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Revision: 1.121
Committed: Fri Apr 30 11:25:48 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.120: +4 -3 lines
Log Message:
do not take stat effects from applied spells

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 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 root 1.121 && tmp->type != CLOSE_CON
876     && tmp->type != SPELL)
877 root 1.109 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
878 root 1.9 {
879 root 1.19 if (type == PLAYER)
880 root 1.9 {
881 root 1.69 contr->item_power += tmp->item_power;
882    
883 root 1.74 for (int i = 0; i < NUM_STATS; i++)
884 root 1.103 stat_sum [i] += tmp->stats.stat (i);
885 root 1.9
886 root 1.74 if (digest_types [tmp->type])
887 root 1.9 {
888 root 1.75 contr->digestion += tmp->stats.food;
889 root 1.19 contr->gen_hp += tmp->stats.hp;
890 root 1.87 if (tmp->type != BOW) // ugly exception for bows
891     contr->gen_sp += tmp->stats.sp;
892 root 1.19 contr->gen_grace += tmp->stats.grace;
893     contr->gen_sp_armour += tmp->gen_sp_armour;
894 root 1.3 }
895 root 1.9 } /* if this is a player */
896 root 1.46 else
897     {
898     if (tmp->type == WEAPON)
899     current_weapon = tmp;
900     }
901 root 1.3
902 root 1.9 /* Update slots used for items */
903 root 1.115 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
904 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
905 root 1.47 slot[i].used += tmp->slot[i].info;
906 root 1.3
907 root 1.9 if (tmp->type == SYMPTOM)
908 root 1.110 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
909 root 1.3
910 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
911 root 1.34 * (Negative protections are calculated exactly like positive.)
912 root 1.9 * Resistance from potions are treated special as well. If there's
913     * more than one potion-effect, the bigger prot.-value is taken.
914     */
915 root 1.112 if (tmp->type == POTION_EFFECT)
916     for (int i = 0; i < NROFATTACKS; i++)
917 root 1.113 max_it (potion_resist[i], tmp->resist[i]);
918 root 1.112 else if (tmp->type != POTION)
919     for (int i = 0; i < NROFATTACKS; i++)
920     if (tmp->resist[i] > 0)
921 root 1.121 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 root 1.112 else if (tmp->resist[i] < 0)
923 root 1.121 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924 root 1.9
925     /* There may be other things that should not adjust the attacktype */
926 root 1.53 if (tmp->type != SYMPTOM)
927 root 1.46 {
928     attacktype |= tmp->attacktype;
929     path_attuned |= tmp->path_attuned;
930     path_repelled |= tmp->path_repelled;
931     path_denied |= tmp->path_denied;
932     move_type |= tmp->move_type;
933     stats.luck += tmp->stats.luck;
934     }
935 root 1.19
936 root 1.74 flag |= tmp->flag & copy_flags;
937 root 1.9
938 root 1.118 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
939     this->set_flag (FLAG_UNDEAD);
940 root 1.9
941 root 1.115 //TODO: copy_flags?
942 root 1.118 if (tmp->flag [FLAG_MAKE_INVIS])
943 root 1.9 {
944 root 1.120 set_flag (FLAG_MAKE_INVIS);
945 root 1.19 invisible = 1;
946 root 1.9 }
947    
948     if (tmp->stats.exp && tmp->type != SKILL)
949     {
950     if (tmp->stats.exp > 0)
951     {
952 root 1.40 added_speed += tmp->stats.exp / 3.f;
953 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
954 root 1.3 }
955 root 1.9 else
956 root 1.40 added_speed += tmp->stats.exp;
957 root 1.3 }
958    
959 root 1.9 switch (tmp->type)
960     {
961 root 1.10 case SKILL:
962 root 1.63 {
963 root 1.115 // some skills will end up here without counting as "applied"
964 root 1.116 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
965 root 1.63 break;
966    
967     if (chosen_skill)
968     {
969     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970     &name, &chosen_skill->name, &tmp->name);
971    
972     tmp->flag [FLAG_APPLIED] = false;
973     update_stats ();
974     return;
975     }
976 root 1.115
977     chosen_skill = tmp;
978 root 1.63
979     if (tmp->stats.dam > 0)
980     { /* skill is a 'weapon' */
981 root 1.118 if (!this->flag [FLAG_READY_WEAPON])
982 root 1.115 weapon_speed = max (0, WEAPON_SPEED (tmp));
983 root 1.63
984     weapon_weight = tmp->weight;
985     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
986    
987     if (tmp->magic)
988     stats.dam += tmp->magic;
989     }
990 root 1.3
991 root 1.63 if (tmp->stats.wc)
992     wc -= tmp->stats.wc + tmp->magic;
993 root 1.19
994 root 1.63 if (tmp->slaying)
995     slaying = tmp->slaying;
996 root 1.19
997 root 1.63 if (tmp->stats.ac)
998     ac -= tmp->stats.ac + tmp->magic;
999 root 1.3
1000 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1001 root 1.110 contr->encumbrance += 3 * tmp->weight / 1000;
1002 root 1.63 }
1003 root 1.19
1004 root 1.10 break;
1005 root 1.3
1006 root 1.10 case SHIELD:
1007 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1008 root 1.110 contr->encumbrance += tmp->weight / 2000;
1009     //FALLTHROUGH
1010 root 1.10 case RING:
1011     case AMULET:
1012     case GIRDLE:
1013     case HELMET:
1014     case BOOTS:
1015     case GLOVES:
1016     case CLOAK:
1017     if (tmp->stats.wc)
1018 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1019 root 1.19
1020 root 1.10 if (tmp->stats.dam)
1021 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1022 root 1.19
1023 root 1.10 if (tmp->stats.ac)
1024 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1025 root 1.19
1026 root 1.10 break;
1027    
1028 root 1.109 case WAND:
1029     case ROD:
1030     case HORN:
1031     break;
1032    
1033 root 1.45 case BOW:
1034 root 1.10 case WEAPON:
1035 root 1.115 wc -= tmp->stats.wc + tmp->magic;
1036 root 1.109
1037 root 1.115 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1038     ac -= tmp->stats.ac + tmp->magic;
1039 root 1.45
1040 root 1.115 stats.dam += tmp->stats.dam + tmp->magic;
1041     weapon_weight = tmp->weight;
1042     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1043    
1044     if (weapon_speed < 0)
1045     weapon_speed = 0;
1046    
1047     slaying = tmp->slaying;
1048    
1049     /* If there is desire that two handed weapons should do
1050     * extra strength damage, this is where the code should
1051     * go.
1052     */
1053    
1054     if (type == PLAYER)
1055     if (settings.spell_encumbrance)
1056     contr->encumbrance += tmp->weight * 3 / 1000;
1057 root 1.9
1058 root 1.10 break;
1059 root 1.9
1060 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1061 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062 root 1.40 contr->encumbrance += tmp->weight / 1000;
1063 root 1.10
1064     case BRACERS:
1065     case FORCE:
1066     if (tmp->stats.wc)
1067     {
1068     if (best_wc < tmp->stats.wc + tmp->magic)
1069     {
1070     wc += best_wc;
1071     best_wc = tmp->stats.wc + tmp->magic;
1072     }
1073     else
1074     wc += tmp->stats.wc + tmp->magic;
1075     }
1076 root 1.19
1077 root 1.10 if (tmp->stats.ac)
1078     {
1079     if (best_ac < tmp->stats.ac + tmp->magic)
1080     {
1081     ac += best_ac; /* Remove last bonus */
1082     best_ac = tmp->stats.ac + tmp->magic;
1083     }
1084     else /* To nullify the below effect */
1085     ac += tmp->stats.ac + tmp->magic;
1086     }
1087 root 1.19
1088 root 1.10 if (tmp->stats.wc)
1089 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1090 root 1.19
1091 root 1.10 if (tmp->stats.ac)
1092 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1093 root 1.19
1094 root 1.74 if (ARMOUR_SPEED (tmp))
1095     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1096 root 1.19
1097 root 1.10 break;
1098 root 1.9 } /* switch tmp->type */
1099     } /* item is equipped */
1100     } /* for loop of items */
1101    
1102 root 1.114 min_it (glow_radius, MAX_LIGHT_RADIUS);
1103 root 1.94
1104 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1105     * have generated intermediate values which we now need to assign.
1106     */
1107    
1108     /* 'total resistance = total protections - total vulnerabilities'.
1109     * If there is an uncursed potion in effect, granting more protection
1110     * than that, we take: 'total resistance = resistance from potion'.
1111     * If there is a cursed (and no uncursed) potion in effect, we take
1112     * 'total resistance = vulnerability from cursed potion'.
1113     */
1114 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1115 root 1.9 {
1116 root 1.19 resist[i] = prot[i] - vuln[i];
1117    
1118 root 1.113 if (potion_resist[i] != -1000
1119 root 1.114 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1120 root 1.19 resist[i] = potion_resist[i];
1121 elmex 1.1 }
1122    
1123 root 1.19 if (type == PLAYER)
1124 root 1.9 {
1125 root 1.75 // clamp various player stats
1126     for (int i = 0; i < NUM_STATS; ++i)
1127 root 1.103 stats.stat (i) = stat_sum [i];
1128    
1129     check_stat_bounds (&stats);
1130 root 1.75
1131     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1132    
1133     /* Figure out the players sp/mana/hp totals. */
1134 root 1.9 int pl_level;
1135    
1136 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1137 root 1.9
1138     /* You basically get half a con bonus/level. But we do take into account rounding,
1139     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1140     */
1141 root 1.75 stats.maxhp = 0;
1142     for (int i = 1; i <= min (10, pl_level); i++)
1143 root 1.9 {
1144 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1145 root 1.19
1146     if (i % 2 && con_bonus[stats.Con] % 2)
1147 root 1.74 if (con_bonus[stats.Con] > 0)
1148     j++;
1149     else
1150     j--;
1151 root 1.19
1152     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1153 root 1.9 }
1154    
1155 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1156 elmex 1.1
1157 root 1.19 if (stats.hp > stats.maxhp)
1158     stats.hp = stats.maxhp;
1159 elmex 1.1
1160 root 1.9 /* Sp gain is controlled by the level of the player's
1161     * relevant experience object (mana_obj, see above)
1162     */
1163     /* following happen when skills system is not used */
1164     if (!mana_obj)
1165 root 1.19 mana_obj = this;
1166    
1167 root 1.9 if (!grace_obj)
1168 root 1.19 grace_obj = this;
1169    
1170 root 1.9 /* set maxsp */
1171 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1172     mana_obj = this;
1173 root 1.9
1174 root 1.19 if (mana_obj == this && type == PLAYER)
1175     stats.maxsp = 1;
1176 root 1.9 else
1177     {
1178 root 1.74 float sp_tmp = 0.f;
1179 root 1.19
1180 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1181 root 1.9 {
1182     float stmp;
1183    
1184     /* Got some extra bonus at first level */
1185     if (i < 2)
1186 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1187 root 1.9 else
1188 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1189 root 1.19
1190 root 1.74 sp_tmp += max (1.f, stmp);
1191 root 1.3 }
1192 root 1.19
1193 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1194 root 1.3 }
1195 root 1.54
1196 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1197 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1198 root 1.9
1199     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1200 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1201     grace_obj = this;
1202 root 1.9
1203 root 1.19 if (grace_obj == this && type == PLAYER)
1204     stats.maxgrace = 1;
1205 root 1.9 else
1206     {
1207     /* store grace in a float - this way, the divisions below don't create
1208     * big jumps when you go from level to level - with int's, it then
1209     * becomes big jumps when the sums of the bonuses jump to the next
1210     * step of 8 - with floats, even fractional ones are useful.
1211     */
1212 root 1.74 float sp_tmp = 0.f;
1213    
1214 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1215 root 1.9 {
1216 root 1.40 float grace_tmp = 0.f;
1217 root 1.9
1218     /* Got some extra bonus at first level */
1219     if (i < 2)
1220 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1221 root 1.9 else
1222 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1223 root 1.19
1224 root 1.74 sp_tmp += max (1.f, grace_tmp);
1225 root 1.3 }
1226 root 1.19
1227 root 1.74 /* two grace points per level after 10 */
1228     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1229 root 1.3 }
1230 root 1.54
1231 root 1.9 /* No limit on grace vs maxgrace */
1232 root 1.3
1233 root 1.19 if (contr->braced)
1234 root 1.9 {
1235     ac += 2;
1236     wc += 4;
1237 root 1.3 }
1238 root 1.9 else
1239 root 1.19 ac -= dex_bonus[stats.Dex];
1240 root 1.9
1241     /* In new exp/skills system, wc bonuses are related to
1242     * the players level in a relevant exp object (wc_obj)
1243     * not the general player level -b.t.
1244     * I changed this slightly so that wc bonuses are better
1245     * than before. This is to balance out the fact that
1246     * the player no longer gets a personal weapon w/ 1
1247     * improvement every level, now its fighterlevel/5. So
1248     * we give the player a bonus here in wc and dam
1249     * to make up for the change. Note that I left the
1250     * monster bonus the same as before. -b.t.
1251     */
1252 root 1.55 object *wc_obj = chosen_skill;
1253 root 1.9
1254 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1255 root 1.9 {
1256 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1257    
1258 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1259 root 1.9 {
1260 root 1.54 /* additional wc every 6 levels */
1261 root 1.9 if (!(i % 6))
1262     wc--;
1263 root 1.37
1264 root 1.54 /* additional dam every 4 levels. */
1265 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1266     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1267 root 1.9 }
1268     }
1269     else
1270 root 1.37 wc -= level + thaco_bonus[stats.Str];
1271 root 1.9
1272 root 1.19 stats.dam += dam_bonus[stats.Str];
1273 root 1.9
1274 root 1.19 if (stats.dam < 1)
1275     stats.dam = 1;
1276 root 1.9
1277 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1278 root 1.19
1279     if (settings.search_items && contr->search_str[0])
1280     speed -= 1;
1281 root 1.9 } /* End if player */
1282    
1283     if (added_speed >= 0)
1284 root 1.40 speed += added_speed / 10.f;
1285 root 1.9 else /* Something wrong here...: */
1286 root 1.40 speed /= 1.f - added_speed;
1287 root 1.3
1288 root 1.9 /* Max is determined by armour */
1289 root 1.74 speed = min (speed, max_speed);
1290 elmex 1.1
1291 root 1.19 if (type == PLAYER)
1292 root 1.9 {
1293     /* f is a number the represents the number of kg above (positive num)
1294     * or below (negative number) that the player is carrying. If above
1295     * weight limit, then player suffers a speed reduction based on how
1296     * much above he is, and what is max carry is
1297     */
1298 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1299     if (f > 0.f)
1300 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1301 elmex 1.1 }
1302    
1303 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1304 root 1.78 speed *= speed_reduce_from_disease;
1305 root 1.77
1306 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1307 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1308 root 1.9 */
1309 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1310 root 1.9
1311 root 1.77 if (speed != old_speed)
1312     set_speed (speed);
1313    
1314 root 1.19 if (type == PLAYER)
1315 root 1.9 {
1316     /* (This formula was made by vidarl@ifi.uio.no)
1317     * Note that we never used these values again - basically
1318     * all of these could be subbed into one big equation, but
1319     * that would just be a real pain to read.
1320     */
1321 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1322     float M2 = max_carry[stats.Str] / 100.f;
1323     float W = weapon_weight / 20000.f;
1324 root 1.56 float s = (20 - weapon_speed) / 10.f;
1325 root 1.40 float D = (stats.Dex - 14) / 14.f;
1326     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327    
1328 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1329 root 1.40
1330 root 1.56 if (K <= 0.01f)
1331 root 1.40 K = 0.01f;
1332    
1333 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1334 root 1.9 }
1335 root 1.19
1336 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1337 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1338     stats.dam = arch->stats.dam * 3;
1339 root 1.9
1340 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1341     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1342 root 1.9
1343     /* if for some reason the creature doesn't have any move type,
1344     * give them walking as a default.
1345     * The second case is a special case - to more closely mimic the
1346     * old behaviour - if your flying, your not walking - just
1347     * one or the other.
1348     */
1349 root 1.19 if (move_type == 0)
1350     move_type = MOVE_WALK;
1351     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1352     move_type &= ~MOVE_WALK;
1353 elmex 1.1
1354 root 1.107 // now apply the new move_type
1355     if (this->move_type != move_type)
1356     change_move_type (move_type);
1357    
1358 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1359     * so we will check that now.
1360     */
1361 root 1.101 if (is_player ())
1362     contr->update_spells ();
1363 root 1.35
1364     // update the mapspace, if we are on a map
1365     if (!flag [FLAG_REMOVED] && map)
1366     map->at (x, y).flags_ = 0;
1367 elmex 1.1 }
1368    
1369 elmex 1.96 void
1370     object::set_glow_radius (sint8 rad)
1371     {
1372     glow_radius = rad;
1373    
1374     if (is_on_map ())
1375     update_all_los (map, x, y);
1376     else if (object *env = outer_env ())
1377     {
1378     env->update_stats ();
1379    
1380     if (env->is_on_map ())
1381     update_all_los (env->map, env->x, env->y);
1382     }
1383     }
1384    
1385 elmex 1.1 /*
1386     * Returns true if the given player is a legal class.
1387     * The function to add and remove class-bonuses to the stats doesn't
1388     * check if the stat becomes negative, thus this function
1389     * merely checks that all stats are 1 or more, and returns
1390     * false otherwise.
1391     */
1392 root 1.9 int
1393     allowed_class (const object *op)
1394     {
1395 root 1.40 return op->stats.Dex > 0
1396     && op->stats.Str > 0
1397     && op->stats.Con > 0
1398     && op->stats.Int > 0
1399     && op->stats.Wis > 0
1400     && op->stats.Pow > 0
1401     && op->stats.Cha > 0;
1402 elmex 1.1 }
1403    
1404     /*
1405     * set the new dragon name after gaining levels or
1406     * changing ability focus (later this can be extended to
1407     * eventually change the player's face and animation)
1408     */
1409 root 1.9 void
1410     set_dragon_name (object *pl, const object *abil, const object *skin)
1411     {
1412     int atnr = -1; /* attacknumber of highest level */
1413     int level = 0; /* highest level */
1414 elmex 1.1 int i;
1415    
1416     /* Perhaps do something more clever? */
1417 root 1.9 if (!abil || !skin)
1418     return;
1419    
1420 elmex 1.1 /* first, look for the highest level */
1421 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1422     {
1423     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1424     {
1425     level = abil->resist[i];
1426     atnr = i;
1427     }
1428 elmex 1.1 }
1429 root 1.9
1430 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1431     or else at random */
1432 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1433 elmex 1.1 atnr = abil->stats.exp;
1434 root 1.9
1435 elmex 1.1 /* now set the new title */
1436 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1437     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1438     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1439     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1440     else
1441 root 1.9 {
1442 root 1.88 /* special titles for extra high resistance! */
1443     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1444     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1445     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1446 elmex 1.1 }
1447 root 1.9
1448     strcpy (pl->contr->own_title, "");
1449 elmex 1.1 }
1450    
1451     /*
1452     * This function is called when a dragon-player gains
1453     * an overall level. Here, the dragon might gain new abilities
1454     * or change the ability-focus.
1455     */
1456 root 1.99 static void
1457 root 1.9 dragon_level_gain (object *who)
1458     {
1459     object *abil = NULL; /* pointer to dragon ability force */
1460     object *skin = NULL; /* pointer to dragon skin force */
1461     object *tmp = NULL; /* tmp. object */
1462     char buf[MAX_BUF]; /* tmp. string buffer */
1463    
1464     /* now grab the 'dragon_ability'-forces from the player's inventory */
1465 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1466     if (tmp->type == FORCE)
1467 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1468 root 1.29 abil = tmp;
1469 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1470 root 1.29 skin = tmp;
1471    
1472 root 1.9 /* if the force is missing -> bail out */
1473     if (abil == NULL)
1474     return;
1475    
1476     /* The ability_force keeps track of maximum level ever achieved.
1477     * New abilties can only be gained by surpassing this max level
1478     */
1479     if (who->level > abil->level)
1480     {
1481     /* increase our focused ability */
1482     abil->resist[abil->stats.exp]++;
1483    
1484    
1485     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1486     {
1487     /* time to hand out a new ability-gift */
1488     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1489     }
1490    
1491     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1492     {
1493     /* apply new ability focus */
1494     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1495     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1496    
1497     abil->stats.exp = abil->last_eat;
1498     abil->last_eat = 0;
1499     }
1500    
1501     abil->level = who->level;
1502     }
1503    
1504     /* last but not least, set the new title for the dragon */
1505     set_dragon_name (who, abil, skin);
1506 elmex 1.1 }
1507    
1508     /* Handy function - given the skill name skill_name, we find the skill
1509     * archetype/object, set appropriate values, and insert it into
1510     * the object (op) that is passed.
1511     * We return the skill - this makes it easier for calling functions that
1512     * want to do something with it immediately.
1513     */
1514 root 1.9 object *
1515     give_skill_by_name (object *op, const char *skill_name)
1516 elmex 1.1 {
1517 root 1.9 object *skill_obj;
1518 elmex 1.1
1519 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1520     if (!skill_obj)
1521     {
1522 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1523 root 1.9 return NULL;
1524     }
1525 root 1.55
1526 root 1.9 /* clear the flag - exp goes into this bucket, but player
1527     * still doesn't know it.
1528     */
1529 root 1.118 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1530 root 1.9 skill_obj->stats.exp = 0;
1531     skill_obj->level = 1;
1532 root 1.89 op->insert (skill_obj);
1533 root 1.26
1534 root 1.57 if (player *pl = op->contr)
1535 root 1.89 pl->link_skills ();
1536 root 1.26
1537 root 1.9 return skill_obj;
1538 elmex 1.1 }
1539    
1540     /* player_lvl_adj() - for the new exp system. we are concerned with
1541     * whether the player gets more hp, sp and new levels.
1542     * Note this this function should only be called for players. Monstes
1543     * don't really gain levels
1544     * who is the player, op is what we are checking to gain the level
1545     * (eg, skill)
1546     */
1547 root 1.9 void
1548     player_lvl_adj (object *who, object *op)
1549     {
1550     char buf[MAX_BUF];
1551 root 1.73 bool changed = false;
1552 root 1.9
1553     if (!op) /* when rolling stats */
1554     op = who;
1555    
1556 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1557 root 1.9 {
1558 root 1.73 changed = true;
1559    
1560 root 1.9 op->level++;
1561    
1562 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1563 root 1.9 dragon_level_gain (who);
1564    
1565     /* Only roll these if it is the player (who) that gained the level */
1566     if (op == who && (who->level < 11) && who->type == PLAYER)
1567     {
1568     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1569     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1570     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1571     }
1572    
1573     if (op->level > 1)
1574     {
1575     if (op->type != PLAYER)
1576 root 1.73 {
1577     who->contr->play_sound (sound_find ("skill_up"));
1578     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579     }
1580 root 1.9 else
1581 root 1.73 {
1582     who->contr->play_sound (sound_find ("level_up"));
1583     sprintf (buf, "You are now level %d.", op->level);
1584     }
1585 root 1.54
1586 root 1.9 if (who)
1587     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1588     }
1589 root 1.73 }
1590 root 1.54
1591 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1592 root 1.9 {
1593 root 1.73 changed = true;
1594    
1595 root 1.9 op->level--;
1596 root 1.54
1597 root 1.9 if (op->type != PLAYER)
1598     {
1599     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1600     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1601 root 1.3 }
1602 root 1.73 }
1603 root 1.54
1604 root 1.73 if (changed)
1605 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1606 elmex 1.1 }
1607    
1608     /*
1609     * Returns how much experience is needed for a player to become
1610     * the given level. level should really never exceed max_level
1611     */
1612    
1613 root 1.9 sint64
1614     level_exp (int level, double expmul)
1615     {
1616 root 1.119 return expmul * level_to_min_exp (level);
1617 elmex 1.1 }
1618    
1619     /*
1620     * Ensure that the permanent experience requirements in an exp object are met.
1621     * This really just checks 'op to make sure the perm_exp value is within
1622     * proper range. Note that the checking of what is passed through
1623     * has been reduced. Since there is now a proper field for perm_exp,
1624     * this can now work on a much larger set of objects.
1625     */
1626 root 1.9 void
1627     calc_perm_exp (object *op)
1628 elmex 1.1 {
1629 root 1.9 int p_exp_min;
1630    
1631     /* Ensure that our permanent experience minimum is met.
1632     * permenent_exp_ratio is an integer percentage, we divide by 100
1633     * to get the fraction */
1634     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1635    
1636     if (op->perm_exp < p_exp_min)
1637     op->perm_exp = p_exp_min;
1638    
1639     /* Cap permanent experience. */
1640     if (op->perm_exp < 0)
1641     op->perm_exp = 0;
1642     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1643     op->perm_exp = MAX_EXPERIENCE;
1644 elmex 1.1 }
1645    
1646     /* Add experience to a player - exp should only be positive.
1647     * Updates permanent exp for the skill we are adding to.
1648     * skill_name is the skill to add exp to. Skill name can be
1649     * NULL, in which case exp increases the players general
1650     * total, but not any particular skill.
1651     * flag is what to do if the player doesn't have the skill:
1652     */
1653 root 1.9 static void
1654     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1655 elmex 1.1 {
1656 root 1.90 object *skill_obj;
1657 elmex 1.4 sint64 limit, exp_to_add;
1658     int i;
1659    
1660     /* prevents some forms of abuse. */
1661     if (op->contr->braced)
1662 root 1.46 exp /= 5;
1663 elmex 1.4
1664     /* Try to find the matching skill.
1665     * We do a shortcut/time saving mechanism first - see if it matches
1666 root 1.46 * chosen_skill. This means we don't need to search through
1667 elmex 1.4 * the players inventory.
1668     */
1669 root 1.90 skill_obj = 0;
1670    
1671 elmex 1.4 if (skill_name)
1672     {
1673 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1674    
1675     /* Player doesn't have the skill. Check to see what to do, and give
1676     * it to the player if necessary
1677     */
1678     if (!skill_obj)
1679 elmex 1.4 {
1680 root 1.90 if (flag == SK_EXP_NONE)
1681     return;
1682    
1683     if (flag == SK_EXP_ADD_SKILL)
1684     skill_obj = give_skill_by_name (op, skill_name);
1685 root 1.3 }
1686 elmex 1.1 }
1687    
1688 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1689     {
1690     /* Basically, you can never gain more experience in one shot
1691     * than half what you need to gain for next level.
1692     */
1693     exp_to_add = exp;
1694 root 1.119 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1695 elmex 1.4 if (exp_to_add > limit)
1696     exp_to_add = limit;
1697    
1698 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1699 elmex 1.4 if (settings.permanent_exp_ratio)
1700     {
1701 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1702 elmex 1.4 calc_perm_exp (op);
1703     }
1704    
1705     player_lvl_adj (op, NULL);
1706     }
1707    
1708     if (skill_obj)
1709     {
1710     exp_to_add = exp;
1711 root 1.119 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1712 elmex 1.4 if (exp_to_add > limit)
1713     exp_to_add = limit;
1714    
1715     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1716     if (settings.permanent_exp_ratio)
1717     {
1718 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1719 elmex 1.4 calc_perm_exp (skill_obj);
1720     }
1721 elmex 1.1
1722 elmex 1.4 player_lvl_adj (op, skill_obj);
1723 elmex 1.1 }
1724     }
1725    
1726     /* This function checks to make sure that object 'op' can
1727 root 1.93 * lose 'exp' experience. It returns the amount of exp
1728 elmex 1.1 * object 'op' can in fact lose - it basically makes
1729     * adjustments based on permanent exp and the like.
1730     * This function should always be used for losing experience -
1731     * the 'exp' value passed should be positive - this is the
1732     * amount that should get subtract from the player.
1733     */
1734 root 1.99 static sint64
1735 root 1.9 check_exp_loss (const object *op, sint64 exp)
1736 elmex 1.1 {
1737 root 1.9 sint64 del_exp;
1738 elmex 1.1
1739 root 1.9 if (exp > op->stats.exp)
1740     exp = op->stats.exp;
1741 root 1.93
1742 root 1.9 if (settings.permanent_exp_ratio)
1743     {
1744     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1745 root 1.93
1746 root 1.9 if (del_exp < 0)
1747     del_exp = 0;
1748 root 1.93
1749 root 1.9 if (exp > del_exp)
1750     exp = del_exp;
1751 elmex 1.1 }
1752 root 1.93
1753 root 1.9 return exp;
1754 elmex 1.1 }
1755    
1756 root 1.9 sint64
1757     check_exp_adjust (const object *op, sint64 exp)
1758 elmex 1.1 {
1759 root 1.9 if (exp < 0)
1760     return check_exp_loss (op, exp);
1761     else
1762 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1763 elmex 1.1 }
1764    
1765     /* Subtracts experience from player.
1766     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1767     * only subtract from the matching skill. Otherwise,
1768     * this subtracts a portion from all
1769     * skills the player has. Eg, if we figure the player is losing 10%
1770     * of his total exp, what happens is he loses 10% from all his skills.
1771     * Note that if permanent exp is used, player may not in fact lose
1772     * as much as listed. Eg, if player has gotten reduced to the point
1773     * where everything is at the minimum perm exp, he would lose nothing.
1774     * exp is the amount of exp to subtract - thus, it should be
1775     * a postive number.
1776     */
1777 root 1.9 static void
1778     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1779 elmex 1.1 {
1780 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1781     object *tmp;
1782     sint64 del_exp;
1783    
1784     for (tmp = op->inv; tmp; tmp = tmp->below)
1785     if (tmp->type == SKILL && tmp->stats.exp)
1786     {
1787 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1788 root 1.9 {
1789     del_exp = check_exp_loss (tmp, exp);
1790     tmp->stats.exp -= del_exp;
1791     player_lvl_adj (op, tmp);
1792     }
1793     else if (flag != SK_SUBTRACT_SKILL_EXP)
1794     {
1795     /* only want to process other skills if we are not trying
1796     * to match a specific skill.
1797     */
1798     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1799     tmp->stats.exp -= del_exp;
1800     player_lvl_adj (op, tmp);
1801     }
1802     }
1803 root 1.35
1804 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1805     {
1806     del_exp = check_exp_loss (op, exp);
1807     op->stats.exp -= del_exp;
1808     player_lvl_adj (op, NULL);
1809 elmex 1.1 }
1810     }
1811    
1812     /* change_exp() - changes experience to a player/monster. This
1813     * does bounds checking to make sure we don't overflow the max exp.
1814     *
1815     * The exp passed is typically not modified much by this function -
1816     * it is assumed the caller has modified the exp as needed.
1817     * skill_name is the skill that should get the exp added.
1818     * flag is what to do if player doesn't have the skill.
1819     * these last two values are only used for players.
1820     */
1821 root 1.9 void
1822     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1823     {
1824 elmex 1.1 #ifdef EXP_DEBUG
1825 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1826 elmex 1.1 #endif
1827    
1828 root 1.9 /* safety */
1829     if (!op)
1830     {
1831     LOG (llevError, "change_exp() called for null object!\n");
1832     return;
1833     }
1834    
1835     /* if no change in exp, just return - most of the below code
1836     * won't do anything if the value is 0 anyways.
1837     */
1838     if (exp == 0)
1839     return;
1840    
1841     /* Monsters are easy - we just adjust their exp - we
1842     * don't adjust level, since in most cases it is unrelated to
1843     * the exp they have - the monsters exp represents what its
1844     * worth.
1845     */
1846     if (op->type != PLAYER)
1847     {
1848     /* Sanity check */
1849 root 1.118 if (!op->flag [FLAG_ALIVE])
1850 root 1.9 return;
1851    
1852     /* reset exp to max allowed value. We subtract from
1853     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1854     * more than max exp, just return.
1855     */
1856     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1857     {
1858     exp = MAX_EXPERIENCE - op->stats.exp;
1859     if (exp < 0)
1860     return;
1861 root 1.3 }
1862 elmex 1.1
1863 root 1.9 op->stats.exp += exp;
1864 elmex 1.1 }
1865 root 1.9 else
1866     { /* Players only */
1867     if (exp > 0)
1868     add_player_exp (op, exp, skill_name, flag);
1869     else
1870     /* note that when you lose exp, it doesn't go against
1871     * a particular skill, so we don't need to pass that
1872     * along.
1873     */
1874 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1875 elmex 1.1 }
1876     }
1877    
1878     /* Applies a death penalty experience, the size of this is defined by the
1879     * settings death_penalty_percentage and death_penalty_levels, and by the
1880     * amount of permenent experience, whichever gives the lowest loss.
1881     */
1882 root 1.9 void
1883     apply_death_exp_penalty (object *op)
1884     {
1885     sint64 loss;
1886     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1887     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1888    
1889 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1891     {
1892     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1893 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1894 root 1.9
1895     /* With the revised exp system, you can get cases where
1896     * losing several levels would still require that you have more
1897     * exp than you currently have - this is true if the levels
1898     * tables is a lot harder.
1899     */
1900     if (level_loss < 0)
1901     level_loss = 0;
1902 root 1.3
1903 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1904 root 1.3
1905 root 1.9 tmp->stats.exp -= loss;
1906     player_lvl_adj (op, tmp);
1907     }
1908 elmex 1.1
1909 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1910 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1911 root 1.55
1912 root 1.9 if (level_loss < 0)
1913     level_loss = 0;
1914 root 1.93
1915     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1916 elmex 1.1
1917 root 1.9 op->stats.exp -= loss;
1918     player_lvl_adj (op, NULL);
1919 elmex 1.1 }
1920    
1921     /* This function takes an object (monster/player, op), and
1922     * determines if it makes a basic save throw by looking at the
1923     * save_throw table. level is the effective level to make
1924     * the save at, and bonus is any plus/bonus (typically based on
1925     * resistance to particular attacktype.
1926     * Returns 1 if op makes his save, 0 if he failed
1927     */
1928 root 1.9 int
1929     did_make_save (const object *op, int level, int bonus)
1930 elmex 1.1 {
1931 root 1.9 if (level > MAX_SAVE_LEVEL)
1932     level = MAX_SAVE_LEVEL;
1933 elmex 1.1
1934 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1935     return 0;
1936 root 1.19
1937 root 1.9 return 1;
1938 elmex 1.1 }