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Revision: 1.112
Committed: Sun Mar 28 16:41:45 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.111: +18 -20 lines
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# 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 1.109 object *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 root 1.109 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 root 1.9 {
902 root 1.19 if (type == PLAYER)
903 root 1.9 {
904 root 1.69 contr->item_power += tmp->item_power;
905    
906 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 root 1.58 if (tmp != current_weapon
908     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909     && !tmp->flag [FLAG_CURSED]
910     && !tmp->flag [FLAG_DAMNED])
911 root 1.49 continue;
912 root 1.46
913 root 1.74 for (int i = 0; i < NUM_STATS; i++)
914 root 1.103 stat_sum [i] += tmp->stats.stat (i);
915 root 1.9
916 root 1.74 if (digest_types [tmp->type])
917 root 1.9 {
918 root 1.75 contr->digestion += tmp->stats.food;
919 root 1.19 contr->gen_hp += tmp->stats.hp;
920 root 1.87 if (tmp->type != BOW) // ugly exception for bows
921     contr->gen_sp += tmp->stats.sp;
922 root 1.19 contr->gen_grace += tmp->stats.grace;
923     contr->gen_sp_armour += tmp->gen_sp_armour;
924 root 1.3 }
925 root 1.9 } /* if this is a player */
926 root 1.46 else
927     {
928     if (tmp->type == WEAPON)
929     current_weapon = tmp;
930     }
931 root 1.3
932 root 1.9 /* Update slots used for items */
933 root 1.111 if (tmp->flag [FLAG_APPLIED])
934 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 root 1.47 slot[i].used += tmp->slot[i].info;
936 root 1.3
937 root 1.9 if (tmp->type == SYMPTOM)
938 root 1.110 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939 root 1.3
940 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 root 1.34 * (Negative protections are calculated exactly like positive.)
942 root 1.9 * Resistance from potions are treated special as well. If there's
943     * more than one potion-effect, the bigger prot.-value is taken.
944     */
945 root 1.112 if (tmp->type == POTION_EFFECT)
946     for (int i = 0; i < NROFATTACKS; i++)
947     {
948     /* Potential for cursed potions, in which case we just can use
949     * a straight MAX, as potion_resist is initialised to zero.
950     // TODO: this is askign for a magic marker optimisation
951     */
952     if (potion_resist[i])
953     max_it (potion_resist[i], tmp->resist[i]);
954     else
955     potion_resist[i] = tmp->resist[i];
956     }
957     else if (tmp->type != POTION)
958     for (int i = 0; i < NROFATTACKS; i++)
959     if (tmp->resist[i] > 0)
960     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961     else if (tmp->resist[i] < 0)
962     vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963 root 1.9
964     /* There may be other things that should not adjust the attacktype */
965 root 1.53 if (tmp->type != SYMPTOM)
966 root 1.46 {
967     attacktype |= tmp->attacktype;
968     path_attuned |= tmp->path_attuned;
969     path_repelled |= tmp->path_repelled;
970     path_denied |= tmp->path_denied;
971     move_type |= tmp->move_type;
972     stats.luck += tmp->stats.luck;
973     }
974 root 1.19
975 root 1.74 flag |= tmp->flag & copy_flags;
976 root 1.9
977 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
978 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
979 root 1.9
980     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
981     {
982 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
983     invisible = 1;
984 root 1.9 }
985    
986     if (tmp->stats.exp && tmp->type != SKILL)
987     {
988     if (tmp->stats.exp > 0)
989     {
990 root 1.40 added_speed += tmp->stats.exp / 3.f;
991 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
992 root 1.3 }
993 root 1.9 else
994 root 1.40 added_speed += tmp->stats.exp;
995 root 1.3 }
996    
997 root 1.9 switch (tmp->type)
998     {
999 root 1.10 /* skills modifying the character -b.t. */
1000     /* for all skills and skill granting objects */
1001     case SKILL:
1002 root 1.63 {
1003     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1004     break;
1005    
1006     if (chosen_skill)
1007     {
1008     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1009     &name, &chosen_skill->name, &tmp->name);
1010    
1011     tmp->flag [FLAG_APPLIED] = false;
1012     update_stats ();
1013     return;
1014     }
1015     else
1016     chosen_skill = tmp;
1017    
1018     if (tmp->stats.dam > 0)
1019     { /* skill is a 'weapon' */
1020     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1021     weapon_speed = WEAPON_SPEED (tmp);
1022    
1023     if (weapon_speed < 0)
1024     weapon_speed = 0;
1025    
1026     weapon_weight = tmp->weight;
1027     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1028    
1029     if (tmp->magic)
1030     stats.dam += tmp->magic;
1031     }
1032 root 1.3
1033 root 1.63 if (tmp->stats.wc)
1034     wc -= tmp->stats.wc + tmp->magic;
1035 root 1.19
1036 root 1.63 if (tmp->slaying)
1037     slaying = tmp->slaying;
1038 root 1.19
1039 root 1.63 if (tmp->stats.ac)
1040     ac -= tmp->stats.ac + tmp->magic;
1041 root 1.3
1042 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 root 1.110 contr->encumbrance += 3 * tmp->weight / 1000;
1044 root 1.63 }
1045 root 1.19
1046 root 1.10 break;
1047 root 1.3
1048 root 1.10 case SHIELD:
1049 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1050 root 1.110 contr->encumbrance += tmp->weight / 2000;
1051     //FALLTHROUGH
1052 root 1.10 case RING:
1053     case AMULET:
1054     case GIRDLE:
1055     case HELMET:
1056     case BOOTS:
1057     case GLOVES:
1058     case CLOAK:
1059     if (tmp->stats.wc)
1060 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1061 root 1.19
1062 root 1.10 if (tmp->stats.dam)
1063 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1064 root 1.19
1065 root 1.10 if (tmp->stats.ac)
1066 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1067 root 1.19
1068 root 1.10 break;
1069    
1070 root 1.109 case WAND:
1071     case ROD:
1072     case HORN:
1073     case SKILL_TOOL:
1074     if (type != PLAYER)
1075     chosen_skill = find_skill_by_name (this, tmp->skill);
1076     break;
1077    
1078 root 1.45 case BOW:
1079 root 1.10 case WEAPON:
1080 root 1.46 if (type != PLAYER || current_weapon == tmp)
1081 root 1.45 {
1082 root 1.109 chosen_skill = find_skill_by_name (this, tmp->skill);
1083    
1084 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1085    
1086     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087     ac -= tmp->stats.ac + tmp->magic;
1088    
1089     stats.dam += tmp->stats.dam + tmp->magic;
1090     weapon_weight = tmp->weight;
1091     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092    
1093     if (weapon_speed < 0)
1094     weapon_speed = 0;
1095 root 1.19
1096 root 1.45 slaying = tmp->slaying;
1097    
1098     /* If there is desire that two handed weapons should do
1099     * extra strength damage, this is where the code should
1100     * go.
1101     */
1102    
1103     if (type == PLAYER)
1104 root 1.46 if (settings.spell_encumbrance)
1105     contr->encumbrance += tmp->weight * 3 / 1000;
1106 root 1.45 }
1107 root 1.9
1108 root 1.10 break;
1109 root 1.9
1110 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1111 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1112 root 1.40 contr->encumbrance += tmp->weight / 1000;
1113 root 1.10
1114     case BRACERS:
1115     case FORCE:
1116     if (tmp->stats.wc)
1117     {
1118     if (best_wc < tmp->stats.wc + tmp->magic)
1119     {
1120     wc += best_wc;
1121     best_wc = tmp->stats.wc + tmp->magic;
1122     }
1123     else
1124     wc += tmp->stats.wc + tmp->magic;
1125     }
1126 root 1.19
1127 root 1.10 if (tmp->stats.ac)
1128     {
1129     if (best_ac < tmp->stats.ac + tmp->magic)
1130     {
1131     ac += best_ac; /* Remove last bonus */
1132     best_ac = tmp->stats.ac + tmp->magic;
1133     }
1134     else /* To nullify the below effect */
1135     ac += tmp->stats.ac + tmp->magic;
1136     }
1137 root 1.19
1138 root 1.10 if (tmp->stats.wc)
1139 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1140 root 1.19
1141 root 1.10 if (tmp->stats.ac)
1142 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1143 root 1.19
1144 root 1.74 if (ARMOUR_SPEED (tmp))
1145     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146 root 1.19
1147 root 1.10 break;
1148 root 1.9 } /* switch tmp->type */
1149     } /* item is equipped */
1150     } /* for loop of items */
1151    
1152 root 1.109 if (type != PLAYER)
1153     this->chosen_skill = chosen_skill;
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 1.107 // now apply the new move_type
1407     if (this->move_type != move_type)
1408     change_move_type (move_type);
1409    
1410 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1411     * so we will check that now.
1412     */
1413 root 1.101 if (is_player ())
1414     contr->update_spells ();
1415 root 1.35
1416     // update the mapspace, if we are on a map
1417     if (!flag [FLAG_REMOVED] && map)
1418     map->at (x, y).flags_ = 0;
1419 elmex 1.1 }
1420    
1421 elmex 1.96 void
1422     object::set_glow_radius (sint8 rad)
1423     {
1424     glow_radius = rad;
1425    
1426     if (is_on_map ())
1427     update_all_los (map, x, y);
1428     else if (object *env = outer_env ())
1429     {
1430     env->update_stats ();
1431    
1432     if (env->is_on_map ())
1433     update_all_los (env->map, env->x, env->y);
1434     }
1435     }
1436    
1437 elmex 1.1 /*
1438     * Returns true if the given player is a legal class.
1439     * The function to add and remove class-bonuses to the stats doesn't
1440     * check if the stat becomes negative, thus this function
1441     * merely checks that all stats are 1 or more, and returns
1442     * false otherwise.
1443     */
1444 root 1.9 int
1445     allowed_class (const object *op)
1446     {
1447 root 1.40 return op->stats.Dex > 0
1448     && op->stats.Str > 0
1449     && op->stats.Con > 0
1450     && op->stats.Int > 0
1451     && op->stats.Wis > 0
1452     && op->stats.Pow > 0
1453     && op->stats.Cha > 0;
1454 elmex 1.1 }
1455    
1456     /*
1457     * set the new dragon name after gaining levels or
1458     * changing ability focus (later this can be extended to
1459     * eventually change the player's face and animation)
1460     */
1461 root 1.9 void
1462     set_dragon_name (object *pl, const object *abil, const object *skin)
1463     {
1464     int atnr = -1; /* attacknumber of highest level */
1465     int level = 0; /* highest level */
1466 elmex 1.1 int i;
1467    
1468     /* Perhaps do something more clever? */
1469 root 1.9 if (!abil || !skin)
1470     return;
1471    
1472 elmex 1.1 /* first, look for the highest level */
1473 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1474     {
1475     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1476     {
1477     level = abil->resist[i];
1478     atnr = i;
1479     }
1480 elmex 1.1 }
1481 root 1.9
1482 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1483     or else at random */
1484 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 elmex 1.1 atnr = abil->stats.exp;
1486 root 1.9
1487 elmex 1.1 /* now set the new title */
1488 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1489     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492     else
1493 root 1.9 {
1494 root 1.88 /* special titles for extra high resistance! */
1495     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1496     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1497     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1498 elmex 1.1 }
1499 root 1.9
1500     strcpy (pl->contr->own_title, "");
1501 elmex 1.1 }
1502    
1503     /*
1504     * This function is called when a dragon-player gains
1505     * an overall level. Here, the dragon might gain new abilities
1506     * or change the ability-focus.
1507     */
1508 root 1.99 static void
1509 root 1.9 dragon_level_gain (object *who)
1510     {
1511     object *abil = NULL; /* pointer to dragon ability force */
1512     object *skin = NULL; /* pointer to dragon skin force */
1513     object *tmp = NULL; /* tmp. object */
1514     char buf[MAX_BUF]; /* tmp. string buffer */
1515    
1516     /* now grab the 'dragon_ability'-forces from the player's inventory */
1517 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1518     if (tmp->type == FORCE)
1519 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1520 root 1.29 abil = tmp;
1521 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1522 root 1.29 skin = tmp;
1523    
1524 root 1.9 /* if the force is missing -> bail out */
1525     if (abil == NULL)
1526     return;
1527    
1528     /* The ability_force keeps track of maximum level ever achieved.
1529     * New abilties can only be gained by surpassing this max level
1530     */
1531     if (who->level > abil->level)
1532     {
1533     /* increase our focused ability */
1534     abil->resist[abil->stats.exp]++;
1535    
1536    
1537     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1538     {
1539     /* time to hand out a new ability-gift */
1540     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1541     }
1542    
1543     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1544     {
1545     /* apply new ability focus */
1546     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1547     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1548    
1549     abil->stats.exp = abil->last_eat;
1550     abil->last_eat = 0;
1551     }
1552    
1553     abil->level = who->level;
1554     }
1555    
1556     /* last but not least, set the new title for the dragon */
1557     set_dragon_name (who, abil, skin);
1558 elmex 1.1 }
1559    
1560     /* Handy function - given the skill name skill_name, we find the skill
1561     * archetype/object, set appropriate values, and insert it into
1562     * the object (op) that is passed.
1563     * We return the skill - this makes it easier for calling functions that
1564     * want to do something with it immediately.
1565     */
1566 root 1.9 object *
1567     give_skill_by_name (object *op, const char *skill_name)
1568 elmex 1.1 {
1569 root 1.9 object *skill_obj;
1570 elmex 1.1
1571 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1572     if (!skill_obj)
1573     {
1574 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1575 root 1.9 return NULL;
1576     }
1577 root 1.55
1578 root 1.9 /* clear the flag - exp goes into this bucket, but player
1579     * still doesn't know it.
1580     */
1581     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1582     skill_obj->stats.exp = 0;
1583     skill_obj->level = 1;
1584 root 1.89 op->insert (skill_obj);
1585 root 1.26
1586 root 1.57 if (player *pl = op->contr)
1587 root 1.89 pl->link_skills ();
1588 root 1.26
1589 root 1.9 return skill_obj;
1590 elmex 1.1 }
1591    
1592     /* player_lvl_adj() - for the new exp system. we are concerned with
1593     * whether the player gets more hp, sp and new levels.
1594     * Note this this function should only be called for players. Monstes
1595     * don't really gain levels
1596     * who is the player, op is what we are checking to gain the level
1597     * (eg, skill)
1598     */
1599 root 1.9 void
1600     player_lvl_adj (object *who, object *op)
1601     {
1602     char buf[MAX_BUF];
1603 root 1.73 bool changed = false;
1604 root 1.9
1605     if (!op) /* when rolling stats */
1606     op = who;
1607    
1608 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 root 1.9 {
1610 root 1.73 changed = true;
1611    
1612 root 1.9 op->level++;
1613    
1614 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1615 root 1.9 dragon_level_gain (who);
1616    
1617     /* Only roll these if it is the player (who) that gained the level */
1618     if (op == who && (who->level < 11) && who->type == PLAYER)
1619     {
1620     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1621     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1622     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623     }
1624    
1625     if (op->level > 1)
1626     {
1627     if (op->type != PLAYER)
1628 root 1.73 {
1629     who->contr->play_sound (sound_find ("skill_up"));
1630     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631     }
1632 root 1.9 else
1633 root 1.73 {
1634     who->contr->play_sound (sound_find ("level_up"));
1635     sprintf (buf, "You are now level %d.", op->level);
1636     }
1637 root 1.54
1638 root 1.9 if (who)
1639     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640     }
1641 root 1.73 }
1642 root 1.54
1643 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1644 root 1.9 {
1645 root 1.73 changed = true;
1646    
1647 root 1.9 op->level--;
1648 root 1.54
1649 root 1.9 if (op->type != PLAYER)
1650     {
1651     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1652     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 root 1.3 }
1654 root 1.73 }
1655 root 1.54
1656 root 1.73 if (changed)
1657 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 elmex 1.1 }
1659    
1660     /*
1661     * Returns how much experience is needed for a player to become
1662     * the given level. level should really never exceed max_level
1663     */
1664    
1665 root 1.9 sint64
1666     level_exp (int level, double expmul)
1667     {
1668     if (level > settings.max_level)
1669     return (sint64) (expmul * levels[settings.max_level]);
1670 root 1.40
1671 root 1.9 return (sint64) (expmul * levels[level]);
1672 elmex 1.1 }
1673    
1674     /*
1675     * Ensure that the permanent experience requirements in an exp object are met.
1676     * This really just checks 'op to make sure the perm_exp value is within
1677     * proper range. Note that the checking of what is passed through
1678     * has been reduced. Since there is now a proper field for perm_exp,
1679     * this can now work on a much larger set of objects.
1680     */
1681 root 1.9 void
1682     calc_perm_exp (object *op)
1683 elmex 1.1 {
1684 root 1.9 int p_exp_min;
1685    
1686     /* Ensure that our permanent experience minimum is met.
1687     * permenent_exp_ratio is an integer percentage, we divide by 100
1688     * to get the fraction */
1689     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1690    
1691     if (op->perm_exp < p_exp_min)
1692     op->perm_exp = p_exp_min;
1693    
1694     /* Cap permanent experience. */
1695     if (op->perm_exp < 0)
1696     op->perm_exp = 0;
1697     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1698     op->perm_exp = MAX_EXPERIENCE;
1699 elmex 1.1 }
1700    
1701     /* Add experience to a player - exp should only be positive.
1702     * Updates permanent exp for the skill we are adding to.
1703     * skill_name is the skill to add exp to. Skill name can be
1704     * NULL, in which case exp increases the players general
1705     * total, but not any particular skill.
1706     * flag is what to do if the player doesn't have the skill:
1707     */
1708 root 1.9 static void
1709     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1710 elmex 1.1 {
1711 root 1.90 object *skill_obj;
1712 elmex 1.4 sint64 limit, exp_to_add;
1713     int i;
1714    
1715     /* prevents some forms of abuse. */
1716     if (op->contr->braced)
1717 root 1.46 exp /= 5;
1718 elmex 1.4
1719     /* Try to find the matching skill.
1720     * We do a shortcut/time saving mechanism first - see if it matches
1721 root 1.46 * chosen_skill. This means we don't need to search through
1722 elmex 1.4 * the players inventory.
1723     */
1724 root 1.90 skill_obj = 0;
1725    
1726 elmex 1.4 if (skill_name)
1727     {
1728 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1729    
1730     /* Player doesn't have the skill. Check to see what to do, and give
1731     * it to the player if necessary
1732     */
1733     if (!skill_obj)
1734 elmex 1.4 {
1735 root 1.90 if (flag == SK_EXP_NONE)
1736     return;
1737    
1738     if (flag == SK_EXP_ADD_SKILL)
1739     skill_obj = give_skill_by_name (op, skill_name);
1740 root 1.3 }
1741 elmex 1.1 }
1742    
1743 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1744     {
1745     /* Basically, you can never gain more experience in one shot
1746     * than half what you need to gain for next level.
1747     */
1748     exp_to_add = exp;
1749     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1750     if (exp_to_add > limit)
1751     exp_to_add = limit;
1752    
1753 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1754 elmex 1.4 if (settings.permanent_exp_ratio)
1755     {
1756 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1757 elmex 1.4 calc_perm_exp (op);
1758     }
1759    
1760     player_lvl_adj (op, NULL);
1761     }
1762    
1763     if (skill_obj)
1764     {
1765     exp_to_add = exp;
1766     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1767     if (exp_to_add > limit)
1768     exp_to_add = limit;
1769    
1770     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1771     if (settings.permanent_exp_ratio)
1772     {
1773 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1774 elmex 1.4 calc_perm_exp (skill_obj);
1775     }
1776 elmex 1.1
1777 elmex 1.4 player_lvl_adj (op, skill_obj);
1778 elmex 1.1 }
1779     }
1780    
1781     /* This function checks to make sure that object 'op' can
1782 root 1.93 * lose 'exp' experience. It returns the amount of exp
1783 elmex 1.1 * object 'op' can in fact lose - it basically makes
1784     * adjustments based on permanent exp and the like.
1785     * This function should always be used for losing experience -
1786     * the 'exp' value passed should be positive - this is the
1787     * amount that should get subtract from the player.
1788     */
1789 root 1.99 static sint64
1790 root 1.9 check_exp_loss (const object *op, sint64 exp)
1791 elmex 1.1 {
1792 root 1.9 sint64 del_exp;
1793 elmex 1.1
1794 root 1.9 if (exp > op->stats.exp)
1795     exp = op->stats.exp;
1796 root 1.93
1797 root 1.9 if (settings.permanent_exp_ratio)
1798     {
1799     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1800 root 1.93
1801 root 1.9 if (del_exp < 0)
1802     del_exp = 0;
1803 root 1.93
1804 root 1.9 if (exp > del_exp)
1805     exp = del_exp;
1806 elmex 1.1 }
1807 root 1.93
1808 root 1.9 return exp;
1809 elmex 1.1 }
1810    
1811 root 1.9 sint64
1812     check_exp_adjust (const object *op, sint64 exp)
1813 elmex 1.1 {
1814 root 1.9 if (exp < 0)
1815     return check_exp_loss (op, exp);
1816     else
1817 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1818 elmex 1.1 }
1819    
1820     /* Subtracts experience from player.
1821     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822     * only subtract from the matching skill. Otherwise,
1823     * this subtracts a portion from all
1824     * skills the player has. Eg, if we figure the player is losing 10%
1825     * of his total exp, what happens is he loses 10% from all his skills.
1826     * Note that if permanent exp is used, player may not in fact lose
1827     * as much as listed. Eg, if player has gotten reduced to the point
1828     * where everything is at the minimum perm exp, he would lose nothing.
1829     * exp is the amount of exp to subtract - thus, it should be
1830     * a postive number.
1831     */
1832 root 1.9 static void
1833     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1834 elmex 1.1 {
1835 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1836     object *tmp;
1837     sint64 del_exp;
1838    
1839     for (tmp = op->inv; tmp; tmp = tmp->below)
1840     if (tmp->type == SKILL && tmp->stats.exp)
1841     {
1842 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 root 1.9 {
1844     del_exp = check_exp_loss (tmp, exp);
1845     tmp->stats.exp -= del_exp;
1846     player_lvl_adj (op, tmp);
1847     }
1848     else if (flag != SK_SUBTRACT_SKILL_EXP)
1849     {
1850     /* only want to process other skills if we are not trying
1851     * to match a specific skill.
1852     */
1853     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1854     tmp->stats.exp -= del_exp;
1855     player_lvl_adj (op, tmp);
1856     }
1857     }
1858 root 1.35
1859 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1860     {
1861     del_exp = check_exp_loss (op, exp);
1862     op->stats.exp -= del_exp;
1863     player_lvl_adj (op, NULL);
1864 elmex 1.1 }
1865     }
1866    
1867     /* change_exp() - changes experience to a player/monster. This
1868     * does bounds checking to make sure we don't overflow the max exp.
1869     *
1870     * The exp passed is typically not modified much by this function -
1871     * it is assumed the caller has modified the exp as needed.
1872     * skill_name is the skill that should get the exp added.
1873     * flag is what to do if player doesn't have the skill.
1874     * these last two values are only used for players.
1875     */
1876 root 1.9 void
1877     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1878     {
1879 elmex 1.1 #ifdef EXP_DEBUG
1880 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1881 elmex 1.1 #endif
1882    
1883 root 1.9 /* safety */
1884     if (!op)
1885     {
1886     LOG (llevError, "change_exp() called for null object!\n");
1887     return;
1888     }
1889    
1890     /* if no change in exp, just return - most of the below code
1891     * won't do anything if the value is 0 anyways.
1892     */
1893     if (exp == 0)
1894     return;
1895    
1896     /* Monsters are easy - we just adjust their exp - we
1897     * don't adjust level, since in most cases it is unrelated to
1898     * the exp they have - the monsters exp represents what its
1899     * worth.
1900     */
1901     if (op->type != PLAYER)
1902     {
1903     /* Sanity check */
1904     if (!QUERY_FLAG (op, FLAG_ALIVE))
1905     return;
1906    
1907     /* reset exp to max allowed value. We subtract from
1908     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1909     * more than max exp, just return.
1910     */
1911     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1912     {
1913     exp = MAX_EXPERIENCE - op->stats.exp;
1914     if (exp < 0)
1915     return;
1916 root 1.3 }
1917 elmex 1.1
1918 root 1.9 op->stats.exp += exp;
1919 elmex 1.1 }
1920 root 1.9 else
1921     { /* Players only */
1922     if (exp > 0)
1923     add_player_exp (op, exp, skill_name, flag);
1924     else
1925     /* note that when you lose exp, it doesn't go against
1926     * a particular skill, so we don't need to pass that
1927     * along.
1928     */
1929 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1930 elmex 1.1 }
1931     }
1932    
1933     /* Applies a death penalty experience, the size of this is defined by the
1934     * settings death_penalty_percentage and death_penalty_levels, and by the
1935     * amount of permenent experience, whichever gives the lowest loss.
1936     */
1937 root 1.9 void
1938     apply_death_exp_penalty (object *op)
1939     {
1940     sint64 loss;
1941     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1942     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1943    
1944 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1946     {
1947     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1948 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1949 root 1.9
1950     /* With the revised exp system, you can get cases where
1951     * losing several levels would still require that you have more
1952     * exp than you currently have - this is true if the levels
1953     * tables is a lot harder.
1954     */
1955     if (level_loss < 0)
1956     level_loss = 0;
1957 root 1.3
1958 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1959 root 1.3
1960 root 1.9 tmp->stats.exp -= loss;
1961     player_lvl_adj (op, tmp);
1962     }
1963 elmex 1.1
1964 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1965 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1966 root 1.55
1967 root 1.9 if (level_loss < 0)
1968     level_loss = 0;
1969 root 1.93
1970     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1971 elmex 1.1
1972 root 1.9 op->stats.exp -= loss;
1973     player_lvl_adj (op, NULL);
1974 elmex 1.1 }
1975    
1976     /* This function takes an object (monster/player, op), and
1977     * determines if it makes a basic save throw by looking at the
1978     * save_throw table. level is the effective level to make
1979     * the save at, and bonus is any plus/bonus (typically based on
1980     * resistance to particular attacktype.
1981     * Returns 1 if op makes his save, 0 if he failed
1982     */
1983 root 1.9 int
1984     did_make_save (const object *op, int level, int bonus)
1985 elmex 1.1 {
1986 root 1.9 if (level > MAX_SAVE_LEVEL)
1987     level = MAX_SAVE_LEVEL;
1988 elmex 1.1
1989 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1990     return 0;
1991 root 1.19
1992 root 1.9 return 1;
1993 elmex 1.1 }