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Revision: 1.105
Committed: Sun Nov 29 17:41:07 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.104: +2 -2 lines
Log Message:
-instance, some los fiddling

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.80 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.30 *
4 root 1.82 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.65 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.30 *
8 root 1.98 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.30 *
13 root 1.68 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.30 *
18 root 1.98 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.65 *
22 root 1.80 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.30 */
24 elmex 1.1
25     #include <global.h>
26    
27     /* Handy little macro that adds exp and keeps it within bounds. Since
28     * we are now using 64 bit values, I'm not all concerned about overflow issues
29     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30     */
31     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32    
33 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
34     -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,
35     22, 25, 30, 40, 50
36 elmex 1.1 };
37    
38     /* changed the name of this to "sp_bonus" from "int_bonus"
39     * because Pow can now be the stat that controls spellpoint
40     * advancement. -b.t.
41     */
42 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
43     -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,
44     30, 40, 50, 70, 100
45 elmex 1.1 };
46    
47 root 1.9 static const int grace_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 elmex 1.1 };
51    
52     /* 0.92.7 Changed way charisma works. Values now
53     * represent how much more it costs to buy something than to sell it
54     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55     * would only get 5 gp when you sell.) Let query_cost do the calculations
56     * on how to really do this. Buy keeping it this simple number, it is
57     * much easier to know how things will be influenced. A value of '1' means
58     * buying and selling is both the same value - any value less than or equal
59     * to 1 should not be used.
60     * At least as of now, the only place that uses this code is query_cost,
61     * in server/shop.c. This bonus is split evenly between buying and selling
62     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63     * at .667
64     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65     * it is 1-diff
66     */
67    
68     const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 elmex 1.1 };
76    
77 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
78     -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
79 elmex 1.1 };
80    
81     /* speed_bonus uses dex as its stat */
82 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
83 elmex 1.1 -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,
84     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85     1.6, 1.8, 2.0, 2.5, 3.0
86     };
87    
88     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89     * strength.
90     */
91 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
92     -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
93 elmex 1.1 };
94    
95 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
96     -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
97 elmex 1.1 };
98    
99     /* Max you can carry before you start getting extra speed penalties */
100 root 1.9 const int max_carry[MAX_STAT + 1] = {
101     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102     301, 326, 352, 400, 450, 500, 600, 1000
103 elmex 1.1 };
104    
105     /* weight_limit - the absolute most a character can carry - a character can't
106     * pick stuff up if it would put him above this limit.
107     * value is in grams, so we don't need to do conversion later
108     * These limits are probably overly generous, but being there were no values
109     * before, you need to start someplace.
110     */
111    
112 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
113     200000, /* 0 */
114     250000, 300000, 350000, 400000, 500000, /* 5 */
115     600000, 700000, 800000, 900000, 1000000, /* 10 */
116     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 elmex 1.1 };
121    
122 root 1.9 const int learn_spell[MAX_STAT + 1] = {
123     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,
124     100, 100, 100, 100, 100, 100
125 elmex 1.1 };
126    
127 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
128     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
129 elmex 1.1 };
130    
131 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
132     -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
133 elmex 1.1 };
134    
135 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
136     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
137 elmex 1.1 };
138    
139     /*
140     Since this is nowhere defined ...
141     Both come in handy at least in function add_exp()
142     */
143    
144     #define MAX_EXPERIENCE levels[settings.max_level]
145    
146     /* because exp_obj sum to make the total score,
147     * we cannot allow that sum to exceed the maximum
148     * amount of experience a player can gain. Thus
149     * we define MAX_EXP_IN_OBJ. It is important to try
150     * to make the value of MAX_EXP_CAT close to the
151     * actual number of experience objects in the game,
152     * otherwise the maximum level in any experience
153     * category could be quite low. To help the situation
154     * out a little I added 10 more levels, and jacked
155     * up the last level experience value. Its out of
156     * line with progression of previous levels, so
157     * if more levels are desired, this should be fixed.
158     * -b.t.
159     */
160    
161 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 elmex 1.1
163     extern sint64 *levels;
164    
165     #define MAX_SAVE_LEVEL 110
166 root 1.9
167 elmex 1.1 /* This no longer needs to be changed anytime the number of
168     * levels is increased - rather, did_make_save will do the
169     * right thing and always use range within this table.
170     * for safety, savethrow should not be accessed directly anymore,
171     * and instead did_make_save should be used instead.
172     */
173 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 elmex 1.1 18,
175 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 elmex 1.1 };
182    
183     const char *const attacks[NROFATTACKS] = {
184     "physical", "magical", "fire", "electricity", "cold", "confusion",
185     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 elmex 1.1 "life stealing"
189     };
190    
191     static const char *const drain_msg[NUM_STATS] = {
192     "Oh no! You are weakened!",
193     "You're feeling clumsy!",
194     "You feel less healthy",
195     "You suddenly begin to lose your memory!",
196 root 1.9 "Watch out, your mind is going!",
197 root 1.28 "Your spirit feels drained!",
198 root 1.27 "Your face gets distorted!",
199 elmex 1.1 };
200     const char *const restore_msg[NUM_STATS] = {
201     "You feel your strength return.",
202     "You feel your agility return.",
203     "You feel your health return.",
204 root 1.27 "You feel your memory return.",
205 elmex 1.1 "You feel your wisdom return.",
206 root 1.28 "You feel your spirits return.",
207 elmex 1.1 "You feel your charisma return.",
208     };
209     const char *const gain_msg[NUM_STATS] = {
210 root 1.9 "You feel stronger.",
211     "You feel more agile.",
212     "You feel healthy.",
213 root 1.27 "You feel smarter.",
214 root 1.9 "You feel wiser.",
215 root 1.28 "You feel more potent.",
216 root 1.9 "You seem to look better.",
217 elmex 1.1 };
218     const char *const lose_msg[NUM_STATS] = {
219 root 1.9 "You feel weaker!",
220     "You feel clumsy!",
221     "You feel less healthy!",
222 root 1.27 "You feel stupid!",
223 root 1.9 "You lose some of your memory!",
224 root 1.28 "You feel less potent!",
225 root 1.9 "You look ugly!",
226 elmex 1.1 };
227    
228     const char *const statname[NUM_STATS] = {
229 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230 elmex 1.1 };
231    
232     const char *const short_stat_name[NUM_STATS] = {
233 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234 elmex 1.1 };
235    
236     /*
237     * Like set_attr_value(), but instead the value (which can be negative)
238     * is added to the specified stat.
239     */
240     void
241 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
242 root 1.9 {
243 root 1.50 stats->stat (attr) += value;
244     }
245 root 1.19
246 elmex 1.1 /*
247     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
248     * 1-30 stat limit.
249     */
250 root 1.9 void
251 root 1.19 check_stat_bounds (living *stats)
252 root 1.9 {
253 root 1.50 for (int i = 0; i < NUM_STATS; i++)
254     {
255     sint8 &v = stats->stat (i);
256     v = clamp (v, MIN_STAT, MAX_STAT);
257     }
258 elmex 1.1 }
259    
260     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
261    
262     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263     * make this macro to clean those up. Not usuable outside change_abil
264     * function since some of the values passed to new_draw_info are hardcoded.
265     */
266     #define DIFF_MSG(flag, msg1, msg2) \
267     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
268    
269     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 root 1.9
271 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
272     * the object.
273     * It is the calling functions responsibilty to check to see if the object
274     * can be applied or not.
275     * The main purpose of calling this function is the messages that are
276 root 1.48 * displayed - update_stats should really always be called after this when
277 elmex 1.1 * removing an object - that is because it is impossible to know if some object
278     * is the only source of an attacktype or spell attunement, so this function
279     * will clear the bits, but the player may still have some other object
280     * that gives them that ability.
281     */
282 root 1.9 int
283     change_abil (object *op, object *tmp)
284     {
285 root 1.84 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286     int success = 0;
287 root 1.9 char message[MAX_BUF];
288     int potion_max = 0;
289    
290 root 1.84 // keep some stats for comparison purposes
291 root 1.83 object::flags_t prev_flag = op->flag;
292     MoveType prev_move_type = op->move_type;
293     sint16 prev_resist [NROFATTACKS]; // clumsy
294     assert (sizeof (prev_resist) == sizeof (op->resist));
295     memcpy (prev_resist, op->resist, sizeof (prev_resist));
296 root 1.9
297     if (op->type == PLAYER)
298     {
299     if (tmp->type == POTION)
300     {
301     potion_max = 1;
302 root 1.84
303 root 1.51 for (int j = 0; j < NUM_STATS; j++)
304 root 1.9 {
305 root 1.51 int ostat = op->contr->orig_stats.stat (j);
306     int i = tmp->stats.stat (j);
307 root 1.9
308     /* nstat is what the stat will be after use of the potion */
309 root 1.51 int nstat = flag * i + ostat;
310 root 1.9
311 root 1.84 /* Do some bounds checking. There is the potential for potions
312 root 1.9 * that adjust that stat by more than one point, so we need
313     * to allow for that.
314     */
315     if (nstat < 1 && i * flag < 0)
316     nstat = 1;
317 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
318     nstat = 20 + op->arch->stats.stat (j);
319 root 1.20
320 root 1.9 if (nstat != ostat)
321     {
322 root 1.50 op->contr->orig_stats.stat (j) = nstat;
323 root 1.9 potion_max = 0;
324 root 1.3 }
325 root 1.9 else if (i)
326     {
327     /* potion is useless - player has already hit the natural maximum */
328     potion_max = 1;
329 root 1.3 }
330     }
331 root 1.20
332 root 1.9 /* This section of code ups the characters normal stats also. I am not
333     * sure if this is strictly necessary, being that fix_player probably
334     * recalculates this anyway.
335     */
336 root 1.51 for (int j = 0; j < NUM_STATS; j++)
337 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338 root 1.20
339 root 1.48 check_stat_bounds (&op->stats);
340 root 1.9 } /* end of potion handling code */
341     }
342    
343 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
344 root 1.9 * everything to set
345     */
346     if (flag == -1)
347     {
348 root 1.48 op->attacktype &= ~tmp->attacktype;
349     op->path_attuned &= ~tmp->path_attuned;
350 root 1.9 op->path_repelled &= ~tmp->path_repelled;
351 root 1.48 op->path_denied &= ~tmp->path_denied;
352 root 1.9 /* Presuming here that creatures only have move_type,
353     * and not the other move_ fields.
354     */
355 root 1.48 op->move_type &= ~tmp->move_type;
356 elmex 1.1 }
357    
358 root 1.9 /* call fix_player since op object could have whatever attribute due
359 root 1.51 * to multiple items. if update_stats always has to be called after
360 root 1.9 * change_ability then might as well call it from here
361     */
362 root 1.19 op->update_stats ();
363 root 1.9
364 root 1.51 /* update_stats won't add the bows ability to the player, so don't
365 root 1.9 * print out message if this is a bow.
366     */
367     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368     {
369     success = 1;
370     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
371     }
372 root 1.20
373 root 1.83 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
374 root 1.9 {
375     success = 1;
376     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
377     }
378 root 1.20
379 root 1.83 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
380 root 1.9 {
381     success = 1;
382     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
383     }
384 root 1.20
385 root 1.83 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
386 root 1.9 {
387     success = 1;
388     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
389     }
390 root 1.20
391 root 1.9 /* movement type has changed. We don't care about cases where
392     * user has multiple items giving the same type appled like we
393     * used to - that is more work than what we gain, plus messages
394     * can be misleading (a little higher could be miscontrued from
395     * from fly high)
396     */
397 root 1.83 if (tmp->move_type && op->move_type != prev_move_type)
398 root 1.9 {
399     success = 1;
400 elmex 1.1
401 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
402     * status doesn't make a difference if you are flying high
403     */
404     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405     {
406 root 1.86 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
407 root 1.3 }
408    
409 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
410     {
411     /* double conditional - second case covers if you have move_fly_low -
412     * in that case, you don't actually land
413     */
414 root 1.51 DIFF_MSG (flag, "You soar into the air!",
415 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
416 root 1.3 }
417 root 1.48
418 root 1.9 if (tmp->move_type & MOVE_SWIM)
419     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420 elmex 1.1
421 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
422     check_move_on (op, op);
423 elmex 1.1 }
424    
425 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
426     * originally undead may change their status
427     */
428 root 1.83 if (!op->arch->flag [FLAG_UNDEAD])
429     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
430 root 1.9 {
431     success = 1;
432     if (flag > 0)
433     {
434     op->race = "undead";
435     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
436     }
437     else
438     {
439 root 1.67 op->race = op->arch->race;
440 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
441     }
442     }
443 elmex 1.1
444 root 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
445 root 1.9 {
446     success = 1;
447     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
448 elmex 1.1 }
449 root 1.20
450 root 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
451 root 1.9 {
452     success = 1;
453     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
454 elmex 1.1 }
455 root 1.20
456 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
457     * vision
458     */
459 root 1.83 if (tmp->flag [FLAG_BLIND])
460 root 1.9 {
461     success = 1;
462     if (flag > 0)
463     {
464 root 1.83 if (op->flag [FLAG_WIZ])
465 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
466     else
467     {
468     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469     SET_FLAG (op, FLAG_BLIND);
470     if (op->type == PLAYER)
471     op->contr->do_los = 1;
472 root 1.3 }
473 root 1.9 }
474     else
475     {
476 root 1.83 if (op->flag [FLAG_WIZ])
477 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
478     else
479     {
480     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481     CLEAR_FLAG (op, FLAG_BLIND);
482     if (op->type == PLAYER)
483     op->contr->do_los = 1;
484 root 1.3 }
485     }
486 elmex 1.1 }
487    
488 root 1.83 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
489 root 1.9 {
490     success = 1;
491     if (op->type == PLAYER)
492     op->contr->do_los = 1;
493     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
494 elmex 1.1 }
495    
496 root 1.83 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
497 root 1.9 {
498     success = 1;
499     if (flag > 0)
500     {
501 root 1.83 if (op->flag [FLAG_WIZ])
502 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
503     else
504     {
505     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
506     if (op->type == PLAYER)
507     op->contr->do_los = 1;
508 root 1.3 }
509 root 1.9 }
510     else
511     {
512 root 1.83 if (op->flag [FLAG_WIZ])
513 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
514     else
515     {
516     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
517     if (op->type == PLAYER)
518     op->contr->do_los = 1;
519 root 1.3 }
520     }
521 elmex 1.1 }
522    
523 root 1.9 if (tmp->stats.luck)
524     {
525     success = 1;
526     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
527 elmex 1.1 }
528    
529 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
530     {
531     success = 1;
532     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
533 elmex 1.1 }
534    
535 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
536     {
537     success = 1;
538     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
539 elmex 1.1 }
540    
541 root 1.9 /* for the future when artifacts set this -b.t. */
542     if (tmp->stats.grace && op->type == PLAYER)
543     {
544     success = 1;
545     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
546 elmex 1.1 }
547    
548 root 1.9 if (tmp->stats.food && op->type == PLAYER)
549     {
550     success = 1;
551     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 elmex 1.1 }
553    
554 root 1.9 /* Messages for changed resistance */
555 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
556 root 1.9 {
557     if (i == ATNR_PHYSICAL)
558     continue; /* Don't display about armour */
559    
560 root 1.83 if (op->resist [i] != prev_resist [i])
561 root 1.9 {
562     success = 1;
563 root 1.83
564     if (op->resist [i] > prev_resist [i])
565     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
566 root 1.9 else
567 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
568 root 1.9
569     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
570 root 1.3 }
571 elmex 1.1 }
572    
573 elmex 1.18 if (!potion_max)
574 root 1.84 for (int j = 0; j < NUM_STATS; j++)
575     if (int i = tmp->stats.stat (j))
576 root 1.9 {
577 root 1.84 success = 1;
578     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 root 1.3 }
580 root 1.20
581 root 1.9 return success;
582 elmex 1.1 }
583    
584     /*
585     * Stat draining by Vick 930307
586     * (Feeling evil, I made it work as well now. -Frank 8)
587     */
588 root 1.9 void
589 root 1.19 object::drain_stat ()
590 root 1.9 {
591 root 1.33 drain_specific_stat (rndm (NUM_STATS));
592 elmex 1.1 }
593    
594 root 1.9 void
595 root 1.19 object::drain_specific_stat (int deplete_stats)
596 root 1.9 {
597 elmex 1.1 object *tmp;
598     archetype *at;
599    
600 root 1.100 at = archetype::find (shstr_depletion);
601 root 1.9 if (!at)
602     {
603     LOG (llevError, "Couldn't find archetype depletion.\n");
604     return;
605     }
606     else
607     {
608 root 1.19 tmp = present_arch_in_ob (at, this);
609    
610 root 1.9 if (!tmp)
611     {
612 root 1.105 tmp = at->instance ();
613 root 1.19 tmp = insert_ob_in_ob (tmp, this);
614 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
615     }
616     }
617    
618 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
620 root 1.19 update_stats ();
621 elmex 1.1 }
622    
623     /*
624     * A value of 0 indicates timeout, otherwise change the luck of the object.
625     * via an applied bad_luck object.
626     */
627 root 1.9 void
628 root 1.19 object::change_luck (int value)
629 root 1.9 {
630 root 1.100 archetype *at = archetype::find (shstr_luck);
631 elmex 1.1 if (!at)
632 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
633     else
634     {
635 root 1.19 object *tmp = present_arch_in_ob (at, this);
636    
637 root 1.9 if (!tmp)
638     {
639     if (!value)
640     return;
641 root 1.19
642 root 1.105 tmp = at->instance ();
643 root 1.19 tmp = insert_ob_in_ob (tmp, this);
644 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
645     }
646 root 1.19
647 root 1.9 if (value)
648     {
649     /* Limit the luck value of the bad luck object to +/-100. This
650     * (arbitrary) value prevents overflows (both in the bad luck object and
651     * in op itself).
652     */
653 root 1.19 int new_luck = tmp->stats.luck + value;
654    
655 root 1.9 if (new_luck >= -100 && new_luck <= 100)
656     {
657 root 1.19 stats.luck += value;
658 root 1.9 tmp->stats.luck = new_luck;
659     }
660     }
661     else
662     {
663     if (!tmp->stats.luck)
664 root 1.19 return;
665    
666 root 1.9 /* Randomly change the players luck. Basically, we move it
667     * back neutral (if greater>0, subtract, otherwise add)
668     */
669 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 root 1.9 {
671     int diff = tmp->stats.luck > 0 ? -1 : 1;
672    
673 root 1.19 stats.luck += diff;
674 root 1.9 tmp->stats.luck += diff;
675     }
676     }
677 elmex 1.1 }
678     }
679    
680     /*
681     * Subtracts stat-bonuses given by the class which the player has chosen.
682     */
683 root 1.9 void
684 root 1.19 object::remove_statbonus ()
685 root 1.9 {
686 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
687     {
688 root 1.67 sint8 v = arch->stats.stat (i);
689 root 1.51 stats.stat (i) -= v;
690     contr->orig_stats.stat (i) -= v;
691     }
692 elmex 1.1 }
693    
694     /*
695     * Adds stat-bonuses given by the class which the player has chosen.
696     */
697 root 1.9 void
698 root 1.19 object::add_statbonus ()
699 root 1.9 {
700 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
701     {
702 root 1.67 sint8 v = arch->stats.stat (i);
703 root 1.51 stats.stat (i) += v;
704     contr->orig_stats.stat (i) += v;
705     }
706 elmex 1.1 }
707    
708 root 1.74 /* These are the items that currently can change digestion, regeneration,
709     * spell point recovery and mana point recovery. Seems sort of an arbitary
710     * list, but other items store other info into stats array.
711     */
712     static struct digest_types : std::bitset<NUM_TYPES>
713     {
714     digest_types ()
715     {
716     set (WEAPON);
717     set (BOW);
718     set (ARMOUR);
719     set (HELMET);
720     set (SHIELD);
721     set (RING);
722     set (BOOTS);
723     set (GLOVES);
724     set (AMULET);
725     set (GIRDLE);
726     set (BRACERS);
727     set (CLOAK);
728     set (DISEASE);
729     set (FORCE);
730     set (SKILL);
731     }
732     } digest_types;
733    
734     static struct copy_flags : object::flags_t
735     {
736     copy_flags ()
737     {
738     set (FLAG_LIFESAVE);
739     set (FLAG_REFL_SPELL);
740     set (FLAG_REFL_MISSILE);
741     set (FLAG_STEALTH);
742     set (FLAG_XRAYS);
743     set (FLAG_BLIND);
744     set (FLAG_SEE_IN_DARK);
745     }
746     } copy_flags;
747    
748 elmex 1.1 /*
749     * Updates all abilities given by applied objects in the inventory
750     * of the given object. Note: This function works for both monsters
751     * and players; the "player" in the name is purely an archaic inheritance.
752     * This functions starts from base values (archetype or player object)
753     * and then adjusts them according to what the player has equipped.
754 root 1.36 *
755     * July 95 - inserted stuff to handle new skills/exp system - b.t.
756     * spell system split, grace points now added to system --peterm
757 elmex 1.1 */
758 root 1.9 void
759 root 1.19 object::update_stats ()
760 root 1.9 {
761 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 root 1.9 int weapon_weight = 0, weapon_speed = 0;
763     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 root 1.24 float old_speed = speed;
767 root 1.75 int stat_sum [NUM_STATS];
768 root 1.9
769     /* First task is to clear all the values back to their original values */
770 root 1.19 if (type == PLAYER)
771 root 1.9 {
772 root 1.102 contr->delayed_update = false;
773    
774 root 1.75 for (int i = 0; i < NUM_STATS; i++)
775     stat_sum [i] = contr->orig_stats.stat (i);
776 root 1.19
777 root 1.9 if (settings.spell_encumbrance == TRUE)
778 root 1.19 contr->encumbrance = 0;
779 root 1.9
780 root 1.19 attacktype = 0;
781 root 1.39
782     contr->digestion = 0;
783     contr->gen_hp = 0;
784     contr->gen_sp = 0;
785     contr->gen_grace = 0;
786 root 1.19 contr->gen_sp_armour = 10;
787 root 1.39 contr->item_power = 0;
788 root 1.9 }
789    
790 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
791     slot[i].used = slot[i].info;
792 root 1.19
793     slaying = 0;
794 root 1.9
795 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
796 root 1.9 {
797 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
798     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
799 root 1.9 }
800    
801 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
802     CLEAR_FLAG (this, FLAG_STEALTH);
803     CLEAR_FLAG (this, FLAG_BLIND);
804    
805 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
806     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
807     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
808     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
809    
810     path_attuned = arch->path_attuned;
811     path_repelled = arch->path_repelled;
812     path_denied = arch->path_denied;
813     glow_radius = arch->glow_radius;
814     move_type = arch->move_type;
815 root 1.39
816 root 1.46 chosen_skill = 0;
817 root 1.9
818     /* initializing resistances from the values in player/monster's
819     * archetype clone
820     */
821 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
822 root 1.9
823 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
824 root 1.9 {
825 root 1.19 if (resist[i] > 0)
826     prot[i] = resist[i], vuln[i] = 0;
827 root 1.9 else
828 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
829 root 1.46
830 root 1.9 potion_resist[i] = 0;
831     }
832    
833 root 1.67 wc = arch->stats.wc;
834     stats.dam = arch->stats.dam;
835 root 1.9
836     /* for players which cannot use armour, they gain AC -1 per 3 levels,
837     * plus a small amount of physical resist, those poor suckers. ;)
838     * the fact that maxlevel is factored in could be considered sort of bogus -
839     * we should probably give them some bonus and cap it off - otherwise,
840     * basically, if a server updates its max level, these playes may find
841     * that their protection from physical goes down
842     */
843 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
844 root 1.9 {
845 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
846 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
847 elmex 1.1 }
848 root 1.9 else
849 root 1.67 ac = arch->stats.ac;
850 root 1.9
851 root 1.67 stats.luck = arch->stats.luck;
852     speed = arch->speed;
853 root 1.9
854     /* OK - we've reset most all the objects attributes to sane values.
855     * now go through and make adjustments for what the player has equipped.
856     */
857 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
858 root 1.9 {
859     /* This happens because apply_potion calls change_abil with the potion
860 root 1.40 * applied so we can tell the player what changed. But change_abil
861 root 1.9 * then calls this function.
862     */
863     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
864 root 1.19 continue;
865 root 1.3
866 root 1.94 glow_radius += tmp->glow_radius;
867 root 1.64
868 root 1.9 /* For some things, we don't care what is equipped */
869     if (tmp->type == SKILL)
870     {
871     /* Want to take the highest skill here. */
872     if (IS_MANA_SKILL (tmp->subtype))
873     {
874     if (!mana_obj)
875     mana_obj = tmp;
876     else if (tmp->level > mana_obj->level)
877     mana_obj = tmp;
878     }
879 root 1.19
880 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
881     {
882     if (!grace_obj)
883     grace_obj = tmp;
884     else if (tmp->level > grace_obj->level)
885     grace_obj = tmp;
886 root 1.3 }
887     }
888    
889 root 1.85 /* Container objects are not meant to adjust players, but other applied
890 root 1.9 * objects need to make adjustments.
891     * This block should handle all player specific changes
892     * The check for Praying is a bit of a hack - god given bonuses are put
893     * in the praying skill, and the player should always get those.
894     * It also means we need to put in additional checks for applied below,
895     * because the skill shouldn't count against body positions being used
896     * up, etc.
897     */
898 root 1.49 if ((tmp->flag [FLAG_APPLIED]
899 root 1.39 && tmp->type != CONTAINER
900     && tmp->type != CLOSE_CON)
901     || (tmp->type == SKILL
902     && tmp->subtype == SK_PRAYING))
903 root 1.9 {
904 root 1.19 if (type == PLAYER)
905 root 1.9 {
906 root 1.69 contr->item_power += tmp->item_power;
907    
908 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 root 1.58 if (tmp != current_weapon
910     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911     && !tmp->flag [FLAG_CURSED]
912     && !tmp->flag [FLAG_DAMNED])
913 root 1.49 continue;
914 root 1.46
915 root 1.74 for (int i = 0; i < NUM_STATS; i++)
916 root 1.103 stat_sum [i] += tmp->stats.stat (i);
917 root 1.9
918 root 1.74 if (digest_types [tmp->type])
919 root 1.9 {
920 root 1.75 contr->digestion += tmp->stats.food;
921 root 1.19 contr->gen_hp += tmp->stats.hp;
922 root 1.87 if (tmp->type != BOW) // ugly exception for bows
923     contr->gen_sp += tmp->stats.sp;
924 root 1.19 contr->gen_grace += tmp->stats.grace;
925     contr->gen_sp_armour += tmp->gen_sp_armour;
926 root 1.3 }
927 root 1.9 } /* if this is a player */
928 root 1.46 else
929     {
930     if (tmp->type == WEAPON)
931     current_weapon = tmp;
932     }
933 root 1.3
934 root 1.9 /* Update slots used for items */
935     if (QUERY_FLAG (tmp, FLAG_APPLIED))
936 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 root 1.47 slot[i].used += tmp->slot[i].info;
938 root 1.3
939 root 1.9 if (tmp->type == SYMPTOM)
940 root 1.77 speed_reduce_from_disease =
941     min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 root 1.3
943 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 root 1.34 * (Negative protections are calculated exactly like positive.)
945 root 1.9 * Resistance from potions are treated special as well. If there's
946     * more than one potion-effect, the bigger prot.-value is taken.
947     */
948     if (tmp->type != POTION)
949     {
950 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
951 root 1.9 {
952     /* Potential for cursed potions, in which case we just can use
953 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
954 root 1.9 */
955     if (tmp->type == POTION_EFFECT)
956     {
957     if (potion_resist[i])
958 root 1.74 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 root 1.9 else
960     potion_resist[i] = tmp->resist[i];
961 root 1.3 }
962 root 1.9 else if (tmp->resist[i] > 0)
963 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
964 root 1.9 else if (tmp->resist[i] < 0)
965 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
966 root 1.9 }
967     }
968    
969     /* There may be other things that should not adjust the attacktype */
970 root 1.53 if (tmp->type != SYMPTOM)
971 root 1.46 {
972     attacktype |= tmp->attacktype;
973     path_attuned |= tmp->path_attuned;
974     path_repelled |= tmp->path_repelled;
975     path_denied |= tmp->path_denied;
976     move_type |= tmp->move_type;
977     stats.luck += tmp->stats.luck;
978     }
979 root 1.19
980 root 1.74 flag |= tmp->flag & copy_flags;
981 root 1.9
982 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
983 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
984 root 1.9
985     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986     {
987 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
988     invisible = 1;
989 root 1.9 }
990    
991     if (tmp->stats.exp && tmp->type != SKILL)
992     {
993     if (tmp->stats.exp > 0)
994     {
995 root 1.40 added_speed += tmp->stats.exp / 3.f;
996 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
997 root 1.3 }
998 root 1.9 else
999 root 1.40 added_speed += tmp->stats.exp;
1000 root 1.3 }
1001    
1002 root 1.9 switch (tmp->type)
1003     {
1004 root 1.46 #if 0
1005 root 1.45 case WAND:
1006     case ROD:
1007     case HORN:
1008 root 1.46 if (type != PLAYER || current_weapon == tmp)
1009     chosen_skill = tmp;
1010 root 1.45 break;
1011 root 1.46 #endif
1012 root 1.45
1013 root 1.10 /* skills modifying the character -b.t. */
1014     /* for all skills and skill granting objects */
1015     case SKILL:
1016 root 1.63 {
1017     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1018     break;
1019    
1020     if (chosen_skill)
1021     {
1022     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023     &name, &chosen_skill->name, &tmp->name);
1024    
1025     tmp->flag [FLAG_APPLIED] = false;
1026     update_stats ();
1027     return;
1028     }
1029     else
1030     chosen_skill = tmp;
1031    
1032     if (tmp->stats.dam > 0)
1033     { /* skill is a 'weapon' */
1034     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1035     weapon_speed = WEAPON_SPEED (tmp);
1036    
1037     if (weapon_speed < 0)
1038     weapon_speed = 0;
1039    
1040     weapon_weight = tmp->weight;
1041     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042    
1043     if (tmp->magic)
1044     stats.dam += tmp->magic;
1045     }
1046 root 1.3
1047 root 1.63 if (tmp->stats.wc)
1048     wc -= tmp->stats.wc + tmp->magic;
1049 root 1.19
1050 root 1.63 if (tmp->slaying)
1051     slaying = tmp->slaying;
1052 root 1.19
1053 root 1.63 if (tmp->stats.ac)
1054     ac -= tmp->stats.ac + tmp->magic;
1055 root 1.3
1056 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1058     }
1059 root 1.19
1060 root 1.10 break;
1061 root 1.3
1062 root 1.10 case SHIELD:
1063 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064     contr->encumbrance += (int) tmp->weight / 2000;
1065 root 1.10 case RING:
1066     case AMULET:
1067     case GIRDLE:
1068     case HELMET:
1069     case BOOTS:
1070     case GLOVES:
1071     case CLOAK:
1072     if (tmp->stats.wc)
1073 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1074 root 1.19
1075 root 1.10 if (tmp->stats.dam)
1076 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1077 root 1.19
1078 root 1.10 if (tmp->stats.ac)
1079 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1080 root 1.19
1081 root 1.10 break;
1082    
1083 root 1.45 case BOW:
1084 root 1.10 case WEAPON:
1085 root 1.46 if (type != PLAYER || current_weapon == tmp)
1086 root 1.45 {
1087     wc -= tmp->stats.wc + tmp->magic;
1088    
1089     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090     ac -= tmp->stats.ac + tmp->magic;
1091    
1092     stats.dam += tmp->stats.dam + tmp->magic;
1093     weapon_weight = tmp->weight;
1094     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095    
1096     if (weapon_speed < 0)
1097     weapon_speed = 0;
1098 root 1.19
1099 root 1.45 slaying = tmp->slaying;
1100    
1101     /* If there is desire that two handed weapons should do
1102     * extra strength damage, this is where the code should
1103     * go.
1104     */
1105    
1106     if (type == PLAYER)
1107 root 1.46 if (settings.spell_encumbrance)
1108     contr->encumbrance += tmp->weight * 3 / 1000;
1109 root 1.45 }
1110 root 1.9
1111 root 1.10 break;
1112 root 1.9
1113 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1114 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 root 1.40 contr->encumbrance += tmp->weight / 1000;
1116 root 1.10
1117     case BRACERS:
1118     case FORCE:
1119     if (tmp->stats.wc)
1120     {
1121     if (best_wc < tmp->stats.wc + tmp->magic)
1122     {
1123     wc += best_wc;
1124     best_wc = tmp->stats.wc + tmp->magic;
1125     }
1126     else
1127     wc += tmp->stats.wc + tmp->magic;
1128     }
1129 root 1.19
1130 root 1.10 if (tmp->stats.ac)
1131     {
1132     if (best_ac < tmp->stats.ac + tmp->magic)
1133     {
1134     ac += best_ac; /* Remove last bonus */
1135     best_ac = tmp->stats.ac + tmp->magic;
1136     }
1137     else /* To nullify the below effect */
1138     ac += tmp->stats.ac + tmp->magic;
1139     }
1140 root 1.19
1141 root 1.10 if (tmp->stats.wc)
1142 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1143 root 1.19
1144 root 1.10 if (tmp->stats.ac)
1145 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1146 root 1.19
1147 root 1.74 if (ARMOUR_SPEED (tmp))
1148     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 root 1.19
1150 root 1.10 break;
1151 root 1.9 } /* switch tmp->type */
1152     } /* item is equipped */
1153     } /* for loop of items */
1154    
1155 root 1.94 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1156    
1157 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1158     * have generated intermediate values which we now need to assign.
1159     */
1160    
1161     /* 'total resistance = total protections - total vulnerabilities'.
1162     * If there is an uncursed potion in effect, granting more protection
1163     * than that, we take: 'total resistance = resistance from potion'.
1164     * If there is a cursed (and no uncursed) potion in effect, we take
1165     * 'total resistance = vulnerability from cursed potion'.
1166     */
1167 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1168 root 1.9 {
1169 root 1.19 resist[i] = prot[i] - vuln[i];
1170    
1171     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1172     resist[i] = potion_resist[i];
1173 elmex 1.1 }
1174    
1175 root 1.19 if (type == PLAYER)
1176 root 1.9 {
1177 root 1.75 // clamp various player stats
1178     for (int i = 0; i < NUM_STATS; ++i)
1179 root 1.103 stats.stat (i) = stat_sum [i];
1180    
1181     check_stat_bounds (&stats);
1182 root 1.75
1183     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184    
1185     /* Figure out the players sp/mana/hp totals. */
1186 root 1.9 int pl_level;
1187    
1188 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 root 1.9
1190     /* You basically get half a con bonus/level. But we do take into account rounding,
1191     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192     */
1193 root 1.75 stats.maxhp = 0;
1194     for (int i = 1; i <= min (10, pl_level); i++)
1195 root 1.9 {
1196 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 root 1.19
1198     if (i % 2 && con_bonus[stats.Con] % 2)
1199 root 1.74 if (con_bonus[stats.Con] > 0)
1200     j++;
1201     else
1202     j--;
1203 root 1.19
1204     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 root 1.9 }
1206    
1207 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1208 elmex 1.1
1209 root 1.19 if (stats.hp > stats.maxhp)
1210     stats.hp = stats.maxhp;
1211 elmex 1.1
1212 root 1.9 /* Sp gain is controlled by the level of the player's
1213     * relevant experience object (mana_obj, see above)
1214     */
1215     /* following happen when skills system is not used */
1216     if (!mana_obj)
1217 root 1.19 mana_obj = this;
1218    
1219 root 1.9 if (!grace_obj)
1220 root 1.19 grace_obj = this;
1221    
1222 root 1.9 /* set maxsp */
1223 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224     mana_obj = this;
1225 root 1.9
1226 root 1.19 if (mana_obj == this && type == PLAYER)
1227     stats.maxsp = 1;
1228 root 1.9 else
1229     {
1230 root 1.74 float sp_tmp = 0.f;
1231 root 1.19
1232 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 root 1.9 {
1234     float stmp;
1235    
1236     /* Got some extra bonus at first level */
1237     if (i < 2)
1238 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 root 1.9 else
1240 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241 root 1.19
1242 root 1.74 sp_tmp += max (1.f, stmp);
1243 root 1.3 }
1244 root 1.19
1245 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 root 1.3 }
1247 root 1.54
1248 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1249 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1250 root 1.9
1251     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253     grace_obj = this;
1254 root 1.9
1255 root 1.19 if (grace_obj == this && type == PLAYER)
1256     stats.maxgrace = 1;
1257 root 1.9 else
1258     {
1259     /* store grace in a float - this way, the divisions below don't create
1260     * big jumps when you go from level to level - with int's, it then
1261     * becomes big jumps when the sums of the bonuses jump to the next
1262     * step of 8 - with floats, even fractional ones are useful.
1263     */
1264 root 1.74 float sp_tmp = 0.f;
1265    
1266 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 root 1.9 {
1268 root 1.40 float grace_tmp = 0.f;
1269 root 1.9
1270     /* Got some extra bonus at first level */
1271     if (i < 2)
1272 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 root 1.9 else
1274 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275 root 1.19
1276 root 1.74 sp_tmp += max (1.f, grace_tmp);
1277 root 1.3 }
1278 root 1.19
1279 root 1.74 /* two grace points per level after 10 */
1280     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 root 1.3 }
1282 root 1.54
1283 root 1.9 /* No limit on grace vs maxgrace */
1284 root 1.3
1285 root 1.19 if (contr->braced)
1286 root 1.9 {
1287     ac += 2;
1288     wc += 4;
1289 root 1.3 }
1290 root 1.9 else
1291 root 1.19 ac -= dex_bonus[stats.Dex];
1292 root 1.9
1293     /* In new exp/skills system, wc bonuses are related to
1294     * the players level in a relevant exp object (wc_obj)
1295     * not the general player level -b.t.
1296     * I changed this slightly so that wc bonuses are better
1297     * than before. This is to balance out the fact that
1298     * the player no longer gets a personal weapon w/ 1
1299     * improvement every level, now its fighterlevel/5. So
1300     * we give the player a bonus here in wc and dam
1301     * to make up for the change. Note that I left the
1302     * monster bonus the same as before. -b.t.
1303     */
1304 root 1.55 object *wc_obj = chosen_skill;
1305 root 1.9
1306 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1307 root 1.9 {
1308 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309    
1310 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1311 root 1.9 {
1312 root 1.54 /* additional wc every 6 levels */
1313 root 1.9 if (!(i % 6))
1314     wc--;
1315 root 1.37
1316 root 1.54 /* additional dam every 4 levels. */
1317 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 root 1.9 }
1320     }
1321     else
1322 root 1.37 wc -= level + thaco_bonus[stats.Str];
1323 root 1.9
1324 root 1.19 stats.dam += dam_bonus[stats.Str];
1325 root 1.9
1326 root 1.19 if (stats.dam < 1)
1327     stats.dam = 1;
1328 root 1.9
1329 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1330 root 1.19
1331     if (settings.search_items && contr->search_str[0])
1332     speed -= 1;
1333 root 1.9 } /* End if player */
1334    
1335     if (added_speed >= 0)
1336 root 1.40 speed += added_speed / 10.f;
1337 root 1.9 else /* Something wrong here...: */
1338 root 1.40 speed /= 1.f - added_speed;
1339 root 1.3
1340 root 1.9 /* Max is determined by armour */
1341 root 1.74 speed = min (speed, max_speed);
1342 elmex 1.1
1343 root 1.19 if (type == PLAYER)
1344 root 1.9 {
1345     /* f is a number the represents the number of kg above (positive num)
1346     * or below (negative number) that the player is carrying. If above
1347     * weight limit, then player suffers a speed reduction based on how
1348     * much above he is, and what is max carry is
1349     */
1350 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1351     if (f > 0.f)
1352 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 elmex 1.1 }
1354    
1355 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 root 1.78 speed *= speed_reduce_from_disease;
1357 root 1.77
1358 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1359 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 root 1.9 */
1361 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362 root 1.9
1363 root 1.77 if (speed != old_speed)
1364     set_speed (speed);
1365    
1366 root 1.19 if (type == PLAYER)
1367 root 1.9 {
1368     /* (This formula was made by vidarl@ifi.uio.no)
1369     * Note that we never used these values again - basically
1370     * all of these could be subbed into one big equation, but
1371     * that would just be a real pain to read.
1372     */
1373 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1374     float M2 = max_carry[stats.Str] / 100.f;
1375     float W = weapon_weight / 20000.f;
1376 root 1.56 float s = (20 - weapon_speed) / 10.f;
1377 root 1.40 float D = (stats.Dex - 14) / 14.f;
1378     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1379    
1380 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1381 root 1.40
1382 root 1.56 if (K <= 0.01f)
1383 root 1.40 K = 0.01f;
1384    
1385 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1386 root 1.9 }
1387 root 1.19
1388 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1389 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1390     stats.dam = arch->stats.dam * 3;
1391 root 1.9
1392 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1393     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1394 root 1.9
1395     /* if for some reason the creature doesn't have any move type,
1396     * give them walking as a default.
1397     * The second case is a special case - to more closely mimic the
1398     * old behaviour - if your flying, your not walking - just
1399     * one or the other.
1400     */
1401 root 1.19 if (move_type == 0)
1402     move_type = MOVE_WALK;
1403     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404     move_type &= ~MOVE_WALK;
1405 elmex 1.1
1406 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1407     * so we will check that now.
1408     */
1409 root 1.101 if (is_player ())
1410     contr->update_spells ();
1411 root 1.35
1412     // update the mapspace, if we are on a map
1413     if (!flag [FLAG_REMOVED] && map)
1414     map->at (x, y).flags_ = 0;
1415 elmex 1.1 }
1416    
1417 elmex 1.96 void
1418     object::set_glow_radius (sint8 rad)
1419     {
1420     glow_radius = rad;
1421    
1422     if (is_on_map ())
1423     update_all_los (map, x, y);
1424     else if (object *env = outer_env ())
1425     {
1426     env->update_stats ();
1427    
1428     if (env->is_on_map ())
1429     update_all_los (env->map, env->x, env->y);
1430     }
1431     }
1432    
1433 elmex 1.1 /*
1434     * Returns true if the given player is a legal class.
1435     * The function to add and remove class-bonuses to the stats doesn't
1436     * check if the stat becomes negative, thus this function
1437     * merely checks that all stats are 1 or more, and returns
1438     * false otherwise.
1439     */
1440 root 1.9 int
1441     allowed_class (const object *op)
1442     {
1443 root 1.40 return op->stats.Dex > 0
1444     && op->stats.Str > 0
1445     && op->stats.Con > 0
1446     && op->stats.Int > 0
1447     && op->stats.Wis > 0
1448     && op->stats.Pow > 0
1449     && op->stats.Cha > 0;
1450 elmex 1.1 }
1451    
1452     /*
1453     * set the new dragon name after gaining levels or
1454     * changing ability focus (later this can be extended to
1455     * eventually change the player's face and animation)
1456     */
1457 root 1.9 void
1458     set_dragon_name (object *pl, const object *abil, const object *skin)
1459     {
1460     int atnr = -1; /* attacknumber of highest level */
1461     int level = 0; /* highest level */
1462 elmex 1.1 int i;
1463    
1464     /* Perhaps do something more clever? */
1465 root 1.9 if (!abil || !skin)
1466     return;
1467    
1468 elmex 1.1 /* first, look for the highest level */
1469 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1470     {
1471     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1472     {
1473     level = abil->resist[i];
1474     atnr = i;
1475     }
1476 elmex 1.1 }
1477 root 1.9
1478 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1479     or else at random */
1480 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1481 elmex 1.1 atnr = abil->stats.exp;
1482 root 1.9
1483 elmex 1.1 /* now set the new title */
1484 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1485     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1486     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1487     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1488     else
1489 root 1.9 {
1490 root 1.88 /* special titles for extra high resistance! */
1491     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1492     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1493     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1494 elmex 1.1 }
1495 root 1.9
1496     strcpy (pl->contr->own_title, "");
1497 elmex 1.1 }
1498    
1499     /*
1500     * This function is called when a dragon-player gains
1501     * an overall level. Here, the dragon might gain new abilities
1502     * or change the ability-focus.
1503     */
1504 root 1.99 static void
1505 root 1.9 dragon_level_gain (object *who)
1506     {
1507     object *abil = NULL; /* pointer to dragon ability force */
1508     object *skin = NULL; /* pointer to dragon skin force */
1509     object *tmp = NULL; /* tmp. object */
1510     char buf[MAX_BUF]; /* tmp. string buffer */
1511    
1512     /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1514     if (tmp->type == FORCE)
1515 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1516 root 1.29 abil = tmp;
1517 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1518 root 1.29 skin = tmp;
1519    
1520 root 1.9 /* if the force is missing -> bail out */
1521     if (abil == NULL)
1522     return;
1523    
1524     /* The ability_force keeps track of maximum level ever achieved.
1525     * New abilties can only be gained by surpassing this max level
1526     */
1527     if (who->level > abil->level)
1528     {
1529     /* increase our focused ability */
1530     abil->resist[abil->stats.exp]++;
1531    
1532    
1533     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1534     {
1535     /* time to hand out a new ability-gift */
1536     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1537     }
1538    
1539     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1540     {
1541     /* apply new ability focus */
1542     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1543     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1544    
1545     abil->stats.exp = abil->last_eat;
1546     abil->last_eat = 0;
1547     }
1548    
1549     abil->level = who->level;
1550     }
1551    
1552     /* last but not least, set the new title for the dragon */
1553     set_dragon_name (who, abil, skin);
1554 elmex 1.1 }
1555    
1556     /* Handy function - given the skill name skill_name, we find the skill
1557     * archetype/object, set appropriate values, and insert it into
1558     * the object (op) that is passed.
1559     * We return the skill - this makes it easier for calling functions that
1560     * want to do something with it immediately.
1561     */
1562 root 1.9 object *
1563     give_skill_by_name (object *op, const char *skill_name)
1564 elmex 1.1 {
1565 root 1.9 object *skill_obj;
1566 elmex 1.1
1567 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1568     if (!skill_obj)
1569     {
1570 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1571 root 1.9 return NULL;
1572     }
1573 root 1.55
1574 root 1.9 /* clear the flag - exp goes into this bucket, but player
1575     * still doesn't know it.
1576     */
1577     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1578     skill_obj->stats.exp = 0;
1579     skill_obj->level = 1;
1580 root 1.89 op->insert (skill_obj);
1581 root 1.26
1582 root 1.57 if (player *pl = op->contr)
1583 root 1.89 pl->link_skills ();
1584 root 1.26
1585 root 1.9 return skill_obj;
1586 elmex 1.1 }
1587    
1588     /* player_lvl_adj() - for the new exp system. we are concerned with
1589     * whether the player gets more hp, sp and new levels.
1590     * Note this this function should only be called for players. Monstes
1591     * don't really gain levels
1592     * who is the player, op is what we are checking to gain the level
1593     * (eg, skill)
1594     */
1595 root 1.9 void
1596     player_lvl_adj (object *who, object *op)
1597     {
1598     char buf[MAX_BUF];
1599 root 1.73 bool changed = false;
1600 root 1.9
1601     if (!op) /* when rolling stats */
1602     op = who;
1603    
1604 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1605 root 1.9 {
1606 root 1.73 changed = true;
1607    
1608 root 1.9 op->level++;
1609    
1610 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1611 root 1.9 dragon_level_gain (who);
1612    
1613     /* Only roll these if it is the player (who) that gained the level */
1614     if (op == who && (who->level < 11) && who->type == PLAYER)
1615     {
1616     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1617     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1618     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1619     }
1620    
1621     if (op->level > 1)
1622     {
1623     if (op->type != PLAYER)
1624 root 1.73 {
1625     who->contr->play_sound (sound_find ("skill_up"));
1626     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1627     }
1628 root 1.9 else
1629 root 1.73 {
1630     who->contr->play_sound (sound_find ("level_up"));
1631     sprintf (buf, "You are now level %d.", op->level);
1632     }
1633 root 1.54
1634 root 1.9 if (who)
1635     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1636     }
1637 root 1.73 }
1638 root 1.54
1639 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1640 root 1.9 {
1641 root 1.73 changed = true;
1642    
1643 root 1.9 op->level--;
1644 root 1.54
1645 root 1.9 if (op->type != PLAYER)
1646     {
1647     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1648     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 root 1.3 }
1650 root 1.73 }
1651 root 1.54
1652 root 1.73 if (changed)
1653 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1654 elmex 1.1 }
1655    
1656     /*
1657     * Returns how much experience is needed for a player to become
1658     * the given level. level should really never exceed max_level
1659     */
1660    
1661 root 1.9 sint64
1662     level_exp (int level, double expmul)
1663     {
1664     if (level > settings.max_level)
1665     return (sint64) (expmul * levels[settings.max_level]);
1666 root 1.40
1667 root 1.9 return (sint64) (expmul * levels[level]);
1668 elmex 1.1 }
1669    
1670     /*
1671     * Ensure that the permanent experience requirements in an exp object are met.
1672     * This really just checks 'op to make sure the perm_exp value is within
1673     * proper range. Note that the checking of what is passed through
1674     * has been reduced. Since there is now a proper field for perm_exp,
1675     * this can now work on a much larger set of objects.
1676     */
1677 root 1.9 void
1678     calc_perm_exp (object *op)
1679 elmex 1.1 {
1680 root 1.9 int p_exp_min;
1681    
1682     /* Ensure that our permanent experience minimum is met.
1683     * permenent_exp_ratio is an integer percentage, we divide by 100
1684     * to get the fraction */
1685     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1686    
1687     if (op->perm_exp < p_exp_min)
1688     op->perm_exp = p_exp_min;
1689    
1690     /* Cap permanent experience. */
1691     if (op->perm_exp < 0)
1692     op->perm_exp = 0;
1693     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1694     op->perm_exp = MAX_EXPERIENCE;
1695 elmex 1.1 }
1696    
1697     /* Add experience to a player - exp should only be positive.
1698     * Updates permanent exp for the skill we are adding to.
1699     * skill_name is the skill to add exp to. Skill name can be
1700     * NULL, in which case exp increases the players general
1701     * total, but not any particular skill.
1702     * flag is what to do if the player doesn't have the skill:
1703     */
1704 root 1.9 static void
1705     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1706 elmex 1.1 {
1707 root 1.90 object *skill_obj;
1708 elmex 1.4 sint64 limit, exp_to_add;
1709     int i;
1710    
1711     /* prevents some forms of abuse. */
1712     if (op->contr->braced)
1713 root 1.46 exp /= 5;
1714 elmex 1.4
1715     /* Try to find the matching skill.
1716     * We do a shortcut/time saving mechanism first - see if it matches
1717 root 1.46 * chosen_skill. This means we don't need to search through
1718 elmex 1.4 * the players inventory.
1719     */
1720 root 1.90 skill_obj = 0;
1721    
1722 elmex 1.4 if (skill_name)
1723     {
1724 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1725    
1726     /* Player doesn't have the skill. Check to see what to do, and give
1727     * it to the player if necessary
1728     */
1729     if (!skill_obj)
1730 elmex 1.4 {
1731 root 1.90 if (flag == SK_EXP_NONE)
1732     return;
1733    
1734     if (flag == SK_EXP_ADD_SKILL)
1735     skill_obj = give_skill_by_name (op, skill_name);
1736 root 1.3 }
1737 elmex 1.1 }
1738    
1739 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1740     {
1741     /* Basically, you can never gain more experience in one shot
1742     * than half what you need to gain for next level.
1743     */
1744     exp_to_add = exp;
1745     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1746     if (exp_to_add > limit)
1747     exp_to_add = limit;
1748    
1749 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1750 elmex 1.4 if (settings.permanent_exp_ratio)
1751     {
1752 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1753 elmex 1.4 calc_perm_exp (op);
1754     }
1755    
1756     player_lvl_adj (op, NULL);
1757     }
1758    
1759     if (skill_obj)
1760     {
1761     exp_to_add = exp;
1762     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1763     if (exp_to_add > limit)
1764     exp_to_add = limit;
1765    
1766     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1767     if (settings.permanent_exp_ratio)
1768     {
1769 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1770 elmex 1.4 calc_perm_exp (skill_obj);
1771     }
1772 elmex 1.1
1773 elmex 1.4 player_lvl_adj (op, skill_obj);
1774 elmex 1.1 }
1775     }
1776    
1777     /* This function checks to make sure that object 'op' can
1778 root 1.93 * lose 'exp' experience. It returns the amount of exp
1779 elmex 1.1 * object 'op' can in fact lose - it basically makes
1780     * adjustments based on permanent exp and the like.
1781     * This function should always be used for losing experience -
1782     * the 'exp' value passed should be positive - this is the
1783     * amount that should get subtract from the player.
1784     */
1785 root 1.99 static sint64
1786 root 1.9 check_exp_loss (const object *op, sint64 exp)
1787 elmex 1.1 {
1788 root 1.9 sint64 del_exp;
1789 elmex 1.1
1790 root 1.9 if (exp > op->stats.exp)
1791     exp = op->stats.exp;
1792 root 1.93
1793 root 1.9 if (settings.permanent_exp_ratio)
1794     {
1795     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1796 root 1.93
1797 root 1.9 if (del_exp < 0)
1798     del_exp = 0;
1799 root 1.93
1800 root 1.9 if (exp > del_exp)
1801     exp = del_exp;
1802 elmex 1.1 }
1803 root 1.93
1804 root 1.9 return exp;
1805 elmex 1.1 }
1806    
1807 root 1.9 sint64
1808     check_exp_adjust (const object *op, sint64 exp)
1809 elmex 1.1 {
1810 root 1.9 if (exp < 0)
1811     return check_exp_loss (op, exp);
1812     else
1813 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1814 elmex 1.1 }
1815    
1816     /* Subtracts experience from player.
1817     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818     * only subtract from the matching skill. Otherwise,
1819     * this subtracts a portion from all
1820     * skills the player has. Eg, if we figure the player is losing 10%
1821     * of his total exp, what happens is he loses 10% from all his skills.
1822     * Note that if permanent exp is used, player may not in fact lose
1823     * as much as listed. Eg, if player has gotten reduced to the point
1824     * where everything is at the minimum perm exp, he would lose nothing.
1825     * exp is the amount of exp to subtract - thus, it should be
1826     * a postive number.
1827     */
1828 root 1.9 static void
1829     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1830 elmex 1.1 {
1831 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1832     object *tmp;
1833     sint64 del_exp;
1834    
1835     for (tmp = op->inv; tmp; tmp = tmp->below)
1836     if (tmp->type == SKILL && tmp->stats.exp)
1837     {
1838 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1839 root 1.9 {
1840     del_exp = check_exp_loss (tmp, exp);
1841     tmp->stats.exp -= del_exp;
1842     player_lvl_adj (op, tmp);
1843     }
1844     else if (flag != SK_SUBTRACT_SKILL_EXP)
1845     {
1846     /* only want to process other skills if we are not trying
1847     * to match a specific skill.
1848     */
1849     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1850     tmp->stats.exp -= del_exp;
1851     player_lvl_adj (op, tmp);
1852     }
1853     }
1854 root 1.35
1855 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1856     {
1857     del_exp = check_exp_loss (op, exp);
1858     op->stats.exp -= del_exp;
1859     player_lvl_adj (op, NULL);
1860 elmex 1.1 }
1861     }
1862    
1863     /* change_exp() - changes experience to a player/monster. This
1864     * does bounds checking to make sure we don't overflow the max exp.
1865     *
1866     * The exp passed is typically not modified much by this function -
1867     * it is assumed the caller has modified the exp as needed.
1868     * skill_name is the skill that should get the exp added.
1869     * flag is what to do if player doesn't have the skill.
1870     * these last two values are only used for players.
1871     */
1872 root 1.9 void
1873     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1874     {
1875 elmex 1.1 #ifdef EXP_DEBUG
1876 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1877 elmex 1.1 #endif
1878    
1879 root 1.9 /* safety */
1880     if (!op)
1881     {
1882     LOG (llevError, "change_exp() called for null object!\n");
1883     return;
1884     }
1885    
1886     /* if no change in exp, just return - most of the below code
1887     * won't do anything if the value is 0 anyways.
1888     */
1889     if (exp == 0)
1890     return;
1891    
1892     /* Monsters are easy - we just adjust their exp - we
1893     * don't adjust level, since in most cases it is unrelated to
1894     * the exp they have - the monsters exp represents what its
1895     * worth.
1896     */
1897     if (op->type != PLAYER)
1898     {
1899     /* Sanity check */
1900     if (!QUERY_FLAG (op, FLAG_ALIVE))
1901     return;
1902    
1903     /* reset exp to max allowed value. We subtract from
1904     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905     * more than max exp, just return.
1906     */
1907     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1908     {
1909     exp = MAX_EXPERIENCE - op->stats.exp;
1910     if (exp < 0)
1911     return;
1912 root 1.3 }
1913 elmex 1.1
1914 root 1.9 op->stats.exp += exp;
1915 elmex 1.1 }
1916 root 1.9 else
1917     { /* Players only */
1918     if (exp > 0)
1919     add_player_exp (op, exp, skill_name, flag);
1920     else
1921     /* note that when you lose exp, it doesn't go against
1922     * a particular skill, so we don't need to pass that
1923     * along.
1924     */
1925 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1926 elmex 1.1 }
1927     }
1928    
1929     /* Applies a death penalty experience, the size of this is defined by the
1930     * settings death_penalty_percentage and death_penalty_levels, and by the
1931     * amount of permenent experience, whichever gives the lowest loss.
1932     */
1933 root 1.9 void
1934     apply_death_exp_penalty (object *op)
1935     {
1936     sint64 loss;
1937     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1938     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1939    
1940 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1942     {
1943     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1944 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1945 root 1.9
1946     /* With the revised exp system, you can get cases where
1947     * losing several levels would still require that you have more
1948     * exp than you currently have - this is true if the levels
1949     * tables is a lot harder.
1950     */
1951     if (level_loss < 0)
1952     level_loss = 0;
1953 root 1.3
1954 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1955 root 1.3
1956 root 1.9 tmp->stats.exp -= loss;
1957     player_lvl_adj (op, tmp);
1958     }
1959 elmex 1.1
1960 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1961 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1962 root 1.55
1963 root 1.9 if (level_loss < 0)
1964     level_loss = 0;
1965 root 1.93
1966     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1967 elmex 1.1
1968 root 1.9 op->stats.exp -= loss;
1969     player_lvl_adj (op, NULL);
1970 elmex 1.1 }
1971    
1972     /* This function takes an object (monster/player, op), and
1973     * determines if it makes a basic save throw by looking at the
1974     * save_throw table. level is the effective level to make
1975     * the save at, and bonus is any plus/bonus (typically based on
1976     * resistance to particular attacktype.
1977     * Returns 1 if op makes his save, 0 if he failed
1978     */
1979 root 1.9 int
1980     did_make_save (const object *op, int level, int bonus)
1981 elmex 1.1 {
1982 root 1.9 if (level > MAX_SAVE_LEVEL)
1983     level = MAX_SAVE_LEVEL;
1984 elmex 1.1
1985 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1986     return 0;
1987 root 1.19
1988 root 1.9 return 1;
1989 elmex 1.1 }