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Revision: 1.114
Committed: Sun Mar 28 18:44:21 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.113: +2 -2 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 root 1.113 prot[i] = resist[i], vuln[i] = 0;
826 root 1.9 else
827 root 1.113 vuln[i] = -resist[i], prot[i] = 0;
828 root 1.46
829 root 1.113 potion_resist[i] = -1000;
830 root 1.9 }
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 root 1.113 max_it (potion_resist[i], tmp->resist[i]);
948 root 1.112 else if (tmp->type != POTION)
949     for (int i = 0; i < NROFATTACKS; i++)
950     if (tmp->resist[i] > 0)
951     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952     else if (tmp->resist[i] < 0)
953     vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
954 root 1.9
955     /* There may be other things that should not adjust the attacktype */
956 root 1.53 if (tmp->type != SYMPTOM)
957 root 1.46 {
958     attacktype |= tmp->attacktype;
959     path_attuned |= tmp->path_attuned;
960     path_repelled |= tmp->path_repelled;
961     path_denied |= tmp->path_denied;
962     move_type |= tmp->move_type;
963     stats.luck += tmp->stats.luck;
964     }
965 root 1.19
966 root 1.74 flag |= tmp->flag & copy_flags;
967 root 1.9
968 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
969 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
970 root 1.9
971     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
972     {
973 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
974     invisible = 1;
975 root 1.9 }
976    
977     if (tmp->stats.exp && tmp->type != SKILL)
978     {
979     if (tmp->stats.exp > 0)
980     {
981 root 1.40 added_speed += tmp->stats.exp / 3.f;
982 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
983 root 1.3 }
984 root 1.9 else
985 root 1.40 added_speed += tmp->stats.exp;
986 root 1.3 }
987    
988 root 1.9 switch (tmp->type)
989     {
990 root 1.10 /* skills modifying the character -b.t. */
991     /* for all skills and skill granting objects */
992     case SKILL:
993 root 1.63 {
994     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
995     break;
996    
997     if (chosen_skill)
998     {
999     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1000     &name, &chosen_skill->name, &tmp->name);
1001    
1002     tmp->flag [FLAG_APPLIED] = false;
1003     update_stats ();
1004     return;
1005     }
1006     else
1007     chosen_skill = tmp;
1008    
1009     if (tmp->stats.dam > 0)
1010     { /* skill is a 'weapon' */
1011     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012     weapon_speed = WEAPON_SPEED (tmp);
1013    
1014     if (weapon_speed < 0)
1015     weapon_speed = 0;
1016    
1017     weapon_weight = tmp->weight;
1018     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1019    
1020     if (tmp->magic)
1021     stats.dam += tmp->magic;
1022     }
1023 root 1.3
1024 root 1.63 if (tmp->stats.wc)
1025     wc -= tmp->stats.wc + tmp->magic;
1026 root 1.19
1027 root 1.63 if (tmp->slaying)
1028     slaying = tmp->slaying;
1029 root 1.19
1030 root 1.63 if (tmp->stats.ac)
1031     ac -= tmp->stats.ac + tmp->magic;
1032 root 1.3
1033 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1034 root 1.110 contr->encumbrance += 3 * tmp->weight / 1000;
1035 root 1.63 }
1036 root 1.19
1037 root 1.10 break;
1038 root 1.3
1039 root 1.10 case SHIELD:
1040 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1041 root 1.110 contr->encumbrance += tmp->weight / 2000;
1042     //FALLTHROUGH
1043 root 1.10 case RING:
1044     case AMULET:
1045     case GIRDLE:
1046     case HELMET:
1047     case BOOTS:
1048     case GLOVES:
1049     case CLOAK:
1050     if (tmp->stats.wc)
1051 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1052 root 1.19
1053 root 1.10 if (tmp->stats.dam)
1054 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1055 root 1.19
1056 root 1.10 if (tmp->stats.ac)
1057 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1058 root 1.19
1059 root 1.10 break;
1060    
1061 root 1.109 case WAND:
1062     case ROD:
1063     case HORN:
1064     case SKILL_TOOL:
1065     if (type != PLAYER)
1066     chosen_skill = find_skill_by_name (this, tmp->skill);
1067     break;
1068    
1069 root 1.45 case BOW:
1070 root 1.10 case WEAPON:
1071 root 1.46 if (type != PLAYER || current_weapon == tmp)
1072 root 1.45 {
1073 root 1.109 chosen_skill = find_skill_by_name (this, tmp->skill);
1074    
1075 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1076    
1077     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1078     ac -= tmp->stats.ac + tmp->magic;
1079    
1080     stats.dam += tmp->stats.dam + tmp->magic;
1081     weapon_weight = tmp->weight;
1082     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1083    
1084     if (weapon_speed < 0)
1085     weapon_speed = 0;
1086 root 1.19
1087 root 1.45 slaying = tmp->slaying;
1088    
1089     /* If there is desire that two handed weapons should do
1090     * extra strength damage, this is where the code should
1091     * go.
1092     */
1093    
1094     if (type == PLAYER)
1095 root 1.46 if (settings.spell_encumbrance)
1096     contr->encumbrance += tmp->weight * 3 / 1000;
1097 root 1.45 }
1098 root 1.9
1099 root 1.10 break;
1100 root 1.9
1101 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1102 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1103 root 1.40 contr->encumbrance += tmp->weight / 1000;
1104 root 1.10
1105     case BRACERS:
1106     case FORCE:
1107     if (tmp->stats.wc)
1108     {
1109     if (best_wc < tmp->stats.wc + tmp->magic)
1110     {
1111     wc += best_wc;
1112     best_wc = tmp->stats.wc + tmp->magic;
1113     }
1114     else
1115     wc += tmp->stats.wc + tmp->magic;
1116     }
1117 root 1.19
1118 root 1.10 if (tmp->stats.ac)
1119     {
1120     if (best_ac < tmp->stats.ac + tmp->magic)
1121     {
1122     ac += best_ac; /* Remove last bonus */
1123     best_ac = tmp->stats.ac + tmp->magic;
1124     }
1125     else /* To nullify the below effect */
1126     ac += tmp->stats.ac + tmp->magic;
1127     }
1128 root 1.19
1129 root 1.10 if (tmp->stats.wc)
1130 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1131 root 1.19
1132 root 1.10 if (tmp->stats.ac)
1133 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1134 root 1.19
1135 root 1.74 if (ARMOUR_SPEED (tmp))
1136     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1137 root 1.19
1138 root 1.10 break;
1139 root 1.9 } /* switch tmp->type */
1140     } /* item is equipped */
1141     } /* for loop of items */
1142    
1143 root 1.109 if (type != PLAYER)
1144     this->chosen_skill = chosen_skill;
1145    
1146 root 1.114 min_it (glow_radius, MAX_LIGHT_RADIUS);
1147 root 1.94
1148 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1149     * have generated intermediate values which we now need to assign.
1150     */
1151    
1152     /* 'total resistance = total protections - total vulnerabilities'.
1153     * If there is an uncursed potion in effect, granting more protection
1154     * than that, we take: 'total resistance = resistance from potion'.
1155     * If there is a cursed (and no uncursed) potion in effect, we take
1156     * 'total resistance = vulnerability from cursed potion'.
1157     */
1158 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1159 root 1.9 {
1160 root 1.19 resist[i] = prot[i] - vuln[i];
1161    
1162 root 1.113 if (potion_resist[i] != -1000
1163 root 1.114 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1164 root 1.19 resist[i] = potion_resist[i];
1165 elmex 1.1 }
1166    
1167 root 1.19 if (type == PLAYER)
1168 root 1.9 {
1169 root 1.75 // clamp various player stats
1170     for (int i = 0; i < NUM_STATS; ++i)
1171 root 1.103 stats.stat (i) = stat_sum [i];
1172    
1173     check_stat_bounds (&stats);
1174 root 1.75
1175     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1176    
1177     /* Figure out the players sp/mana/hp totals. */
1178 root 1.9 int pl_level;
1179    
1180 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1181 root 1.9
1182     /* You basically get half a con bonus/level. But we do take into account rounding,
1183     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1184     */
1185 root 1.75 stats.maxhp = 0;
1186     for (int i = 1; i <= min (10, pl_level); i++)
1187 root 1.9 {
1188 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1189 root 1.19
1190     if (i % 2 && con_bonus[stats.Con] % 2)
1191 root 1.74 if (con_bonus[stats.Con] > 0)
1192     j++;
1193     else
1194     j--;
1195 root 1.19
1196     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1197 root 1.9 }
1198    
1199 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1200 elmex 1.1
1201 root 1.19 if (stats.hp > stats.maxhp)
1202     stats.hp = stats.maxhp;
1203 elmex 1.1
1204 root 1.9 /* Sp gain is controlled by the level of the player's
1205     * relevant experience object (mana_obj, see above)
1206     */
1207     /* following happen when skills system is not used */
1208     if (!mana_obj)
1209 root 1.19 mana_obj = this;
1210    
1211 root 1.9 if (!grace_obj)
1212 root 1.19 grace_obj = this;
1213    
1214 root 1.9 /* set maxsp */
1215 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1216     mana_obj = this;
1217 root 1.9
1218 root 1.19 if (mana_obj == this && type == PLAYER)
1219     stats.maxsp = 1;
1220 root 1.9 else
1221     {
1222 root 1.74 float sp_tmp = 0.f;
1223 root 1.19
1224 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1225 root 1.9 {
1226     float stmp;
1227    
1228     /* Got some extra bonus at first level */
1229     if (i < 2)
1230 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1231 root 1.9 else
1232 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1233 root 1.19
1234 root 1.74 sp_tmp += max (1.f, stmp);
1235 root 1.3 }
1236 root 1.19
1237 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1238 root 1.3 }
1239 root 1.54
1240 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1241 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1242 root 1.9
1243     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1244 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1245     grace_obj = this;
1246 root 1.9
1247 root 1.19 if (grace_obj == this && type == PLAYER)
1248     stats.maxgrace = 1;
1249 root 1.9 else
1250     {
1251     /* store grace in a float - this way, the divisions below don't create
1252     * big jumps when you go from level to level - with int's, it then
1253     * becomes big jumps when the sums of the bonuses jump to the next
1254     * step of 8 - with floats, even fractional ones are useful.
1255     */
1256 root 1.74 float sp_tmp = 0.f;
1257    
1258 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1259 root 1.9 {
1260 root 1.40 float grace_tmp = 0.f;
1261 root 1.9
1262     /* Got some extra bonus at first level */
1263     if (i < 2)
1264 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1265 root 1.9 else
1266 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1267 root 1.19
1268 root 1.74 sp_tmp += max (1.f, grace_tmp);
1269 root 1.3 }
1270 root 1.19
1271 root 1.74 /* two grace points per level after 10 */
1272     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1273 root 1.3 }
1274 root 1.54
1275 root 1.9 /* No limit on grace vs maxgrace */
1276 root 1.3
1277 root 1.19 if (contr->braced)
1278 root 1.9 {
1279     ac += 2;
1280     wc += 4;
1281 root 1.3 }
1282 root 1.9 else
1283 root 1.19 ac -= dex_bonus[stats.Dex];
1284 root 1.9
1285     /* In new exp/skills system, wc bonuses are related to
1286     * the players level in a relevant exp object (wc_obj)
1287     * not the general player level -b.t.
1288     * I changed this slightly so that wc bonuses are better
1289     * than before. This is to balance out the fact that
1290     * the player no longer gets a personal weapon w/ 1
1291     * improvement every level, now its fighterlevel/5. So
1292     * we give the player a bonus here in wc and dam
1293     * to make up for the change. Note that I left the
1294     * monster bonus the same as before. -b.t.
1295     */
1296 root 1.55 object *wc_obj = chosen_skill;
1297 root 1.9
1298 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1299 root 1.9 {
1300 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1301    
1302 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1303 root 1.9 {
1304 root 1.54 /* additional wc every 6 levels */
1305 root 1.9 if (!(i % 6))
1306     wc--;
1307 root 1.37
1308 root 1.54 /* additional dam every 4 levels. */
1309 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1310     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1311 root 1.9 }
1312     }
1313     else
1314 root 1.37 wc -= level + thaco_bonus[stats.Str];
1315 root 1.9
1316 root 1.19 stats.dam += dam_bonus[stats.Str];
1317 root 1.9
1318 root 1.19 if (stats.dam < 1)
1319     stats.dam = 1;
1320 root 1.9
1321 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1322 root 1.19
1323     if (settings.search_items && contr->search_str[0])
1324     speed -= 1;
1325 root 1.9 } /* End if player */
1326    
1327     if (added_speed >= 0)
1328 root 1.40 speed += added_speed / 10.f;
1329 root 1.9 else /* Something wrong here...: */
1330 root 1.40 speed /= 1.f - added_speed;
1331 root 1.3
1332 root 1.9 /* Max is determined by armour */
1333 root 1.74 speed = min (speed, max_speed);
1334 elmex 1.1
1335 root 1.19 if (type == PLAYER)
1336 root 1.9 {
1337     /* f is a number the represents the number of kg above (positive num)
1338     * or below (negative number) that the player is carrying. If above
1339     * weight limit, then player suffers a speed reduction based on how
1340     * much above he is, and what is max carry is
1341     */
1342 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1343     if (f > 0.f)
1344 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1345 elmex 1.1 }
1346    
1347 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1348 root 1.78 speed *= speed_reduce_from_disease;
1349 root 1.77
1350 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1351 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1352 root 1.9 */
1353 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1354 root 1.9
1355 root 1.77 if (speed != old_speed)
1356     set_speed (speed);
1357    
1358 root 1.19 if (type == PLAYER)
1359 root 1.9 {
1360     /* (This formula was made by vidarl@ifi.uio.no)
1361     * Note that we never used these values again - basically
1362     * all of these could be subbed into one big equation, but
1363     * that would just be a real pain to read.
1364     */
1365 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1366     float M2 = max_carry[stats.Str] / 100.f;
1367     float W = weapon_weight / 20000.f;
1368 root 1.56 float s = (20 - weapon_speed) / 10.f;
1369 root 1.40 float D = (stats.Dex - 14) / 14.f;
1370     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1371    
1372 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1373 root 1.40
1374 root 1.56 if (K <= 0.01f)
1375 root 1.40 K = 0.01f;
1376    
1377 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1378 root 1.9 }
1379 root 1.19
1380 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1381 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1382     stats.dam = arch->stats.dam * 3;
1383 root 1.9
1384 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1385     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1386 root 1.9
1387     /* if for some reason the creature doesn't have any move type,
1388     * give them walking as a default.
1389     * The second case is a special case - to more closely mimic the
1390     * old behaviour - if your flying, your not walking - just
1391     * one or the other.
1392     */
1393 root 1.19 if (move_type == 0)
1394     move_type = MOVE_WALK;
1395     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1396     move_type &= ~MOVE_WALK;
1397 elmex 1.1
1398 root 1.107 // now apply the new move_type
1399     if (this->move_type != move_type)
1400     change_move_type (move_type);
1401    
1402 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1403     * so we will check that now.
1404     */
1405 root 1.101 if (is_player ())
1406     contr->update_spells ();
1407 root 1.35
1408     // update the mapspace, if we are on a map
1409     if (!flag [FLAG_REMOVED] && map)
1410     map->at (x, y).flags_ = 0;
1411 elmex 1.1 }
1412    
1413 elmex 1.96 void
1414     object::set_glow_radius (sint8 rad)
1415     {
1416     glow_radius = rad;
1417    
1418     if (is_on_map ())
1419     update_all_los (map, x, y);
1420     else if (object *env = outer_env ())
1421     {
1422     env->update_stats ();
1423    
1424     if (env->is_on_map ())
1425     update_all_los (env->map, env->x, env->y);
1426     }
1427     }
1428    
1429 elmex 1.1 /*
1430     * Returns true if the given player is a legal class.
1431     * The function to add and remove class-bonuses to the stats doesn't
1432     * check if the stat becomes negative, thus this function
1433     * merely checks that all stats are 1 or more, and returns
1434     * false otherwise.
1435     */
1436 root 1.9 int
1437     allowed_class (const object *op)
1438     {
1439 root 1.40 return op->stats.Dex > 0
1440     && op->stats.Str > 0
1441     && op->stats.Con > 0
1442     && op->stats.Int > 0
1443     && op->stats.Wis > 0
1444     && op->stats.Pow > 0
1445     && op->stats.Cha > 0;
1446 elmex 1.1 }
1447    
1448     /*
1449     * set the new dragon name after gaining levels or
1450     * changing ability focus (later this can be extended to
1451     * eventually change the player's face and animation)
1452     */
1453 root 1.9 void
1454     set_dragon_name (object *pl, const object *abil, const object *skin)
1455     {
1456     int atnr = -1; /* attacknumber of highest level */
1457     int level = 0; /* highest level */
1458 elmex 1.1 int i;
1459    
1460     /* Perhaps do something more clever? */
1461 root 1.9 if (!abil || !skin)
1462     return;
1463    
1464 elmex 1.1 /* first, look for the highest level */
1465 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1466     {
1467     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1468     {
1469     level = abil->resist[i];
1470     atnr = i;
1471     }
1472 elmex 1.1 }
1473 root 1.9
1474 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1475     or else at random */
1476 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 elmex 1.1 atnr = abil->stats.exp;
1478 root 1.9
1479 elmex 1.1 /* now set the new title */
1480 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1481     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1482     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1483     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1484     else
1485 root 1.9 {
1486 root 1.88 /* special titles for extra high resistance! */
1487     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1488     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1489     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1490 elmex 1.1 }
1491 root 1.9
1492     strcpy (pl->contr->own_title, "");
1493 elmex 1.1 }
1494    
1495     /*
1496     * This function is called when a dragon-player gains
1497     * an overall level. Here, the dragon might gain new abilities
1498     * or change the ability-focus.
1499     */
1500 root 1.99 static void
1501 root 1.9 dragon_level_gain (object *who)
1502     {
1503     object *abil = NULL; /* pointer to dragon ability force */
1504     object *skin = NULL; /* pointer to dragon skin force */
1505     object *tmp = NULL; /* tmp. object */
1506     char buf[MAX_BUF]; /* tmp. string buffer */
1507    
1508     /* now grab the 'dragon_ability'-forces from the player's inventory */
1509 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1510     if (tmp->type == FORCE)
1511 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1512 root 1.29 abil = tmp;
1513 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1514 root 1.29 skin = tmp;
1515    
1516 root 1.9 /* if the force is missing -> bail out */
1517     if (abil == NULL)
1518     return;
1519    
1520     /* The ability_force keeps track of maximum level ever achieved.
1521     * New abilties can only be gained by surpassing this max level
1522     */
1523     if (who->level > abil->level)
1524     {
1525     /* increase our focused ability */
1526     abil->resist[abil->stats.exp]++;
1527    
1528    
1529     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1530     {
1531     /* time to hand out a new ability-gift */
1532     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1533     }
1534    
1535     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1536     {
1537     /* apply new ability focus */
1538     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1539     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1540    
1541     abil->stats.exp = abil->last_eat;
1542     abil->last_eat = 0;
1543     }
1544    
1545     abil->level = who->level;
1546     }
1547    
1548     /* last but not least, set the new title for the dragon */
1549     set_dragon_name (who, abil, skin);
1550 elmex 1.1 }
1551    
1552     /* Handy function - given the skill name skill_name, we find the skill
1553     * archetype/object, set appropriate values, and insert it into
1554     * the object (op) that is passed.
1555     * We return the skill - this makes it easier for calling functions that
1556     * want to do something with it immediately.
1557     */
1558 root 1.9 object *
1559     give_skill_by_name (object *op, const char *skill_name)
1560 elmex 1.1 {
1561 root 1.9 object *skill_obj;
1562 elmex 1.1
1563 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1564     if (!skill_obj)
1565     {
1566 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1567 root 1.9 return NULL;
1568     }
1569 root 1.55
1570 root 1.9 /* clear the flag - exp goes into this bucket, but player
1571     * still doesn't know it.
1572     */
1573     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1574     skill_obj->stats.exp = 0;
1575     skill_obj->level = 1;
1576 root 1.89 op->insert (skill_obj);
1577 root 1.26
1578 root 1.57 if (player *pl = op->contr)
1579 root 1.89 pl->link_skills ();
1580 root 1.26
1581 root 1.9 return skill_obj;
1582 elmex 1.1 }
1583    
1584     /* player_lvl_adj() - for the new exp system. we are concerned with
1585     * whether the player gets more hp, sp and new levels.
1586     * Note this this function should only be called for players. Monstes
1587     * don't really gain levels
1588     * who is the player, op is what we are checking to gain the level
1589     * (eg, skill)
1590     */
1591 root 1.9 void
1592     player_lvl_adj (object *who, object *op)
1593     {
1594     char buf[MAX_BUF];
1595 root 1.73 bool changed = false;
1596 root 1.9
1597     if (!op) /* when rolling stats */
1598     op = who;
1599    
1600 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1601 root 1.9 {
1602 root 1.73 changed = true;
1603    
1604 root 1.9 op->level++;
1605    
1606 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1607 root 1.9 dragon_level_gain (who);
1608    
1609     /* Only roll these if it is the player (who) that gained the level */
1610     if (op == who && (who->level < 11) && who->type == PLAYER)
1611     {
1612     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1613     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1614     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1615     }
1616    
1617     if (op->level > 1)
1618     {
1619     if (op->type != PLAYER)
1620 root 1.73 {
1621     who->contr->play_sound (sound_find ("skill_up"));
1622     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1623     }
1624 root 1.9 else
1625 root 1.73 {
1626     who->contr->play_sound (sound_find ("level_up"));
1627     sprintf (buf, "You are now level %d.", op->level);
1628     }
1629 root 1.54
1630 root 1.9 if (who)
1631     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1632     }
1633 root 1.73 }
1634 root 1.54
1635 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1636 root 1.9 {
1637 root 1.73 changed = true;
1638    
1639 root 1.9 op->level--;
1640 root 1.54
1641 root 1.9 if (op->type != PLAYER)
1642     {
1643     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1644     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1645 root 1.3 }
1646 root 1.73 }
1647 root 1.54
1648 root 1.73 if (changed)
1649 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1650 elmex 1.1 }
1651    
1652     /*
1653     * Returns how much experience is needed for a player to become
1654     * the given level. level should really never exceed max_level
1655     */
1656    
1657 root 1.9 sint64
1658     level_exp (int level, double expmul)
1659     {
1660     if (level > settings.max_level)
1661     return (sint64) (expmul * levels[settings.max_level]);
1662 root 1.40
1663 root 1.9 return (sint64) (expmul * levels[level]);
1664 elmex 1.1 }
1665    
1666     /*
1667     * Ensure that the permanent experience requirements in an exp object are met.
1668     * This really just checks 'op to make sure the perm_exp value is within
1669     * proper range. Note that the checking of what is passed through
1670     * has been reduced. Since there is now a proper field for perm_exp,
1671     * this can now work on a much larger set of objects.
1672     */
1673 root 1.9 void
1674     calc_perm_exp (object *op)
1675 elmex 1.1 {
1676 root 1.9 int p_exp_min;
1677    
1678     /* Ensure that our permanent experience minimum is met.
1679     * permenent_exp_ratio is an integer percentage, we divide by 100
1680     * to get the fraction */
1681     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1682    
1683     if (op->perm_exp < p_exp_min)
1684     op->perm_exp = p_exp_min;
1685    
1686     /* Cap permanent experience. */
1687     if (op->perm_exp < 0)
1688     op->perm_exp = 0;
1689     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1690     op->perm_exp = MAX_EXPERIENCE;
1691 elmex 1.1 }
1692    
1693     /* Add experience to a player - exp should only be positive.
1694     * Updates permanent exp for the skill we are adding to.
1695     * skill_name is the skill to add exp to. Skill name can be
1696     * NULL, in which case exp increases the players general
1697     * total, but not any particular skill.
1698     * flag is what to do if the player doesn't have the skill:
1699     */
1700 root 1.9 static void
1701     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702 elmex 1.1 {
1703 root 1.90 object *skill_obj;
1704 elmex 1.4 sint64 limit, exp_to_add;
1705     int i;
1706    
1707     /* prevents some forms of abuse. */
1708     if (op->contr->braced)
1709 root 1.46 exp /= 5;
1710 elmex 1.4
1711     /* Try to find the matching skill.
1712     * We do a shortcut/time saving mechanism first - see if it matches
1713 root 1.46 * chosen_skill. This means we don't need to search through
1714 elmex 1.4 * the players inventory.
1715     */
1716 root 1.90 skill_obj = 0;
1717    
1718 elmex 1.4 if (skill_name)
1719     {
1720 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1721    
1722     /* Player doesn't have the skill. Check to see what to do, and give
1723     * it to the player if necessary
1724     */
1725     if (!skill_obj)
1726 elmex 1.4 {
1727 root 1.90 if (flag == SK_EXP_NONE)
1728     return;
1729    
1730     if (flag == SK_EXP_ADD_SKILL)
1731     skill_obj = give_skill_by_name (op, skill_name);
1732 root 1.3 }
1733 elmex 1.1 }
1734    
1735 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1736     {
1737     /* Basically, you can never gain more experience in one shot
1738     * than half what you need to gain for next level.
1739     */
1740     exp_to_add = exp;
1741     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1742     if (exp_to_add > limit)
1743     exp_to_add = limit;
1744    
1745 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1746 elmex 1.4 if (settings.permanent_exp_ratio)
1747     {
1748 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1749 elmex 1.4 calc_perm_exp (op);
1750     }
1751    
1752     player_lvl_adj (op, NULL);
1753     }
1754    
1755     if (skill_obj)
1756     {
1757     exp_to_add = exp;
1758     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1759     if (exp_to_add > limit)
1760     exp_to_add = limit;
1761    
1762     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1763     if (settings.permanent_exp_ratio)
1764     {
1765 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1766 elmex 1.4 calc_perm_exp (skill_obj);
1767     }
1768 elmex 1.1
1769 elmex 1.4 player_lvl_adj (op, skill_obj);
1770 elmex 1.1 }
1771     }
1772    
1773     /* This function checks to make sure that object 'op' can
1774 root 1.93 * lose 'exp' experience. It returns the amount of exp
1775 elmex 1.1 * object 'op' can in fact lose - it basically makes
1776     * adjustments based on permanent exp and the like.
1777     * This function should always be used for losing experience -
1778     * the 'exp' value passed should be positive - this is the
1779     * amount that should get subtract from the player.
1780     */
1781 root 1.99 static sint64
1782 root 1.9 check_exp_loss (const object *op, sint64 exp)
1783 elmex 1.1 {
1784 root 1.9 sint64 del_exp;
1785 elmex 1.1
1786 root 1.9 if (exp > op->stats.exp)
1787     exp = op->stats.exp;
1788 root 1.93
1789 root 1.9 if (settings.permanent_exp_ratio)
1790     {
1791     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1792 root 1.93
1793 root 1.9 if (del_exp < 0)
1794     del_exp = 0;
1795 root 1.93
1796 root 1.9 if (exp > del_exp)
1797     exp = del_exp;
1798 elmex 1.1 }
1799 root 1.93
1800 root 1.9 return exp;
1801 elmex 1.1 }
1802    
1803 root 1.9 sint64
1804     check_exp_adjust (const object *op, sint64 exp)
1805 elmex 1.1 {
1806 root 1.9 if (exp < 0)
1807     return check_exp_loss (op, exp);
1808     else
1809 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1810 elmex 1.1 }
1811    
1812     /* Subtracts experience from player.
1813     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1814     * only subtract from the matching skill. Otherwise,
1815     * this subtracts a portion from all
1816     * skills the player has. Eg, if we figure the player is losing 10%
1817     * of his total exp, what happens is he loses 10% from all his skills.
1818     * Note that if permanent exp is used, player may not in fact lose
1819     * as much as listed. Eg, if player has gotten reduced to the point
1820     * where everything is at the minimum perm exp, he would lose nothing.
1821     * exp is the amount of exp to subtract - thus, it should be
1822     * a postive number.
1823     */
1824 root 1.9 static void
1825     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1826 elmex 1.1 {
1827 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1828     object *tmp;
1829     sint64 del_exp;
1830    
1831     for (tmp = op->inv; tmp; tmp = tmp->below)
1832     if (tmp->type == SKILL && tmp->stats.exp)
1833     {
1834 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1835 root 1.9 {
1836     del_exp = check_exp_loss (tmp, exp);
1837     tmp->stats.exp -= del_exp;
1838     player_lvl_adj (op, tmp);
1839     }
1840     else if (flag != SK_SUBTRACT_SKILL_EXP)
1841     {
1842     /* only want to process other skills if we are not trying
1843     * to match a specific skill.
1844     */
1845     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1846     tmp->stats.exp -= del_exp;
1847     player_lvl_adj (op, tmp);
1848     }
1849     }
1850 root 1.35
1851 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1852     {
1853     del_exp = check_exp_loss (op, exp);
1854     op->stats.exp -= del_exp;
1855     player_lvl_adj (op, NULL);
1856 elmex 1.1 }
1857     }
1858    
1859     /* change_exp() - changes experience to a player/monster. This
1860     * does bounds checking to make sure we don't overflow the max exp.
1861     *
1862     * The exp passed is typically not modified much by this function -
1863     * it is assumed the caller has modified the exp as needed.
1864     * skill_name is the skill that should get the exp added.
1865     * flag is what to do if player doesn't have the skill.
1866     * these last two values are only used for players.
1867     */
1868 root 1.9 void
1869     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1870     {
1871 elmex 1.1 #ifdef EXP_DEBUG
1872 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1873 elmex 1.1 #endif
1874    
1875 root 1.9 /* safety */
1876     if (!op)
1877     {
1878     LOG (llevError, "change_exp() called for null object!\n");
1879     return;
1880     }
1881    
1882     /* if no change in exp, just return - most of the below code
1883     * won't do anything if the value is 0 anyways.
1884     */
1885     if (exp == 0)
1886     return;
1887    
1888     /* Monsters are easy - we just adjust their exp - we
1889     * don't adjust level, since in most cases it is unrelated to
1890     * the exp they have - the monsters exp represents what its
1891     * worth.
1892     */
1893     if (op->type != PLAYER)
1894     {
1895     /* Sanity check */
1896     if (!QUERY_FLAG (op, FLAG_ALIVE))
1897     return;
1898    
1899     /* reset exp to max allowed value. We subtract from
1900     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1901     * more than max exp, just return.
1902     */
1903     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1904     {
1905     exp = MAX_EXPERIENCE - op->stats.exp;
1906     if (exp < 0)
1907     return;
1908 root 1.3 }
1909 elmex 1.1
1910 root 1.9 op->stats.exp += exp;
1911 elmex 1.1 }
1912 root 1.9 else
1913     { /* Players only */
1914     if (exp > 0)
1915     add_player_exp (op, exp, skill_name, flag);
1916     else
1917     /* note that when you lose exp, it doesn't go against
1918     * a particular skill, so we don't need to pass that
1919     * along.
1920     */
1921 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1922 elmex 1.1 }
1923     }
1924    
1925     /* Applies a death penalty experience, the size of this is defined by the
1926     * settings death_penalty_percentage and death_penalty_levels, and by the
1927     * amount of permenent experience, whichever gives the lowest loss.
1928     */
1929 root 1.9 void
1930     apply_death_exp_penalty (object *op)
1931     {
1932     sint64 loss;
1933     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1934     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1935    
1936 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1937 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1938     {
1939     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1940 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1941 root 1.9
1942     /* With the revised exp system, you can get cases where
1943     * losing several levels would still require that you have more
1944     * exp than you currently have - this is true if the levels
1945     * tables is a lot harder.
1946     */
1947     if (level_loss < 0)
1948     level_loss = 0;
1949 root 1.3
1950 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1951 root 1.3
1952 root 1.9 tmp->stats.exp -= loss;
1953     player_lvl_adj (op, tmp);
1954     }
1955 elmex 1.1
1956 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1957 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1958 root 1.55
1959 root 1.9 if (level_loss < 0)
1960     level_loss = 0;
1961 root 1.93
1962     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1963 elmex 1.1
1964 root 1.9 op->stats.exp -= loss;
1965     player_lvl_adj (op, NULL);
1966 elmex 1.1 }
1967    
1968     /* This function takes an object (monster/player, op), and
1969     * determines if it makes a basic save throw by looking at the
1970     * save_throw table. level is the effective level to make
1971     * the save at, and bonus is any plus/bonus (typically based on
1972     * resistance to particular attacktype.
1973     * Returns 1 if op makes his save, 0 if he failed
1974     */
1975 root 1.9 int
1976     did_make_save (const object *op, int level, int bonus)
1977 elmex 1.1 {
1978 root 1.9 if (level > MAX_SAVE_LEVEL)
1979     level = MAX_SAVE_LEVEL;
1980 elmex 1.1
1981 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1982     return 0;
1983 root 1.19
1984 root 1.9 return 1;
1985 elmex 1.1 }