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Revision: 1.108
Committed: Fri Mar 26 00:59:20 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.107: +2 -2 lines
Log Message:
remove bogus 2007 copyright that was added wrongly by the script, update to affero license

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 1.107 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.108 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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 root 1.107 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 elmex 1.1
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    
422 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
423     * originally undead may change their status
424     */
425 root 1.83 if (!op->arch->flag [FLAG_UNDEAD])
426     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 root 1.9 {
428     success = 1;
429     if (flag > 0)
430     {
431     op->race = "undead";
432     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433     }
434     else
435     {
436 root 1.67 op->race = op->arch->race;
437 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438     }
439     }
440 elmex 1.1
441 root 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 root 1.9 {
443     success = 1;
444     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 elmex 1.1 }
446 root 1.20
447 root 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 root 1.9 {
449     success = 1;
450     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 elmex 1.1 }
452 root 1.20
453 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
454     * vision
455     */
456 root 1.83 if (tmp->flag [FLAG_BLIND])
457 root 1.9 {
458     success = 1;
459     if (flag > 0)
460     {
461 root 1.83 if (op->flag [FLAG_WIZ])
462 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463     else
464     {
465     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466     SET_FLAG (op, FLAG_BLIND);
467     if (op->type == PLAYER)
468     op->contr->do_los = 1;
469 root 1.3 }
470 root 1.9 }
471     else
472     {
473 root 1.83 if (op->flag [FLAG_WIZ])
474 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475     else
476     {
477     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478     CLEAR_FLAG (op, FLAG_BLIND);
479     if (op->type == PLAYER)
480     op->contr->do_los = 1;
481 root 1.3 }
482     }
483 elmex 1.1 }
484    
485 root 1.83 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 root 1.9 {
487     success = 1;
488     if (op->type == PLAYER)
489     op->contr->do_los = 1;
490     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 elmex 1.1 }
492    
493 root 1.83 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 root 1.9 {
495     success = 1;
496     if (flag > 0)
497     {
498 root 1.83 if (op->flag [FLAG_WIZ])
499 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500     else
501     {
502     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503     if (op->type == PLAYER)
504     op->contr->do_los = 1;
505 root 1.3 }
506 root 1.9 }
507     else
508     {
509 root 1.83 if (op->flag [FLAG_WIZ])
510 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511     else
512     {
513     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514     if (op->type == PLAYER)
515     op->contr->do_los = 1;
516 root 1.3 }
517     }
518 elmex 1.1 }
519    
520 root 1.9 if (tmp->stats.luck)
521     {
522     success = 1;
523     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 elmex 1.1 }
525    
526 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
527     {
528     success = 1;
529     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 elmex 1.1 }
531    
532 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533     {
534     success = 1;
535     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 elmex 1.1 }
537    
538 root 1.9 /* for the future when artifacts set this -b.t. */
539     if (tmp->stats.grace && op->type == PLAYER)
540     {
541     success = 1;
542     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 elmex 1.1 }
544    
545 root 1.9 if (tmp->stats.food && op->type == PLAYER)
546     {
547     success = 1;
548     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 elmex 1.1 }
550    
551 root 1.9 /* Messages for changed resistance */
552 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
553 root 1.9 {
554     if (i == ATNR_PHYSICAL)
555     continue; /* Don't display about armour */
556    
557 root 1.83 if (op->resist [i] != prev_resist [i])
558 root 1.9 {
559     success = 1;
560 root 1.83
561     if (op->resist [i] > prev_resist [i])
562     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 root 1.9 else
564 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 root 1.9
566     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 root 1.3 }
568 elmex 1.1 }
569    
570 elmex 1.18 if (!potion_max)
571 root 1.84 for (int j = 0; j < NUM_STATS; j++)
572     if (int i = tmp->stats.stat (j))
573 root 1.9 {
574 root 1.84 success = 1;
575     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
576 root 1.3 }
577 root 1.20
578 root 1.9 return success;
579 elmex 1.1 }
580    
581     /*
582     * Stat draining by Vick 930307
583     * (Feeling evil, I made it work as well now. -Frank 8)
584     */
585 root 1.9 void
586 root 1.19 object::drain_stat ()
587 root 1.9 {
588 root 1.33 drain_specific_stat (rndm (NUM_STATS));
589 elmex 1.1 }
590    
591 root 1.9 void
592 root 1.19 object::drain_specific_stat (int deplete_stats)
593 root 1.9 {
594 elmex 1.1 object *tmp;
595     archetype *at;
596    
597 root 1.100 at = archetype::find (shstr_depletion);
598 root 1.9 if (!at)
599     {
600     LOG (llevError, "Couldn't find archetype depletion.\n");
601     return;
602     }
603     else
604     {
605 root 1.19 tmp = present_arch_in_ob (at, this);
606    
607 root 1.9 if (!tmp)
608     {
609 root 1.105 tmp = at->instance ();
610 root 1.19 tmp = insert_ob_in_ob (tmp, this);
611 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
612     }
613     }
614    
615 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
616 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
617 root 1.19 update_stats ();
618 elmex 1.1 }
619    
620     /*
621     * A value of 0 indicates timeout, otherwise change the luck of the object.
622     * via an applied bad_luck object.
623     */
624 root 1.9 void
625 root 1.19 object::change_luck (int value)
626 root 1.9 {
627 root 1.100 archetype *at = archetype::find (shstr_luck);
628 elmex 1.1 if (!at)
629 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
630     else
631     {
632 root 1.19 object *tmp = present_arch_in_ob (at, this);
633    
634 root 1.9 if (!tmp)
635     {
636     if (!value)
637     return;
638 root 1.19
639 root 1.105 tmp = at->instance ();
640 root 1.19 tmp = insert_ob_in_ob (tmp, this);
641 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
642     }
643 root 1.19
644 root 1.9 if (value)
645     {
646     /* Limit the luck value of the bad luck object to +/-100. This
647     * (arbitrary) value prevents overflows (both in the bad luck object and
648     * in op itself).
649     */
650 root 1.19 int new_luck = tmp->stats.luck + value;
651    
652 root 1.9 if (new_luck >= -100 && new_luck <= 100)
653     {
654 root 1.19 stats.luck += value;
655 root 1.9 tmp->stats.luck = new_luck;
656     }
657     }
658     else
659     {
660     if (!tmp->stats.luck)
661 root 1.19 return;
662    
663 root 1.9 /* Randomly change the players luck. Basically, we move it
664     * back neutral (if greater>0, subtract, otherwise add)
665     */
666 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
667 root 1.9 {
668     int diff = tmp->stats.luck > 0 ? -1 : 1;
669    
670 root 1.19 stats.luck += diff;
671 root 1.9 tmp->stats.luck += diff;
672     }
673     }
674 elmex 1.1 }
675     }
676    
677     /*
678     * Subtracts stat-bonuses given by the class which the player has chosen.
679     */
680 root 1.9 void
681 root 1.19 object::remove_statbonus ()
682 root 1.9 {
683 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
684     {
685 root 1.67 sint8 v = arch->stats.stat (i);
686 root 1.51 stats.stat (i) -= v;
687     contr->orig_stats.stat (i) -= v;
688     }
689 elmex 1.1 }
690    
691     /*
692     * Adds stat-bonuses given by the class which the player has chosen.
693     */
694 root 1.9 void
695 root 1.19 object::add_statbonus ()
696 root 1.9 {
697 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
698     {
699 root 1.67 sint8 v = arch->stats.stat (i);
700 root 1.51 stats.stat (i) += v;
701     contr->orig_stats.stat (i) += v;
702     }
703 elmex 1.1 }
704    
705 root 1.74 /* These are the items that currently can change digestion, regeneration,
706     * spell point recovery and mana point recovery. Seems sort of an arbitary
707     * list, but other items store other info into stats array.
708     */
709     static struct digest_types : std::bitset<NUM_TYPES>
710     {
711     digest_types ()
712     {
713     set (WEAPON);
714     set (BOW);
715     set (ARMOUR);
716     set (HELMET);
717     set (SHIELD);
718     set (RING);
719     set (BOOTS);
720     set (GLOVES);
721     set (AMULET);
722     set (GIRDLE);
723     set (BRACERS);
724     set (CLOAK);
725     set (DISEASE);
726     set (FORCE);
727     set (SKILL);
728     }
729     } digest_types;
730    
731     static struct copy_flags : object::flags_t
732     {
733     copy_flags ()
734     {
735     set (FLAG_LIFESAVE);
736     set (FLAG_REFL_SPELL);
737     set (FLAG_REFL_MISSILE);
738     set (FLAG_STEALTH);
739     set (FLAG_XRAYS);
740     set (FLAG_BLIND);
741     set (FLAG_SEE_IN_DARK);
742     }
743     } copy_flags;
744    
745 elmex 1.1 /*
746     * Updates all abilities given by applied objects in the inventory
747     * of the given object. Note: This function works for both monsters
748     * and players; the "player" in the name is purely an archaic inheritance.
749     * This functions starts from base values (archetype or player object)
750     * and then adjusts them according to what the player has equipped.
751 root 1.36 *
752     * July 95 - inserted stuff to handle new skills/exp system - b.t.
753     * spell system split, grace points now added to system --peterm
754 elmex 1.1 */
755 root 1.9 void
756 root 1.19 object::update_stats ()
757 root 1.9 {
758 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
759 root 1.9 int weapon_weight = 0, weapon_speed = 0;
760     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
761     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
762 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 root 1.24 float old_speed = speed;
764 root 1.75 int stat_sum [NUM_STATS];
765 root 1.9
766 root 1.107 MoveType move_type; // we use change_move_type to change it, so use a local copy
767    
768 root 1.9 /* First task is to clear all the values back to their original values */
769 root 1.19 if (type == PLAYER)
770 root 1.9 {
771 root 1.102 contr->delayed_update = false;
772    
773 root 1.75 for (int i = 0; i < NUM_STATS; i++)
774     stat_sum [i] = contr->orig_stats.stat (i);
775 root 1.19
776 root 1.9 if (settings.spell_encumbrance == TRUE)
777 root 1.19 contr->encumbrance = 0;
778 root 1.9
779 root 1.19 attacktype = 0;
780 root 1.39
781     contr->digestion = 0;
782     contr->gen_hp = 0;
783     contr->gen_sp = 0;
784     contr->gen_grace = 0;
785 root 1.19 contr->gen_sp_armour = 10;
786 root 1.39 contr->item_power = 0;
787 root 1.9 }
788    
789 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
790     slot[i].used = slot[i].info;
791 root 1.19
792     slaying = 0;
793 root 1.9
794 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
795 root 1.9 {
796 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
797     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 root 1.9 }
799    
800 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
801     CLEAR_FLAG (this, FLAG_STEALTH);
802     CLEAR_FLAG (this, FLAG_BLIND);
803    
804 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
805     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
806     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
807     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
808    
809     path_attuned = arch->path_attuned;
810     path_repelled = arch->path_repelled;
811     path_denied = arch->path_denied;
812     glow_radius = arch->glow_radius;
813     move_type = arch->move_type;
814 root 1.39
815 root 1.46 chosen_skill = 0;
816 root 1.9
817     /* initializing resistances from the values in player/monster's
818     * archetype clone
819     */
820 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
821 root 1.9
822 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
823 root 1.9 {
824 root 1.19 if (resist[i] > 0)
825     prot[i] = resist[i], vuln[i] = 0;
826 root 1.9 else
827 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
828 root 1.46
829 root 1.9 potion_resist[i] = 0;
830     }
831    
832 root 1.67 wc = arch->stats.wc;
833     stats.dam = arch->stats.dam;
834 root 1.9
835     /* for players which cannot use armour, they gain AC -1 per 3 levels,
836     * plus a small amount of physical resist, those poor suckers. ;)
837     * the fact that maxlevel is factored in could be considered sort of bogus -
838     * we should probably give them some bonus and cap it off - otherwise,
839     * basically, if a server updates its max level, these playes may find
840     * that their protection from physical goes down
841     */
842 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
843 root 1.9 {
844 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
845 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 elmex 1.1 }
847 root 1.9 else
848 root 1.67 ac = arch->stats.ac;
849 root 1.9
850 root 1.67 stats.luck = arch->stats.luck;
851     speed = arch->speed;
852 root 1.9
853     /* OK - we've reset most all the objects attributes to sane values.
854     * now go through and make adjustments for what the player has equipped.
855     */
856 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
857 root 1.9 {
858     /* This happens because apply_potion calls change_abil with the potion
859 root 1.40 * applied so we can tell the player what changed. But change_abil
860 root 1.9 * then calls this function.
861     */
862     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 root 1.19 continue;
864 root 1.3
865 root 1.94 glow_radius += tmp->glow_radius;
866 root 1.64
867 root 1.9 /* For some things, we don't care what is equipped */
868     if (tmp->type == SKILL)
869     {
870     /* Want to take the highest skill here. */
871     if (IS_MANA_SKILL (tmp->subtype))
872     {
873     if (!mana_obj)
874     mana_obj = tmp;
875     else if (tmp->level > mana_obj->level)
876     mana_obj = tmp;
877     }
878 root 1.19
879 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
880     {
881     if (!grace_obj)
882     grace_obj = tmp;
883     else if (tmp->level > grace_obj->level)
884     grace_obj = tmp;
885 root 1.3 }
886     }
887    
888 root 1.85 /* Container objects are not meant to adjust players, but other applied
889 root 1.9 * objects need to make adjustments.
890     * This block should handle all player specific changes
891     * The check for Praying is a bit of a hack - god given bonuses are put
892     * in the praying skill, and the player should always get those.
893     * It also means we need to put in additional checks for applied below,
894     * because the skill shouldn't count against body positions being used
895     * up, etc.
896     */
897 root 1.49 if ((tmp->flag [FLAG_APPLIED]
898 root 1.39 && tmp->type != CONTAINER
899     && tmp->type != CLOSE_CON)
900     || (tmp->type == SKILL
901     && tmp->subtype == SK_PRAYING))
902 root 1.9 {
903 root 1.19 if (type == PLAYER)
904 root 1.9 {
905 root 1.69 contr->item_power += tmp->item_power;
906    
907 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
908 root 1.58 if (tmp != current_weapon
909     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
910     && !tmp->flag [FLAG_CURSED]
911     && !tmp->flag [FLAG_DAMNED])
912 root 1.49 continue;
913 root 1.46
914 root 1.74 for (int i = 0; i < NUM_STATS; i++)
915 root 1.103 stat_sum [i] += tmp->stats.stat (i);
916 root 1.9
917 root 1.74 if (digest_types [tmp->type])
918 root 1.9 {
919 root 1.75 contr->digestion += tmp->stats.food;
920 root 1.19 contr->gen_hp += tmp->stats.hp;
921 root 1.87 if (tmp->type != BOW) // ugly exception for bows
922     contr->gen_sp += tmp->stats.sp;
923 root 1.19 contr->gen_grace += tmp->stats.grace;
924     contr->gen_sp_armour += tmp->gen_sp_armour;
925 root 1.3 }
926 root 1.9 } /* if this is a player */
927 root 1.46 else
928     {
929     if (tmp->type == WEAPON)
930     current_weapon = tmp;
931     }
932 root 1.3
933 root 1.9 /* Update slots used for items */
934     if (QUERY_FLAG (tmp, FLAG_APPLIED))
935 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
936 root 1.47 slot[i].used += tmp->slot[i].info;
937 root 1.3
938 root 1.9 if (tmp->type == SYMPTOM)
939 root 1.77 speed_reduce_from_disease =
940     min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
941 root 1.3
942 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 root 1.34 * (Negative protections are calculated exactly like positive.)
944 root 1.9 * Resistance from potions are treated special as well. If there's
945     * more than one potion-effect, the bigger prot.-value is taken.
946     */
947     if (tmp->type != POTION)
948     {
949 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
950 root 1.9 {
951     /* Potential for cursed potions, in which case we just can use
952 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
953 root 1.9 */
954     if (tmp->type == POTION_EFFECT)
955     {
956     if (potion_resist[i])
957 root 1.74 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
958 root 1.9 else
959     potion_resist[i] = tmp->resist[i];
960 root 1.3 }
961 root 1.9 else if (tmp->resist[i] > 0)
962 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
963 root 1.9 else if (tmp->resist[i] < 0)
964 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
965 root 1.9 }
966     }
967    
968     /* There may be other things that should not adjust the attacktype */
969 root 1.53 if (tmp->type != SYMPTOM)
970 root 1.46 {
971     attacktype |= tmp->attacktype;
972     path_attuned |= tmp->path_attuned;
973     path_repelled |= tmp->path_repelled;
974     path_denied |= tmp->path_denied;
975     move_type |= tmp->move_type;
976     stats.luck += tmp->stats.luck;
977     }
978 root 1.19
979 root 1.74 flag |= tmp->flag & copy_flags;
980 root 1.9
981 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
982 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
983 root 1.9
984     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
985     {
986 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
987     invisible = 1;
988 root 1.9 }
989    
990     if (tmp->stats.exp && tmp->type != SKILL)
991     {
992     if (tmp->stats.exp > 0)
993     {
994 root 1.40 added_speed += tmp->stats.exp / 3.f;
995 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
996 root 1.3 }
997 root 1.9 else
998 root 1.40 added_speed += tmp->stats.exp;
999 root 1.3 }
1000    
1001 root 1.9 switch (tmp->type)
1002     {
1003 root 1.46 #if 0
1004 root 1.45 case WAND:
1005     case ROD:
1006     case HORN:
1007 root 1.46 if (type != PLAYER || current_weapon == tmp)
1008     chosen_skill = tmp;
1009 root 1.45 break;
1010 root 1.46 #endif
1011 root 1.45
1012 root 1.10 /* skills modifying the character -b.t. */
1013     /* for all skills and skill granting objects */
1014     case SKILL:
1015 root 1.63 {
1016     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1017     break;
1018    
1019     if (chosen_skill)
1020     {
1021     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022     &name, &chosen_skill->name, &tmp->name);
1023    
1024     tmp->flag [FLAG_APPLIED] = false;
1025     update_stats ();
1026     return;
1027     }
1028     else
1029     chosen_skill = tmp;
1030    
1031     if (tmp->stats.dam > 0)
1032     { /* skill is a 'weapon' */
1033     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1034     weapon_speed = WEAPON_SPEED (tmp);
1035    
1036     if (weapon_speed < 0)
1037     weapon_speed = 0;
1038    
1039     weapon_weight = tmp->weight;
1040     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1041    
1042     if (tmp->magic)
1043     stats.dam += tmp->magic;
1044     }
1045 root 1.3
1046 root 1.63 if (tmp->stats.wc)
1047     wc -= tmp->stats.wc + tmp->magic;
1048 root 1.19
1049 root 1.63 if (tmp->slaying)
1050     slaying = tmp->slaying;
1051 root 1.19
1052 root 1.63 if (tmp->stats.ac)
1053     ac -= tmp->stats.ac + tmp->magic;
1054 root 1.3
1055 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1056     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1057     }
1058 root 1.19
1059 root 1.10 break;
1060 root 1.3
1061 root 1.10 case SHIELD:
1062 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063     contr->encumbrance += (int) tmp->weight / 2000;
1064 root 1.10 case RING:
1065     case AMULET:
1066     case GIRDLE:
1067     case HELMET:
1068     case BOOTS:
1069     case GLOVES:
1070     case CLOAK:
1071     if (tmp->stats.wc)
1072 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1073 root 1.19
1074 root 1.10 if (tmp->stats.dam)
1075 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1076 root 1.19
1077 root 1.10 if (tmp->stats.ac)
1078 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1079 root 1.19
1080 root 1.10 break;
1081    
1082 root 1.45 case BOW:
1083 root 1.10 case WEAPON:
1084 root 1.46 if (type != PLAYER || current_weapon == tmp)
1085 root 1.45 {
1086     wc -= tmp->stats.wc + tmp->magic;
1087    
1088     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089     ac -= tmp->stats.ac + tmp->magic;
1090    
1091     stats.dam += tmp->stats.dam + tmp->magic;
1092     weapon_weight = tmp->weight;
1093     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094    
1095     if (weapon_speed < 0)
1096     weapon_speed = 0;
1097 root 1.19
1098 root 1.45 slaying = tmp->slaying;
1099    
1100     /* If there is desire that two handed weapons should do
1101     * extra strength damage, this is where the code should
1102     * go.
1103     */
1104    
1105     if (type == PLAYER)
1106 root 1.46 if (settings.spell_encumbrance)
1107     contr->encumbrance += tmp->weight * 3 / 1000;
1108 root 1.45 }
1109 root 1.9
1110 root 1.10 break;
1111 root 1.9
1112 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1113 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1114 root 1.40 contr->encumbrance += tmp->weight / 1000;
1115 root 1.10
1116     case BRACERS:
1117     case FORCE:
1118     if (tmp->stats.wc)
1119     {
1120     if (best_wc < tmp->stats.wc + tmp->magic)
1121     {
1122     wc += best_wc;
1123     best_wc = tmp->stats.wc + tmp->magic;
1124     }
1125     else
1126     wc += tmp->stats.wc + tmp->magic;
1127     }
1128 root 1.19
1129 root 1.10 if (tmp->stats.ac)
1130     {
1131     if (best_ac < tmp->stats.ac + tmp->magic)
1132     {
1133     ac += best_ac; /* Remove last bonus */
1134     best_ac = tmp->stats.ac + tmp->magic;
1135     }
1136     else /* To nullify the below effect */
1137     ac += tmp->stats.ac + tmp->magic;
1138     }
1139 root 1.19
1140 root 1.10 if (tmp->stats.wc)
1141 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1142 root 1.19
1143 root 1.10 if (tmp->stats.ac)
1144 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1145 root 1.19
1146 root 1.74 if (ARMOUR_SPEED (tmp))
1147     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148 root 1.19
1149 root 1.10 break;
1150 root 1.9 } /* switch tmp->type */
1151     } /* item is equipped */
1152     } /* for loop of items */
1153    
1154 root 1.94 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1155    
1156 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1157     * have generated intermediate values which we now need to assign.
1158     */
1159    
1160     /* 'total resistance = total protections - total vulnerabilities'.
1161     * If there is an uncursed potion in effect, granting more protection
1162     * than that, we take: 'total resistance = resistance from potion'.
1163     * If there is a cursed (and no uncursed) potion in effect, we take
1164     * 'total resistance = vulnerability from cursed potion'.
1165     */
1166 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1167 root 1.9 {
1168 root 1.19 resist[i] = prot[i] - vuln[i];
1169    
1170     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1171     resist[i] = potion_resist[i];
1172 elmex 1.1 }
1173    
1174 root 1.19 if (type == PLAYER)
1175 root 1.9 {
1176 root 1.75 // clamp various player stats
1177     for (int i = 0; i < NUM_STATS; ++i)
1178 root 1.103 stats.stat (i) = stat_sum [i];
1179    
1180     check_stat_bounds (&stats);
1181 root 1.75
1182     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1183    
1184     /* Figure out the players sp/mana/hp totals. */
1185 root 1.9 int pl_level;
1186    
1187 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1188 root 1.9
1189     /* You basically get half a con bonus/level. But we do take into account rounding,
1190     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191     */
1192 root 1.75 stats.maxhp = 0;
1193     for (int i = 1; i <= min (10, pl_level); i++)
1194 root 1.9 {
1195 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196 root 1.19
1197     if (i % 2 && con_bonus[stats.Con] % 2)
1198 root 1.74 if (con_bonus[stats.Con] > 0)
1199     j++;
1200     else
1201     j--;
1202 root 1.19
1203     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1204 root 1.9 }
1205    
1206 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1207 elmex 1.1
1208 root 1.19 if (stats.hp > stats.maxhp)
1209     stats.hp = stats.maxhp;
1210 elmex 1.1
1211 root 1.9 /* Sp gain is controlled by the level of the player's
1212     * relevant experience object (mana_obj, see above)
1213     */
1214     /* following happen when skills system is not used */
1215     if (!mana_obj)
1216 root 1.19 mana_obj = this;
1217    
1218 root 1.9 if (!grace_obj)
1219 root 1.19 grace_obj = this;
1220    
1221 root 1.9 /* set maxsp */
1222 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1223     mana_obj = this;
1224 root 1.9
1225 root 1.19 if (mana_obj == this && type == PLAYER)
1226     stats.maxsp = 1;
1227 root 1.9 else
1228     {
1229 root 1.74 float sp_tmp = 0.f;
1230 root 1.19
1231 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1232 root 1.9 {
1233     float stmp;
1234    
1235     /* Got some extra bonus at first level */
1236     if (i < 2)
1237 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1238 root 1.9 else
1239 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1240 root 1.19
1241 root 1.74 sp_tmp += max (1.f, stmp);
1242 root 1.3 }
1243 root 1.19
1244 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1245 root 1.3 }
1246 root 1.54
1247 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1248 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1249 root 1.9
1250     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1251 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1252     grace_obj = this;
1253 root 1.9
1254 root 1.19 if (grace_obj == this && type == PLAYER)
1255     stats.maxgrace = 1;
1256 root 1.9 else
1257     {
1258     /* store grace in a float - this way, the divisions below don't create
1259     * big jumps when you go from level to level - with int's, it then
1260     * becomes big jumps when the sums of the bonuses jump to the next
1261     * step of 8 - with floats, even fractional ones are useful.
1262     */
1263 root 1.74 float sp_tmp = 0.f;
1264    
1265 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1266 root 1.9 {
1267 root 1.40 float grace_tmp = 0.f;
1268 root 1.9
1269     /* Got some extra bonus at first level */
1270     if (i < 2)
1271 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1272 root 1.9 else
1273 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1274 root 1.19
1275 root 1.74 sp_tmp += max (1.f, grace_tmp);
1276 root 1.3 }
1277 root 1.19
1278 root 1.74 /* two grace points per level after 10 */
1279     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1280 root 1.3 }
1281 root 1.54
1282 root 1.9 /* No limit on grace vs maxgrace */
1283 root 1.3
1284 root 1.19 if (contr->braced)
1285 root 1.9 {
1286     ac += 2;
1287     wc += 4;
1288 root 1.3 }
1289 root 1.9 else
1290 root 1.19 ac -= dex_bonus[stats.Dex];
1291 root 1.9
1292     /* In new exp/skills system, wc bonuses are related to
1293     * the players level in a relevant exp object (wc_obj)
1294     * not the general player level -b.t.
1295     * I changed this slightly so that wc bonuses are better
1296     * than before. This is to balance out the fact that
1297     * the player no longer gets a personal weapon w/ 1
1298     * improvement every level, now its fighterlevel/5. So
1299     * we give the player a bonus here in wc and dam
1300     * to make up for the change. Note that I left the
1301     * monster bonus the same as before. -b.t.
1302     */
1303 root 1.55 object *wc_obj = chosen_skill;
1304 root 1.9
1305 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1306 root 1.9 {
1307 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308    
1309 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1310 root 1.9 {
1311 root 1.54 /* additional wc every 6 levels */
1312 root 1.9 if (!(i % 6))
1313     wc--;
1314 root 1.37
1315 root 1.54 /* additional dam every 4 levels. */
1316 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1317     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1318 root 1.9 }
1319     }
1320     else
1321 root 1.37 wc -= level + thaco_bonus[stats.Str];
1322 root 1.9
1323 root 1.19 stats.dam += dam_bonus[stats.Str];
1324 root 1.9
1325 root 1.19 if (stats.dam < 1)
1326     stats.dam = 1;
1327 root 1.9
1328 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1329 root 1.19
1330     if (settings.search_items && contr->search_str[0])
1331     speed -= 1;
1332 root 1.9 } /* End if player */
1333    
1334     if (added_speed >= 0)
1335 root 1.40 speed += added_speed / 10.f;
1336 root 1.9 else /* Something wrong here...: */
1337 root 1.40 speed /= 1.f - added_speed;
1338 root 1.3
1339 root 1.9 /* Max is determined by armour */
1340 root 1.74 speed = min (speed, max_speed);
1341 elmex 1.1
1342 root 1.19 if (type == PLAYER)
1343 root 1.9 {
1344     /* f is a number the represents the number of kg above (positive num)
1345     * or below (negative number) that the player is carrying. If above
1346     * weight limit, then player suffers a speed reduction based on how
1347     * much above he is, and what is max carry is
1348     */
1349 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1350     if (f > 0.f)
1351 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1352 elmex 1.1 }
1353    
1354 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 root 1.78 speed *= speed_reduce_from_disease;
1356 root 1.77
1357 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1358 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1359 root 1.9 */
1360 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1361 root 1.9
1362 root 1.77 if (speed != old_speed)
1363     set_speed (speed);
1364    
1365 root 1.19 if (type == PLAYER)
1366 root 1.9 {
1367     /* (This formula was made by vidarl@ifi.uio.no)
1368     * Note that we never used these values again - basically
1369     * all of these could be subbed into one big equation, but
1370     * that would just be a real pain to read.
1371     */
1372 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1373     float M2 = max_carry[stats.Str] / 100.f;
1374     float W = weapon_weight / 20000.f;
1375 root 1.56 float s = (20 - weapon_speed) / 10.f;
1376 root 1.40 float D = (stats.Dex - 14) / 14.f;
1377     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1378    
1379 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1380 root 1.40
1381 root 1.56 if (K <= 0.01f)
1382 root 1.40 K = 0.01f;
1383    
1384 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1385 root 1.9 }
1386 root 1.19
1387 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1388 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1389     stats.dam = arch->stats.dam * 3;
1390 root 1.9
1391 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1392     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1393 root 1.9
1394     /* if for some reason the creature doesn't have any move type,
1395     * give them walking as a default.
1396     * The second case is a special case - to more closely mimic the
1397     * old behaviour - if your flying, your not walking - just
1398     * one or the other.
1399     */
1400 root 1.19 if (move_type == 0)
1401     move_type = MOVE_WALK;
1402     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1403     move_type &= ~MOVE_WALK;
1404 elmex 1.1
1405 root 1.107 // now apply the new move_type
1406     if (this->move_type != move_type)
1407     change_move_type (move_type);
1408    
1409 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1410     * so we will check that now.
1411     */
1412 root 1.101 if (is_player ())
1413     contr->update_spells ();
1414 root 1.35
1415     // update the mapspace, if we are on a map
1416     if (!flag [FLAG_REMOVED] && map)
1417     map->at (x, y).flags_ = 0;
1418 elmex 1.1 }
1419    
1420 elmex 1.96 void
1421     object::set_glow_radius (sint8 rad)
1422     {
1423     glow_radius = rad;
1424    
1425     if (is_on_map ())
1426     update_all_los (map, x, y);
1427     else if (object *env = outer_env ())
1428     {
1429     env->update_stats ();
1430    
1431     if (env->is_on_map ())
1432     update_all_los (env->map, env->x, env->y);
1433     }
1434     }
1435    
1436 elmex 1.1 /*
1437     * Returns true if the given player is a legal class.
1438     * The function to add and remove class-bonuses to the stats doesn't
1439     * check if the stat becomes negative, thus this function
1440     * merely checks that all stats are 1 or more, and returns
1441     * false otherwise.
1442     */
1443 root 1.9 int
1444     allowed_class (const object *op)
1445     {
1446 root 1.40 return op->stats.Dex > 0
1447     && op->stats.Str > 0
1448     && op->stats.Con > 0
1449     && op->stats.Int > 0
1450     && op->stats.Wis > 0
1451     && op->stats.Pow > 0
1452     && op->stats.Cha > 0;
1453 elmex 1.1 }
1454    
1455     /*
1456     * set the new dragon name after gaining levels or
1457     * changing ability focus (later this can be extended to
1458     * eventually change the player's face and animation)
1459     */
1460 root 1.9 void
1461     set_dragon_name (object *pl, const object *abil, const object *skin)
1462     {
1463     int atnr = -1; /* attacknumber of highest level */
1464     int level = 0; /* highest level */
1465 elmex 1.1 int i;
1466    
1467     /* Perhaps do something more clever? */
1468 root 1.9 if (!abil || !skin)
1469     return;
1470    
1471 elmex 1.1 /* first, look for the highest level */
1472 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1473     {
1474     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1475     {
1476     level = abil->resist[i];
1477     atnr = i;
1478     }
1479 elmex 1.1 }
1480 root 1.9
1481 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1482     or else at random */
1483 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 elmex 1.1 atnr = abil->stats.exp;
1485 root 1.9
1486 elmex 1.1 /* now set the new title */
1487 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1489     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1490     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1491     else
1492 root 1.9 {
1493 root 1.88 /* special titles for extra high resistance! */
1494     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1495     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1496     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1497 elmex 1.1 }
1498 root 1.9
1499     strcpy (pl->contr->own_title, "");
1500 elmex 1.1 }
1501    
1502     /*
1503     * This function is called when a dragon-player gains
1504     * an overall level. Here, the dragon might gain new abilities
1505     * or change the ability-focus.
1506     */
1507 root 1.99 static void
1508 root 1.9 dragon_level_gain (object *who)
1509     {
1510     object *abil = NULL; /* pointer to dragon ability force */
1511     object *skin = NULL; /* pointer to dragon skin force */
1512     object *tmp = NULL; /* tmp. object */
1513     char buf[MAX_BUF]; /* tmp. string buffer */
1514    
1515     /* now grab the 'dragon_ability'-forces from the player's inventory */
1516 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1517     if (tmp->type == FORCE)
1518 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1519 root 1.29 abil = tmp;
1520 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1521 root 1.29 skin = tmp;
1522    
1523 root 1.9 /* if the force is missing -> bail out */
1524     if (abil == NULL)
1525     return;
1526    
1527     /* The ability_force keeps track of maximum level ever achieved.
1528     * New abilties can only be gained by surpassing this max level
1529     */
1530     if (who->level > abil->level)
1531     {
1532     /* increase our focused ability */
1533     abil->resist[abil->stats.exp]++;
1534    
1535    
1536     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1537     {
1538     /* time to hand out a new ability-gift */
1539     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1540     }
1541    
1542     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1543     {
1544     /* apply new ability focus */
1545     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1546     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1547    
1548     abil->stats.exp = abil->last_eat;
1549     abil->last_eat = 0;
1550     }
1551    
1552     abil->level = who->level;
1553     }
1554    
1555     /* last but not least, set the new title for the dragon */
1556     set_dragon_name (who, abil, skin);
1557 elmex 1.1 }
1558    
1559     /* Handy function - given the skill name skill_name, we find the skill
1560     * archetype/object, set appropriate values, and insert it into
1561     * the object (op) that is passed.
1562     * We return the skill - this makes it easier for calling functions that
1563     * want to do something with it immediately.
1564     */
1565 root 1.9 object *
1566     give_skill_by_name (object *op, const char *skill_name)
1567 elmex 1.1 {
1568 root 1.9 object *skill_obj;
1569 elmex 1.1
1570 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1571     if (!skill_obj)
1572     {
1573 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1574 root 1.9 return NULL;
1575     }
1576 root 1.55
1577 root 1.9 /* clear the flag - exp goes into this bucket, but player
1578     * still doesn't know it.
1579     */
1580     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1581     skill_obj->stats.exp = 0;
1582     skill_obj->level = 1;
1583 root 1.89 op->insert (skill_obj);
1584 root 1.26
1585 root 1.57 if (player *pl = op->contr)
1586 root 1.89 pl->link_skills ();
1587 root 1.26
1588 root 1.9 return skill_obj;
1589 elmex 1.1 }
1590    
1591     /* player_lvl_adj() - for the new exp system. we are concerned with
1592     * whether the player gets more hp, sp and new levels.
1593     * Note this this function should only be called for players. Monstes
1594     * don't really gain levels
1595     * who is the player, op is what we are checking to gain the level
1596     * (eg, skill)
1597     */
1598 root 1.9 void
1599     player_lvl_adj (object *who, object *op)
1600     {
1601     char buf[MAX_BUF];
1602 root 1.73 bool changed = false;
1603 root 1.9
1604     if (!op) /* when rolling stats */
1605     op = who;
1606    
1607 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1608 root 1.9 {
1609 root 1.73 changed = true;
1610    
1611 root 1.9 op->level++;
1612    
1613 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1614 root 1.9 dragon_level_gain (who);
1615    
1616     /* Only roll these if it is the player (who) that gained the level */
1617     if (op == who && (who->level < 11) && who->type == PLAYER)
1618     {
1619     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1620     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1621     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1622     }
1623    
1624     if (op->level > 1)
1625     {
1626     if (op->type != PLAYER)
1627 root 1.73 {
1628     who->contr->play_sound (sound_find ("skill_up"));
1629     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630     }
1631 root 1.9 else
1632 root 1.73 {
1633     who->contr->play_sound (sound_find ("level_up"));
1634     sprintf (buf, "You are now level %d.", op->level);
1635     }
1636 root 1.54
1637 root 1.9 if (who)
1638     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639     }
1640 root 1.73 }
1641 root 1.54
1642 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643 root 1.9 {
1644 root 1.73 changed = true;
1645    
1646 root 1.9 op->level--;
1647 root 1.54
1648 root 1.9 if (op->type != PLAYER)
1649     {
1650     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1651     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1652 root 1.3 }
1653 root 1.73 }
1654 root 1.54
1655 root 1.73 if (changed)
1656 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1657 elmex 1.1 }
1658    
1659     /*
1660     * Returns how much experience is needed for a player to become
1661     * the given level. level should really never exceed max_level
1662     */
1663    
1664 root 1.9 sint64
1665     level_exp (int level, double expmul)
1666     {
1667     if (level > settings.max_level)
1668     return (sint64) (expmul * levels[settings.max_level]);
1669 root 1.40
1670 root 1.9 return (sint64) (expmul * levels[level]);
1671 elmex 1.1 }
1672    
1673     /*
1674     * Ensure that the permanent experience requirements in an exp object are met.
1675     * This really just checks 'op to make sure the perm_exp value is within
1676     * proper range. Note that the checking of what is passed through
1677     * has been reduced. Since there is now a proper field for perm_exp,
1678     * this can now work on a much larger set of objects.
1679     */
1680 root 1.9 void
1681     calc_perm_exp (object *op)
1682 elmex 1.1 {
1683 root 1.9 int p_exp_min;
1684    
1685     /* Ensure that our permanent experience minimum is met.
1686     * permenent_exp_ratio is an integer percentage, we divide by 100
1687     * to get the fraction */
1688     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1689    
1690     if (op->perm_exp < p_exp_min)
1691     op->perm_exp = p_exp_min;
1692    
1693     /* Cap permanent experience. */
1694     if (op->perm_exp < 0)
1695     op->perm_exp = 0;
1696     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1697     op->perm_exp = MAX_EXPERIENCE;
1698 elmex 1.1 }
1699    
1700     /* Add experience to a player - exp should only be positive.
1701     * Updates permanent exp for the skill we are adding to.
1702     * skill_name is the skill to add exp to. Skill name can be
1703     * NULL, in which case exp increases the players general
1704     * total, but not any particular skill.
1705     * flag is what to do if the player doesn't have the skill:
1706     */
1707 root 1.9 static void
1708     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1709 elmex 1.1 {
1710 root 1.90 object *skill_obj;
1711 elmex 1.4 sint64 limit, exp_to_add;
1712     int i;
1713    
1714     /* prevents some forms of abuse. */
1715     if (op->contr->braced)
1716 root 1.46 exp /= 5;
1717 elmex 1.4
1718     /* Try to find the matching skill.
1719     * We do a shortcut/time saving mechanism first - see if it matches
1720 root 1.46 * chosen_skill. This means we don't need to search through
1721 elmex 1.4 * the players inventory.
1722     */
1723 root 1.90 skill_obj = 0;
1724    
1725 elmex 1.4 if (skill_name)
1726     {
1727 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1728    
1729     /* Player doesn't have the skill. Check to see what to do, and give
1730     * it to the player if necessary
1731     */
1732     if (!skill_obj)
1733 elmex 1.4 {
1734 root 1.90 if (flag == SK_EXP_NONE)
1735     return;
1736    
1737     if (flag == SK_EXP_ADD_SKILL)
1738     skill_obj = give_skill_by_name (op, skill_name);
1739 root 1.3 }
1740 elmex 1.1 }
1741    
1742 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1743     {
1744     /* Basically, you can never gain more experience in one shot
1745     * than half what you need to gain for next level.
1746     */
1747     exp_to_add = exp;
1748     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1749     if (exp_to_add > limit)
1750     exp_to_add = limit;
1751    
1752 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1753 elmex 1.4 if (settings.permanent_exp_ratio)
1754     {
1755 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1756 elmex 1.4 calc_perm_exp (op);
1757     }
1758    
1759     player_lvl_adj (op, NULL);
1760     }
1761    
1762     if (skill_obj)
1763     {
1764     exp_to_add = exp;
1765     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1766     if (exp_to_add > limit)
1767     exp_to_add = limit;
1768    
1769     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1770     if (settings.permanent_exp_ratio)
1771     {
1772 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1773 elmex 1.4 calc_perm_exp (skill_obj);
1774     }
1775 elmex 1.1
1776 elmex 1.4 player_lvl_adj (op, skill_obj);
1777 elmex 1.1 }
1778     }
1779    
1780     /* This function checks to make sure that object 'op' can
1781 root 1.93 * lose 'exp' experience. It returns the amount of exp
1782 elmex 1.1 * object 'op' can in fact lose - it basically makes
1783     * adjustments based on permanent exp and the like.
1784     * This function should always be used for losing experience -
1785     * the 'exp' value passed should be positive - this is the
1786     * amount that should get subtract from the player.
1787     */
1788 root 1.99 static sint64
1789 root 1.9 check_exp_loss (const object *op, sint64 exp)
1790 elmex 1.1 {
1791 root 1.9 sint64 del_exp;
1792 elmex 1.1
1793 root 1.9 if (exp > op->stats.exp)
1794     exp = op->stats.exp;
1795 root 1.93
1796 root 1.9 if (settings.permanent_exp_ratio)
1797     {
1798     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1799 root 1.93
1800 root 1.9 if (del_exp < 0)
1801     del_exp = 0;
1802 root 1.93
1803 root 1.9 if (exp > del_exp)
1804     exp = del_exp;
1805 elmex 1.1 }
1806 root 1.93
1807 root 1.9 return exp;
1808 elmex 1.1 }
1809    
1810 root 1.9 sint64
1811     check_exp_adjust (const object *op, sint64 exp)
1812 elmex 1.1 {
1813 root 1.9 if (exp < 0)
1814     return check_exp_loss (op, exp);
1815     else
1816 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817 elmex 1.1 }
1818    
1819     /* Subtracts experience from player.
1820     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1821     * only subtract from the matching skill. Otherwise,
1822     * this subtracts a portion from all
1823     * skills the player has. Eg, if we figure the player is losing 10%
1824     * of his total exp, what happens is he loses 10% from all his skills.
1825     * Note that if permanent exp is used, player may not in fact lose
1826     * as much as listed. Eg, if player has gotten reduced to the point
1827     * where everything is at the minimum perm exp, he would lose nothing.
1828     * exp is the amount of exp to subtract - thus, it should be
1829     * a postive number.
1830     */
1831 root 1.9 static void
1832     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1833 elmex 1.1 {
1834 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1835     object *tmp;
1836     sint64 del_exp;
1837    
1838     for (tmp = op->inv; tmp; tmp = tmp->below)
1839     if (tmp->type == SKILL && tmp->stats.exp)
1840     {
1841 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1842 root 1.9 {
1843     del_exp = check_exp_loss (tmp, exp);
1844     tmp->stats.exp -= del_exp;
1845     player_lvl_adj (op, tmp);
1846     }
1847     else if (flag != SK_SUBTRACT_SKILL_EXP)
1848     {
1849     /* only want to process other skills if we are not trying
1850     * to match a specific skill.
1851     */
1852     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1853     tmp->stats.exp -= del_exp;
1854     player_lvl_adj (op, tmp);
1855     }
1856     }
1857 root 1.35
1858 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1859     {
1860     del_exp = check_exp_loss (op, exp);
1861     op->stats.exp -= del_exp;
1862     player_lvl_adj (op, NULL);
1863 elmex 1.1 }
1864     }
1865    
1866     /* change_exp() - changes experience to a player/monster. This
1867     * does bounds checking to make sure we don't overflow the max exp.
1868     *
1869     * The exp passed is typically not modified much by this function -
1870     * it is assumed the caller has modified the exp as needed.
1871     * skill_name is the skill that should get the exp added.
1872     * flag is what to do if player doesn't have the skill.
1873     * these last two values are only used for players.
1874     */
1875 root 1.9 void
1876     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1877     {
1878 elmex 1.1 #ifdef EXP_DEBUG
1879 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1880 elmex 1.1 #endif
1881    
1882 root 1.9 /* safety */
1883     if (!op)
1884     {
1885     LOG (llevError, "change_exp() called for null object!\n");
1886     return;
1887     }
1888    
1889     /* if no change in exp, just return - most of the below code
1890     * won't do anything if the value is 0 anyways.
1891     */
1892     if (exp == 0)
1893     return;
1894    
1895     /* Monsters are easy - we just adjust their exp - we
1896     * don't adjust level, since in most cases it is unrelated to
1897     * the exp they have - the monsters exp represents what its
1898     * worth.
1899     */
1900     if (op->type != PLAYER)
1901     {
1902     /* Sanity check */
1903     if (!QUERY_FLAG (op, FLAG_ALIVE))
1904     return;
1905    
1906     /* reset exp to max allowed value. We subtract from
1907     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1908     * more than max exp, just return.
1909     */
1910     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1911     {
1912     exp = MAX_EXPERIENCE - op->stats.exp;
1913     if (exp < 0)
1914     return;
1915 root 1.3 }
1916 elmex 1.1
1917 root 1.9 op->stats.exp += exp;
1918 elmex 1.1 }
1919 root 1.9 else
1920     { /* Players only */
1921     if (exp > 0)
1922     add_player_exp (op, exp, skill_name, flag);
1923     else
1924     /* note that when you lose exp, it doesn't go against
1925     * a particular skill, so we don't need to pass that
1926     * along.
1927     */
1928 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1929 elmex 1.1 }
1930     }
1931    
1932     /* Applies a death penalty experience, the size of this is defined by the
1933     * settings death_penalty_percentage and death_penalty_levels, and by the
1934     * amount of permenent experience, whichever gives the lowest loss.
1935     */
1936 root 1.9 void
1937     apply_death_exp_penalty (object *op)
1938     {
1939     sint64 loss;
1940     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1941     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1942    
1943 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1945     {
1946     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1947 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1948 root 1.9
1949     /* With the revised exp system, you can get cases where
1950     * losing several levels would still require that you have more
1951     * exp than you currently have - this is true if the levels
1952     * tables is a lot harder.
1953     */
1954     if (level_loss < 0)
1955     level_loss = 0;
1956 root 1.3
1957 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1958 root 1.3
1959 root 1.9 tmp->stats.exp -= loss;
1960     player_lvl_adj (op, tmp);
1961     }
1962 elmex 1.1
1963 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1964 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1965 root 1.55
1966 root 1.9 if (level_loss < 0)
1967     level_loss = 0;
1968 root 1.93
1969     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1970 elmex 1.1
1971 root 1.9 op->stats.exp -= loss;
1972     player_lvl_adj (op, NULL);
1973 elmex 1.1 }
1974    
1975     /* This function takes an object (monster/player, op), and
1976     * determines if it makes a basic save throw by looking at the
1977     * save_throw table. level is the effective level to make
1978     * the save at, and bonus is any plus/bonus (typically based on
1979     * resistance to particular attacktype.
1980     * Returns 1 if op makes his save, 0 if he failed
1981     */
1982 root 1.9 int
1983     did_make_save (const object *op, int level, int bonus)
1984 elmex 1.1 {
1985 root 1.9 if (level > MAX_SAVE_LEVEL)
1986     level = MAX_SAVE_LEVEL;
1987 elmex 1.1
1988 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1989     return 0;
1990 root 1.19
1991 root 1.9 return 1;
1992 elmex 1.1 }