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Revision: 1.125
Committed: Sat Dec 31 06:18:01 2011 UTC (12 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.124: +2 -2 lines
Log Message:
big min/max type change

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 1.124 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 1.123 case RANGED:
1029 root 1.45 case BOW:
1030 root 1.10 case WEAPON:
1031 root 1.115 wc -= tmp->stats.wc + tmp->magic;
1032 root 1.109
1033 root 1.115 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1034     ac -= tmp->stats.ac + tmp->magic;
1035 root 1.45
1036 root 1.115 stats.dam += tmp->stats.dam + tmp->magic;
1037     weapon_weight = tmp->weight;
1038     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1039    
1040     if (weapon_speed < 0)
1041     weapon_speed = 0;
1042    
1043     slaying = tmp->slaying;
1044    
1045     /* If there is desire that two handed weapons should do
1046     * extra strength damage, this is where the code should
1047     * go.
1048     */
1049    
1050     if (type == PLAYER)
1051     if (settings.spell_encumbrance)
1052     contr->encumbrance += tmp->weight * 3 / 1000;
1053 root 1.9
1054 root 1.10 break;
1055 root 1.9
1056 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1057 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1058 root 1.40 contr->encumbrance += tmp->weight / 1000;
1059 root 1.10
1060     case BRACERS:
1061     case FORCE:
1062     if (tmp->stats.wc)
1063     {
1064     if (best_wc < tmp->stats.wc + tmp->magic)
1065     {
1066     wc += best_wc;
1067     best_wc = tmp->stats.wc + tmp->magic;
1068     }
1069     else
1070     wc += tmp->stats.wc + tmp->magic;
1071     }
1072 root 1.19
1073 root 1.10 if (tmp->stats.ac)
1074     {
1075     if (best_ac < tmp->stats.ac + tmp->magic)
1076     {
1077     ac += best_ac; /* Remove last bonus */
1078     best_ac = tmp->stats.ac + tmp->magic;
1079     }
1080     else /* To nullify the below effect */
1081     ac += tmp->stats.ac + tmp->magic;
1082     }
1083 root 1.19
1084 root 1.10 if (tmp->stats.wc)
1085 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1086 root 1.19
1087 root 1.10 if (tmp->stats.ac)
1088 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1089 root 1.19
1090 root 1.74 if (ARMOUR_SPEED (tmp))
1091 root 1.125 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1092 root 1.19
1093 root 1.10 break;
1094 root 1.9 } /* switch tmp->type */
1095     } /* item is equipped */
1096     } /* for loop of items */
1097    
1098 root 1.114 min_it (glow_radius, MAX_LIGHT_RADIUS);
1099 root 1.94
1100 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1101     * have generated intermediate values which we now need to assign.
1102     */
1103    
1104     /* 'total resistance = total protections - total vulnerabilities'.
1105     * If there is an uncursed potion in effect, granting more protection
1106     * than that, we take: 'total resistance = resistance from potion'.
1107     * If there is a cursed (and no uncursed) potion in effect, we take
1108     * 'total resistance = vulnerability from cursed potion'.
1109     */
1110 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1111 root 1.9 {
1112 root 1.19 resist[i] = prot[i] - vuln[i];
1113    
1114 root 1.113 if (potion_resist[i] != -1000
1115 root 1.114 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1116 root 1.19 resist[i] = potion_resist[i];
1117 elmex 1.1 }
1118    
1119 root 1.19 if (type == PLAYER)
1120 root 1.9 {
1121 root 1.75 // clamp various player stats
1122     for (int i = 0; i < NUM_STATS; ++i)
1123 root 1.103 stats.stat (i) = stat_sum [i];
1124    
1125     check_stat_bounds (&stats);
1126 root 1.75
1127     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128    
1129     /* Figure out the players sp/mana/hp totals. */
1130 root 1.9 int pl_level;
1131    
1132 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1133 root 1.9
1134     /* You basically get half a con bonus/level. But we do take into account rounding,
1135     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136     */
1137 root 1.75 stats.maxhp = 0;
1138     for (int i = 1; i <= min (10, pl_level); i++)
1139 root 1.9 {
1140 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1141 root 1.19
1142     if (i % 2 && con_bonus[stats.Con] % 2)
1143 root 1.74 if (con_bonus[stats.Con] > 0)
1144     j++;
1145     else
1146     j--;
1147 root 1.19
1148     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1149 root 1.9 }
1150    
1151 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1152 elmex 1.1
1153 root 1.19 if (stats.hp > stats.maxhp)
1154     stats.hp = stats.maxhp;
1155 elmex 1.1
1156 root 1.9 /* Sp gain is controlled by the level of the player's
1157     * relevant experience object (mana_obj, see above)
1158     */
1159     /* following happen when skills system is not used */
1160     if (!mana_obj)
1161 root 1.19 mana_obj = this;
1162    
1163 root 1.9 if (!grace_obj)
1164 root 1.19 grace_obj = this;
1165    
1166 root 1.9 /* set maxsp */
1167 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1168     mana_obj = this;
1169 root 1.9
1170 root 1.19 if (mana_obj == this && type == PLAYER)
1171     stats.maxsp = 1;
1172 root 1.9 else
1173     {
1174 root 1.74 float sp_tmp = 0.f;
1175 root 1.19
1176 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1177 root 1.9 {
1178     float stmp;
1179    
1180     /* Got some extra bonus at first level */
1181     if (i < 2)
1182 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1183 root 1.9 else
1184 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1185 root 1.19
1186 root 1.74 sp_tmp += max (1.f, stmp);
1187 root 1.3 }
1188 root 1.19
1189 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1190 root 1.3 }
1191 root 1.54
1192 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1193 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1194 root 1.9
1195     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1196 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1197     grace_obj = this;
1198 root 1.9
1199 root 1.19 if (grace_obj == this && type == PLAYER)
1200     stats.maxgrace = 1;
1201 root 1.9 else
1202     {
1203     /* store grace in a float - this way, the divisions below don't create
1204     * big jumps when you go from level to level - with int's, it then
1205     * becomes big jumps when the sums of the bonuses jump to the next
1206     * step of 8 - with floats, even fractional ones are useful.
1207     */
1208 root 1.74 float sp_tmp = 0.f;
1209    
1210 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1211 root 1.9 {
1212 root 1.40 float grace_tmp = 0.f;
1213 root 1.9
1214     /* Got some extra bonus at first level */
1215     if (i < 2)
1216 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1217 root 1.9 else
1218 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1219 root 1.19
1220 root 1.74 sp_tmp += max (1.f, grace_tmp);
1221 root 1.3 }
1222 root 1.19
1223 root 1.74 /* two grace points per level after 10 */
1224     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1225 root 1.3 }
1226 root 1.54
1227 root 1.9 /* No limit on grace vs maxgrace */
1228 root 1.3
1229 root 1.19 if (contr->braced)
1230 root 1.9 {
1231     ac += 2;
1232     wc += 4;
1233 root 1.3 }
1234 root 1.9 else
1235 root 1.19 ac -= dex_bonus[stats.Dex];
1236 root 1.9
1237     /* In new exp/skills system, wc bonuses are related to
1238     * the players level in a relevant exp object (wc_obj)
1239     * not the general player level -b.t.
1240     * I changed this slightly so that wc bonuses are better
1241     * than before. This is to balance out the fact that
1242     * the player no longer gets a personal weapon w/ 1
1243     * improvement every level, now its fighterlevel/5. So
1244     * we give the player a bonus here in wc and dam
1245     * to make up for the change. Note that I left the
1246     * monster bonus the same as before. -b.t.
1247     */
1248 root 1.55 object *wc_obj = chosen_skill;
1249 root 1.9
1250 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1251 root 1.9 {
1252 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1253    
1254 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1255 root 1.9 {
1256 root 1.54 /* additional wc every 6 levels */
1257 root 1.9 if (!(i % 6))
1258     wc--;
1259 root 1.37
1260 root 1.54 /* additional dam every 4 levels. */
1261 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1262     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1263 root 1.9 }
1264     }
1265     else
1266 root 1.37 wc -= level + thaco_bonus[stats.Str];
1267 root 1.9
1268 root 1.19 stats.dam += dam_bonus[stats.Str];
1269 root 1.9
1270 root 1.19 if (stats.dam < 1)
1271     stats.dam = 1;
1272 root 1.9
1273 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1274 root 1.19
1275     if (settings.search_items && contr->search_str[0])
1276     speed -= 1;
1277 root 1.9 } /* End if player */
1278    
1279     if (added_speed >= 0)
1280 root 1.40 speed += added_speed / 10.f;
1281 root 1.9 else /* Something wrong here...: */
1282 root 1.40 speed /= 1.f - added_speed;
1283 root 1.3
1284 root 1.9 /* Max is determined by armour */
1285 root 1.74 speed = min (speed, max_speed);
1286 elmex 1.1
1287 root 1.19 if (type == PLAYER)
1288 root 1.9 {
1289     /* f is a number the represents the number of kg above (positive num)
1290     * or below (negative number) that the player is carrying. If above
1291     * weight limit, then player suffers a speed reduction based on how
1292     * much above he is, and what is max carry is
1293     */
1294 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1295     if (f > 0.f)
1296 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1297 elmex 1.1 }
1298    
1299 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 root 1.78 speed *= speed_reduce_from_disease;
1301 root 1.77
1302 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1303 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1304 root 1.9 */
1305 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1306 root 1.9
1307 root 1.77 if (speed != old_speed)
1308     set_speed (speed);
1309    
1310 root 1.19 if (type == PLAYER)
1311 root 1.9 {
1312     /* (This formula was made by vidarl@ifi.uio.no)
1313     * Note that we never used these values again - basically
1314     * all of these could be subbed into one big equation, but
1315     * that would just be a real pain to read.
1316     */
1317 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1318     float M2 = max_carry[stats.Str] / 100.f;
1319     float W = weapon_weight / 20000.f;
1320 root 1.56 float s = (20 - weapon_speed) / 10.f;
1321 root 1.40 float D = (stats.Dex - 14) / 14.f;
1322     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1323    
1324 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1325 root 1.40
1326 root 1.56 if (K <= 0.01f)
1327 root 1.40 K = 0.01f;
1328    
1329 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1330 root 1.9 }
1331 root 1.19
1332 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1333 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1334     stats.dam = arch->stats.dam * 3;
1335 root 1.9
1336 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1337     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1338 root 1.9
1339     /* if for some reason the creature doesn't have any move type,
1340     * give them walking as a default.
1341     * The second case is a special case - to more closely mimic the
1342     * old behaviour - if your flying, your not walking - just
1343     * one or the other.
1344     */
1345 root 1.19 if (move_type == 0)
1346     move_type = MOVE_WALK;
1347     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1348     move_type &= ~MOVE_WALK;
1349 elmex 1.1
1350 root 1.107 // now apply the new move_type
1351     if (this->move_type != move_type)
1352     change_move_type (move_type);
1353    
1354 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1355     * so we will check that now.
1356     */
1357 root 1.101 if (is_player ())
1358     contr->update_spells ();
1359 root 1.35
1360     // update the mapspace, if we are on a map
1361     if (!flag [FLAG_REMOVED] && map)
1362     map->at (x, y).flags_ = 0;
1363 elmex 1.1 }
1364    
1365 elmex 1.96 void
1366     object::set_glow_radius (sint8 rad)
1367     {
1368     glow_radius = rad;
1369    
1370     if (is_on_map ())
1371     update_all_los (map, x, y);
1372     else if (object *env = outer_env ())
1373     {
1374     env->update_stats ();
1375    
1376     if (env->is_on_map ())
1377     update_all_los (env->map, env->x, env->y);
1378     }
1379     }
1380    
1381 elmex 1.1 /*
1382     * Returns true if the given player is a legal class.
1383     * The function to add and remove class-bonuses to the stats doesn't
1384     * check if the stat becomes negative, thus this function
1385     * merely checks that all stats are 1 or more, and returns
1386     * false otherwise.
1387     */
1388 root 1.9 int
1389     allowed_class (const object *op)
1390     {
1391 root 1.40 return op->stats.Dex > 0
1392     && op->stats.Str > 0
1393     && op->stats.Con > 0
1394     && op->stats.Int > 0
1395     && op->stats.Wis > 0
1396     && op->stats.Pow > 0
1397     && op->stats.Cha > 0;
1398 elmex 1.1 }
1399    
1400     /*
1401     * set the new dragon name after gaining levels or
1402     * changing ability focus (later this can be extended to
1403     * eventually change the player's face and animation)
1404     */
1405 root 1.9 void
1406     set_dragon_name (object *pl, const object *abil, const object *skin)
1407     {
1408     int atnr = -1; /* attacknumber of highest level */
1409     int level = 0; /* highest level */
1410 elmex 1.1 int i;
1411    
1412     /* Perhaps do something more clever? */
1413 root 1.9 if (!abil || !skin)
1414     return;
1415    
1416 elmex 1.1 /* first, look for the highest level */
1417 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1418     {
1419     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1420     {
1421     level = abil->resist[i];
1422     atnr = i;
1423     }
1424 elmex 1.1 }
1425 root 1.9
1426 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1427     or else at random */
1428 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1429 elmex 1.1 atnr = abil->stats.exp;
1430 root 1.9
1431 elmex 1.1 /* now set the new title */
1432 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1433     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1434     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1435     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1436     else
1437 root 1.9 {
1438 root 1.88 /* special titles for extra high resistance! */
1439     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1440     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1441     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1442 elmex 1.1 }
1443 root 1.9
1444     strcpy (pl->contr->own_title, "");
1445 elmex 1.1 }
1446    
1447     /*
1448     * This function is called when a dragon-player gains
1449     * an overall level. Here, the dragon might gain new abilities
1450     * or change the ability-focus.
1451     */
1452 root 1.99 static void
1453 root 1.9 dragon_level_gain (object *who)
1454     {
1455     object *abil = NULL; /* pointer to dragon ability force */
1456     object *skin = NULL; /* pointer to dragon skin force */
1457     object *tmp = NULL; /* tmp. object */
1458     char buf[MAX_BUF]; /* tmp. string buffer */
1459    
1460     /* now grab the 'dragon_ability'-forces from the player's inventory */
1461 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1462     if (tmp->type == FORCE)
1463 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1464 root 1.29 abil = tmp;
1465 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1466 root 1.29 skin = tmp;
1467    
1468 root 1.9 /* if the force is missing -> bail out */
1469     if (abil == NULL)
1470     return;
1471    
1472     /* The ability_force keeps track of maximum level ever achieved.
1473     * New abilties can only be gained by surpassing this max level
1474     */
1475     if (who->level > abil->level)
1476     {
1477     /* increase our focused ability */
1478     abil->resist[abil->stats.exp]++;
1479    
1480    
1481     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1482     {
1483     /* time to hand out a new ability-gift */
1484     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1485     }
1486    
1487     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1488     {
1489     /* apply new ability focus */
1490     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1491     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1492    
1493     abil->stats.exp = abil->last_eat;
1494     abil->last_eat = 0;
1495     }
1496    
1497     abil->level = who->level;
1498     }
1499    
1500     /* last but not least, set the new title for the dragon */
1501     set_dragon_name (who, abil, skin);
1502 elmex 1.1 }
1503    
1504     /* Handy function - given the skill name skill_name, we find the skill
1505     * archetype/object, set appropriate values, and insert it into
1506     * the object (op) that is passed.
1507     * We return the skill - this makes it easier for calling functions that
1508     * want to do something with it immediately.
1509     */
1510 root 1.9 object *
1511     give_skill_by_name (object *op, const char *skill_name)
1512 elmex 1.1 {
1513 root 1.9 object *skill_obj;
1514 elmex 1.1
1515 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1516     if (!skill_obj)
1517     {
1518 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1519 root 1.9 return NULL;
1520     }
1521 root 1.55
1522 root 1.9 /* clear the flag - exp goes into this bucket, but player
1523     * still doesn't know it.
1524     */
1525 root 1.118 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1526 root 1.9 skill_obj->stats.exp = 0;
1527     skill_obj->level = 1;
1528 root 1.89 op->insert (skill_obj);
1529 root 1.26
1530 root 1.57 if (player *pl = op->contr)
1531 root 1.89 pl->link_skills ();
1532 root 1.26
1533 root 1.9 return skill_obj;
1534 elmex 1.1 }
1535    
1536     /* player_lvl_adj() - for the new exp system. we are concerned with
1537     * whether the player gets more hp, sp and new levels.
1538     * Note this this function should only be called for players. Monstes
1539     * don't really gain levels
1540     * who is the player, op is what we are checking to gain the level
1541     * (eg, skill)
1542     */
1543 root 1.9 void
1544     player_lvl_adj (object *who, object *op)
1545     {
1546     char buf[MAX_BUF];
1547 root 1.73 bool changed = false;
1548 root 1.9
1549     if (!op) /* when rolling stats */
1550     op = who;
1551    
1552 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1553 root 1.9 {
1554 root 1.73 changed = true;
1555    
1556 root 1.9 op->level++;
1557    
1558 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1559 root 1.9 dragon_level_gain (who);
1560    
1561     /* Only roll these if it is the player (who) that gained the level */
1562     if (op == who && (who->level < 11) && who->type == PLAYER)
1563     {
1564     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1565     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1566     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1567     }
1568    
1569     if (op->level > 1)
1570     {
1571     if (op->type != PLAYER)
1572 root 1.73 {
1573     who->contr->play_sound (sound_find ("skill_up"));
1574     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575     }
1576 root 1.9 else
1577 root 1.73 {
1578     who->contr->play_sound (sound_find ("level_up"));
1579     sprintf (buf, "You are now level %d.", op->level);
1580     }
1581 root 1.54
1582 root 1.9 if (who)
1583     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1584     }
1585 root 1.73 }
1586 root 1.54
1587 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1588 root 1.9 {
1589 root 1.73 changed = true;
1590    
1591 root 1.9 op->level--;
1592 root 1.54
1593 root 1.9 if (op->type != PLAYER)
1594     {
1595     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1596     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1597 root 1.3 }
1598 root 1.73 }
1599 root 1.54
1600 root 1.73 if (changed)
1601 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1602 elmex 1.1 }
1603    
1604     /*
1605     * Returns how much experience is needed for a player to become
1606     * the given level. level should really never exceed max_level
1607     */
1608    
1609 root 1.9 sint64
1610     level_exp (int level, double expmul)
1611     {
1612 root 1.119 return expmul * level_to_min_exp (level);
1613 elmex 1.1 }
1614    
1615     /*
1616     * Ensure that the permanent experience requirements in an exp object are met.
1617     * This really just checks 'op to make sure the perm_exp value is within
1618     * proper range. Note that the checking of what is passed through
1619     * has been reduced. Since there is now a proper field for perm_exp,
1620     * this can now work on a much larger set of objects.
1621     */
1622 root 1.9 void
1623     calc_perm_exp (object *op)
1624 elmex 1.1 {
1625 root 1.9 int p_exp_min;
1626    
1627     /* Ensure that our permanent experience minimum is met.
1628     * permenent_exp_ratio is an integer percentage, we divide by 100
1629     * to get the fraction */
1630     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1631    
1632     if (op->perm_exp < p_exp_min)
1633     op->perm_exp = p_exp_min;
1634    
1635     /* Cap permanent experience. */
1636     if (op->perm_exp < 0)
1637     op->perm_exp = 0;
1638     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1639     op->perm_exp = MAX_EXPERIENCE;
1640 elmex 1.1 }
1641    
1642     /* Add experience to a player - exp should only be positive.
1643     * Updates permanent exp for the skill we are adding to.
1644     * skill_name is the skill to add exp to. Skill name can be
1645     * NULL, in which case exp increases the players general
1646     * total, but not any particular skill.
1647     * flag is what to do if the player doesn't have the skill:
1648     */
1649 root 1.9 static void
1650 root 1.122 add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1651 elmex 1.1 {
1652 root 1.90 object *skill_obj;
1653 elmex 1.4 sint64 limit, exp_to_add;
1654     int i;
1655    
1656     /* prevents some forms of abuse. */
1657     if (op->contr->braced)
1658 root 1.46 exp /= 5;
1659 elmex 1.4
1660     /* Try to find the matching skill.
1661     * We do a shortcut/time saving mechanism first - see if it matches
1662 root 1.46 * chosen_skill. This means we don't need to search through
1663 elmex 1.4 * the players inventory.
1664     */
1665 root 1.90 skill_obj = 0;
1666    
1667 elmex 1.4 if (skill_name)
1668     {
1669 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1670    
1671     /* Player doesn't have the skill. Check to see what to do, and give
1672     * it to the player if necessary
1673     */
1674     if (!skill_obj)
1675 elmex 1.4 {
1676 root 1.90 if (flag == SK_EXP_NONE)
1677     return;
1678    
1679     if (flag == SK_EXP_ADD_SKILL)
1680     skill_obj = give_skill_by_name (op, skill_name);
1681 root 1.3 }
1682 elmex 1.1 }
1683    
1684 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1685     {
1686     /* Basically, you can never gain more experience in one shot
1687     * than half what you need to gain for next level.
1688     */
1689     exp_to_add = exp;
1690 root 1.119 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1691 elmex 1.4 if (exp_to_add > limit)
1692     exp_to_add = limit;
1693    
1694 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1695 elmex 1.4 if (settings.permanent_exp_ratio)
1696     {
1697 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1698 elmex 1.4 calc_perm_exp (op);
1699     }
1700    
1701     player_lvl_adj (op, NULL);
1702     }
1703    
1704     if (skill_obj)
1705     {
1706     exp_to_add = exp;
1707 root 1.119 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1708 elmex 1.4 if (exp_to_add > limit)
1709     exp_to_add = limit;
1710    
1711     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1712     if (settings.permanent_exp_ratio)
1713     {
1714 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1715 elmex 1.4 calc_perm_exp (skill_obj);
1716     }
1717 elmex 1.1
1718 elmex 1.4 player_lvl_adj (op, skill_obj);
1719 elmex 1.1 }
1720     }
1721    
1722     /* This function checks to make sure that object 'op' can
1723 root 1.93 * lose 'exp' experience. It returns the amount of exp
1724 elmex 1.1 * object 'op' can in fact lose - it basically makes
1725     * adjustments based on permanent exp and the like.
1726     * This function should always be used for losing experience -
1727     * the 'exp' value passed should be positive - this is the
1728     * amount that should get subtract from the player.
1729     */
1730 root 1.99 static sint64
1731 root 1.9 check_exp_loss (const object *op, sint64 exp)
1732 elmex 1.1 {
1733 root 1.9 sint64 del_exp;
1734 elmex 1.1
1735 root 1.9 if (exp > op->stats.exp)
1736     exp = op->stats.exp;
1737 root 1.93
1738 root 1.9 if (settings.permanent_exp_ratio)
1739     {
1740     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1741 root 1.93
1742 root 1.9 if (del_exp < 0)
1743     del_exp = 0;
1744 root 1.93
1745 root 1.9 if (exp > del_exp)
1746     exp = del_exp;
1747 elmex 1.1 }
1748 root 1.93
1749 root 1.9 return exp;
1750 elmex 1.1 }
1751    
1752 root 1.9 sint64
1753     check_exp_adjust (const object *op, sint64 exp)
1754 elmex 1.1 {
1755 root 1.9 if (exp < 0)
1756     return check_exp_loss (op, exp);
1757     else
1758 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1759 elmex 1.1 }
1760    
1761     /* Subtracts experience from player.
1762     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1763     * only subtract from the matching skill. Otherwise,
1764     * this subtracts a portion from all
1765     * skills the player has. Eg, if we figure the player is losing 10%
1766     * of his total exp, what happens is he loses 10% from all his skills.
1767     * Note that if permanent exp is used, player may not in fact lose
1768     * as much as listed. Eg, if player has gotten reduced to the point
1769     * where everything is at the minimum perm exp, he would lose nothing.
1770     * exp is the amount of exp to subtract - thus, it should be
1771     * a postive number.
1772     */
1773 root 1.9 static void
1774 root 1.122 subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1775 elmex 1.1 {
1776 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1777     object *tmp;
1778     sint64 del_exp;
1779    
1780     for (tmp = op->inv; tmp; tmp = tmp->below)
1781     if (tmp->type == SKILL && tmp->stats.exp)
1782     {
1783 root 1.122 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1784 root 1.9 {
1785     del_exp = check_exp_loss (tmp, exp);
1786     tmp->stats.exp -= del_exp;
1787     player_lvl_adj (op, tmp);
1788     }
1789     else if (flag != SK_SUBTRACT_SKILL_EXP)
1790     {
1791     /* only want to process other skills if we are not trying
1792     * to match a specific skill.
1793     */
1794 root 1.122 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1795 root 1.9 tmp->stats.exp -= del_exp;
1796     player_lvl_adj (op, tmp);
1797     }
1798     }
1799 root 1.35
1800 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1801     {
1802     del_exp = check_exp_loss (op, exp);
1803     op->stats.exp -= del_exp;
1804     player_lvl_adj (op, NULL);
1805 elmex 1.1 }
1806     }
1807    
1808     /* change_exp() - changes experience to a player/monster. This
1809     * does bounds checking to make sure we don't overflow the max exp.
1810     *
1811     * The exp passed is typically not modified much by this function -
1812     * it is assumed the caller has modified the exp as needed.
1813     * skill_name is the skill that should get the exp added.
1814     * flag is what to do if player doesn't have the skill.
1815     * these last two values are only used for players.
1816     */
1817 root 1.9 void
1818 root 1.122 change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1819 root 1.9 {
1820 elmex 1.1 #ifdef EXP_DEBUG
1821 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1822 elmex 1.1 #endif
1823    
1824 root 1.9 /* safety */
1825     if (!op)
1826     {
1827     LOG (llevError, "change_exp() called for null object!\n");
1828     return;
1829     }
1830    
1831     /* if no change in exp, just return - most of the below code
1832     * won't do anything if the value is 0 anyways.
1833     */
1834     if (exp == 0)
1835     return;
1836    
1837     /* Monsters are easy - we just adjust their exp - we
1838     * don't adjust level, since in most cases it is unrelated to
1839     * the exp they have - the monsters exp represents what its
1840     * worth.
1841     */
1842     if (op->type != PLAYER)
1843     {
1844     /* Sanity check */
1845 root 1.118 if (!op->flag [FLAG_ALIVE])
1846 root 1.9 return;
1847    
1848     /* reset exp to max allowed value. We subtract from
1849     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1850     * more than max exp, just return.
1851     */
1852     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1853     {
1854     exp = MAX_EXPERIENCE - op->stats.exp;
1855     if (exp < 0)
1856     return;
1857 root 1.3 }
1858 elmex 1.1
1859 root 1.9 op->stats.exp += exp;
1860 elmex 1.1 }
1861 root 1.9 else
1862     { /* Players only */
1863     if (exp > 0)
1864     add_player_exp (op, exp, skill_name, flag);
1865     else
1866     /* note that when you lose exp, it doesn't go against
1867     * a particular skill, so we don't need to pass that
1868     * along.
1869     */
1870 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1871 elmex 1.1 }
1872     }
1873    
1874     /* Applies a death penalty experience, the size of this is defined by the
1875     * settings death_penalty_percentage and death_penalty_levels, and by the
1876     * amount of permenent experience, whichever gives the lowest loss.
1877     */
1878 root 1.9 void
1879     apply_death_exp_penalty (object *op)
1880     {
1881     sint64 loss;
1882     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1883     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1884    
1885 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1886 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1887     {
1888     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1889 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1890 root 1.9
1891     /* With the revised exp system, you can get cases where
1892     * losing several levels would still require that you have more
1893     * exp than you currently have - this is true if the levels
1894     * tables is a lot harder.
1895     */
1896     if (level_loss < 0)
1897     level_loss = 0;
1898 root 1.3
1899 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1900 root 1.3
1901 root 1.9 tmp->stats.exp -= loss;
1902     player_lvl_adj (op, tmp);
1903     }
1904 elmex 1.1
1905 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1906 root 1.125 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1907 root 1.55
1908 root 1.9 if (level_loss < 0)
1909     level_loss = 0;
1910 root 1.93
1911     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1912 elmex 1.1
1913 root 1.9 op->stats.exp -= loss;
1914     player_lvl_adj (op, NULL);
1915 elmex 1.1 }
1916    
1917     /* This function takes an object (monster/player, op), and
1918     * determines if it makes a basic save throw by looking at the
1919     * save_throw table. level is the effective level to make
1920     * the save at, and bonus is any plus/bonus (typically based on
1921     * resistance to particular attacktype.
1922     * Returns 1 if op makes his save, 0 if he failed
1923     */
1924 root 1.9 int
1925     did_make_save (const object *op, int level, int bonus)
1926 elmex 1.1 {
1927 root 1.9 if (level > MAX_SAVE_LEVEL)
1928     level = MAX_SAVE_LEVEL;
1929 elmex 1.1
1930 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1931     return 0;
1932 root 1.19
1933 root 1.9 return 1;
1934 elmex 1.1 }