(float) op->stats.exp;
1727 object *tmp;
1728 sint64 del_exp;
1729
1730 for(tmp=op->inv;tmp;tmp=tmp->below)
1731 if(tmp->type==SKILL && tmp->stats.exp) {
1732 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) {
1733 del_exp = check_exp_loss(tmp, exp);
1734 tmp->stats.exp -= del_exp;
1735 player_lvl_adj(op, tmp);
1736 } else if (flag != SK_SUBTRACT_SKILL_EXP) {
1737 /* only want to process other skills if we are not trying
1738 * to match a specific skill.
1739 */
1740 del_exp = check_exp_loss(tmp, tmp->stats.exp * fraction);
1741 tmp->stats.exp -= del_exp;
1742 player_lvl_adj(op, tmp);
1743 }
1744 }
1745 if (flag != SK_SUBTRACT_SKILL_EXP) {
1746 del_exp = check_exp_loss(op, exp);
1747 op->stats.exp -= del_exp;
1748 player_lvl_adj(op,NULL);
1749 }
1750 }
1751
1752
1753
1754 /* change_exp() - changes experience to a player/monster. This
1755 * does bounds checking to make sure we don't overflow the max exp.
1756 *
1757 * The exp passed is typically not modified much by this function -
1758 * it is assumed the caller has modified the exp as needed.
1759 * skill_name is the skill that should get the exp added.
1760 * flag is what to do if player doesn't have the skill.
1761 * these last two values are only used for players.
1762 */
1763
1764 void change_exp(object *op, sint64 exp, const char *skill_name, int flag) {
1765
1766 #ifdef EXP_DEBUG
1767 #ifndef WIN32
1768 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1769 #else
1770 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp);
1771 #endif
1772 #endif
1773
1774 /* safety */
1775 if(!op) {
1776 LOG(llevError,"change_exp() called for null object!\n");
1777 return;
1778 }
1779
1780 /* if no change in exp, just return - most of the below code
1781 * won't do anything if the value is 0 anyways.
1782 */
1783 if (exp == 0) return;
1784
1785 /* Monsters are easy - we just adjust their exp - we
1786 * don't adjust level, since in most cases it is unrelated to
1787 * the exp they have - the monsters exp represents what its
1788 * worth.
1789 */
1790 if(op->type != PLAYER) {
1791 /* Sanity check */
1792 if (!QUERY_FLAG(op, FLAG_ALIVE)) return;
1793
1794 /* reset exp to max allowed value. We subtract from
1795 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1796 * more than max exp, just return.
1797 */
1798 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1799 exp = MAX_EXPERIENCE - op->stats.exp;
1800 if (exp < 0) return;
1801 }
1802
1803 op->stats.exp += exp;
1804 }
1805 else { /* Players only */
1806 if(exp>0)
1807 add_player_exp(op, exp, skill_name, flag);
1808 else
1809 /* note that when you lose exp, it doesn't go against
1810 * a particular skill, so we don't need to pass that
1811 * along.
1812 */
1813 subtract_player_exp(op, FABS(exp), skill_name, flag);
1814
1815 }
1816 }
1817
1818 /* Applies a death penalty experience, the size of this is defined by the
1819 * settings death_penalty_percentage and death_penalty_levels, and by the
1820 * amount of permenent experience, whichever gives the lowest loss.
1821 */
1822
1823 void apply_death_exp_penalty(object *op) {
1824 object *tmp;
1825 sint64 loss;
1826 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1827 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1828
1829 for(tmp=op->inv;tmp;tmp=tmp->below)
1830 if(tmp->type==SKILL && tmp->stats.exp) {
1831
1832 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100;
1833 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)];
1834
1835 /* With the revised exp system, you can get cases where
1836 * losing several levels would still require that you have more
1837 * exp than you currently have - this is true if the levels
1838 * tables is a lot harder.
1839 */
1840 if (level_loss < 0) level_loss = 0;
1841
1842 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss));
1843
1844 tmp->stats.exp -= loss;
1845 player_lvl_adj(op,tmp);
1846 }
1847
1848 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100;
1849 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)];
1850 if (level_loss < 0) level_loss = 0;
1851 loss = check_exp_loss(op, MIN(level_loss, percentage_loss));
1852
1853 op->stats.exp -= loss;
1854 player_lvl_adj(op,NULL);
1855 }
1856
1857 /* This function takes an object (monster/player, op), and
1858 * determines if it makes a basic save throw by looking at the
1859 * save_throw table. level is the effective level to make
1860 * the save at, and bonus is any plus/bonus (typically based on
1861 * resistance to particular attacktype.
1862 * Returns 1 if op makes his save, 0 if he failed
1863 */
1864 int did_make_save(const object *op, int level, int bonus)
1865 {
1866 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL;
1867
1868 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1869 return 0;
1870 return 1;
1871 }
1872