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Revision: 1.120
Committed: Fri Apr 30 09:36:32 2010 UTC (14 years ago) by root
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Branch: MAIN
Changes since 1.119: +1 -1 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 root 1.119 #define MAX_EXPERIENCE levels [settings.max_level]
145 elmex 1.1
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 1.119 #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162 elmex 1.1
163     #define MAX_SAVE_LEVEL 110
164 root 1.9
165 elmex 1.1 /* This no longer needs to be changed anytime the number of
166     * levels is increased - rather, did_make_save will do the
167     * right thing and always use range within this table.
168     * for safety, savethrow should not be accessed directly anymore,
169     * and instead did_make_save should be used instead.
170     */
171 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
172 elmex 1.1 18,
173 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
174     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
175     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
176     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
177     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
178     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
179 elmex 1.1 };
180    
181     const char *const attacks[NROFATTACKS] = {
182     "physical", "magical", "fire", "electricity", "cold", "confusion",
183     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
184     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
185 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
186 elmex 1.1 "life stealing"
187     };
188    
189     static const char *const drain_msg[NUM_STATS] = {
190     "Oh no! You are weakened!",
191     "You're feeling clumsy!",
192     "You feel less healthy",
193     "You suddenly begin to lose your memory!",
194 root 1.9 "Watch out, your mind is going!",
195 root 1.28 "Your spirit feels drained!",
196 root 1.27 "Your face gets distorted!",
197 elmex 1.1 };
198     const char *const restore_msg[NUM_STATS] = {
199     "You feel your strength return.",
200     "You feel your agility return.",
201     "You feel your health return.",
202 root 1.27 "You feel your memory return.",
203 elmex 1.1 "You feel your wisdom return.",
204 root 1.28 "You feel your spirits return.",
205 elmex 1.1 "You feel your charisma return.",
206     };
207     const char *const gain_msg[NUM_STATS] = {
208 root 1.9 "You feel stronger.",
209     "You feel more agile.",
210     "You feel healthy.",
211 root 1.27 "You feel smarter.",
212 root 1.9 "You feel wiser.",
213 root 1.28 "You feel more potent.",
214 root 1.9 "You seem to look better.",
215 elmex 1.1 };
216     const char *const lose_msg[NUM_STATS] = {
217 root 1.9 "You feel weaker!",
218     "You feel clumsy!",
219     "You feel less healthy!",
220 root 1.27 "You feel stupid!",
221 root 1.9 "You lose some of your memory!",
222 root 1.28 "You feel less potent!",
223 root 1.9 "You look ugly!",
224 elmex 1.1 };
225    
226     const char *const statname[NUM_STATS] = {
227 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
228 elmex 1.1 };
229    
230     const char *const short_stat_name[NUM_STATS] = {
231 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
232 elmex 1.1 };
233    
234     /*
235     * Like set_attr_value(), but instead the value (which can be negative)
236     * is added to the specified stat.
237     */
238     void
239 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
240 root 1.9 {
241 root 1.50 stats->stat (attr) += value;
242     }
243 root 1.19
244 elmex 1.1 /*
245     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
246     * 1-30 stat limit.
247     */
248 root 1.9 void
249 root 1.19 check_stat_bounds (living *stats)
250 root 1.9 {
251 root 1.50 for (int i = 0; i < NUM_STATS; i++)
252     {
253     sint8 &v = stats->stat (i);
254     v = clamp (v, MIN_STAT, MAX_STAT);
255     }
256 elmex 1.1 }
257    
258     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
259    
260     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
261     * make this macro to clean those up. Not usuable outside change_abil
262     * function since some of the values passed to new_draw_info are hardcoded.
263     */
264     #define DIFF_MSG(flag, msg1, msg2) \
265 root 1.107 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
266 elmex 1.1
267     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
268 root 1.9
269 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
270     * the object.
271     * It is the calling functions responsibilty to check to see if the object
272     * can be applied or not.
273     * The main purpose of calling this function is the messages that are
274 root 1.48 * displayed - update_stats should really always be called after this when
275 elmex 1.1 * removing an object - that is because it is impossible to know if some object
276     * is the only source of an attacktype or spell attunement, so this function
277     * will clear the bits, but the player may still have some other object
278     * that gives them that ability.
279     */
280 root 1.9 int
281     change_abil (object *op, object *tmp)
282     {
283 root 1.84 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284     int success = 0;
285 root 1.9 char message[MAX_BUF];
286     int potion_max = 0;
287    
288 root 1.84 // keep some stats for comparison purposes
289 root 1.83 object::flags_t prev_flag = op->flag;
290     MoveType prev_move_type = op->move_type;
291     sint16 prev_resist [NROFATTACKS]; // clumsy
292     assert (sizeof (prev_resist) == sizeof (op->resist));
293     memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 root 1.9
295     if (op->type == PLAYER)
296     {
297     if (tmp->type == POTION)
298     {
299     potion_max = 1;
300 root 1.84
301 root 1.51 for (int j = 0; j < NUM_STATS; j++)
302 root 1.9 {
303 root 1.51 int ostat = op->contr->orig_stats.stat (j);
304     int i = tmp->stats.stat (j);
305 root 1.9
306     /* nstat is what the stat will be after use of the potion */
307 root 1.51 int nstat = flag * i + ostat;
308 root 1.9
309 root 1.84 /* Do some bounds checking. There is the potential for potions
310 root 1.9 * that adjust that stat by more than one point, so we need
311     * to allow for that.
312     */
313     if (nstat < 1 && i * flag < 0)
314     nstat = 1;
315 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
316     nstat = 20 + op->arch->stats.stat (j);
317 root 1.20
318 root 1.9 if (nstat != ostat)
319     {
320 root 1.50 op->contr->orig_stats.stat (j) = nstat;
321 root 1.9 potion_max = 0;
322 root 1.3 }
323 root 1.9 else if (i)
324     {
325     /* potion is useless - player has already hit the natural maximum */
326     potion_max = 1;
327 root 1.3 }
328     }
329 root 1.20
330 root 1.9 /* This section of code ups the characters normal stats also. I am not
331     * sure if this is strictly necessary, being that fix_player probably
332     * recalculates this anyway.
333     */
334 root 1.51 for (int j = 0; j < NUM_STATS; j++)
335 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336 root 1.20
337 root 1.48 check_stat_bounds (&op->stats);
338 root 1.9 } /* end of potion handling code */
339     }
340    
341 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
342 root 1.9 * everything to set
343     */
344     if (flag == -1)
345     {
346 root 1.48 op->attacktype &= ~tmp->attacktype;
347     op->path_attuned &= ~tmp->path_attuned;
348 root 1.9 op->path_repelled &= ~tmp->path_repelled;
349 root 1.48 op->path_denied &= ~tmp->path_denied;
350 root 1.9 /* Presuming here that creatures only have move_type,
351     * and not the other move_ fields.
352     */
353 root 1.48 op->move_type &= ~tmp->move_type;
354 elmex 1.1 }
355    
356 root 1.9 /* call fix_player since op object could have whatever attribute due
357 root 1.51 * to multiple items. if update_stats always has to be called after
358 root 1.9 * change_ability then might as well call it from here
359     */
360 root 1.19 op->update_stats ();
361 root 1.9
362 root 1.51 /* update_stats won't add the bows ability to the player, so don't
363 root 1.9 * print out message if this is a bow.
364     */
365     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366     {
367     success = 1;
368     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369     }
370 root 1.20
371 root 1.83 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 root 1.9 {
373     success = 1;
374     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375     }
376 root 1.20
377 root 1.83 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 root 1.9 {
379     success = 1;
380     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381     }
382 root 1.20
383 root 1.83 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 root 1.9 {
385     success = 1;
386     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387     }
388 root 1.20
389 root 1.9 /* movement type has changed. We don't care about cases where
390     * user has multiple items giving the same type appled like we
391     * used to - that is more work than what we gain, plus messages
392     * can be misleading (a little higher could be miscontrued from
393     * from fly high)
394     */
395 root 1.83 if (tmp->move_type && op->move_type != prev_move_type)
396 root 1.9 {
397     success = 1;
398 elmex 1.1
399 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400     * status doesn't make a difference if you are flying high
401     */
402     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403     {
404 root 1.86 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 root 1.3 }
406    
407 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
408     {
409     /* double conditional - second case covers if you have move_fly_low -
410     * in that case, you don't actually land
411     */
412 root 1.51 DIFF_MSG (flag, "You soar into the air!",
413 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 root 1.3 }
415 root 1.48
416 root 1.9 if (tmp->move_type & MOVE_SWIM)
417     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418 elmex 1.1 }
419    
420 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
421     * originally undead may change their status
422     */
423 root 1.83 if (!op->arch->flag [FLAG_UNDEAD])
424     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
425 root 1.9 {
426     success = 1;
427     if (flag > 0)
428     {
429     op->race = "undead";
430     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
431     }
432     else
433     {
434 root 1.67 op->race = op->arch->race;
435 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
436     }
437     }
438 elmex 1.1
439 root 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
440 root 1.9 {
441     success = 1;
442     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
443 elmex 1.1 }
444 root 1.20
445 root 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
446 root 1.9 {
447     success = 1;
448     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
449 elmex 1.1 }
450 root 1.20
451 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
452     * vision
453     */
454 root 1.83 if (tmp->flag [FLAG_BLIND])
455 root 1.9 {
456     success = 1;
457     if (flag > 0)
458     {
459 root 1.83 if (op->flag [FLAG_WIZ])
460 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
461     else
462     {
463     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
464 root 1.118 op->set_flag (FLAG_BLIND);
465 root 1.9 if (op->type == PLAYER)
466     op->contr->do_los = 1;
467 root 1.3 }
468 root 1.9 }
469     else
470     {
471 root 1.83 if (op->flag [FLAG_WIZ])
472 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
473     else
474     {
475     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
476 root 1.118 op->clr_flag (FLAG_BLIND);
477 root 1.9 if (op->type == PLAYER)
478     op->contr->do_los = 1;
479 root 1.3 }
480     }
481 elmex 1.1 }
482    
483 root 1.83 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
484 root 1.9 {
485     success = 1;
486     if (op->type == PLAYER)
487     op->contr->do_los = 1;
488     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
489 elmex 1.1 }
490    
491 root 1.83 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
492 root 1.9 {
493     success = 1;
494     if (flag > 0)
495     {
496 root 1.83 if (op->flag [FLAG_WIZ])
497 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
498     else
499     {
500     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
501     if (op->type == PLAYER)
502     op->contr->do_los = 1;
503 root 1.3 }
504 root 1.9 }
505     else
506     {
507 root 1.83 if (op->flag [FLAG_WIZ])
508 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
509     else
510     {
511     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
512     if (op->type == PLAYER)
513     op->contr->do_los = 1;
514 root 1.3 }
515     }
516 elmex 1.1 }
517    
518 root 1.9 if (tmp->stats.luck)
519     {
520     success = 1;
521     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
522 elmex 1.1 }
523    
524 root 1.117 if (digest_types [tmp->type])
525 root 1.9 {
526 root 1.117 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     }
531 elmex 1.1
532 root 1.117 if (tmp->stats.sp && op->type == PLAYER
533     && tmp->type != SKILL && tmp->type != BOW)
534     {
535     success = 1;
536     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537     }
538 elmex 1.1
539 root 1.117 /* for the future when artifacts set this -b.t. */
540     if (tmp->stats.grace && op->type == PLAYER)
541     {
542     success = 1;
543     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544     }
545 elmex 1.1
546 root 1.117 if (tmp->stats.food && op->type == PLAYER)
547     {
548     success = 1;
549     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550     }
551 elmex 1.1 }
552    
553 root 1.9 /* Messages for changed resistance */
554 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
555 root 1.9 {
556     if (i == ATNR_PHYSICAL)
557     continue; /* Don't display about armour */
558    
559 root 1.83 if (op->resist [i] != prev_resist [i])
560 root 1.9 {
561     success = 1;
562 root 1.83
563     if (op->resist [i] > prev_resist [i])
564     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
565 root 1.9 else
566 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
567 root 1.9
568     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 root 1.3 }
570 elmex 1.1 }
571    
572 elmex 1.18 if (!potion_max)
573 root 1.84 for (int j = 0; j < NUM_STATS; j++)
574     if (int i = tmp->stats.stat (j))
575 root 1.9 {
576 root 1.84 success = 1;
577     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 root 1.3 }
579 root 1.20
580 root 1.9 return success;
581 elmex 1.1 }
582    
583     /*
584     * Stat draining by Vick 930307
585     * (Feeling evil, I made it work as well now. -Frank 8)
586     */
587 root 1.9 void
588 root 1.19 object::drain_stat ()
589 root 1.9 {
590 root 1.33 drain_specific_stat (rndm (NUM_STATS));
591 elmex 1.1 }
592    
593 root 1.9 void
594 root 1.19 object::drain_specific_stat (int deplete_stats)
595 root 1.9 {
596 elmex 1.1 object *tmp;
597     archetype *at;
598    
599 root 1.100 at = archetype::find (shstr_depletion);
600 root 1.9 if (!at)
601     {
602     LOG (llevError, "Couldn't find archetype depletion.\n");
603     return;
604     }
605     else
606     {
607 root 1.19 tmp = present_arch_in_ob (at, this);
608    
609 root 1.9 if (!tmp)
610     {
611 root 1.105 tmp = at->instance ();
612 root 1.19 tmp = insert_ob_in_ob (tmp, this);
613 root 1.118 tmp->set_flag (FLAG_APPLIED);
614 root 1.9 }
615     }
616    
617 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
619 root 1.19 update_stats ();
620 elmex 1.1 }
621    
622     /*
623     * A value of 0 indicates timeout, otherwise change the luck of the object.
624     * via an applied bad_luck object.
625     */
626 root 1.9 void
627 root 1.19 object::change_luck (int value)
628 root 1.9 {
629 root 1.100 archetype *at = archetype::find (shstr_luck);
630 elmex 1.1 if (!at)
631 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
632     else
633     {
634 root 1.19 object *tmp = present_arch_in_ob (at, this);
635    
636 root 1.9 if (!tmp)
637     {
638     if (!value)
639     return;
640 root 1.19
641 root 1.105 tmp = at->instance ();
642 root 1.19 tmp = insert_ob_in_ob (tmp, this);
643 root 1.118 tmp->set_flag (FLAG_APPLIED);
644 root 1.9 }
645 root 1.19
646 root 1.9 if (value)
647     {
648     /* Limit the luck value of the bad luck object to +/-100. This
649     * (arbitrary) value prevents overflows (both in the bad luck object and
650     * in op itself).
651     */
652 root 1.19 int new_luck = tmp->stats.luck + value;
653    
654 root 1.9 if (new_luck >= -100 && new_luck <= 100)
655     {
656 root 1.19 stats.luck += value;
657 root 1.9 tmp->stats.luck = new_luck;
658     }
659     }
660     else
661     {
662     if (!tmp->stats.luck)
663 root 1.19 return;
664    
665 root 1.9 /* Randomly change the players luck. Basically, we move it
666     * back neutral (if greater>0, subtract, otherwise add)
667     */
668 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 root 1.9 {
670     int diff = tmp->stats.luck > 0 ? -1 : 1;
671    
672 root 1.19 stats.luck += diff;
673 root 1.9 tmp->stats.luck += diff;
674     }
675     }
676 elmex 1.1 }
677     }
678    
679     /*
680     * Subtracts stat-bonuses given by the class which the player has chosen.
681     */
682 root 1.9 void
683 root 1.19 object::remove_statbonus ()
684 root 1.9 {
685 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
686     {
687 root 1.67 sint8 v = arch->stats.stat (i);
688 root 1.51 stats.stat (i) -= v;
689     contr->orig_stats.stat (i) -= v;
690     }
691 elmex 1.1 }
692    
693     /*
694     * Adds stat-bonuses given by the class which the player has chosen.
695     */
696 root 1.9 void
697 root 1.19 object::add_statbonus ()
698 root 1.9 {
699 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
700     {
701 root 1.67 sint8 v = arch->stats.stat (i);
702 root 1.51 stats.stat (i) += v;
703     contr->orig_stats.stat (i) += v;
704     }
705 elmex 1.1 }
706    
707 root 1.74 static struct copy_flags : object::flags_t
708     {
709     copy_flags ()
710     {
711     set (FLAG_LIFESAVE);
712     set (FLAG_REFL_SPELL);
713     set (FLAG_REFL_MISSILE);
714     set (FLAG_STEALTH);
715     set (FLAG_XRAYS);
716     set (FLAG_BLIND);
717     set (FLAG_SEE_IN_DARK);
718     }
719     } copy_flags;
720    
721 elmex 1.1 /*
722     * Updates all abilities given by applied objects in the inventory
723     * of the given object. Note: This function works for both monsters
724     * and players; the "player" in the name is purely an archaic inheritance.
725     * This functions starts from base values (archetype or player object)
726     * and then adjusts them according to what the player has equipped.
727 root 1.36 *
728     * July 95 - inserted stuff to handle new skills/exp system - b.t.
729     * spell system split, grace points now added to system --peterm
730 elmex 1.1 */
731 root 1.9 void
732 root 1.19 object::update_stats ()
733 root 1.9 {
734 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
735 root 1.9 int weapon_weight = 0, weapon_speed = 0;
736     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
737     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
738 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 root 1.24 float old_speed = speed;
740 root 1.75 int stat_sum [NUM_STATS];
741 root 1.9
742 root 1.107 MoveType move_type; // we use change_move_type to change it, so use a local copy
743    
744 root 1.9 /* First task is to clear all the values back to their original values */
745 root 1.19 if (type == PLAYER)
746 root 1.9 {
747 root 1.102 contr->delayed_update = false;
748    
749 root 1.75 for (int i = 0; i < NUM_STATS; i++)
750     stat_sum [i] = contr->orig_stats.stat (i);
751 root 1.19
752 root 1.9 if (settings.spell_encumbrance == TRUE)
753 root 1.19 contr->encumbrance = 0;
754 root 1.9
755 root 1.19 attacktype = 0;
756 root 1.39
757     contr->digestion = 0;
758     contr->gen_hp = 0;
759     contr->gen_sp = 0;
760     contr->gen_grace = 0;
761 root 1.19 contr->gen_sp_armour = 10;
762 root 1.39 contr->item_power = 0;
763 root 1.9 }
764    
765 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
766     slot[i].used = slot[i].info;
767 root 1.19
768     slaying = 0;
769 root 1.9
770 root 1.118 if (!this->flag [FLAG_WIZ])
771 root 1.9 {
772 root 1.118 this->clr_flag (FLAG_XRAYS);
773     this->clr_flag (FLAG_MAKE_INVIS);
774 root 1.9 }
775    
776 root 1.118 this->clr_flag (FLAG_LIFESAVE);
777     this->clr_flag (FLAG_STEALTH);
778     this->clr_flag (FLAG_BLIND);
779 root 1.19
780 root 1.118 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
781     if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
782     if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
783     if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
784 root 1.67
785     path_attuned = arch->path_attuned;
786     path_repelled = arch->path_repelled;
787     path_denied = arch->path_denied;
788     glow_radius = arch->glow_radius;
789     move_type = arch->move_type;
790 root 1.39
791 root 1.9 /* initializing resistances from the values in player/monster's
792     * archetype clone
793     */
794 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
795 root 1.9
796 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
797 root 1.9 {
798 root 1.19 if (resist[i] > 0)
799 root 1.113 prot[i] = resist[i], vuln[i] = 0;
800 root 1.9 else
801 root 1.113 vuln[i] = -resist[i], prot[i] = 0;
802 root 1.46
803 root 1.113 potion_resist[i] = -1000;
804 root 1.9 }
805    
806 root 1.67 wc = arch->stats.wc;
807     stats.dam = arch->stats.dam;
808 root 1.9
809     /* for players which cannot use armour, they gain AC -1 per 3 levels,
810     * plus a small amount of physical resist, those poor suckers. ;)
811     * the fact that maxlevel is factored in could be considered sort of bogus -
812     * we should probably give them some bonus and cap it off - otherwise,
813     * basically, if a server updates its max level, these playes may find
814     * that their protection from physical goes down
815     */
816 root 1.118 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
817 root 1.9 {
818 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
819 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
820 elmex 1.1 }
821 root 1.9 else
822 root 1.67 ac = arch->stats.ac;
823 root 1.9
824 root 1.67 stats.luck = arch->stats.luck;
825     speed = arch->speed;
826 root 1.9
827 root 1.115 chosen_skill = 0;
828    
829 root 1.9 /* OK - we've reset most all the objects attributes to sane values.
830     * now go through and make adjustments for what the player has equipped.
831     */
832 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
833 root 1.9 {
834     /* This happens because apply_potion calls change_abil with the potion
835 root 1.40 * applied so we can tell the player what changed. But change_abil
836 root 1.9 * then calls this function.
837     */
838 root 1.118 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
839 root 1.19 continue;
840 root 1.3
841 root 1.94 glow_radius += tmp->glow_radius;
842 root 1.64
843 root 1.9 /* For some things, we don't care what is equipped */
844     if (tmp->type == SKILL)
845     {
846     /* Want to take the highest skill here. */
847     if (IS_MANA_SKILL (tmp->subtype))
848     {
849     if (!mana_obj)
850     mana_obj = tmp;
851     else if (tmp->level > mana_obj->level)
852     mana_obj = tmp;
853     }
854 root 1.19
855 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
856     {
857     if (!grace_obj)
858     grace_obj = tmp;
859     else if (tmp->level > grace_obj->level)
860     grace_obj = tmp;
861 root 1.3 }
862     }
863    
864 root 1.85 /* Container objects are not meant to adjust players, but other applied
865 root 1.9 * objects need to make adjustments.
866     * This block should handle all player specific changes
867     * The check for Praying is a bit of a hack - god given bonuses are put
868     * in the praying skill, and the player should always get those.
869     * It also means we need to put in additional checks for applied below,
870     * because the skill shouldn't count against body positions being used
871     * up, etc.
872     */
873 root 1.49 if ((tmp->flag [FLAG_APPLIED]
874 root 1.39 && tmp->type != CONTAINER
875     && tmp->type != CLOSE_CON)
876 root 1.109 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
877 root 1.9 {
878 root 1.19 if (type == PLAYER)
879 root 1.9 {
880 root 1.69 contr->item_power += tmp->item_power;
881    
882 root 1.74 for (int i = 0; i < NUM_STATS; i++)
883 root 1.103 stat_sum [i] += tmp->stats.stat (i);
884 root 1.9
885 root 1.74 if (digest_types [tmp->type])
886 root 1.9 {
887 root 1.75 contr->digestion += tmp->stats.food;
888 root 1.19 contr->gen_hp += tmp->stats.hp;
889 root 1.87 if (tmp->type != BOW) // ugly exception for bows
890     contr->gen_sp += tmp->stats.sp;
891 root 1.19 contr->gen_grace += tmp->stats.grace;
892     contr->gen_sp_armour += tmp->gen_sp_armour;
893 root 1.3 }
894 root 1.9 } /* if this is a player */
895 root 1.46 else
896     {
897     if (tmp->type == WEAPON)
898     current_weapon = tmp;
899     }
900 root 1.3
901 root 1.9 /* Update slots used for items */
902 root 1.115 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
903 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
904 root 1.47 slot[i].used += tmp->slot[i].info;
905 root 1.3
906 root 1.9 if (tmp->type == SYMPTOM)
907 root 1.110 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
908 root 1.3
909 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
910 root 1.34 * (Negative protections are calculated exactly like positive.)
911 root 1.9 * Resistance from potions are treated special as well. If there's
912     * more than one potion-effect, the bigger prot.-value is taken.
913     */
914 root 1.112 if (tmp->type == POTION_EFFECT)
915     for (int i = 0; i < NROFATTACKS; i++)
916 root 1.113 max_it (potion_resist[i], tmp->resist[i]);
917 root 1.112 else if (tmp->type != POTION)
918     for (int i = 0; i < NROFATTACKS; i++)
919     if (tmp->resist[i] > 0)
920     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
921     else if (tmp->resist[i] < 0)
922     vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
923 root 1.9
924     /* There may be other things that should not adjust the attacktype */
925 root 1.53 if (tmp->type != SYMPTOM)
926 root 1.46 {
927     attacktype |= tmp->attacktype;
928     path_attuned |= tmp->path_attuned;
929     path_repelled |= tmp->path_repelled;
930     path_denied |= tmp->path_denied;
931     move_type |= tmp->move_type;
932     stats.luck += tmp->stats.luck;
933     }
934 root 1.19
935 root 1.74 flag |= tmp->flag & copy_flags;
936 root 1.9
937 root 1.118 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
938     this->set_flag (FLAG_UNDEAD);
939 root 1.9
940 root 1.115 //TODO: copy_flags?
941 root 1.118 if (tmp->flag [FLAG_MAKE_INVIS])
942 root 1.9 {
943 root 1.120 set_flag (FLAG_MAKE_INVIS);
944 root 1.19 invisible = 1;
945 root 1.9 }
946    
947     if (tmp->stats.exp && tmp->type != SKILL)
948     {
949     if (tmp->stats.exp > 0)
950     {
951 root 1.40 added_speed += tmp->stats.exp / 3.f;
952 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
953 root 1.3 }
954 root 1.9 else
955 root 1.40 added_speed += tmp->stats.exp;
956 root 1.3 }
957    
958 root 1.9 switch (tmp->type)
959     {
960 root 1.10 case SKILL:
961 root 1.63 {
962 root 1.115 // some skills will end up here without counting as "applied"
963 root 1.116 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
964 root 1.63 break;
965    
966     if (chosen_skill)
967     {
968     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
969     &name, &chosen_skill->name, &tmp->name);
970    
971     tmp->flag [FLAG_APPLIED] = false;
972     update_stats ();
973     return;
974     }
975 root 1.115
976     chosen_skill = tmp;
977 root 1.63
978     if (tmp->stats.dam > 0)
979     { /* skill is a 'weapon' */
980 root 1.118 if (!this->flag [FLAG_READY_WEAPON])
981 root 1.115 weapon_speed = max (0, WEAPON_SPEED (tmp));
982 root 1.63
983     weapon_weight = tmp->weight;
984     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
985    
986     if (tmp->magic)
987     stats.dam += tmp->magic;
988     }
989 root 1.3
990 root 1.63 if (tmp->stats.wc)
991     wc -= tmp->stats.wc + tmp->magic;
992 root 1.19
993 root 1.63 if (tmp->slaying)
994     slaying = tmp->slaying;
995 root 1.19
996 root 1.63 if (tmp->stats.ac)
997     ac -= tmp->stats.ac + tmp->magic;
998 root 1.3
999 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1000 root 1.110 contr->encumbrance += 3 * tmp->weight / 1000;
1001 root 1.63 }
1002 root 1.19
1003 root 1.10 break;
1004 root 1.3
1005 root 1.10 case SHIELD:
1006 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1007 root 1.110 contr->encumbrance += tmp->weight / 2000;
1008     //FALLTHROUGH
1009 root 1.10 case RING:
1010     case AMULET:
1011     case GIRDLE:
1012     case HELMET:
1013     case BOOTS:
1014     case GLOVES:
1015     case CLOAK:
1016     if (tmp->stats.wc)
1017 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1018 root 1.19
1019 root 1.10 if (tmp->stats.dam)
1020 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1021 root 1.19
1022 root 1.10 if (tmp->stats.ac)
1023 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1024 root 1.19
1025 root 1.10 break;
1026    
1027 root 1.109 case WAND:
1028     case ROD:
1029     case HORN:
1030     break;
1031    
1032 root 1.45 case BOW:
1033 root 1.10 case WEAPON:
1034 root 1.115 wc -= tmp->stats.wc + tmp->magic;
1035 root 1.109
1036 root 1.115 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1037     ac -= tmp->stats.ac + tmp->magic;
1038 root 1.45
1039 root 1.115 stats.dam += tmp->stats.dam + tmp->magic;
1040     weapon_weight = tmp->weight;
1041     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1042    
1043     if (weapon_speed < 0)
1044     weapon_speed = 0;
1045    
1046     slaying = tmp->slaying;
1047    
1048     /* If there is desire that two handed weapons should do
1049     * extra strength damage, this is where the code should
1050     * go.
1051     */
1052    
1053     if (type == PLAYER)
1054     if (settings.spell_encumbrance)
1055     contr->encumbrance += tmp->weight * 3 / 1000;
1056 root 1.9
1057 root 1.10 break;
1058 root 1.9
1059 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1060 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 root 1.40 contr->encumbrance += tmp->weight / 1000;
1062 root 1.10
1063     case BRACERS:
1064     case FORCE:
1065     if (tmp->stats.wc)
1066     {
1067     if (best_wc < tmp->stats.wc + tmp->magic)
1068     {
1069     wc += best_wc;
1070     best_wc = tmp->stats.wc + tmp->magic;
1071     }
1072     else
1073     wc += tmp->stats.wc + tmp->magic;
1074     }
1075 root 1.19
1076 root 1.10 if (tmp->stats.ac)
1077     {
1078     if (best_ac < tmp->stats.ac + tmp->magic)
1079     {
1080     ac += best_ac; /* Remove last bonus */
1081     best_ac = tmp->stats.ac + tmp->magic;
1082     }
1083     else /* To nullify the below effect */
1084     ac += tmp->stats.ac + tmp->magic;
1085     }
1086 root 1.19
1087 root 1.10 if (tmp->stats.wc)
1088 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1089 root 1.19
1090 root 1.10 if (tmp->stats.ac)
1091 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1092 root 1.19
1093 root 1.74 if (ARMOUR_SPEED (tmp))
1094     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1095 root 1.19
1096 root 1.10 break;
1097 root 1.9 } /* switch tmp->type */
1098     } /* item is equipped */
1099     } /* for loop of items */
1100    
1101 root 1.114 min_it (glow_radius, MAX_LIGHT_RADIUS);
1102 root 1.94
1103 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1104     * have generated intermediate values which we now need to assign.
1105     */
1106    
1107     /* 'total resistance = total protections - total vulnerabilities'.
1108     * If there is an uncursed potion in effect, granting more protection
1109     * than that, we take: 'total resistance = resistance from potion'.
1110     * If there is a cursed (and no uncursed) potion in effect, we take
1111     * 'total resistance = vulnerability from cursed potion'.
1112     */
1113 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1114 root 1.9 {
1115 root 1.19 resist[i] = prot[i] - vuln[i];
1116    
1117 root 1.113 if (potion_resist[i] != -1000
1118 root 1.114 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1119 root 1.19 resist[i] = potion_resist[i];
1120 elmex 1.1 }
1121    
1122 root 1.19 if (type == PLAYER)
1123 root 1.9 {
1124 root 1.75 // clamp various player stats
1125     for (int i = 0; i < NUM_STATS; ++i)
1126 root 1.103 stats.stat (i) = stat_sum [i];
1127    
1128     check_stat_bounds (&stats);
1129 root 1.75
1130     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1131    
1132     /* Figure out the players sp/mana/hp totals. */
1133 root 1.9 int pl_level;
1134    
1135 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1136 root 1.9
1137     /* You basically get half a con bonus/level. But we do take into account rounding,
1138     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1139     */
1140 root 1.75 stats.maxhp = 0;
1141     for (int i = 1; i <= min (10, pl_level); i++)
1142 root 1.9 {
1143 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1144 root 1.19
1145     if (i % 2 && con_bonus[stats.Con] % 2)
1146 root 1.74 if (con_bonus[stats.Con] > 0)
1147     j++;
1148     else
1149     j--;
1150 root 1.19
1151     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1152 root 1.9 }
1153    
1154 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1155 elmex 1.1
1156 root 1.19 if (stats.hp > stats.maxhp)
1157     stats.hp = stats.maxhp;
1158 elmex 1.1
1159 root 1.9 /* Sp gain is controlled by the level of the player's
1160     * relevant experience object (mana_obj, see above)
1161     */
1162     /* following happen when skills system is not used */
1163     if (!mana_obj)
1164 root 1.19 mana_obj = this;
1165    
1166 root 1.9 if (!grace_obj)
1167 root 1.19 grace_obj = this;
1168    
1169 root 1.9 /* set maxsp */
1170 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1171     mana_obj = this;
1172 root 1.9
1173 root 1.19 if (mana_obj == this && type == PLAYER)
1174     stats.maxsp = 1;
1175 root 1.9 else
1176     {
1177 root 1.74 float sp_tmp = 0.f;
1178 root 1.19
1179 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1180 root 1.9 {
1181     float stmp;
1182    
1183     /* Got some extra bonus at first level */
1184     if (i < 2)
1185 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1186 root 1.9 else
1187 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1188 root 1.19
1189 root 1.74 sp_tmp += max (1.f, stmp);
1190 root 1.3 }
1191 root 1.19
1192 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1193 root 1.3 }
1194 root 1.54
1195 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1196 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1197 root 1.9
1198     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1199 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1200     grace_obj = this;
1201 root 1.9
1202 root 1.19 if (grace_obj == this && type == PLAYER)
1203     stats.maxgrace = 1;
1204 root 1.9 else
1205     {
1206     /* store grace in a float - this way, the divisions below don't create
1207     * big jumps when you go from level to level - with int's, it then
1208     * becomes big jumps when the sums of the bonuses jump to the next
1209     * step of 8 - with floats, even fractional ones are useful.
1210     */
1211 root 1.74 float sp_tmp = 0.f;
1212    
1213 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1214 root 1.9 {
1215 root 1.40 float grace_tmp = 0.f;
1216 root 1.9
1217     /* Got some extra bonus at first level */
1218     if (i < 2)
1219 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1220 root 1.9 else
1221 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1222 root 1.19
1223 root 1.74 sp_tmp += max (1.f, grace_tmp);
1224 root 1.3 }
1225 root 1.19
1226 root 1.74 /* two grace points per level after 10 */
1227     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1228 root 1.3 }
1229 root 1.54
1230 root 1.9 /* No limit on grace vs maxgrace */
1231 root 1.3
1232 root 1.19 if (contr->braced)
1233 root 1.9 {
1234     ac += 2;
1235     wc += 4;
1236 root 1.3 }
1237 root 1.9 else
1238 root 1.19 ac -= dex_bonus[stats.Dex];
1239 root 1.9
1240     /* In new exp/skills system, wc bonuses are related to
1241     * the players level in a relevant exp object (wc_obj)
1242     * not the general player level -b.t.
1243     * I changed this slightly so that wc bonuses are better
1244     * than before. This is to balance out the fact that
1245     * the player no longer gets a personal weapon w/ 1
1246     * improvement every level, now its fighterlevel/5. So
1247     * we give the player a bonus here in wc and dam
1248     * to make up for the change. Note that I left the
1249     * monster bonus the same as before. -b.t.
1250     */
1251 root 1.55 object *wc_obj = chosen_skill;
1252 root 1.9
1253 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1254 root 1.9 {
1255 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1256    
1257 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1258 root 1.9 {
1259 root 1.54 /* additional wc every 6 levels */
1260 root 1.9 if (!(i % 6))
1261     wc--;
1262 root 1.37
1263 root 1.54 /* additional dam every 4 levels. */
1264 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1265     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1266 root 1.9 }
1267     }
1268     else
1269 root 1.37 wc -= level + thaco_bonus[stats.Str];
1270 root 1.9
1271 root 1.19 stats.dam += dam_bonus[stats.Str];
1272 root 1.9
1273 root 1.19 if (stats.dam < 1)
1274     stats.dam = 1;
1275 root 1.9
1276 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1277 root 1.19
1278     if (settings.search_items && contr->search_str[0])
1279     speed -= 1;
1280 root 1.9 } /* End if player */
1281    
1282     if (added_speed >= 0)
1283 root 1.40 speed += added_speed / 10.f;
1284 root 1.9 else /* Something wrong here...: */
1285 root 1.40 speed /= 1.f - added_speed;
1286 root 1.3
1287 root 1.9 /* Max is determined by armour */
1288 root 1.74 speed = min (speed, max_speed);
1289 elmex 1.1
1290 root 1.19 if (type == PLAYER)
1291 root 1.9 {
1292     /* f is a number the represents the number of kg above (positive num)
1293     * or below (negative number) that the player is carrying. If above
1294     * weight limit, then player suffers a speed reduction based on how
1295     * much above he is, and what is max carry is
1296     */
1297 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1298     if (f > 0.f)
1299 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1300 elmex 1.1 }
1301    
1302 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1303 root 1.78 speed *= speed_reduce_from_disease;
1304 root 1.77
1305 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1306 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1307 root 1.9 */
1308 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1309 root 1.9
1310 root 1.77 if (speed != old_speed)
1311     set_speed (speed);
1312    
1313 root 1.19 if (type == PLAYER)
1314 root 1.9 {
1315     /* (This formula was made by vidarl@ifi.uio.no)
1316     * Note that we never used these values again - basically
1317     * all of these could be subbed into one big equation, but
1318     * that would just be a real pain to read.
1319     */
1320 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1321     float M2 = max_carry[stats.Str] / 100.f;
1322     float W = weapon_weight / 20000.f;
1323 root 1.56 float s = (20 - weapon_speed) / 10.f;
1324 root 1.40 float D = (stats.Dex - 14) / 14.f;
1325     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1326    
1327 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1328 root 1.40
1329 root 1.56 if (K <= 0.01f)
1330 root 1.40 K = 0.01f;
1331    
1332 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1333 root 1.9 }
1334 root 1.19
1335 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1336 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1337     stats.dam = arch->stats.dam * 3;
1338 root 1.9
1339 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1340     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1341 root 1.9
1342     /* if for some reason the creature doesn't have any move type,
1343     * give them walking as a default.
1344     * The second case is a special case - to more closely mimic the
1345     * old behaviour - if your flying, your not walking - just
1346     * one or the other.
1347     */
1348 root 1.19 if (move_type == 0)
1349     move_type = MOVE_WALK;
1350     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1351     move_type &= ~MOVE_WALK;
1352 elmex 1.1
1353 root 1.107 // now apply the new move_type
1354     if (this->move_type != move_type)
1355     change_move_type (move_type);
1356    
1357 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1358     * so we will check that now.
1359     */
1360 root 1.101 if (is_player ())
1361     contr->update_spells ();
1362 root 1.35
1363     // update the mapspace, if we are on a map
1364     if (!flag [FLAG_REMOVED] && map)
1365     map->at (x, y).flags_ = 0;
1366 elmex 1.1 }
1367    
1368 elmex 1.96 void
1369     object::set_glow_radius (sint8 rad)
1370     {
1371     glow_radius = rad;
1372    
1373     if (is_on_map ())
1374     update_all_los (map, x, y);
1375     else if (object *env = outer_env ())
1376     {
1377     env->update_stats ();
1378    
1379     if (env->is_on_map ())
1380     update_all_los (env->map, env->x, env->y);
1381     }
1382     }
1383    
1384 elmex 1.1 /*
1385     * Returns true if the given player is a legal class.
1386     * The function to add and remove class-bonuses to the stats doesn't
1387     * check if the stat becomes negative, thus this function
1388     * merely checks that all stats are 1 or more, and returns
1389     * false otherwise.
1390     */
1391 root 1.9 int
1392     allowed_class (const object *op)
1393     {
1394 root 1.40 return op->stats.Dex > 0
1395     && op->stats.Str > 0
1396     && op->stats.Con > 0
1397     && op->stats.Int > 0
1398     && op->stats.Wis > 0
1399     && op->stats.Pow > 0
1400     && op->stats.Cha > 0;
1401 elmex 1.1 }
1402    
1403     /*
1404     * set the new dragon name after gaining levels or
1405     * changing ability focus (later this can be extended to
1406     * eventually change the player's face and animation)
1407     */
1408 root 1.9 void
1409     set_dragon_name (object *pl, const object *abil, const object *skin)
1410     {
1411     int atnr = -1; /* attacknumber of highest level */
1412     int level = 0; /* highest level */
1413 elmex 1.1 int i;
1414    
1415     /* Perhaps do something more clever? */
1416 root 1.9 if (!abil || !skin)
1417     return;
1418    
1419 elmex 1.1 /* first, look for the highest level */
1420 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1421     {
1422     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1423     {
1424     level = abil->resist[i];
1425     atnr = i;
1426     }
1427 elmex 1.1 }
1428 root 1.9
1429 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1430     or else at random */
1431 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1432 elmex 1.1 atnr = abil->stats.exp;
1433 root 1.9
1434 elmex 1.1 /* now set the new title */
1435 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1436     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1437     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1438     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1439     else
1440 root 1.9 {
1441 root 1.88 /* special titles for extra high resistance! */
1442     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1443     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1444     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1445 elmex 1.1 }
1446 root 1.9
1447     strcpy (pl->contr->own_title, "");
1448 elmex 1.1 }
1449    
1450     /*
1451     * This function is called when a dragon-player gains
1452     * an overall level. Here, the dragon might gain new abilities
1453     * or change the ability-focus.
1454     */
1455 root 1.99 static void
1456 root 1.9 dragon_level_gain (object *who)
1457     {
1458     object *abil = NULL; /* pointer to dragon ability force */
1459     object *skin = NULL; /* pointer to dragon skin force */
1460     object *tmp = NULL; /* tmp. object */
1461     char buf[MAX_BUF]; /* tmp. string buffer */
1462    
1463     /* now grab the 'dragon_ability'-forces from the player's inventory */
1464 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1465     if (tmp->type == FORCE)
1466 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1467 root 1.29 abil = tmp;
1468 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1469 root 1.29 skin = tmp;
1470    
1471 root 1.9 /* if the force is missing -> bail out */
1472     if (abil == NULL)
1473     return;
1474    
1475     /* The ability_force keeps track of maximum level ever achieved.
1476     * New abilties can only be gained by surpassing this max level
1477     */
1478     if (who->level > abil->level)
1479     {
1480     /* increase our focused ability */
1481     abil->resist[abil->stats.exp]++;
1482    
1483    
1484     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1485     {
1486     /* time to hand out a new ability-gift */
1487     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1488     }
1489    
1490     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1491     {
1492     /* apply new ability focus */
1493     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1494     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1495    
1496     abil->stats.exp = abil->last_eat;
1497     abil->last_eat = 0;
1498     }
1499    
1500     abil->level = who->level;
1501     }
1502    
1503     /* last but not least, set the new title for the dragon */
1504     set_dragon_name (who, abil, skin);
1505 elmex 1.1 }
1506    
1507     /* Handy function - given the skill name skill_name, we find the skill
1508     * archetype/object, set appropriate values, and insert it into
1509     * the object (op) that is passed.
1510     * We return the skill - this makes it easier for calling functions that
1511     * want to do something with it immediately.
1512     */
1513 root 1.9 object *
1514     give_skill_by_name (object *op, const char *skill_name)
1515 elmex 1.1 {
1516 root 1.9 object *skill_obj;
1517 elmex 1.1
1518 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1519     if (!skill_obj)
1520     {
1521 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1522 root 1.9 return NULL;
1523     }
1524 root 1.55
1525 root 1.9 /* clear the flag - exp goes into this bucket, but player
1526     * still doesn't know it.
1527     */
1528 root 1.118 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1529 root 1.9 skill_obj->stats.exp = 0;
1530     skill_obj->level = 1;
1531 root 1.89 op->insert (skill_obj);
1532 root 1.26
1533 root 1.57 if (player *pl = op->contr)
1534 root 1.89 pl->link_skills ();
1535 root 1.26
1536 root 1.9 return skill_obj;
1537 elmex 1.1 }
1538    
1539     /* player_lvl_adj() - for the new exp system. we are concerned with
1540     * whether the player gets more hp, sp and new levels.
1541     * Note this this function should only be called for players. Monstes
1542     * don't really gain levels
1543     * who is the player, op is what we are checking to gain the level
1544     * (eg, skill)
1545     */
1546 root 1.9 void
1547     player_lvl_adj (object *who, object *op)
1548     {
1549     char buf[MAX_BUF];
1550 root 1.73 bool changed = false;
1551 root 1.9
1552     if (!op) /* when rolling stats */
1553     op = who;
1554    
1555 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1556 root 1.9 {
1557 root 1.73 changed = true;
1558    
1559 root 1.9 op->level++;
1560    
1561 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1562 root 1.9 dragon_level_gain (who);
1563    
1564     /* Only roll these if it is the player (who) that gained the level */
1565     if (op == who && (who->level < 11) && who->type == PLAYER)
1566     {
1567     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1568     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1569     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1570     }
1571    
1572     if (op->level > 1)
1573     {
1574     if (op->type != PLAYER)
1575 root 1.73 {
1576     who->contr->play_sound (sound_find ("skill_up"));
1577     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578     }
1579 root 1.9 else
1580 root 1.73 {
1581     who->contr->play_sound (sound_find ("level_up"));
1582     sprintf (buf, "You are now level %d.", op->level);
1583     }
1584 root 1.54
1585 root 1.9 if (who)
1586     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1587     }
1588 root 1.73 }
1589 root 1.54
1590 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1591 root 1.9 {
1592 root 1.73 changed = true;
1593    
1594 root 1.9 op->level--;
1595 root 1.54
1596 root 1.9 if (op->type != PLAYER)
1597     {
1598     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1599     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1600 root 1.3 }
1601 root 1.73 }
1602 root 1.54
1603 root 1.73 if (changed)
1604 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1605 elmex 1.1 }
1606    
1607     /*
1608     * Returns how much experience is needed for a player to become
1609     * the given level. level should really never exceed max_level
1610     */
1611    
1612 root 1.9 sint64
1613     level_exp (int level, double expmul)
1614     {
1615 root 1.119 return expmul * level_to_min_exp (level);
1616 elmex 1.1 }
1617    
1618     /*
1619     * Ensure that the permanent experience requirements in an exp object are met.
1620     * This really just checks 'op to make sure the perm_exp value is within
1621     * proper range. Note that the checking of what is passed through
1622     * has been reduced. Since there is now a proper field for perm_exp,
1623     * this can now work on a much larger set of objects.
1624     */
1625 root 1.9 void
1626     calc_perm_exp (object *op)
1627 elmex 1.1 {
1628 root 1.9 int p_exp_min;
1629    
1630     /* Ensure that our permanent experience minimum is met.
1631     * permenent_exp_ratio is an integer percentage, we divide by 100
1632     * to get the fraction */
1633     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1634    
1635     if (op->perm_exp < p_exp_min)
1636     op->perm_exp = p_exp_min;
1637    
1638     /* Cap permanent experience. */
1639     if (op->perm_exp < 0)
1640     op->perm_exp = 0;
1641     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1642     op->perm_exp = MAX_EXPERIENCE;
1643 elmex 1.1 }
1644    
1645     /* Add experience to a player - exp should only be positive.
1646     * Updates permanent exp for the skill we are adding to.
1647     * skill_name is the skill to add exp to. Skill name can be
1648     * NULL, in which case exp increases the players general
1649     * total, but not any particular skill.
1650     * flag is what to do if the player doesn't have the skill:
1651     */
1652 root 1.9 static void
1653     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1654 elmex 1.1 {
1655 root 1.90 object *skill_obj;
1656 elmex 1.4 sint64 limit, exp_to_add;
1657     int i;
1658    
1659     /* prevents some forms of abuse. */
1660     if (op->contr->braced)
1661 root 1.46 exp /= 5;
1662 elmex 1.4
1663     /* Try to find the matching skill.
1664     * We do a shortcut/time saving mechanism first - see if it matches
1665 root 1.46 * chosen_skill. This means we don't need to search through
1666 elmex 1.4 * the players inventory.
1667     */
1668 root 1.90 skill_obj = 0;
1669    
1670 elmex 1.4 if (skill_name)
1671     {
1672 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1673    
1674     /* Player doesn't have the skill. Check to see what to do, and give
1675     * it to the player if necessary
1676     */
1677     if (!skill_obj)
1678 elmex 1.4 {
1679 root 1.90 if (flag == SK_EXP_NONE)
1680     return;
1681    
1682     if (flag == SK_EXP_ADD_SKILL)
1683     skill_obj = give_skill_by_name (op, skill_name);
1684 root 1.3 }
1685 elmex 1.1 }
1686    
1687 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1688     {
1689     /* Basically, you can never gain more experience in one shot
1690     * than half what you need to gain for next level.
1691     */
1692     exp_to_add = exp;
1693 root 1.119 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1694 elmex 1.4 if (exp_to_add > limit)
1695     exp_to_add = limit;
1696    
1697 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1698 elmex 1.4 if (settings.permanent_exp_ratio)
1699     {
1700 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1701 elmex 1.4 calc_perm_exp (op);
1702     }
1703    
1704     player_lvl_adj (op, NULL);
1705     }
1706    
1707     if (skill_obj)
1708     {
1709     exp_to_add = exp;
1710 root 1.119 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1711 elmex 1.4 if (exp_to_add > limit)
1712     exp_to_add = limit;
1713    
1714     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1715     if (settings.permanent_exp_ratio)
1716     {
1717 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1718 elmex 1.4 calc_perm_exp (skill_obj);
1719     }
1720 elmex 1.1
1721 elmex 1.4 player_lvl_adj (op, skill_obj);
1722 elmex 1.1 }
1723     }
1724    
1725     /* This function checks to make sure that object 'op' can
1726 root 1.93 * lose 'exp' experience. It returns the amount of exp
1727 elmex 1.1 * object 'op' can in fact lose - it basically makes
1728     * adjustments based on permanent exp and the like.
1729     * This function should always be used for losing experience -
1730     * the 'exp' value passed should be positive - this is the
1731     * amount that should get subtract from the player.
1732     */
1733 root 1.99 static sint64
1734 root 1.9 check_exp_loss (const object *op, sint64 exp)
1735 elmex 1.1 {
1736 root 1.9 sint64 del_exp;
1737 elmex 1.1
1738 root 1.9 if (exp > op->stats.exp)
1739     exp = op->stats.exp;
1740 root 1.93
1741 root 1.9 if (settings.permanent_exp_ratio)
1742     {
1743     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1744 root 1.93
1745 root 1.9 if (del_exp < 0)
1746     del_exp = 0;
1747 root 1.93
1748 root 1.9 if (exp > del_exp)
1749     exp = del_exp;
1750 elmex 1.1 }
1751 root 1.93
1752 root 1.9 return exp;
1753 elmex 1.1 }
1754    
1755 root 1.9 sint64
1756     check_exp_adjust (const object *op, sint64 exp)
1757 elmex 1.1 {
1758 root 1.9 if (exp < 0)
1759     return check_exp_loss (op, exp);
1760     else
1761 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1762 elmex 1.1 }
1763    
1764     /* Subtracts experience from player.
1765     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1766     * only subtract from the matching skill. Otherwise,
1767     * this subtracts a portion from all
1768     * skills the player has. Eg, if we figure the player is losing 10%
1769     * of his total exp, what happens is he loses 10% from all his skills.
1770     * Note that if permanent exp is used, player may not in fact lose
1771     * as much as listed. Eg, if player has gotten reduced to the point
1772     * where everything is at the minimum perm exp, he would lose nothing.
1773     * exp is the amount of exp to subtract - thus, it should be
1774     * a postive number.
1775     */
1776 root 1.9 static void
1777     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1778 elmex 1.1 {
1779 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1780     object *tmp;
1781     sint64 del_exp;
1782    
1783     for (tmp = op->inv; tmp; tmp = tmp->below)
1784     if (tmp->type == SKILL && tmp->stats.exp)
1785     {
1786 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1787 root 1.9 {
1788     del_exp = check_exp_loss (tmp, exp);
1789     tmp->stats.exp -= del_exp;
1790     player_lvl_adj (op, tmp);
1791     }
1792     else if (flag != SK_SUBTRACT_SKILL_EXP)
1793     {
1794     /* only want to process other skills if we are not trying
1795     * to match a specific skill.
1796     */
1797     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1798     tmp->stats.exp -= del_exp;
1799     player_lvl_adj (op, tmp);
1800     }
1801     }
1802 root 1.35
1803 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1804     {
1805     del_exp = check_exp_loss (op, exp);
1806     op->stats.exp -= del_exp;
1807     player_lvl_adj (op, NULL);
1808 elmex 1.1 }
1809     }
1810    
1811     /* change_exp() - changes experience to a player/monster. This
1812     * does bounds checking to make sure we don't overflow the max exp.
1813     *
1814     * The exp passed is typically not modified much by this function -
1815     * it is assumed the caller has modified the exp as needed.
1816     * skill_name is the skill that should get the exp added.
1817     * flag is what to do if player doesn't have the skill.
1818     * these last two values are only used for players.
1819     */
1820 root 1.9 void
1821     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1822     {
1823 elmex 1.1 #ifdef EXP_DEBUG
1824 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1825 elmex 1.1 #endif
1826    
1827 root 1.9 /* safety */
1828     if (!op)
1829     {
1830     LOG (llevError, "change_exp() called for null object!\n");
1831     return;
1832     }
1833    
1834     /* if no change in exp, just return - most of the below code
1835     * won't do anything if the value is 0 anyways.
1836     */
1837     if (exp == 0)
1838     return;
1839    
1840     /* Monsters are easy - we just adjust their exp - we
1841     * don't adjust level, since in most cases it is unrelated to
1842     * the exp they have - the monsters exp represents what its
1843     * worth.
1844     */
1845     if (op->type != PLAYER)
1846     {
1847     /* Sanity check */
1848 root 1.118 if (!op->flag [FLAG_ALIVE])
1849 root 1.9 return;
1850    
1851     /* reset exp to max allowed value. We subtract from
1852     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1853     * more than max exp, just return.
1854     */
1855     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1856     {
1857     exp = MAX_EXPERIENCE - op->stats.exp;
1858     if (exp < 0)
1859     return;
1860 root 1.3 }
1861 elmex 1.1
1862 root 1.9 op->stats.exp += exp;
1863 elmex 1.1 }
1864 root 1.9 else
1865     { /* Players only */
1866     if (exp > 0)
1867     add_player_exp (op, exp, skill_name, flag);
1868     else
1869     /* note that when you lose exp, it doesn't go against
1870     * a particular skill, so we don't need to pass that
1871     * along.
1872     */
1873 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1874 elmex 1.1 }
1875     }
1876    
1877     /* Applies a death penalty experience, the size of this is defined by the
1878     * settings death_penalty_percentage and death_penalty_levels, and by the
1879     * amount of permenent experience, whichever gives the lowest loss.
1880     */
1881 root 1.9 void
1882     apply_death_exp_penalty (object *op)
1883     {
1884     sint64 loss;
1885     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1886     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1887    
1888 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1889 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1890     {
1891     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1892 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1893 root 1.9
1894     /* With the revised exp system, you can get cases where
1895     * losing several levels would still require that you have more
1896     * exp than you currently have - this is true if the levels
1897     * tables is a lot harder.
1898     */
1899     if (level_loss < 0)
1900     level_loss = 0;
1901 root 1.3
1902 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1903 root 1.3
1904 root 1.9 tmp->stats.exp -= loss;
1905     player_lvl_adj (op, tmp);
1906     }
1907 elmex 1.1
1908 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1909 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1910 root 1.55
1911 root 1.9 if (level_loss < 0)
1912     level_loss = 0;
1913 root 1.93
1914     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1915 elmex 1.1
1916 root 1.9 op->stats.exp -= loss;
1917     player_lvl_adj (op, NULL);
1918 elmex 1.1 }
1919    
1920     /* This function takes an object (monster/player, op), and
1921     * determines if it makes a basic save throw by looking at the
1922     * save_throw table. level is the effective level to make
1923     * the save at, and bonus is any plus/bonus (typically based on
1924     * resistance to particular attacktype.
1925     * Returns 1 if op makes his save, 0 if he failed
1926     */
1927 root 1.9 int
1928     did_make_save (const object *op, int level, int bonus)
1929 elmex 1.1 {
1930 root 1.9 if (level > MAX_SAVE_LEVEL)
1931     level = MAX_SAVE_LEVEL;
1932 elmex 1.1
1933 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1934     return 0;
1935 root 1.19
1936 root 1.9 return 1;
1937 elmex 1.1 }