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Revision: 1.118
Committed: Sun Apr 11 00:34:05 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.117: +23 -23 lines
Log Message:
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.80 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.30 *
4 root 1.107 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.108 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.30 *
8 root 1.98 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.30 *
13 root 1.68 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.30 *
18 root 1.98 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.65 *
22 root 1.80 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.30 */
24 elmex 1.1
25     #include <global.h>
26    
27     /* Handy little macro that adds exp and keeps it within bounds. Since
28     * we are now using 64 bit values, I'm not all concerned about overflow issues
29     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30     */
31     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32    
33 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
34     -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35     22, 25, 30, 40, 50
36 elmex 1.1 };
37    
38     /* changed the name of this to "sp_bonus" from "int_bonus"
39     * because Pow can now be the stat that controls spellpoint
40     * advancement. -b.t.
41     */
42 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
43     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
44     30, 40, 50, 70, 100
45 elmex 1.1 };
46    
47 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
48     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49     30, 40, 50, 70, 100
50 elmex 1.1 };
51    
52     /* 0.92.7 Changed way charisma works. Values now
53     * represent how much more it costs to buy something than to sell it
54     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55     * would only get 5 gp when you sell.) Let query_cost do the calculations
56     * on how to really do this. Buy keeping it this simple number, it is
57     * much easier to know how things will be influenced. A value of '1' means
58     * buying and selling is both the same value - any value less than or equal
59     * to 1 should not be used.
60     * At least as of now, the only place that uses this code is query_cost,
61     * in server/shop.c. This bonus is split evenly between buying and selling
62     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63     * at .667
64     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65     * it is 1-diff
66     */
67    
68     const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 elmex 1.1 };
76    
77 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
78     -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
79 elmex 1.1 };
80    
81     /* speed_bonus uses dex as its stat */
82 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
83 elmex 1.1 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
84     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85     1.6, 1.8, 2.0, 2.5, 3.0
86     };
87    
88     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89     * strength.
90     */
91 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
92     -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
93 elmex 1.1 };
94    
95 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
96     -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
97 elmex 1.1 };
98    
99     /* Max you can carry before you start getting extra speed penalties */
100 root 1.9 const int max_carry[MAX_STAT + 1] = {
101     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102     301, 326, 352, 400, 450, 500, 600, 1000
103 elmex 1.1 };
104    
105     /* weight_limit - the absolute most a character can carry - a character can't
106     * pick stuff up if it would put him above this limit.
107     * value is in grams, so we don't need to do conversion later
108     * These limits are probably overly generous, but being there were no values
109     * before, you need to start someplace.
110     */
111    
112 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
113     200000, /* 0 */
114     250000, 300000, 350000, 400000, 500000, /* 5 */
115     600000, 700000, 800000, 900000, 1000000, /* 10 */
116     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 elmex 1.1 };
121    
122 root 1.9 const int learn_spell[MAX_STAT + 1] = {
123     0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124     100, 100, 100, 100, 100, 100
125 elmex 1.1 };
126    
127 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
128     100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
129 elmex 1.1 };
130    
131 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
132     -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
133 elmex 1.1 };
134    
135 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
136     3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
137 elmex 1.1 };
138    
139     /*
140     Since this is nowhere defined ...
141     Both come in handy at least in function add_exp()
142     */
143    
144     #define MAX_EXPERIENCE levels[settings.max_level]
145    
146     /* because exp_obj sum to make the total score,
147     * we cannot allow that sum to exceed the maximum
148     * amount of experience a player can gain. Thus
149     * we define MAX_EXP_IN_OBJ. It is important to try
150     * to make the value of MAX_EXP_CAT close to the
151     * actual number of experience objects in the game,
152     * otherwise the maximum level in any experience
153     * category could be quite low. To help the situation
154     * out a little I added 10 more levels, and jacked
155     * up the last level experience value. Its out of
156     * line with progression of previous levels, so
157     * if more levels are desired, this should be fixed.
158     * -b.t.
159     */
160    
161 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 elmex 1.1
163     extern sint64 *levels;
164    
165     #define MAX_SAVE_LEVEL 110
166 root 1.9
167 elmex 1.1 /* This no longer needs to be changed anytime the number of
168     * levels is increased - rather, did_make_save will do the
169     * right thing and always use range within this table.
170     * for safety, savethrow should not be accessed directly anymore,
171     * and instead did_make_save should be used instead.
172     */
173 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 elmex 1.1 18,
175 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 elmex 1.1 };
182    
183     const char *const attacks[NROFATTACKS] = {
184     "physical", "magical", "fire", "electricity", "cold", "confusion",
185     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 elmex 1.1 "life stealing"
189     };
190    
191     static const char *const drain_msg[NUM_STATS] = {
192     "Oh no! You are weakened!",
193     "You're feeling clumsy!",
194     "You feel less healthy",
195     "You suddenly begin to lose your memory!",
196 root 1.9 "Watch out, your mind is going!",
197 root 1.28 "Your spirit feels drained!",
198 root 1.27 "Your face gets distorted!",
199 elmex 1.1 };
200     const char *const restore_msg[NUM_STATS] = {
201     "You feel your strength return.",
202     "You feel your agility return.",
203     "You feel your health return.",
204 root 1.27 "You feel your memory return.",
205 elmex 1.1 "You feel your wisdom return.",
206 root 1.28 "You feel your spirits return.",
207 elmex 1.1 "You feel your charisma return.",
208     };
209     const char *const gain_msg[NUM_STATS] = {
210 root 1.9 "You feel stronger.",
211     "You feel more agile.",
212     "You feel healthy.",
213 root 1.27 "You feel smarter.",
214 root 1.9 "You feel wiser.",
215 root 1.28 "You feel more potent.",
216 root 1.9 "You seem to look better.",
217 elmex 1.1 };
218     const char *const lose_msg[NUM_STATS] = {
219 root 1.9 "You feel weaker!",
220     "You feel clumsy!",
221     "You feel less healthy!",
222 root 1.27 "You feel stupid!",
223 root 1.9 "You lose some of your memory!",
224 root 1.28 "You feel less potent!",
225 root 1.9 "You look ugly!",
226 elmex 1.1 };
227    
228     const char *const statname[NUM_STATS] = {
229 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230 elmex 1.1 };
231    
232     const char *const short_stat_name[NUM_STATS] = {
233 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234 elmex 1.1 };
235    
236     /*
237     * Like set_attr_value(), but instead the value (which can be negative)
238     * is added to the specified stat.
239     */
240     void
241 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
242 root 1.9 {
243 root 1.50 stats->stat (attr) += value;
244     }
245 root 1.19
246 elmex 1.1 /*
247     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
248     * 1-30 stat limit.
249     */
250 root 1.9 void
251 root 1.19 check_stat_bounds (living *stats)
252 root 1.9 {
253 root 1.50 for (int i = 0; i < NUM_STATS; i++)
254     {
255     sint8 &v = stats->stat (i);
256     v = clamp (v, MIN_STAT, MAX_STAT);
257     }
258 elmex 1.1 }
259    
260     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
261    
262     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263     * make this macro to clean those up. Not usuable outside change_abil
264     * function since some of the values passed to new_draw_info are hardcoded.
265     */
266     #define DIFF_MSG(flag, msg1, msg2) \
267 root 1.107 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 elmex 1.1
269     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 root 1.9
271 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
272     * the object.
273     * It is the calling functions responsibilty to check to see if the object
274     * can be applied or not.
275     * The main purpose of calling this function is the messages that are
276 root 1.48 * displayed - update_stats should really always be called after this when
277 elmex 1.1 * removing an object - that is because it is impossible to know if some object
278     * is the only source of an attacktype or spell attunement, so this function
279     * will clear the bits, but the player may still have some other object
280     * that gives them that ability.
281     */
282 root 1.9 int
283     change_abil (object *op, object *tmp)
284     {
285 root 1.84 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286     int success = 0;
287 root 1.9 char message[MAX_BUF];
288     int potion_max = 0;
289    
290 root 1.84 // keep some stats for comparison purposes
291 root 1.83 object::flags_t prev_flag = op->flag;
292     MoveType prev_move_type = op->move_type;
293     sint16 prev_resist [NROFATTACKS]; // clumsy
294     assert (sizeof (prev_resist) == sizeof (op->resist));
295     memcpy (prev_resist, op->resist, sizeof (prev_resist));
296 root 1.9
297     if (op->type == PLAYER)
298     {
299     if (tmp->type == POTION)
300     {
301     potion_max = 1;
302 root 1.84
303 root 1.51 for (int j = 0; j < NUM_STATS; j++)
304 root 1.9 {
305 root 1.51 int ostat = op->contr->orig_stats.stat (j);
306     int i = tmp->stats.stat (j);
307 root 1.9
308     /* nstat is what the stat will be after use of the potion */
309 root 1.51 int nstat = flag * i + ostat;
310 root 1.9
311 root 1.84 /* Do some bounds checking. There is the potential for potions
312 root 1.9 * that adjust that stat by more than one point, so we need
313     * to allow for that.
314     */
315     if (nstat < 1 && i * flag < 0)
316     nstat = 1;
317 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
318     nstat = 20 + op->arch->stats.stat (j);
319 root 1.20
320 root 1.9 if (nstat != ostat)
321     {
322 root 1.50 op->contr->orig_stats.stat (j) = nstat;
323 root 1.9 potion_max = 0;
324 root 1.3 }
325 root 1.9 else if (i)
326     {
327     /* potion is useless - player has already hit the natural maximum */
328     potion_max = 1;
329 root 1.3 }
330     }
331 root 1.20
332 root 1.9 /* This section of code ups the characters normal stats also. I am not
333     * sure if this is strictly necessary, being that fix_player probably
334     * recalculates this anyway.
335     */
336 root 1.51 for (int j = 0; j < NUM_STATS; j++)
337 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338 root 1.20
339 root 1.48 check_stat_bounds (&op->stats);
340 root 1.9 } /* end of potion handling code */
341     }
342    
343 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
344 root 1.9 * everything to set
345     */
346     if (flag == -1)
347     {
348 root 1.48 op->attacktype &= ~tmp->attacktype;
349     op->path_attuned &= ~tmp->path_attuned;
350 root 1.9 op->path_repelled &= ~tmp->path_repelled;
351 root 1.48 op->path_denied &= ~tmp->path_denied;
352 root 1.9 /* Presuming here that creatures only have move_type,
353     * and not the other move_ fields.
354     */
355 root 1.48 op->move_type &= ~tmp->move_type;
356 elmex 1.1 }
357    
358 root 1.9 /* call fix_player since op object could have whatever attribute due
359 root 1.51 * to multiple items. if update_stats always has to be called after
360 root 1.9 * change_ability then might as well call it from here
361     */
362 root 1.19 op->update_stats ();
363 root 1.9
364 root 1.51 /* update_stats won't add the bows ability to the player, so don't
365 root 1.9 * print out message if this is a bow.
366     */
367     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368     {
369     success = 1;
370     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
371     }
372 root 1.20
373 root 1.83 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
374 root 1.9 {
375     success = 1;
376     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
377     }
378 root 1.20
379 root 1.83 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
380 root 1.9 {
381     success = 1;
382     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
383     }
384 root 1.20
385 root 1.83 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
386 root 1.9 {
387     success = 1;
388     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
389     }
390 root 1.20
391 root 1.9 /* movement type has changed. We don't care about cases where
392     * user has multiple items giving the same type appled like we
393     * used to - that is more work than what we gain, plus messages
394     * can be misleading (a little higher could be miscontrued from
395     * from fly high)
396     */
397 root 1.83 if (tmp->move_type && op->move_type != prev_move_type)
398 root 1.9 {
399     success = 1;
400 elmex 1.1
401 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
402     * status doesn't make a difference if you are flying high
403     */
404     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405     {
406 root 1.86 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
407 root 1.3 }
408    
409 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
410     {
411     /* double conditional - second case covers if you have move_fly_low -
412     * in that case, you don't actually land
413     */
414 root 1.51 DIFF_MSG (flag, "You soar into the air!",
415 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
416 root 1.3 }
417 root 1.48
418 root 1.9 if (tmp->move_type & MOVE_SWIM)
419     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420 elmex 1.1 }
421    
422 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
423     * originally undead may change their status
424     */
425 root 1.83 if (!op->arch->flag [FLAG_UNDEAD])
426     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 root 1.9 {
428     success = 1;
429     if (flag > 0)
430     {
431     op->race = "undead";
432     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433     }
434     else
435     {
436 root 1.67 op->race = op->arch->race;
437 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438     }
439     }
440 elmex 1.1
441 root 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 root 1.9 {
443     success = 1;
444     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 elmex 1.1 }
446 root 1.20
447 root 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 root 1.9 {
449     success = 1;
450     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 elmex 1.1 }
452 root 1.20
453 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
454     * vision
455     */
456 root 1.83 if (tmp->flag [FLAG_BLIND])
457 root 1.9 {
458     success = 1;
459     if (flag > 0)
460     {
461 root 1.83 if (op->flag [FLAG_WIZ])
462 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463     else
464     {
465     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 root 1.118 op->set_flag (FLAG_BLIND);
467 root 1.9 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 root 1.118 op->clr_flag (FLAG_BLIND);
479 root 1.9 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 1.117 if (digest_types [tmp->type])
527 root 1.9 {
528 root 1.117 if (tmp->stats.hp && op->type == PLAYER)
529     {
530     success = 1;
531     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532     }
533 elmex 1.1
534 root 1.117 if (tmp->stats.sp && op->type == PLAYER
535     && tmp->type != SKILL && tmp->type != BOW)
536     {
537     success = 1;
538     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
539     }
540 elmex 1.1
541 root 1.117 /* for the future when artifacts set this -b.t. */
542     if (tmp->stats.grace && op->type == PLAYER)
543     {
544     success = 1;
545     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
546     }
547 elmex 1.1
548 root 1.117 if (tmp->stats.food && op->type == PLAYER)
549     {
550     success = 1;
551     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552     }
553 elmex 1.1 }
554    
555 root 1.9 /* Messages for changed resistance */
556 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
557 root 1.9 {
558     if (i == ATNR_PHYSICAL)
559     continue; /* Don't display about armour */
560    
561 root 1.83 if (op->resist [i] != prev_resist [i])
562 root 1.9 {
563     success = 1;
564 root 1.83
565     if (op->resist [i] > prev_resist [i])
566     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
567 root 1.9 else
568 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
569 root 1.9
570     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
571 root 1.3 }
572 elmex 1.1 }
573    
574 elmex 1.18 if (!potion_max)
575 root 1.84 for (int j = 0; j < NUM_STATS; j++)
576     if (int i = tmp->stats.stat (j))
577 root 1.9 {
578 root 1.84 success = 1;
579     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
580 root 1.3 }
581 root 1.20
582 root 1.9 return success;
583 elmex 1.1 }
584    
585     /*
586     * Stat draining by Vick 930307
587     * (Feeling evil, I made it work as well now. -Frank 8)
588     */
589 root 1.9 void
590 root 1.19 object::drain_stat ()
591 root 1.9 {
592 root 1.33 drain_specific_stat (rndm (NUM_STATS));
593 elmex 1.1 }
594    
595 root 1.9 void
596 root 1.19 object::drain_specific_stat (int deplete_stats)
597 root 1.9 {
598 elmex 1.1 object *tmp;
599     archetype *at;
600    
601 root 1.100 at = archetype::find (shstr_depletion);
602 root 1.9 if (!at)
603     {
604     LOG (llevError, "Couldn't find archetype depletion.\n");
605     return;
606     }
607     else
608     {
609 root 1.19 tmp = present_arch_in_ob (at, this);
610    
611 root 1.9 if (!tmp)
612     {
613 root 1.105 tmp = at->instance ();
614 root 1.19 tmp = insert_ob_in_ob (tmp, this);
615 root 1.118 tmp->set_flag (FLAG_APPLIED);
616 root 1.9 }
617     }
618    
619 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
621 root 1.19 update_stats ();
622 elmex 1.1 }
623    
624     /*
625     * A value of 0 indicates timeout, otherwise change the luck of the object.
626     * via an applied bad_luck object.
627     */
628 root 1.9 void
629 root 1.19 object::change_luck (int value)
630 root 1.9 {
631 root 1.100 archetype *at = archetype::find (shstr_luck);
632 elmex 1.1 if (!at)
633 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
634     else
635     {
636 root 1.19 object *tmp = present_arch_in_ob (at, this);
637    
638 root 1.9 if (!tmp)
639     {
640     if (!value)
641     return;
642 root 1.19
643 root 1.105 tmp = at->instance ();
644 root 1.19 tmp = insert_ob_in_ob (tmp, this);
645 root 1.118 tmp->set_flag (FLAG_APPLIED);
646 root 1.9 }
647 root 1.19
648 root 1.9 if (value)
649     {
650     /* Limit the luck value of the bad luck object to +/-100. This
651     * (arbitrary) value prevents overflows (both in the bad luck object and
652     * in op itself).
653     */
654 root 1.19 int new_luck = tmp->stats.luck + value;
655    
656 root 1.9 if (new_luck >= -100 && new_luck <= 100)
657     {
658 root 1.19 stats.luck += value;
659 root 1.9 tmp->stats.luck = new_luck;
660     }
661     }
662     else
663     {
664     if (!tmp->stats.luck)
665 root 1.19 return;
666    
667 root 1.9 /* Randomly change the players luck. Basically, we move it
668     * back neutral (if greater>0, subtract, otherwise add)
669     */
670 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 root 1.9 {
672     int diff = tmp->stats.luck > 0 ? -1 : 1;
673    
674 root 1.19 stats.luck += diff;
675 root 1.9 tmp->stats.luck += diff;
676     }
677     }
678 elmex 1.1 }
679     }
680    
681     /*
682     * Subtracts stat-bonuses given by the class which the player has chosen.
683     */
684 root 1.9 void
685 root 1.19 object::remove_statbonus ()
686 root 1.9 {
687 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
688     {
689 root 1.67 sint8 v = arch->stats.stat (i);
690 root 1.51 stats.stat (i) -= v;
691     contr->orig_stats.stat (i) -= v;
692     }
693 elmex 1.1 }
694    
695     /*
696     * Adds stat-bonuses given by the class which the player has chosen.
697     */
698 root 1.9 void
699 root 1.19 object::add_statbonus ()
700 root 1.9 {
701 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
702     {
703 root 1.67 sint8 v = arch->stats.stat (i);
704 root 1.51 stats.stat (i) += v;
705     contr->orig_stats.stat (i) += v;
706     }
707 elmex 1.1 }
708    
709 root 1.74 static struct copy_flags : object::flags_t
710     {
711     copy_flags ()
712     {
713     set (FLAG_LIFESAVE);
714     set (FLAG_REFL_SPELL);
715     set (FLAG_REFL_MISSILE);
716     set (FLAG_STEALTH);
717     set (FLAG_XRAYS);
718     set (FLAG_BLIND);
719     set (FLAG_SEE_IN_DARK);
720     }
721     } copy_flags;
722    
723 elmex 1.1 /*
724     * Updates all abilities given by applied objects in the inventory
725     * of the given object. Note: This function works for both monsters
726     * and players; the "player" in the name is purely an archaic inheritance.
727     * This functions starts from base values (archetype or player object)
728     * and then adjusts them according to what the player has equipped.
729 root 1.36 *
730     * July 95 - inserted stuff to handle new skills/exp system - b.t.
731     * spell system split, grace points now added to system --peterm
732 elmex 1.1 */
733 root 1.9 void
734 root 1.19 object::update_stats ()
735 root 1.9 {
736 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
737 root 1.9 int weapon_weight = 0, weapon_speed = 0;
738     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
739     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
740 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 root 1.24 float old_speed = speed;
742 root 1.75 int stat_sum [NUM_STATS];
743 root 1.9
744 root 1.107 MoveType move_type; // we use change_move_type to change it, so use a local copy
745    
746 root 1.9 /* First task is to clear all the values back to their original values */
747 root 1.19 if (type == PLAYER)
748 root 1.9 {
749 root 1.102 contr->delayed_update = false;
750    
751 root 1.75 for (int i = 0; i < NUM_STATS; i++)
752     stat_sum [i] = contr->orig_stats.stat (i);
753 root 1.19
754 root 1.9 if (settings.spell_encumbrance == TRUE)
755 root 1.19 contr->encumbrance = 0;
756 root 1.9
757 root 1.19 attacktype = 0;
758 root 1.39
759     contr->digestion = 0;
760     contr->gen_hp = 0;
761     contr->gen_sp = 0;
762     contr->gen_grace = 0;
763 root 1.19 contr->gen_sp_armour = 10;
764 root 1.39 contr->item_power = 0;
765 root 1.9 }
766    
767 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
768     slot[i].used = slot[i].info;
769 root 1.19
770     slaying = 0;
771 root 1.9
772 root 1.118 if (!this->flag [FLAG_WIZ])
773 root 1.9 {
774 root 1.118 this->clr_flag (FLAG_XRAYS);
775     this->clr_flag (FLAG_MAKE_INVIS);
776 root 1.9 }
777    
778 root 1.118 this->clr_flag (FLAG_LIFESAVE);
779     this->clr_flag (FLAG_STEALTH);
780     this->clr_flag (FLAG_BLIND);
781 root 1.19
782 root 1.118 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
783     if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
784     if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
785     if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
786 root 1.67
787     path_attuned = arch->path_attuned;
788     path_repelled = arch->path_repelled;
789     path_denied = arch->path_denied;
790     glow_radius = arch->glow_radius;
791     move_type = arch->move_type;
792 root 1.39
793 root 1.9 /* initializing resistances from the values in player/monster's
794     * archetype clone
795     */
796 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
797 root 1.9
798 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
799 root 1.9 {
800 root 1.19 if (resist[i] > 0)
801 root 1.113 prot[i] = resist[i], vuln[i] = 0;
802 root 1.9 else
803 root 1.113 vuln[i] = -resist[i], prot[i] = 0;
804 root 1.46
805 root 1.113 potion_resist[i] = -1000;
806 root 1.9 }
807    
808 root 1.67 wc = arch->stats.wc;
809     stats.dam = arch->stats.dam;
810 root 1.9
811     /* for players which cannot use armour, they gain AC -1 per 3 levels,
812     * plus a small amount of physical resist, those poor suckers. ;)
813     * the fact that maxlevel is factored in could be considered sort of bogus -
814     * we should probably give them some bonus and cap it off - otherwise,
815     * basically, if a server updates its max level, these playes may find
816     * that their protection from physical goes down
817     */
818 root 1.118 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
819 root 1.9 {
820 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
821 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
822 elmex 1.1 }
823 root 1.9 else
824 root 1.67 ac = arch->stats.ac;
825 root 1.9
826 root 1.67 stats.luck = arch->stats.luck;
827     speed = arch->speed;
828 root 1.9
829 root 1.115 chosen_skill = 0;
830    
831 root 1.9 /* OK - we've reset most all the objects attributes to sane values.
832     * now go through and make adjustments for what the player has equipped.
833     */
834 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
835 root 1.9 {
836     /* This happens because apply_potion calls change_abil with the potion
837 root 1.40 * applied so we can tell the player what changed. But change_abil
838 root 1.9 * then calls this function.
839     */
840 root 1.118 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
841 root 1.19 continue;
842 root 1.3
843 root 1.94 glow_radius += tmp->glow_radius;
844 root 1.64
845 root 1.9 /* For some things, we don't care what is equipped */
846     if (tmp->type == SKILL)
847     {
848     /* Want to take the highest skill here. */
849     if (IS_MANA_SKILL (tmp->subtype))
850     {
851     if (!mana_obj)
852     mana_obj = tmp;
853     else if (tmp->level > mana_obj->level)
854     mana_obj = tmp;
855     }
856 root 1.19
857 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
858     {
859     if (!grace_obj)
860     grace_obj = tmp;
861     else if (tmp->level > grace_obj->level)
862     grace_obj = tmp;
863 root 1.3 }
864     }
865    
866 root 1.85 /* Container objects are not meant to adjust players, but other applied
867 root 1.9 * objects need to make adjustments.
868     * This block should handle all player specific changes
869     * The check for Praying is a bit of a hack - god given bonuses are put
870     * in the praying skill, and the player should always get those.
871     * It also means we need to put in additional checks for applied below,
872     * because the skill shouldn't count against body positions being used
873     * up, etc.
874     */
875 root 1.49 if ((tmp->flag [FLAG_APPLIED]
876 root 1.39 && tmp->type != CONTAINER
877     && tmp->type != CLOSE_CON)
878 root 1.109 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
879 root 1.9 {
880 root 1.19 if (type == PLAYER)
881 root 1.9 {
882 root 1.69 contr->item_power += tmp->item_power;
883    
884 root 1.74 for (int i = 0; i < NUM_STATS; i++)
885 root 1.103 stat_sum [i] += tmp->stats.stat (i);
886 root 1.9
887 root 1.74 if (digest_types [tmp->type])
888 root 1.9 {
889 root 1.75 contr->digestion += tmp->stats.food;
890 root 1.19 contr->gen_hp += tmp->stats.hp;
891 root 1.87 if (tmp->type != BOW) // ugly exception for bows
892     contr->gen_sp += tmp->stats.sp;
893 root 1.19 contr->gen_grace += tmp->stats.grace;
894     contr->gen_sp_armour += tmp->gen_sp_armour;
895 root 1.3 }
896 root 1.9 } /* if this is a player */
897 root 1.46 else
898     {
899     if (tmp->type == WEAPON)
900     current_weapon = tmp;
901     }
902 root 1.3
903 root 1.9 /* Update slots used for items */
904 root 1.115 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
905 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
906 root 1.47 slot[i].used += tmp->slot[i].info;
907 root 1.3
908 root 1.9 if (tmp->type == SYMPTOM)
909 root 1.110 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910 root 1.3
911 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 root 1.34 * (Negative protections are calculated exactly like positive.)
913 root 1.9 * Resistance from potions are treated special as well. If there's
914     * more than one potion-effect, the bigger prot.-value is taken.
915     */
916 root 1.112 if (tmp->type == POTION_EFFECT)
917     for (int i = 0; i < NROFATTACKS; i++)
918 root 1.113 max_it (potion_resist[i], tmp->resist[i]);
919 root 1.112 else if (tmp->type != POTION)
920     for (int i = 0; i < NROFATTACKS; i++)
921     if (tmp->resist[i] > 0)
922     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
923     else if (tmp->resist[i] < 0)
924     vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
925 root 1.9
926     /* There may be other things that should not adjust the attacktype */
927 root 1.53 if (tmp->type != SYMPTOM)
928 root 1.46 {
929     attacktype |= tmp->attacktype;
930     path_attuned |= tmp->path_attuned;
931     path_repelled |= tmp->path_repelled;
932     path_denied |= tmp->path_denied;
933     move_type |= tmp->move_type;
934     stats.luck += tmp->stats.luck;
935     }
936 root 1.19
937 root 1.74 flag |= tmp->flag & copy_flags;
938 root 1.9
939 root 1.118 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
940     this->set_flag (FLAG_UNDEAD);
941 root 1.9
942 root 1.115 //TODO: copy_flags?
943 root 1.118 if (tmp->flag [FLAG_MAKE_INVIS])
944 root 1.9 {
945 root 1.118 this->set_flag (FLAG_MAKE_INVIS);
946 root 1.19 invisible = 1;
947 root 1.9 }
948    
949     if (tmp->stats.exp && tmp->type != SKILL)
950     {
951     if (tmp->stats.exp > 0)
952     {
953 root 1.40 added_speed += tmp->stats.exp / 3.f;
954 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
955 root 1.3 }
956 root 1.9 else
957 root 1.40 added_speed += tmp->stats.exp;
958 root 1.3 }
959    
960 root 1.9 switch (tmp->type)
961     {
962 root 1.10 case SKILL:
963 root 1.63 {
964 root 1.115 // some skills will end up here without counting as "applied"
965 root 1.116 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 root 1.63 break;
967    
968     if (chosen_skill)
969     {
970     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971     &name, &chosen_skill->name, &tmp->name);
972    
973     tmp->flag [FLAG_APPLIED] = false;
974     update_stats ();
975     return;
976     }
977 root 1.115
978     chosen_skill = tmp;
979 root 1.63
980     if (tmp->stats.dam > 0)
981     { /* skill is a 'weapon' */
982 root 1.118 if (!this->flag [FLAG_READY_WEAPON])
983 root 1.115 weapon_speed = max (0, WEAPON_SPEED (tmp));
984 root 1.63
985     weapon_weight = tmp->weight;
986     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987    
988     if (tmp->magic)
989     stats.dam += tmp->magic;
990     }
991 root 1.3
992 root 1.63 if (tmp->stats.wc)
993     wc -= tmp->stats.wc + tmp->magic;
994 root 1.19
995 root 1.63 if (tmp->slaying)
996     slaying = tmp->slaying;
997 root 1.19
998 root 1.63 if (tmp->stats.ac)
999     ac -= tmp->stats.ac + tmp->magic;
1000 root 1.3
1001 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1002 root 1.110 contr->encumbrance += 3 * tmp->weight / 1000;
1003 root 1.63 }
1004 root 1.19
1005 root 1.10 break;
1006 root 1.3
1007 root 1.10 case SHIELD:
1008 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1009 root 1.110 contr->encumbrance += tmp->weight / 2000;
1010     //FALLTHROUGH
1011 root 1.10 case RING:
1012     case AMULET:
1013     case GIRDLE:
1014     case HELMET:
1015     case BOOTS:
1016     case GLOVES:
1017     case CLOAK:
1018     if (tmp->stats.wc)
1019 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1020 root 1.19
1021 root 1.10 if (tmp->stats.dam)
1022 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1023 root 1.19
1024 root 1.10 if (tmp->stats.ac)
1025 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1026 root 1.19
1027 root 1.10 break;
1028    
1029 root 1.109 case WAND:
1030     case ROD:
1031     case HORN:
1032     break;
1033    
1034 root 1.45 case BOW:
1035 root 1.10 case WEAPON:
1036 root 1.115 wc -= tmp->stats.wc + tmp->magic;
1037 root 1.109
1038 root 1.115 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1039     ac -= tmp->stats.ac + tmp->magic;
1040 root 1.45
1041 root 1.115 stats.dam += tmp->stats.dam + tmp->magic;
1042     weapon_weight = tmp->weight;
1043     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1044    
1045     if (weapon_speed < 0)
1046     weapon_speed = 0;
1047    
1048     slaying = tmp->slaying;
1049    
1050     /* If there is desire that two handed weapons should do
1051     * extra strength damage, this is where the code should
1052     * go.
1053     */
1054    
1055     if (type == PLAYER)
1056     if (settings.spell_encumbrance)
1057     contr->encumbrance += tmp->weight * 3 / 1000;
1058 root 1.9
1059 root 1.10 break;
1060 root 1.9
1061 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1062 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 root 1.40 contr->encumbrance += tmp->weight / 1000;
1064 root 1.10
1065     case BRACERS:
1066     case FORCE:
1067     if (tmp->stats.wc)
1068     {
1069     if (best_wc < tmp->stats.wc + tmp->magic)
1070     {
1071     wc += best_wc;
1072     best_wc = tmp->stats.wc + tmp->magic;
1073     }
1074     else
1075     wc += tmp->stats.wc + tmp->magic;
1076     }
1077 root 1.19
1078 root 1.10 if (tmp->stats.ac)
1079     {
1080     if (best_ac < tmp->stats.ac + tmp->magic)
1081     {
1082     ac += best_ac; /* Remove last bonus */
1083     best_ac = tmp->stats.ac + tmp->magic;
1084     }
1085     else /* To nullify the below effect */
1086     ac += tmp->stats.ac + tmp->magic;
1087     }
1088 root 1.19
1089 root 1.10 if (tmp->stats.wc)
1090 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1091 root 1.19
1092 root 1.10 if (tmp->stats.ac)
1093 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1094 root 1.19
1095 root 1.74 if (ARMOUR_SPEED (tmp))
1096     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1097 root 1.19
1098 root 1.10 break;
1099 root 1.9 } /* switch tmp->type */
1100     } /* item is equipped */
1101     } /* for loop of items */
1102    
1103 root 1.114 min_it (glow_radius, MAX_LIGHT_RADIUS);
1104 root 1.94
1105 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1106     * have generated intermediate values which we now need to assign.
1107     */
1108    
1109     /* 'total resistance = total protections - total vulnerabilities'.
1110     * If there is an uncursed potion in effect, granting more protection
1111     * than that, we take: 'total resistance = resistance from potion'.
1112     * If there is a cursed (and no uncursed) potion in effect, we take
1113     * 'total resistance = vulnerability from cursed potion'.
1114     */
1115 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1116 root 1.9 {
1117 root 1.19 resist[i] = prot[i] - vuln[i];
1118    
1119 root 1.113 if (potion_resist[i] != -1000
1120 root 1.114 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1121 root 1.19 resist[i] = potion_resist[i];
1122 elmex 1.1 }
1123    
1124 root 1.19 if (type == PLAYER)
1125 root 1.9 {
1126 root 1.75 // clamp various player stats
1127     for (int i = 0; i < NUM_STATS; ++i)
1128 root 1.103 stats.stat (i) = stat_sum [i];
1129    
1130     check_stat_bounds (&stats);
1131 root 1.75
1132     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1133    
1134     /* Figure out the players sp/mana/hp totals. */
1135 root 1.9 int pl_level;
1136    
1137 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1138 root 1.9
1139     /* You basically get half a con bonus/level. But we do take into account rounding,
1140     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1141     */
1142 root 1.75 stats.maxhp = 0;
1143     for (int i = 1; i <= min (10, pl_level); i++)
1144 root 1.9 {
1145 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1146 root 1.19
1147     if (i % 2 && con_bonus[stats.Con] % 2)
1148 root 1.74 if (con_bonus[stats.Con] > 0)
1149     j++;
1150     else
1151     j--;
1152 root 1.19
1153     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1154 root 1.9 }
1155    
1156 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1157 elmex 1.1
1158 root 1.19 if (stats.hp > stats.maxhp)
1159     stats.hp = stats.maxhp;
1160 elmex 1.1
1161 root 1.9 /* Sp gain is controlled by the level of the player's
1162     * relevant experience object (mana_obj, see above)
1163     */
1164     /* following happen when skills system is not used */
1165     if (!mana_obj)
1166 root 1.19 mana_obj = this;
1167    
1168 root 1.9 if (!grace_obj)
1169 root 1.19 grace_obj = this;
1170    
1171 root 1.9 /* set maxsp */
1172 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1173     mana_obj = this;
1174 root 1.9
1175 root 1.19 if (mana_obj == this && type == PLAYER)
1176     stats.maxsp = 1;
1177 root 1.9 else
1178     {
1179 root 1.74 float sp_tmp = 0.f;
1180 root 1.19
1181 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1182 root 1.9 {
1183     float stmp;
1184    
1185     /* Got some extra bonus at first level */
1186     if (i < 2)
1187 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1188 root 1.9 else
1189 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1190 root 1.19
1191 root 1.74 sp_tmp += max (1.f, stmp);
1192 root 1.3 }
1193 root 1.19
1194 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1195 root 1.3 }
1196 root 1.54
1197 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1198 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1199 root 1.9
1200     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1201 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1202     grace_obj = this;
1203 root 1.9
1204 root 1.19 if (grace_obj == this && type == PLAYER)
1205     stats.maxgrace = 1;
1206 root 1.9 else
1207     {
1208     /* store grace in a float - this way, the divisions below don't create
1209     * big jumps when you go from level to level - with int's, it then
1210     * becomes big jumps when the sums of the bonuses jump to the next
1211     * step of 8 - with floats, even fractional ones are useful.
1212     */
1213 root 1.74 float sp_tmp = 0.f;
1214    
1215 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1216 root 1.9 {
1217 root 1.40 float grace_tmp = 0.f;
1218 root 1.9
1219     /* Got some extra bonus at first level */
1220     if (i < 2)
1221 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1222 root 1.9 else
1223 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1224 root 1.19
1225 root 1.74 sp_tmp += max (1.f, grace_tmp);
1226 root 1.3 }
1227 root 1.19
1228 root 1.74 /* two grace points per level after 10 */
1229     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1230 root 1.3 }
1231 root 1.54
1232 root 1.9 /* No limit on grace vs maxgrace */
1233 root 1.3
1234 root 1.19 if (contr->braced)
1235 root 1.9 {
1236     ac += 2;
1237     wc += 4;
1238 root 1.3 }
1239 root 1.9 else
1240 root 1.19 ac -= dex_bonus[stats.Dex];
1241 root 1.9
1242     /* In new exp/skills system, wc bonuses are related to
1243     * the players level in a relevant exp object (wc_obj)
1244     * not the general player level -b.t.
1245     * I changed this slightly so that wc bonuses are better
1246     * than before. This is to balance out the fact that
1247     * the player no longer gets a personal weapon w/ 1
1248     * improvement every level, now its fighterlevel/5. So
1249     * we give the player a bonus here in wc and dam
1250     * to make up for the change. Note that I left the
1251     * monster bonus the same as before. -b.t.
1252     */
1253 root 1.55 object *wc_obj = chosen_skill;
1254 root 1.9
1255 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1256 root 1.9 {
1257 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1258    
1259 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1260 root 1.9 {
1261 root 1.54 /* additional wc every 6 levels */
1262 root 1.9 if (!(i % 6))
1263     wc--;
1264 root 1.37
1265 root 1.54 /* additional dam every 4 levels. */
1266 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1267     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1268 root 1.9 }
1269     }
1270     else
1271 root 1.37 wc -= level + thaco_bonus[stats.Str];
1272 root 1.9
1273 root 1.19 stats.dam += dam_bonus[stats.Str];
1274 root 1.9
1275 root 1.19 if (stats.dam < 1)
1276     stats.dam = 1;
1277 root 1.9
1278 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1279 root 1.19
1280     if (settings.search_items && contr->search_str[0])
1281     speed -= 1;
1282 root 1.9 } /* End if player */
1283    
1284     if (added_speed >= 0)
1285 root 1.40 speed += added_speed / 10.f;
1286 root 1.9 else /* Something wrong here...: */
1287 root 1.40 speed /= 1.f - added_speed;
1288 root 1.3
1289 root 1.9 /* Max is determined by armour */
1290 root 1.74 speed = min (speed, max_speed);
1291 elmex 1.1
1292 root 1.19 if (type == PLAYER)
1293 root 1.9 {
1294     /* f is a number the represents the number of kg above (positive num)
1295     * or below (negative number) that the player is carrying. If above
1296     * weight limit, then player suffers a speed reduction based on how
1297     * much above he is, and what is max carry is
1298     */
1299 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1300     if (f > 0.f)
1301 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1302 elmex 1.1 }
1303    
1304 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 root 1.78 speed *= speed_reduce_from_disease;
1306 root 1.77
1307 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1308 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1309 root 1.9 */
1310 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1311 root 1.9
1312 root 1.77 if (speed != old_speed)
1313     set_speed (speed);
1314    
1315 root 1.19 if (type == PLAYER)
1316 root 1.9 {
1317     /* (This formula was made by vidarl@ifi.uio.no)
1318     * Note that we never used these values again - basically
1319     * all of these could be subbed into one big equation, but
1320     * that would just be a real pain to read.
1321     */
1322 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1323     float M2 = max_carry[stats.Str] / 100.f;
1324     float W = weapon_weight / 20000.f;
1325 root 1.56 float s = (20 - weapon_speed) / 10.f;
1326 root 1.40 float D = (stats.Dex - 14) / 14.f;
1327     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1328    
1329 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1330 root 1.40
1331 root 1.56 if (K <= 0.01f)
1332 root 1.40 K = 0.01f;
1333    
1334 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1335 root 1.9 }
1336 root 1.19
1337 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1338 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1339     stats.dam = arch->stats.dam * 3;
1340 root 1.9
1341 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1342     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1343 root 1.9
1344     /* if for some reason the creature doesn't have any move type,
1345     * give them walking as a default.
1346     * The second case is a special case - to more closely mimic the
1347     * old behaviour - if your flying, your not walking - just
1348     * one or the other.
1349     */
1350 root 1.19 if (move_type == 0)
1351     move_type = MOVE_WALK;
1352     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1353     move_type &= ~MOVE_WALK;
1354 elmex 1.1
1355 root 1.107 // now apply the new move_type
1356     if (this->move_type != move_type)
1357     change_move_type (move_type);
1358    
1359 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1360     * so we will check that now.
1361     */
1362 root 1.101 if (is_player ())
1363     contr->update_spells ();
1364 root 1.35
1365     // update the mapspace, if we are on a map
1366     if (!flag [FLAG_REMOVED] && map)
1367     map->at (x, y).flags_ = 0;
1368 elmex 1.1 }
1369    
1370 elmex 1.96 void
1371     object::set_glow_radius (sint8 rad)
1372     {
1373     glow_radius = rad;
1374    
1375     if (is_on_map ())
1376     update_all_los (map, x, y);
1377     else if (object *env = outer_env ())
1378     {
1379     env->update_stats ();
1380    
1381     if (env->is_on_map ())
1382     update_all_los (env->map, env->x, env->y);
1383     }
1384     }
1385    
1386 elmex 1.1 /*
1387     * Returns true if the given player is a legal class.
1388     * The function to add and remove class-bonuses to the stats doesn't
1389     * check if the stat becomes negative, thus this function
1390     * merely checks that all stats are 1 or more, and returns
1391     * false otherwise.
1392     */
1393 root 1.9 int
1394     allowed_class (const object *op)
1395     {
1396 root 1.40 return op->stats.Dex > 0
1397     && op->stats.Str > 0
1398     && op->stats.Con > 0
1399     && op->stats.Int > 0
1400     && op->stats.Wis > 0
1401     && op->stats.Pow > 0
1402     && op->stats.Cha > 0;
1403 elmex 1.1 }
1404    
1405     /*
1406     * set the new dragon name after gaining levels or
1407     * changing ability focus (later this can be extended to
1408     * eventually change the player's face and animation)
1409     */
1410 root 1.9 void
1411     set_dragon_name (object *pl, const object *abil, const object *skin)
1412     {
1413     int atnr = -1; /* attacknumber of highest level */
1414     int level = 0; /* highest level */
1415 elmex 1.1 int i;
1416    
1417     /* Perhaps do something more clever? */
1418 root 1.9 if (!abil || !skin)
1419     return;
1420    
1421 elmex 1.1 /* first, look for the highest level */
1422 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1423     {
1424     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1425     {
1426     level = abil->resist[i];
1427     atnr = i;
1428     }
1429 elmex 1.1 }
1430 root 1.9
1431 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1432     or else at random */
1433 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1434 elmex 1.1 atnr = abil->stats.exp;
1435 root 1.9
1436 elmex 1.1 /* now set the new title */
1437 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1438     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1439     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1440     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1441     else
1442 root 1.9 {
1443 root 1.88 /* special titles for extra high resistance! */
1444     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1445     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1446     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1447 elmex 1.1 }
1448 root 1.9
1449     strcpy (pl->contr->own_title, "");
1450 elmex 1.1 }
1451    
1452     /*
1453     * This function is called when a dragon-player gains
1454     * an overall level. Here, the dragon might gain new abilities
1455     * or change the ability-focus.
1456     */
1457 root 1.99 static void
1458 root 1.9 dragon_level_gain (object *who)
1459     {
1460     object *abil = NULL; /* pointer to dragon ability force */
1461     object *skin = NULL; /* pointer to dragon skin force */
1462     object *tmp = NULL; /* tmp. object */
1463     char buf[MAX_BUF]; /* tmp. string buffer */
1464    
1465     /* now grab the 'dragon_ability'-forces from the player's inventory */
1466 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1467     if (tmp->type == FORCE)
1468 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1469 root 1.29 abil = tmp;
1470 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1471 root 1.29 skin = tmp;
1472    
1473 root 1.9 /* if the force is missing -> bail out */
1474     if (abil == NULL)
1475     return;
1476    
1477     /* The ability_force keeps track of maximum level ever achieved.
1478     * New abilties can only be gained by surpassing this max level
1479     */
1480     if (who->level > abil->level)
1481     {
1482     /* increase our focused ability */
1483     abil->resist[abil->stats.exp]++;
1484    
1485    
1486     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1487     {
1488     /* time to hand out a new ability-gift */
1489     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1490     }
1491    
1492     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1493     {
1494     /* apply new ability focus */
1495     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1496     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1497    
1498     abil->stats.exp = abil->last_eat;
1499     abil->last_eat = 0;
1500     }
1501    
1502     abil->level = who->level;
1503     }
1504    
1505     /* last but not least, set the new title for the dragon */
1506     set_dragon_name (who, abil, skin);
1507 elmex 1.1 }
1508    
1509     /* Handy function - given the skill name skill_name, we find the skill
1510     * archetype/object, set appropriate values, and insert it into
1511     * the object (op) that is passed.
1512     * We return the skill - this makes it easier for calling functions that
1513     * want to do something with it immediately.
1514     */
1515 root 1.9 object *
1516     give_skill_by_name (object *op, const char *skill_name)
1517 elmex 1.1 {
1518 root 1.9 object *skill_obj;
1519 elmex 1.1
1520 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1521     if (!skill_obj)
1522     {
1523 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1524 root 1.9 return NULL;
1525     }
1526 root 1.55
1527 root 1.9 /* clear the flag - exp goes into this bucket, but player
1528     * still doesn't know it.
1529     */
1530 root 1.118 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1531 root 1.9 skill_obj->stats.exp = 0;
1532     skill_obj->level = 1;
1533 root 1.89 op->insert (skill_obj);
1534 root 1.26
1535 root 1.57 if (player *pl = op->contr)
1536 root 1.89 pl->link_skills ();
1537 root 1.26
1538 root 1.9 return skill_obj;
1539 elmex 1.1 }
1540    
1541     /* player_lvl_adj() - for the new exp system. we are concerned with
1542     * whether the player gets more hp, sp and new levels.
1543     * Note this this function should only be called for players. Monstes
1544     * don't really gain levels
1545     * who is the player, op is what we are checking to gain the level
1546     * (eg, skill)
1547     */
1548 root 1.9 void
1549     player_lvl_adj (object *who, object *op)
1550     {
1551     char buf[MAX_BUF];
1552 root 1.73 bool changed = false;
1553 root 1.9
1554     if (!op) /* when rolling stats */
1555     op = who;
1556    
1557 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1558 root 1.9 {
1559 root 1.73 changed = true;
1560    
1561 root 1.9 op->level++;
1562    
1563 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1564 root 1.9 dragon_level_gain (who);
1565    
1566     /* Only roll these if it is the player (who) that gained the level */
1567     if (op == who && (who->level < 11) && who->type == PLAYER)
1568     {
1569     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1570     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1571     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1572     }
1573    
1574     if (op->level > 1)
1575     {
1576     if (op->type != PLAYER)
1577 root 1.73 {
1578     who->contr->play_sound (sound_find ("skill_up"));
1579     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1580     }
1581 root 1.9 else
1582 root 1.73 {
1583     who->contr->play_sound (sound_find ("level_up"));
1584     sprintf (buf, "You are now level %d.", op->level);
1585     }
1586 root 1.54
1587 root 1.9 if (who)
1588     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1589     }
1590 root 1.73 }
1591 root 1.54
1592 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1593 root 1.9 {
1594 root 1.73 changed = true;
1595    
1596 root 1.9 op->level--;
1597 root 1.54
1598 root 1.9 if (op->type != PLAYER)
1599     {
1600     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1601     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1602 root 1.3 }
1603 root 1.73 }
1604 root 1.54
1605 root 1.73 if (changed)
1606 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1607 elmex 1.1 }
1608    
1609     /*
1610     * Returns how much experience is needed for a player to become
1611     * the given level. level should really never exceed max_level
1612     */
1613    
1614 root 1.9 sint64
1615     level_exp (int level, double expmul)
1616     {
1617     if (level > settings.max_level)
1618     return (sint64) (expmul * levels[settings.max_level]);
1619 root 1.40
1620 root 1.9 return (sint64) (expmul * levels[level]);
1621 elmex 1.1 }
1622    
1623     /*
1624     * Ensure that the permanent experience requirements in an exp object are met.
1625     * This really just checks 'op to make sure the perm_exp value is within
1626     * proper range. Note that the checking of what is passed through
1627     * has been reduced. Since there is now a proper field for perm_exp,
1628     * this can now work on a much larger set of objects.
1629     */
1630 root 1.9 void
1631     calc_perm_exp (object *op)
1632 elmex 1.1 {
1633 root 1.9 int p_exp_min;
1634    
1635     /* Ensure that our permanent experience minimum is met.
1636     * permenent_exp_ratio is an integer percentage, we divide by 100
1637     * to get the fraction */
1638     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1639    
1640     if (op->perm_exp < p_exp_min)
1641     op->perm_exp = p_exp_min;
1642    
1643     /* Cap permanent experience. */
1644     if (op->perm_exp < 0)
1645     op->perm_exp = 0;
1646     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1647     op->perm_exp = MAX_EXPERIENCE;
1648 elmex 1.1 }
1649    
1650     /* Add experience to a player - exp should only be positive.
1651     * Updates permanent exp for the skill we are adding to.
1652     * skill_name is the skill to add exp to. Skill name can be
1653     * NULL, in which case exp increases the players general
1654     * total, but not any particular skill.
1655     * flag is what to do if the player doesn't have the skill:
1656     */
1657 root 1.9 static void
1658     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1659 elmex 1.1 {
1660 root 1.90 object *skill_obj;
1661 elmex 1.4 sint64 limit, exp_to_add;
1662     int i;
1663    
1664     /* prevents some forms of abuse. */
1665     if (op->contr->braced)
1666 root 1.46 exp /= 5;
1667 elmex 1.4
1668     /* Try to find the matching skill.
1669     * We do a shortcut/time saving mechanism first - see if it matches
1670 root 1.46 * chosen_skill. This means we don't need to search through
1671 elmex 1.4 * the players inventory.
1672     */
1673 root 1.90 skill_obj = 0;
1674    
1675 elmex 1.4 if (skill_name)
1676     {
1677 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1678    
1679     /* Player doesn't have the skill. Check to see what to do, and give
1680     * it to the player if necessary
1681     */
1682     if (!skill_obj)
1683 elmex 1.4 {
1684 root 1.90 if (flag == SK_EXP_NONE)
1685     return;
1686    
1687     if (flag == SK_EXP_ADD_SKILL)
1688     skill_obj = give_skill_by_name (op, skill_name);
1689 root 1.3 }
1690 elmex 1.1 }
1691    
1692 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1693     {
1694     /* Basically, you can never gain more experience in one shot
1695     * than half what you need to gain for next level.
1696     */
1697     exp_to_add = exp;
1698     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1699     if (exp_to_add > limit)
1700     exp_to_add = limit;
1701    
1702 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1703 elmex 1.4 if (settings.permanent_exp_ratio)
1704     {
1705 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1706 elmex 1.4 calc_perm_exp (op);
1707     }
1708    
1709     player_lvl_adj (op, NULL);
1710     }
1711    
1712     if (skill_obj)
1713     {
1714     exp_to_add = exp;
1715     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1716     if (exp_to_add > limit)
1717     exp_to_add = limit;
1718    
1719     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1720     if (settings.permanent_exp_ratio)
1721     {
1722 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1723 elmex 1.4 calc_perm_exp (skill_obj);
1724     }
1725 elmex 1.1
1726 elmex 1.4 player_lvl_adj (op, skill_obj);
1727 elmex 1.1 }
1728     }
1729    
1730     /* This function checks to make sure that object 'op' can
1731 root 1.93 * lose 'exp' experience. It returns the amount of exp
1732 elmex 1.1 * object 'op' can in fact lose - it basically makes
1733     * adjustments based on permanent exp and the like.
1734     * This function should always be used for losing experience -
1735     * the 'exp' value passed should be positive - this is the
1736     * amount that should get subtract from the player.
1737     */
1738 root 1.99 static sint64
1739 root 1.9 check_exp_loss (const object *op, sint64 exp)
1740 elmex 1.1 {
1741 root 1.9 sint64 del_exp;
1742 elmex 1.1
1743 root 1.9 if (exp > op->stats.exp)
1744     exp = op->stats.exp;
1745 root 1.93
1746 root 1.9 if (settings.permanent_exp_ratio)
1747     {
1748     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1749 root 1.93
1750 root 1.9 if (del_exp < 0)
1751     del_exp = 0;
1752 root 1.93
1753 root 1.9 if (exp > del_exp)
1754     exp = del_exp;
1755 elmex 1.1 }
1756 root 1.93
1757 root 1.9 return exp;
1758 elmex 1.1 }
1759    
1760 root 1.9 sint64
1761     check_exp_adjust (const object *op, sint64 exp)
1762 elmex 1.1 {
1763 root 1.9 if (exp < 0)
1764     return check_exp_loss (op, exp);
1765     else
1766 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1767 elmex 1.1 }
1768    
1769     /* Subtracts experience from player.
1770     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1771     * only subtract from the matching skill. Otherwise,
1772     * this subtracts a portion from all
1773     * skills the player has. Eg, if we figure the player is losing 10%
1774     * of his total exp, what happens is he loses 10% from all his skills.
1775     * Note that if permanent exp is used, player may not in fact lose
1776     * as much as listed. Eg, if player has gotten reduced to the point
1777     * where everything is at the minimum perm exp, he would lose nothing.
1778     * exp is the amount of exp to subtract - thus, it should be
1779     * a postive number.
1780     */
1781 root 1.9 static void
1782     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1783 elmex 1.1 {
1784 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1785     object *tmp;
1786     sint64 del_exp;
1787    
1788     for (tmp = op->inv; tmp; tmp = tmp->below)
1789     if (tmp->type == SKILL && tmp->stats.exp)
1790     {
1791 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1792 root 1.9 {
1793     del_exp = check_exp_loss (tmp, exp);
1794     tmp->stats.exp -= del_exp;
1795     player_lvl_adj (op, tmp);
1796     }
1797     else if (flag != SK_SUBTRACT_SKILL_EXP)
1798     {
1799     /* only want to process other skills if we are not trying
1800     * to match a specific skill.
1801     */
1802     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1803     tmp->stats.exp -= del_exp;
1804     player_lvl_adj (op, tmp);
1805     }
1806     }
1807 root 1.35
1808 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1809     {
1810     del_exp = check_exp_loss (op, exp);
1811     op->stats.exp -= del_exp;
1812     player_lvl_adj (op, NULL);
1813 elmex 1.1 }
1814     }
1815    
1816     /* change_exp() - changes experience to a player/monster. This
1817     * does bounds checking to make sure we don't overflow the max exp.
1818     *
1819     * The exp passed is typically not modified much by this function -
1820     * it is assumed the caller has modified the exp as needed.
1821     * skill_name is the skill that should get the exp added.
1822     * flag is what to do if player doesn't have the skill.
1823     * these last two values are only used for players.
1824     */
1825 root 1.9 void
1826     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1827     {
1828 elmex 1.1 #ifdef EXP_DEBUG
1829 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1830 elmex 1.1 #endif
1831    
1832 root 1.9 /* safety */
1833     if (!op)
1834     {
1835     LOG (llevError, "change_exp() called for null object!\n");
1836     return;
1837     }
1838    
1839     /* if no change in exp, just return - most of the below code
1840     * won't do anything if the value is 0 anyways.
1841     */
1842     if (exp == 0)
1843     return;
1844    
1845     /* Monsters are easy - we just adjust their exp - we
1846     * don't adjust level, since in most cases it is unrelated to
1847     * the exp they have - the monsters exp represents what its
1848     * worth.
1849     */
1850     if (op->type != PLAYER)
1851     {
1852     /* Sanity check */
1853 root 1.118 if (!op->flag [FLAG_ALIVE])
1854 root 1.9 return;
1855    
1856     /* reset exp to max allowed value. We subtract from
1857     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1858     * more than max exp, just return.
1859     */
1860     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1861     {
1862     exp = MAX_EXPERIENCE - op->stats.exp;
1863     if (exp < 0)
1864     return;
1865 root 1.3 }
1866 elmex 1.1
1867 root 1.9 op->stats.exp += exp;
1868 elmex 1.1 }
1869 root 1.9 else
1870     { /* Players only */
1871     if (exp > 0)
1872     add_player_exp (op, exp, skill_name, flag);
1873     else
1874     /* note that when you lose exp, it doesn't go against
1875     * a particular skill, so we don't need to pass that
1876     * along.
1877     */
1878 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1879 elmex 1.1 }
1880     }
1881    
1882     /* Applies a death penalty experience, the size of this is defined by the
1883     * settings death_penalty_percentage and death_penalty_levels, and by the
1884     * amount of permenent experience, whichever gives the lowest loss.
1885     */
1886 root 1.9 void
1887     apply_death_exp_penalty (object *op)
1888     {
1889     sint64 loss;
1890     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1891     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1892    
1893 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1895     {
1896     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1897 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1898 root 1.9
1899     /* With the revised exp system, you can get cases where
1900     * losing several levels would still require that you have more
1901     * exp than you currently have - this is true if the levels
1902     * tables is a lot harder.
1903     */
1904     if (level_loss < 0)
1905     level_loss = 0;
1906 root 1.3
1907 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1908 root 1.3
1909 root 1.9 tmp->stats.exp -= loss;
1910     player_lvl_adj (op, tmp);
1911     }
1912 elmex 1.1
1913 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1914 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1915 root 1.55
1916 root 1.9 if (level_loss < 0)
1917     level_loss = 0;
1918 root 1.93
1919     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1920 elmex 1.1
1921 root 1.9 op->stats.exp -= loss;
1922     player_lvl_adj (op, NULL);
1923 elmex 1.1 }
1924    
1925     /* This function takes an object (monster/player, op), and
1926     * determines if it makes a basic save throw by looking at the
1927     * save_throw table. level is the effective level to make
1928     * the save at, and bonus is any plus/bonus (typically based on
1929     * resistance to particular attacktype.
1930     * Returns 1 if op makes his save, 0 if he failed
1931     */
1932 root 1.9 int
1933     did_make_save (const object *op, int level, int bonus)
1934 elmex 1.1 {
1935 root 1.9 if (level > MAX_SAVE_LEVEL)
1936     level = MAX_SAVE_LEVEL;
1937 elmex 1.1
1938 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1939     return 0;
1940 root 1.19
1941 root 1.9 return 1;
1942 elmex 1.1 }