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Revision: 1.13
Committed: Mon Dec 4 17:48:35 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.12: +0 -4 lines
Log Message:
- changed uint64 to sint64 for levels
- removed obsolete debugging code

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.12 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <funcpoint.h>
26    
27     /* Handy little macro that adds exp and keeps it within bounds. Since
28     * we are now using 64 bit values, I'm not all concerned about overflow issues
29     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30     */
31     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32    
33 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
34     -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35     22, 25, 30, 40, 50
36 elmex 1.1 };
37    
38     /* changed the name of this to "sp_bonus" from "int_bonus"
39     * because Pow can now be the stat that controls spellpoint
40     * advancement. -b.t.
41     */
42 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
43     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
44     30, 40, 50, 70, 100
45 elmex 1.1 };
46    
47 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
48     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49     30, 40, 50, 70, 100
50 elmex 1.1 };
51    
52     /* 0.92.7 Changed way charisma works. Values now
53     * represent how much more it costs to buy something than to sell it
54     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55     * would only get 5 gp when you sell.) Let query_cost do the calculations
56     * on how to really do this. Buy keeping it this simple number, it is
57     * much easier to know how things will be influenced. A value of '1' means
58     * buying and selling is both the same value - any value less than or equal
59     * to 1 should not be used.
60     * At least as of now, the only place that uses this code is query_cost,
61     * in server/shop.c. This bonus is split evenly between buying and selling
62     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63     * at .667
64     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65     * it is 1-diff
66     */
67    
68     const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 elmex 1.1 };
76    
77 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
78     -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
79 elmex 1.1 };
80    
81     /* speed_bonus uses dex as its stat */
82 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
83 elmex 1.1 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
84     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85     1.6, 1.8, 2.0, 2.5, 3.0
86     };
87    
88     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89     * strength.
90     */
91 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
92     -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
93 elmex 1.1 };
94    
95 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
96     -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
97 elmex 1.1 };
98    
99     /* Max you can carry before you start getting extra speed penalties */
100 root 1.9 const int max_carry[MAX_STAT + 1] = {
101     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102     301, 326, 352, 400, 450, 500, 600, 1000
103 elmex 1.1 };
104    
105     /* weight_limit - the absolute most a character can carry - a character can't
106     * pick stuff up if it would put him above this limit.
107     * value is in grams, so we don't need to do conversion later
108     * These limits are probably overly generous, but being there were no values
109     * before, you need to start someplace.
110     */
111    
112 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
113     200000, /* 0 */
114     250000, 300000, 350000, 400000, 500000, /* 5 */
115     600000, 700000, 800000, 900000, 1000000, /* 10 */
116     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 elmex 1.1 };
121    
122 root 1.9 const int learn_spell[MAX_STAT + 1] = {
123     0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124     100, 100, 100, 100, 100, 100
125 elmex 1.1 };
126    
127 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
128     100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
129 elmex 1.1 };
130    
131 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
132     -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
133 elmex 1.1 };
134    
135 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
136     3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
137 elmex 1.1 };
138    
139     /*
140     Since this is nowhere defined ...
141     Both come in handy at least in function add_exp()
142     */
143    
144     #define MAX_EXPERIENCE levels[settings.max_level]
145    
146     /* because exp_obj sum to make the total score,
147     * we cannot allow that sum to exceed the maximum
148     * amount of experience a player can gain. Thus
149     * we define MAX_EXP_IN_OBJ. It is important to try
150     * to make the value of MAX_EXP_CAT close to the
151     * actual number of experience objects in the game,
152     * otherwise the maximum level in any experience
153     * category could be quite low. To help the situation
154     * out a little I added 10 more levels, and jacked
155     * up the last level experience value. Its out of
156     * line with progression of previous levels, so
157     * if more levels are desired, this should be fixed.
158     * -b.t.
159     */
160    
161 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 elmex 1.1
163     extern sint64 *levels;
164    
165     #define MAX_SAVE_LEVEL 110
166 root 1.9
167 elmex 1.1 /* This no longer needs to be changed anytime the number of
168     * levels is increased - rather, did_make_save will do the
169     * right thing and always use range within this table.
170     * for safety, savethrow should not be accessed directly anymore,
171     * and instead did_make_save should be used instead.
172     */
173 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 elmex 1.1 18,
175 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 elmex 1.1 };
182    
183     const char *const attacks[NROFATTACKS] = {
184     "physical", "magical", "fire", "electricity", "cold", "confusion",
185     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 elmex 1.1 "life stealing"
189     };
190    
191     static const char *const drain_msg[NUM_STATS] = {
192     "Oh no! You are weakened!",
193     "You're feeling clumsy!",
194     "You feel less healthy",
195     "You suddenly begin to lose your memory!",
196     "Your face gets distorted!",
197 root 1.9 "Watch out, your mind is going!",
198 elmex 1.1 "Your spirit feels drained!"
199     };
200     const char *const restore_msg[NUM_STATS] = {
201     "You feel your strength return.",
202     "You feel your agility return.",
203     "You feel your health return.",
204     "You feel your wisdom return.",
205     "You feel your charisma return.",
206 root 1.9 "You feel your memory return.",
207 elmex 1.1 "You feel your spirits return."
208     };
209     const char *const gain_msg[NUM_STATS] = {
210 root 1.9 "You feel stronger.",
211     "You feel more agile.",
212     "You feel healthy.",
213     "You feel wiser.",
214     "You seem to look better.",
215     "You feel smarter.",
216     "You feel more potent."
217 elmex 1.1 };
218     const char *const lose_msg[NUM_STATS] = {
219 root 1.9 "You feel weaker!",
220     "You feel clumsy!",
221     "You feel less healthy!",
222     "You lose some of your memory!",
223     "You look ugly!",
224     "You feel stupid!",
225     "You feel less potent!"
226 elmex 1.1 };
227    
228     const char *const statname[NUM_STATS] = {
229 root 1.9 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
230 elmex 1.1 };
231    
232     const char *const short_stat_name[NUM_STATS] = {
233 root 1.9 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
234 elmex 1.1 };
235    
236     /*
237     * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238     * what attr is (STR to POW).
239     */
240    
241     void
242 root 1.9 set_attr_value (living * stats, int attr, sint8 value)
243     {
244     switch (attr)
245     {
246 root 1.10 case STR:
247     stats->Str = value;
248     break;
249     case DEX:
250     stats->Dex = value;
251     break;
252     case CON:
253     stats->Con = value;
254     break;
255     case WIS:
256     stats->Wis = value;
257     break;
258     case POW:
259     stats->Pow = value;
260     break;
261     case CHA:
262     stats->Cha = value;
263     break;
264     case INT:
265     stats->Int = value;
266     break;
267 root 1.9 }
268 elmex 1.1 }
269    
270     /*
271     * Like set_attr_value(), but instead the value (which can be negative)
272     * is added to the specified stat.
273     */
274    
275     void
276 root 1.9 change_attr_value (living * stats, int attr, sint8 value)
277     {
278     if (value == 0)
279     return;
280     switch (attr)
281     {
282 root 1.10 case STR:
283     stats->Str += value;
284     break;
285     case DEX:
286     stats->Dex += value;
287     break;
288     case CON:
289     stats->Con += value;
290     break;
291     case WIS:
292     stats->Wis += value;
293     break;
294     case POW:
295     stats->Pow += value;
296     break;
297     case CHA:
298     stats->Cha += value;
299     break;
300     case INT:
301     stats->Int += value;
302     break;
303     default:
304     LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 root 1.9 }
306 elmex 1.1 }
307    
308     /*
309     * returns the specified stat. See also set_attr_value().
310     */
311    
312     sint8
313 root 1.9 get_attr_value (const living * stats, int attr)
314     {
315     switch (attr)
316     {
317 root 1.10 case STR:
318     return (stats->Str);
319     case DEX:
320     return (stats->Dex);
321     case CON:
322     return (stats->Con);
323     case WIS:
324     return (stats->Wis);
325     case CHA:
326     return (stats->Cha);
327     case INT:
328     return (stats->Int);
329     case POW:
330     return (stats->Pow);
331 root 1.9 }
332 elmex 1.1 return 0;
333     }
334    
335     /*
336     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337     * 1-30 stat limit.
338     */
339    
340 root 1.9 void
341     check_stat_bounds (living * stats)
342     {
343     int i, v;
344    
345     for (i = 0; i < NUM_STATS; i++)
346     if ((v = get_attr_value (stats, i)) > MAX_STAT)
347     set_attr_value (stats, i, MAX_STAT);
348     else if (v < MIN_STAT)
349     set_attr_value (stats, i, MIN_STAT);
350 elmex 1.1 }
351    
352     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353    
354     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355     * make this macro to clean those up. Not usuable outside change_abil
356     * function since some of the values passed to new_draw_info are hardcoded.
357     */
358     #define DIFF_MSG(flag, msg1, msg2) \
359     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
360    
361     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
362 root 1.9
363 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
364     * the object.
365     * It is the calling functions responsibilty to check to see if the object
366     * can be applied or not.
367     * The main purpose of calling this function is the messages that are
368     * displayed - fix_player should really always be called after this when
369     * removing an object - that is because it is impossible to know if some object
370     * is the only source of an attacktype or spell attunement, so this function
371     * will clear the bits, but the player may still have some other object
372     * that gives them that ability.
373     */
374 root 1.9 int
375     change_abil (object *op, object *tmp)
376     {
377     int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
378     char message[MAX_BUF];
379     int potion_max = 0;
380    
381     /* remember what object was like before it was changed. note that
382     * refop is a local copy of op only to be used for detecting changes
383     * found by fix_player. refop is not a real object
384     */
385     object_pod refop = *op;
386    
387     if (op->type == PLAYER)
388     {
389     if (tmp->type == POTION)
390     {
391     potion_max = 1;
392     for (j = 0; j < NUM_STATS; j++)
393     {
394     int nstat, ostat;
395    
396     ostat = get_attr_value (&(op->contr->orig_stats), j);
397     i = get_attr_value (&(tmp->stats), j);
398    
399     /* nstat is what the stat will be after use of the potion */
400     nstat = flag * i + ostat;
401    
402     /* Do some bounds checking. While I don't think any
403     * potions do so right now, there is the potential for potions
404     * that adjust that stat by more than one point, so we need
405     * to allow for that.
406     */
407     if (nstat < 1 && i * flag < 0)
408     nstat = 1;
409     else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410     {
411     nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
412 root 1.3 }
413 root 1.9 if (nstat != ostat)
414     {
415     set_attr_value (&(op->contr->orig_stats), j, nstat);
416     potion_max = 0;
417 root 1.3 }
418 root 1.9 else if (i)
419     {
420     /* potion is useless - player has already hit the natural maximum */
421     potion_max = 1;
422 root 1.3 }
423     }
424 root 1.9 /* This section of code ups the characters normal stats also. I am not
425     * sure if this is strictly necessary, being that fix_player probably
426     * recalculates this anyway.
427     */
428     for (j = 0; j < NUM_STATS; j++)
429     change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
430     check_stat_bounds (&(op->stats));
431     } /* end of potion handling code */
432     }
433    
434     /* reset attributes that fix_player doesn't reset since it doesn't search
435     * everything to set
436     */
437     if (flag == -1)
438     {
439     op->attacktype &= ~tmp->attacktype;
440     op->path_attuned &= ~tmp->path_attuned;
441     op->path_repelled &= ~tmp->path_repelled;
442     op->path_denied &= ~tmp->path_denied;
443     /* Presuming here that creatures only have move_type,
444     * and not the other move_ fields.
445     */
446     op->move_type &= ~tmp->move_type;
447 elmex 1.1 }
448    
449 root 1.9 /* call fix_player since op object could have whatever attribute due
450     * to multiple items. if fix_player always has to be called after
451     * change_ability then might as well call it from here
452     */
453     fix_player (op);
454    
455     /* Fix player won't add the bows ability to the player, so don't
456     * print out message if this is a bow.
457     */
458     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459     {
460     success = 1;
461     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462     }
463     if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464     {
465     success = 1;
466     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467     }
468     if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469     {
470     success = 1;
471     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472     }
473     if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474     {
475     success = 1;
476     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477     }
478     /* movement type has changed. We don't care about cases where
479     * user has multiple items giving the same type appled like we
480     * used to - that is more work than what we gain, plus messages
481     * can be misleading (a little higher could be miscontrued from
482     * from fly high)
483     */
484     if (tmp->move_type && op->move_type != refop.move_type)
485     {
486     success = 1;
487 elmex 1.1
488 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489     * status doesn't make a difference if you are flying high
490     */
491     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492     {
493     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
494 root 1.3 }
495    
496 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
497     {
498     /* double conditional - second case covers if you have move_fly_low -
499     * in that case, you don't actually land
500     */
501     DIFF_MSG (flag, "You soar into the air air!.",
502     (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 root 1.3 }
504 root 1.9 if (tmp->move_type & MOVE_SWIM)
505     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 elmex 1.1
507 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
508     check_move_on (op, op);
509 elmex 1.1 }
510    
511 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
512     * originally undead may change their status
513     */
514     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
515     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516     {
517     success = 1;
518     if (flag > 0)
519     {
520     op->race = "undead";
521     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522     }
523     else
524     {
525     op->race = op->arch->clone.race;
526     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527     }
528     }
529 elmex 1.1
530 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531     {
532     success = 1;
533     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 elmex 1.1 }
535 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536     {
537     success = 1;
538     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 elmex 1.1 }
540 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
541     * vision
542     */
543     if (QUERY_FLAG (tmp, FLAG_BLIND))
544     {
545     success = 1;
546     if (flag > 0)
547     {
548     if (QUERY_FLAG (op, FLAG_WIZ))
549     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550     else
551     {
552     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553     SET_FLAG (op, FLAG_BLIND);
554     if (op->type == PLAYER)
555     op->contr->do_los = 1;
556 root 1.3 }
557 root 1.9 }
558     else
559     {
560     if (QUERY_FLAG (op, FLAG_WIZ))
561     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
562     else
563     {
564     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565     CLEAR_FLAG (op, FLAG_BLIND);
566     if (op->type == PLAYER)
567     op->contr->do_los = 1;
568 root 1.3 }
569     }
570 elmex 1.1 }
571    
572 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
573     {
574     success = 1;
575     if (op->type == PLAYER)
576     op->contr->do_los = 1;
577     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 elmex 1.1 }
579    
580 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
581     {
582     success = 1;
583     if (flag > 0)
584     {
585     if (QUERY_FLAG (op, FLAG_WIZ))
586     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
587     else
588     {
589     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590     if (op->type == PLAYER)
591     op->contr->do_los = 1;
592 root 1.3 }
593 root 1.9 }
594     else
595     {
596     if (QUERY_FLAG (op, FLAG_WIZ))
597     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
598     else
599     {
600     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
601     if (op->type == PLAYER)
602     op->contr->do_los = 1;
603 root 1.3 }
604     }
605 elmex 1.1 }
606    
607 root 1.9 if (tmp->stats.luck)
608     {
609     success = 1;
610     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
611 elmex 1.1 }
612    
613 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
614     {
615     success = 1;
616     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
617 elmex 1.1 }
618    
619 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
620     {
621     success = 1;
622     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
623 elmex 1.1 }
624    
625 root 1.9 /* for the future when artifacts set this -b.t. */
626     if (tmp->stats.grace && op->type == PLAYER)
627     {
628     success = 1;
629     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
630 elmex 1.1 }
631    
632 root 1.9 if (tmp->stats.food && op->type == PLAYER)
633     {
634     success = 1;
635     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 elmex 1.1 }
637    
638 root 1.9 /* Messages for changed resistance */
639     for (i = 0; i < NROFATTACKS; i++)
640     {
641     if (i == ATNR_PHYSICAL)
642     continue; /* Don't display about armour */
643    
644     if (op->resist[i] != refop.resist[i])
645     {
646     success = 1;
647     if (op->resist[i] > refop.resist[i])
648     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
649     else
650     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
651    
652     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 root 1.3 }
654 elmex 1.1 }
655    
656 root 1.9 if (tmp->type != EXPERIENCE && !potion_max)
657     {
658     for (j = 0; j < NUM_STATS; j++)
659     {
660     if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661     {
662     success = 1;
663     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 root 1.3 }
665     }
666 elmex 1.1 }
667 root 1.9 return success;
668 elmex 1.1 }
669    
670     /*
671     * Stat draining by Vick 930307
672     * (Feeling evil, I made it work as well now. -Frank 8)
673     */
674    
675 root 1.9 void
676     drain_stat (object *op)
677     {
678     drain_specific_stat (op, RANDOM () % NUM_STATS);
679 elmex 1.1 }
680    
681 root 1.9 void
682     drain_specific_stat (object *op, int deplete_stats)
683     {
684 elmex 1.1 object *tmp;
685     archetype *at;
686    
687 root 1.11 at = archetype::find (ARCH_DEPLETION);
688 root 1.9 if (!at)
689     {
690     LOG (llevError, "Couldn't find archetype depletion.\n");
691     return;
692     }
693     else
694     {
695     tmp = present_arch_in_ob (at, op);
696     if (!tmp)
697     {
698     tmp = arch_to_object (at);
699     tmp = insert_ob_in_ob (tmp, op);
700     SET_FLAG (tmp, FLAG_APPLIED);
701     }
702     }
703    
704     new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
705     change_attr_value (&tmp->stats, deplete_stats, -1);
706     fix_player (op);
707 elmex 1.1 }
708    
709     /*
710     * A value of 0 indicates timeout, otherwise change the luck of the object.
711     * via an applied bad_luck object.
712     */
713    
714 root 1.9 void
715     change_luck (object *op, int value)
716     {
717 elmex 1.1 object *tmp;
718     archetype *at;
719     int new_luck;
720    
721 root 1.11 at = archetype::find ("luck");
722 elmex 1.1 if (!at)
723 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
724     else
725     {
726     tmp = present_arch_in_ob (at, op);
727     if (!tmp)
728     {
729     if (!value)
730     return;
731     tmp = arch_to_object (at);
732     tmp = insert_ob_in_ob (tmp, op);
733     SET_FLAG (tmp, FLAG_APPLIED);
734     }
735     if (value)
736     {
737     /* Limit the luck value of the bad luck object to +/-100. This
738     * (arbitrary) value prevents overflows (both in the bad luck object and
739     * in op itself).
740     */
741     new_luck = tmp->stats.luck + value;
742     if (new_luck >= -100 && new_luck <= 100)
743     {
744     op->stats.luck += value;
745     tmp->stats.luck = new_luck;
746     }
747     }
748     else
749     {
750     if (!tmp->stats.luck)
751     {
752     return;
753     }
754     /* Randomly change the players luck. Basically, we move it
755     * back neutral (if greater>0, subtract, otherwise add)
756     */
757     if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
758     {
759     int diff = tmp->stats.luck > 0 ? -1 : 1;
760    
761     op->stats.luck += diff;
762     tmp->stats.luck += diff;
763     }
764     }
765 elmex 1.1 }
766     }
767    
768     /*
769     * Subtracts stat-bonuses given by the class which the player has chosen.
770     */
771    
772 root 1.9 void
773     remove_statbonus (object *op)
774     {
775 elmex 1.1 op->stats.Str -= op->arch->clone.stats.Str;
776     op->stats.Dex -= op->arch->clone.stats.Dex;
777     op->stats.Con -= op->arch->clone.stats.Con;
778     op->stats.Wis -= op->arch->clone.stats.Wis;
779     op->stats.Pow -= op->arch->clone.stats.Pow;
780     op->stats.Cha -= op->arch->clone.stats.Cha;
781     op->stats.Int -= op->arch->clone.stats.Int;
782     op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783     op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784     op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785     op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786     op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787     op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788     op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789     }
790    
791     /*
792     * Adds stat-bonuses given by the class which the player has chosen.
793     */
794    
795 root 1.9 void
796     add_statbonus (object *op)
797     {
798 elmex 1.1 op->stats.Str += op->arch->clone.stats.Str;
799     op->stats.Dex += op->arch->clone.stats.Dex;
800     op->stats.Con += op->arch->clone.stats.Con;
801     op->stats.Wis += op->arch->clone.stats.Wis;
802     op->stats.Pow += op->arch->clone.stats.Pow;
803     op->stats.Cha += op->arch->clone.stats.Cha;
804     op->stats.Int += op->arch->clone.stats.Int;
805     op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806     op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807     op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808     op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809     op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810     op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811     op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812     }
813    
814     /*
815     * Updates all abilities given by applied objects in the inventory
816     * of the given object. Note: This function works for both monsters
817     * and players; the "player" in the name is purely an archaic inheritance.
818     * This functions starts from base values (archetype or player object)
819     * and then adjusts them according to what the player has equipped.
820     */
821 root 1.9
822 elmex 1.1 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
823     spell system split, grace points now added to system --peterm
824     */
825    
826 root 1.9 void
827     fix_player (object *op)
828     {
829     int i, j;
830     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831     int weapon_weight = 0, weapon_speed = 0;
832     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
835    
836     /* First task is to clear all the values back to their original values */
837     if (op->type == PLAYER)
838     {
839     for (i = 0; i < NUM_STATS; i++)
840     {
841     set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
842     }
843     if (settings.spell_encumbrance == TRUE)
844     op->contr->encumbrance = 0;
845    
846     op->attacktype = 0;
847     op->contr->digestion = 0;
848     op->contr->gen_hp = 0;
849     op->contr->gen_sp = 0;
850     op->contr->gen_grace = 0;
851     op->contr->gen_sp_armour = 10;
852     op->contr->item_power = 0;
853    
854     /* Don't clobber all the range_ values. range_golem otherwise
855     * gets reset for no good reason, and we don't want to reset
856     * range_magic (what spell is readied). These three below
857     * well get filled in based on what the player has equipped.
858     */
859     op->contr->ranges[range_bow] = NULL;
860     op->contr->ranges[range_misc] = NULL;
861     op->contr->ranges[range_skill] = NULL;
862     }
863     memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864    
865     op->slaying = 0;
866    
867     if (!QUERY_FLAG (op, FLAG_WIZ))
868     {
869     CLEAR_FLAG (op, FLAG_XRAYS);
870     CLEAR_FLAG (op, FLAG_MAKE_INVIS);
871     }
872    
873     CLEAR_FLAG (op, FLAG_LIFESAVE);
874     CLEAR_FLAG (op, FLAG_STEALTH);
875     CLEAR_FLAG (op, FLAG_BLIND);
876     if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877     CLEAR_FLAG (op, FLAG_REFL_SPELL);
878     if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879     CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881     CLEAR_FLAG (op, FLAG_UNDEAD);
882     if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883     CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884    
885     op->path_attuned = op->arch->clone.path_attuned;
886     op->path_repelled = op->arch->clone.path_repelled;
887     op->path_denied = op->arch->clone.path_denied;
888     op->glow_radius = op->arch->clone.glow_radius;
889     op->move_type = op->arch->clone.move_type;
890     op->chosen_skill = NULL;
891    
892     /* initializing resistances from the values in player/monster's
893     * archetype clone
894     */
895     memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
896    
897     for (i = 0; i < NROFATTACKS; i++)
898     {
899     if (op->resist[i] > 0)
900     prot[i] = op->resist[i], vuln[i] = 0;
901     else
902     vuln[i] = -(op->resist[i]), prot[i] = 0;
903     potion_resist[i] = 0;
904     }
905    
906     wc = op->arch->clone.stats.wc;
907     op->stats.dam = op->arch->clone.stats.dam;
908    
909     /* for players which cannot use armour, they gain AC -1 per 3 levels,
910     * plus a small amount of physical resist, those poor suckers. ;)
911     * the fact that maxlevel is factored in could be considered sort of bogus -
912     * we should probably give them some bonus and cap it off - otherwise,
913     * basically, if a server updates its max level, these playes may find
914     * that their protection from physical goes down
915     */
916     if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
917     {
918     ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
919     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
920 elmex 1.1 }
921 root 1.9 else
922     ac = op->arch->clone.stats.ac;
923    
924     op->stats.luck = op->arch->clone.stats.luck;
925     op->speed = op->arch->clone.speed;
926    
927     /* OK - we've reset most all the objects attributes to sane values.
928     * now go through and make adjustments for what the player has equipped.
929     */
930    
931     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
932     {
933     /* See note in map.c:update_position about making this additive
934     * since light sources are never applied, need to put check here.
935     */
936     if (tmp->glow_radius > op->glow_radius)
937     op->glow_radius = tmp->glow_radius;
938 root 1.3
939 root 1.9 /* This happens because apply_potion calls change_abil with the potion
940     * applied so we can tell the player what chagned. But change_abil
941     * then calls this function.
942     */
943     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944     {
945     continue;
946 root 1.3 }
947    
948 root 1.9 /* For some things, we don't care what is equipped */
949     if (tmp->type == SKILL)
950     {
951     /* Want to take the highest skill here. */
952     if (IS_MANA_SKILL (tmp->subtype))
953     {
954     if (!mana_obj)
955     mana_obj = tmp;
956     else if (tmp->level > mana_obj->level)
957     mana_obj = tmp;
958     }
959     if (IS_GRACE_SKILL (tmp->subtype))
960     {
961     if (!grace_obj)
962     grace_obj = tmp;
963     else if (tmp->level > grace_obj->level)
964     grace_obj = tmp;
965 root 1.3 }
966     }
967    
968 root 1.9 /* Container objects are not meant to adjust a players, but other applied
969     * objects need to make adjustments.
970     * This block should handle all player specific changes
971     * The check for Praying is a bit of a hack - god given bonuses are put
972     * in the praying skill, and the player should always get those.
973     * It also means we need to put in additional checks for applied below,
974     * because the skill shouldn't count against body positions being used
975     * up, etc.
976     */
977     if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
978     (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979     {
980     if (op->type == PLAYER)
981     {
982     if (tmp->type == BOW)
983     op->contr->ranges[range_bow] = tmp;
984    
985     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986     op->contr->ranges[range_misc] = tmp;
987    
988     for (i = 0; i < NUM_STATS; i++)
989     change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
990    
991     /* these are the items that currently can change digestion, regeneration,
992     * spell point recovery and mana point recovery. Seems sort of an arbitary
993     * list, but other items store other info into stats array.
994     */
995     if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997     (tmp->type == SHIELD) || (tmp->type == RING) ||
998     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000     (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1001     {
1002     op->contr->digestion += tmp->stats.food;
1003     op->contr->gen_hp += tmp->stats.hp;
1004     op->contr->gen_sp += tmp->stats.sp;
1005     op->contr->gen_grace += tmp->stats.grace;
1006     op->contr->gen_sp_armour += tmp->gen_sp_armour;
1007     op->contr->item_power += tmp->item_power;
1008 root 1.3 }
1009 root 1.9 } /* if this is a player */
1010 root 1.3
1011 root 1.9 /* Update slots used for items */
1012     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013     {
1014     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015     op->body_used[i] += tmp->body_info[i];
1016 root 1.3 }
1017    
1018 root 1.9 if (tmp->type == SYMPTOM)
1019     {
1020     speed_reduce_from_disease = tmp->last_sp / 100.0;
1021     if (speed_reduce_from_disease == 0)
1022     speed_reduce_from_disease = 1;
1023 root 1.3 }
1024    
1025 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026     * (Negative protections are calculated extactly like positive.)
1027     * Resistance from potions are treated special as well. If there's
1028     * more than one potion-effect, the bigger prot.-value is taken.
1029     */
1030     if (tmp->type != POTION)
1031     {
1032     for (i = 0; i < NROFATTACKS; i++)
1033     {
1034     /* Potential for cursed potions, in which case we just can use
1035     * a straight MAX, as potion_resist is initialized to zero.
1036     */
1037     if (tmp->type == POTION_EFFECT)
1038     {
1039     if (potion_resist[i])
1040     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041     else
1042     potion_resist[i] = tmp->resist[i];
1043 root 1.3 }
1044 root 1.9 else if (tmp->resist[i] > 0)
1045     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046     else if (tmp->resist[i] < 0)
1047     vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1048     }
1049     }
1050    
1051     /* There may be other things that should not adjust the attacktype */
1052     if (tmp->type != BOW && tmp->type != SYMPTOM)
1053     op->attacktype |= tmp->attacktype;
1054    
1055     op->path_attuned |= tmp->path_attuned;
1056     op->path_repelled |= tmp->path_repelled;
1057     op->path_denied |= tmp->path_denied;
1058     op->stats.luck += tmp->stats.luck;
1059     op->move_type |= tmp->move_type;
1060    
1061     if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1062     SET_FLAG (op, FLAG_LIFESAVE);
1063     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1064     SET_FLAG (op, FLAG_REFL_SPELL);
1065     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1066     SET_FLAG (op, FLAG_REFL_MISSILE);
1067     if (QUERY_FLAG (tmp, FLAG_STEALTH))
1068     SET_FLAG (op, FLAG_STEALTH);
1069     if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070     SET_FLAG (op, FLAG_XRAYS);
1071     if (QUERY_FLAG (tmp, FLAG_BLIND))
1072     SET_FLAG (op, FLAG_BLIND);
1073     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074     SET_FLAG (op, FLAG_SEE_IN_DARK);
1075    
1076     if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1077     SET_FLAG (op, FLAG_UNDEAD);
1078    
1079     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080     {
1081     SET_FLAG (op, FLAG_MAKE_INVIS);
1082     op->invisible = 1;
1083     }
1084    
1085     if (tmp->stats.exp && tmp->type != SKILL)
1086     {
1087     if (tmp->stats.exp > 0)
1088     {
1089     added_speed += (float) tmp->stats.exp / 3.0;
1090     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1091 root 1.3 }
1092 root 1.9 else
1093     added_speed += (float) tmp->stats.exp;
1094 root 1.3 }
1095    
1096 root 1.9 switch (tmp->type)
1097     {
1098 root 1.10 /* skills modifying the character -b.t. */
1099     /* for all skills and skill granting objects */
1100     case SKILL:
1101     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1102     break;
1103 root 1.3
1104 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1105     wc_obj = tmp;
1106 root 1.3
1107 root 1.10 if (op->chosen_skill)
1108     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1109    
1110     op->chosen_skill = tmp;
1111    
1112     if (tmp->stats.dam > 0)
1113     { /* skill is a 'weapon' */
1114     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1115     weapon_speed = (int) WEAPON_SPEED (tmp);
1116     if (weapon_speed < 0)
1117     weapon_speed = 0;
1118     weapon_weight = tmp->weight;
1119     op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1120     if (tmp->magic)
1121     op->stats.dam += tmp->magic;
1122     }
1123 root 1.3
1124 root 1.10 if (tmp->stats.wc)
1125     wc -= (tmp->stats.wc + tmp->magic);
1126 root 1.3
1127 root 1.10 if (tmp->slaying != NULL)
1128     op->slaying = tmp->slaying;
1129 root 1.9
1130 root 1.10 if (tmp->stats.ac)
1131     ac -= (tmp->stats.ac + tmp->magic);
1132     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1133     op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134 root 1.3
1135 root 1.10 if (op->type == PLAYER)
1136     op->contr->ranges[range_skill] = op;
1137     break;
1138 root 1.3
1139 root 1.10 case SKILL_TOOL:
1140     if (op->chosen_skill)
1141     {
1142     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1143     }
1144     op->chosen_skill = tmp;
1145     if (op->type == PLAYER)
1146     op->contr->ranges[range_skill] = op;
1147     break;
1148 root 1.3
1149 root 1.10 case SHIELD:
1150     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1151     op->contr->encumbrance += (int) tmp->weight / 2000;
1152     case RING:
1153     case AMULET:
1154     case GIRDLE:
1155     case HELMET:
1156     case BOOTS:
1157     case GLOVES:
1158     case CLOAK:
1159     if (tmp->stats.wc)
1160 root 1.9 wc -= (tmp->stats.wc + tmp->magic);
1161 root 1.10 if (tmp->stats.dam)
1162 root 1.9 op->stats.dam += (tmp->stats.dam + tmp->magic);
1163 root 1.10 if (tmp->stats.ac)
1164     ac -= (tmp->stats.ac + tmp->magic);
1165     break;
1166    
1167     case WEAPON:
1168     wc -= (tmp->stats.wc + tmp->magic);
1169     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170     ac -= tmp->stats.ac + tmp->magic;
1171     op->stats.dam += (tmp->stats.dam + tmp->magic);
1172     weapon_weight = tmp->weight;
1173     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174     if (weapon_speed < 0)
1175     weapon_speed = 0;
1176     op->slaying = tmp->slaying;
1177     /* If there is desire that two handed weapons should do
1178     * extra strength damage, this is where the code should
1179     * go.
1180     */
1181     op->current_weapon = tmp;
1182     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1183     op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1184 root 1.9
1185 root 1.10 break;
1186 root 1.9
1187 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1188     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1189     op->contr->encumbrance += (int) tmp->weight / 1000;
1190    
1191     case BRACERS:
1192     case FORCE:
1193     if (tmp->stats.wc)
1194     {
1195     if (best_wc < tmp->stats.wc + tmp->magic)
1196     {
1197     wc += best_wc;
1198     best_wc = tmp->stats.wc + tmp->magic;
1199     }
1200     else
1201     wc += tmp->stats.wc + tmp->magic;
1202     }
1203     if (tmp->stats.ac)
1204     {
1205     if (best_ac < tmp->stats.ac + tmp->magic)
1206     {
1207     ac += best_ac; /* Remove last bonus */
1208     best_ac = tmp->stats.ac + tmp->magic;
1209     }
1210     else /* To nullify the below effect */
1211     ac += tmp->stats.ac + tmp->magic;
1212     }
1213     if (tmp->stats.wc)
1214     wc -= (tmp->stats.wc + tmp->magic);
1215     if (tmp->stats.ac)
1216     ac -= (tmp->stats.ac + tmp->magic);
1217     if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1218     max = ARMOUR_SPEED (tmp) / 10.0;
1219     break;
1220 root 1.9 } /* switch tmp->type */
1221     } /* item is equipped */
1222     } /* for loop of items */
1223    
1224     /* We've gone through all the objects the player has equipped. For many things, we
1225     * have generated intermediate values which we now need to assign.
1226     */
1227    
1228     /* 'total resistance = total protections - total vulnerabilities'.
1229     * If there is an uncursed potion in effect, granting more protection
1230     * than that, we take: 'total resistance = resistance from potion'.
1231     * If there is a cursed (and no uncursed) potion in effect, we take
1232     * 'total resistance = vulnerability from cursed potion'.
1233     */
1234     for (i = 0; i < NROFATTACKS; i++)
1235     {
1236     op->resist[i] = prot[i] - vuln[i];
1237     if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1238 root 1.3 op->resist[i] = potion_resist[i];
1239 elmex 1.1 }
1240    
1241 root 1.9 /* Figure out the players sp/mana/hp totals. */
1242     if (op->type == PLAYER)
1243     {
1244     int pl_level;
1245    
1246     check_stat_bounds (&(op->stats));
1247     pl_level = op->level;
1248    
1249     if (pl_level < 1)
1250     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251    
1252     /* You basically get half a con bonus/level. But we do take into account rounding,
1253     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254     */
1255     for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1256     {
1257     j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1258     if (i % 2 && con_bonus[op->stats.Con] % 2)
1259     {
1260     if (con_bonus[op->stats.Con] > 0)
1261     j++;
1262     else
1263     j--;
1264     }
1265     op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266     }
1267    
1268     for (i = 11; i <= op->level; i++)
1269     op->stats.maxhp += 2;
1270 elmex 1.1
1271 root 1.9 if (op->stats.hp > op->stats.maxhp)
1272     op->stats.hp = op->stats.maxhp;
1273 elmex 1.1
1274 root 1.9 /* Sp gain is controlled by the level of the player's
1275     * relevant experience object (mana_obj, see above)
1276     */
1277     /* following happen when skills system is not used */
1278     if (!mana_obj)
1279     mana_obj = op;
1280     if (!grace_obj)
1281     grace_obj = op;
1282     /* set maxsp */
1283     if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1284     mana_obj = op;
1285    
1286     if (mana_obj == op && op->type == PLAYER)
1287     {
1288     op->stats.maxsp = 1;
1289     }
1290     else
1291     {
1292     sp_tmp = 0.0;
1293     for (i = 1; i <= mana_obj->level && i <= 10; i++)
1294     {
1295     float stmp;
1296    
1297     /* Got some extra bonus at first level */
1298     if (i < 2)
1299     {
1300     stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1301     }
1302     else
1303     {
1304     stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1305 root 1.3 }
1306 root 1.9 if (stmp < 1.0)
1307     stmp = 1.0;
1308     sp_tmp += stmp;
1309 root 1.3 }
1310 root 1.9 op->stats.maxsp = (int) sp_tmp;
1311 root 1.3
1312 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1313     op->stats.maxsp += 2;
1314 root 1.3 }
1315 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1316     if (op->stats.sp > op->stats.maxsp * 2)
1317     op->stats.sp = op->stats.maxsp * 2;
1318    
1319     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320     if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1321     grace_obj = op;
1322    
1323     if (grace_obj == op && op->type == PLAYER)
1324     {
1325     op->stats.maxgrace = 1;
1326     }
1327     else
1328     {
1329     /* store grace in a float - this way, the divisions below don't create
1330     * big jumps when you go from level to level - with int's, it then
1331     * becomes big jumps when the sums of the bonuses jump to the next
1332     * step of 8 - with floats, even fractional ones are useful.
1333     */
1334     sp_tmp = 0.0;
1335     for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1336     {
1337     float grace_tmp = 0.0;
1338    
1339     /* Got some extra bonus at first level */
1340     if (i < 2)
1341     {
1342     grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343     2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344     }
1345     else
1346     {
1347     grace_tmp = (float) op->contr->levgrace[i]
1348     + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 root 1.3 }
1350 root 1.9 if (grace_tmp < 1.0)
1351     grace_tmp = 1.0;
1352     sp_tmp += grace_tmp;
1353 root 1.3 }
1354 root 1.9 op->stats.maxgrace = (int) sp_tmp;
1355 root 1.3
1356 root 1.9 /* two grace points per level after 11 */
1357     for (i = 11; i <= grace_obj->level; i++)
1358     op->stats.maxgrace += 2;
1359 root 1.3 }
1360 root 1.9 /* No limit on grace vs maxgrace */
1361 root 1.3
1362 root 1.9 if (op->contr->braced)
1363     {
1364     ac += 2;
1365     wc += 4;
1366 root 1.3 }
1367 root 1.9 else
1368     ac -= dex_bonus[op->stats.Dex];
1369    
1370     /* In new exp/skills system, wc bonuses are related to
1371     * the players level in a relevant exp object (wc_obj)
1372     * not the general player level -b.t.
1373     * I changed this slightly so that wc bonuses are better
1374     * than before. This is to balance out the fact that
1375     * the player no longer gets a personal weapon w/ 1
1376     * improvement every level, now its fighterlevel/5. So
1377     * we give the player a bonus here in wc and dam
1378     * to make up for the change. Note that I left the
1379     * monster bonus the same as before. -b.t.
1380     */
1381    
1382     if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1383     {
1384     wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1385     for (i = 1; i < wc_obj->level; i++)
1386     {
1387     /* addtional wc every 6 levels */
1388     if (!(i % 6))
1389     wc--;
1390     /* addtional dam every 4 levels. */
1391     if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1392     op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1393     }
1394     }
1395     else
1396     wc -= (op->level + thaco_bonus[op->stats.Str]);
1397    
1398     op->stats.dam += dam_bonus[op->stats.Str];
1399    
1400     if (op->stats.dam < 1)
1401     op->stats.dam = 1;
1402    
1403     op->speed = 1.0 + speed_bonus[op->stats.Dex];
1404     if (settings.search_items && op->contr->search_str[0])
1405     op->speed -= 1;
1406     if (op->attacktype == 0)
1407     op->attacktype = op->arch->clone.attacktype;
1408    
1409     } /* End if player */
1410    
1411     if (added_speed >= 0)
1412     op->speed += added_speed / 10.0;
1413     else /* Something wrong here...: */
1414     op->speed /= (float) (1.0 - added_speed);
1415 root 1.3
1416 root 1.9 /* Max is determined by armour */
1417     if (op->speed > max)
1418     op->speed = max;
1419 elmex 1.1
1420 root 1.9 if (op->type == PLAYER)
1421     {
1422     /* f is a number the represents the number of kg above (positive num)
1423     * or below (negative number) that the player is carrying. If above
1424     * weight limit, then player suffers a speed reduction based on how
1425     * much above he is, and what is max carry is
1426     */
1427     f = (op->carrying / 1000) - max_carry[op->stats.Str];
1428     if (f > 0)
1429     op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1430 elmex 1.1 }
1431    
1432 root 1.9 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1433    
1434     /* Put a lower limit on speed. Note with this speed, you move once every
1435     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436     */
1437     op->speed = op->speed * speed_reduce_from_disease;
1438 elmex 1.1
1439 root 1.9 if (op->speed < 0.01 && op->type == PLAYER)
1440     op->speed = 0.01;
1441    
1442     if (op->type == PLAYER)
1443     {
1444     float M, W, s, D, K, S, M2;
1445 elmex 1.1
1446 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1447     * Note that we never used these values again - basically
1448     * all of these could be subbed into one big equation, but
1449     * that would just be a real pain to read.
1450     */
1451     M = (max_carry[op->stats.Str] - 121) / 121.0;
1452     M2 = max_carry[op->stats.Str] / 100.0;
1453     W = weapon_weight / 20000.0;
1454     s = 2 - weapon_speed / 10.0;
1455     D = (op->stats.Dex - 14) / 14.0;
1456     K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1457     K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1458     if (K <= 0)
1459     K = 0.01;
1460     S = op->speed / (K * s);
1461     op->contr->weapon_sp = S;
1462     }
1463     /* I want to limit the power of small monsters with big weapons: */
1464     if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1465     op->stats.dam = op->arch->clone.stats.dam * 3;
1466    
1467     /* Prevent overflows of wc - best you can get is ABS(120) - this
1468     * should be more than enough - remember, AC is also in 8 bits,
1469     * so its value is the same.
1470     */
1471     if (wc > 120)
1472     wc = 120;
1473     else if (wc < -120)
1474     wc = -120;
1475     op->stats.wc = wc;
1476    
1477     if (ac > 120)
1478     ac = 120;
1479     else if (ac < -120)
1480     ac = -120;
1481     op->stats.ac = ac;
1482    
1483     /* if for some reason the creature doesn't have any move type,
1484     * give them walking as a default.
1485     * The second case is a special case - to more closely mimic the
1486     * old behaviour - if your flying, your not walking - just
1487     * one or the other.
1488     */
1489     if (op->move_type == 0)
1490     op->move_type = MOVE_WALK;
1491     else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492     op->move_type &= ~MOVE_WALK;
1493 elmex 1.1
1494 root 1.9 update_ob_speed (op);
1495 elmex 1.1
1496 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1497     * so we will check that now.
1498     */
1499     if (op->type == PLAYER)
1500     esrv_update_spells (op->contr);
1501 elmex 1.1 }
1502    
1503     /*
1504     * Returns true if the given player is a legal class.
1505     * The function to add and remove class-bonuses to the stats doesn't
1506     * check if the stat becomes negative, thus this function
1507     * merely checks that all stats are 1 or more, and returns
1508     * false otherwise.
1509     */
1510    
1511 root 1.9 int
1512     allowed_class (const object *op)
1513     {
1514     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1515     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1516 elmex 1.1 }
1517    
1518     /*
1519     * set the new dragon name after gaining levels or
1520     * changing ability focus (later this can be extended to
1521     * eventually change the player's face and animation)
1522     *
1523     * Note that the title is written to 'own_title' in the
1524     * player struct. This should be changed to 'ext_title'
1525     * as soon as clients support this!
1526     * Please, anyone, write support for 'ext_title'.
1527     */
1528 root 1.9 void
1529     set_dragon_name (object *pl, const object *abil, const object *skin)
1530     {
1531     int atnr = -1; /* attacknumber of highest level */
1532     int level = 0; /* highest level */
1533 elmex 1.1 int i;
1534    
1535     /* Perhaps do something more clever? */
1536 root 1.9 if (!abil || !skin)
1537     return;
1538    
1539 elmex 1.1 /* first, look for the highest level */
1540 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1541     {
1542     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1543     {
1544     level = abil->resist[i];
1545     atnr = i;
1546     }
1547 elmex 1.1 }
1548 root 1.9
1549 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1550     or else at random */
1551 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1552 elmex 1.1 atnr = abil->stats.exp;
1553 root 1.9
1554     level = (int) (level / 5.);
1555    
1556 elmex 1.1 /* now set the new title */
1557 root 1.9 if (pl->contr != NULL)
1558     {
1559     if (level == 0)
1560     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1561     else if (level == 1)
1562     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1563     else if (level == 2)
1564     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1565     else if (level == 3)
1566     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1567 elmex 1.1 else
1568 root 1.9 {
1569     /* special titles for extra high resistance! */
1570     if (skin->resist[atnr] > 80)
1571     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1572     else if (skin->resist[atnr] > 50)
1573     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1574     else
1575     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1576     }
1577 elmex 1.1 }
1578 root 1.9
1579     strcpy (pl->contr->own_title, "");
1580 elmex 1.1 }
1581    
1582     /*
1583     * This function is called when a dragon-player gains
1584     * an overall level. Here, the dragon might gain new abilities
1585     * or change the ability-focus.
1586     */
1587 root 1.9 void
1588     dragon_level_gain (object *who)
1589     {
1590     object *abil = NULL; /* pointer to dragon ability force */
1591     object *skin = NULL; /* pointer to dragon skin force */
1592     object *tmp = NULL; /* tmp. object */
1593     char buf[MAX_BUF]; /* tmp. string buffer */
1594    
1595     /* now grab the 'dragon_ability'-forces from the player's inventory */
1596     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1597     {
1598     if (tmp->type == FORCE)
1599     {
1600     if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601     abil = tmp;
1602     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1603     skin = tmp;
1604     }
1605     }
1606     /* if the force is missing -> bail out */
1607     if (abil == NULL)
1608     return;
1609    
1610     /* The ability_force keeps track of maximum level ever achieved.
1611     * New abilties can only be gained by surpassing this max level
1612     */
1613     if (who->level > abil->level)
1614     {
1615     /* increase our focused ability */
1616     abil->resist[abil->stats.exp]++;
1617    
1618    
1619     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1620     {
1621     /* time to hand out a new ability-gift */
1622     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1623     }
1624    
1625     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1626     {
1627     /* apply new ability focus */
1628     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1629     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1630    
1631     abil->stats.exp = abil->last_eat;
1632     abil->last_eat = 0;
1633     }
1634    
1635     abil->level = who->level;
1636     }
1637    
1638     /* last but not least, set the new title for the dragon */
1639     set_dragon_name (who, abil, skin);
1640 elmex 1.1 }
1641    
1642     /* Handy function - given the skill name skill_name, we find the skill
1643     * archetype/object, set appropriate values, and insert it into
1644     * the object (op) that is passed.
1645     * We return the skill - this makes it easier for calling functions that
1646     * want to do something with it immediately.
1647     */
1648 root 1.9 object *
1649     give_skill_by_name (object *op, const char *skill_name)
1650 elmex 1.1 {
1651 root 1.9 object *skill_obj;
1652 elmex 1.1
1653 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1654     if (!skill_obj)
1655     {
1656     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1657     return NULL;
1658     }
1659     /* clear the flag - exp goes into this bucket, but player
1660     * still doesn't know it.
1661     */
1662     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663     skill_obj->stats.exp = 0;
1664     skill_obj->level = 1;
1665     insert_ob_in_ob (skill_obj, op);
1666     if (op->contr)
1667     {
1668     op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1669     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1670 elmex 1.1 }
1671 root 1.9 return skill_obj;
1672 elmex 1.1 }
1673    
1674    
1675     /* player_lvl_adj() - for the new exp system. we are concerned with
1676     * whether the player gets more hp, sp and new levels.
1677     * Note this this function should only be called for players. Monstes
1678     * don't really gain levels
1679     * who is the player, op is what we are checking to gain the level
1680     * (eg, skill)
1681     */
1682 root 1.9 void
1683     player_lvl_adj (object *who, object *op)
1684     {
1685     char buf[MAX_BUF];
1686    
1687     if (!op) /* when rolling stats */
1688     op = who;
1689    
1690     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691     {
1692     op->level++;
1693    
1694     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1695     dragon_level_gain (who);
1696    
1697     /* Only roll these if it is the player (who) that gained the level */
1698     if (op == who && (who->level < 11) && who->type == PLAYER)
1699     {
1700     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1701     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1702     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703     }
1704    
1705     fix_player (who);
1706     if (op->level > 1)
1707     {
1708     if (op->type != PLAYER)
1709     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1710     else
1711     sprintf (buf, "You are now level %d.", op->level);
1712     if (who)
1713     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714     }
1715     player_lvl_adj (who, op); /* To increase more levels */
1716     }
1717     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718     {
1719     op->level--;
1720     fix_player (who);
1721     if (op->type != PLAYER)
1722     {
1723     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1724     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 root 1.3 }
1726 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1727 elmex 1.1 }
1728 root 1.9 /* check if the spell data has changed */
1729     esrv_update_spells (who->contr);
1730 elmex 1.1 }
1731    
1732     /*
1733     * Returns how much experience is needed for a player to become
1734     * the given level. level should really never exceed max_level
1735     */
1736    
1737 root 1.9 sint64
1738     level_exp (int level, double expmul)
1739     {
1740     if (level > settings.max_level)
1741     return (sint64) (expmul * levels[settings.max_level]);
1742     return (sint64) (expmul * levels[level]);
1743 elmex 1.1 }
1744    
1745     /*
1746     * Ensure that the permanent experience requirements in an exp object are met.
1747     * This really just checks 'op to make sure the perm_exp value is within
1748     * proper range. Note that the checking of what is passed through
1749     * has been reduced. Since there is now a proper field for perm_exp,
1750     * this can now work on a much larger set of objects.
1751     */
1752 root 1.9 void
1753     calc_perm_exp (object *op)
1754 elmex 1.1 {
1755 root 1.9 int p_exp_min;
1756    
1757     /* Ensure that our permanent experience minimum is met.
1758     * permenent_exp_ratio is an integer percentage, we divide by 100
1759     * to get the fraction */
1760     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1761    
1762     if (op->perm_exp < p_exp_min)
1763     op->perm_exp = p_exp_min;
1764    
1765     /* Cap permanent experience. */
1766     if (op->perm_exp < 0)
1767     op->perm_exp = 0;
1768     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769     op->perm_exp = MAX_EXPERIENCE;
1770 elmex 1.1 }
1771    
1772    
1773     /* Add experience to a player - exp should only be positive.
1774     * Updates permanent exp for the skill we are adding to.
1775     * skill_name is the skill to add exp to. Skill name can be
1776     * NULL, in which case exp increases the players general
1777     * total, but not any particular skill.
1778     * flag is what to do if the player doesn't have the skill:
1779     */
1780    
1781 root 1.9 static void
1782     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783 elmex 1.1 {
1784 elmex 1.4 object *skill_obj = NULL;
1785     sint64 limit, exp_to_add;
1786     int i;
1787    
1788     /* prevents some forms of abuse. */
1789     if (op->contr->braced)
1790     exp = exp / 5;
1791    
1792     /* Try to find the matching skill.
1793     * We do a shortcut/time saving mechanism first - see if it matches
1794     * chosen_skill. This means we don't need to search through
1795     * the players inventory.
1796     */
1797     if (skill_name)
1798     {
1799 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1800 elmex 1.4 skill_obj = op->chosen_skill;
1801     else
1802     {
1803     for (i = 0; i < NUM_SKILLS; i++)
1804 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1805 elmex 1.4 {
1806     skill_obj = op->contr->last_skill_ob[i];
1807     break;
1808     }
1809 root 1.3
1810 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1811     * it to the player if necessary
1812     */
1813     if (!skill_obj)
1814     {
1815     if (flag == SK_EXP_NONE)
1816     return;
1817     else if (flag == SK_EXP_ADD_SKILL)
1818     give_skill_by_name (op, skill_name);
1819 root 1.3 }
1820     }
1821 elmex 1.1 }
1822    
1823 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1824     {
1825     /* Basically, you can never gain more experience in one shot
1826     * than half what you need to gain for next level.
1827     */
1828     exp_to_add = exp;
1829     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1830     if (exp_to_add > limit)
1831     exp_to_add = limit;
1832    
1833 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1834 elmex 1.4 if (settings.permanent_exp_ratio)
1835     {
1836 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1837 elmex 1.4 calc_perm_exp (op);
1838     }
1839    
1840     player_lvl_adj (op, NULL);
1841     }
1842    
1843     if (skill_obj)
1844     {
1845     exp_to_add = exp;
1846     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1847     if (exp_to_add > limit)
1848     exp_to_add = limit;
1849    
1850     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1851     if (settings.permanent_exp_ratio)
1852     {
1853 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1854 elmex 1.4 calc_perm_exp (skill_obj);
1855     }
1856 elmex 1.1
1857 elmex 1.4 player_lvl_adj (op, skill_obj);
1858 elmex 1.1 }
1859     }
1860    
1861     /* This function checks to make sure that object 'op' can
1862     * lost 'exp' experience. It returns the amount of exp
1863     * object 'op' can in fact lose - it basically makes
1864     * adjustments based on permanent exp and the like.
1865     * This function should always be used for losing experience -
1866     * the 'exp' value passed should be positive - this is the
1867     * amount that should get subtract from the player.
1868     */
1869 root 1.9 sint64
1870     check_exp_loss (const object *op, sint64 exp)
1871 elmex 1.1 {
1872 root 1.9 sint64 del_exp;
1873 elmex 1.1
1874 root 1.9 if (exp > op->stats.exp)
1875     exp = op->stats.exp;
1876     if (settings.permanent_exp_ratio)
1877     {
1878     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1879     if (del_exp < 0)
1880     del_exp = 0;
1881     if (exp > del_exp)
1882     exp = del_exp;
1883 elmex 1.1 }
1884 root 1.9 return exp;
1885 elmex 1.1 }
1886    
1887 root 1.9 sint64
1888     check_exp_adjust (const object *op, sint64 exp)
1889 elmex 1.1 {
1890 root 1.9 if (exp < 0)
1891     return check_exp_loss (op, exp);
1892     else
1893     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1894 elmex 1.1 }
1895    
1896    
1897     /* Subtracts experience from player.
1898     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1899     * only subtract from the matching skill. Otherwise,
1900     * this subtracts a portion from all
1901     * skills the player has. Eg, if we figure the player is losing 10%
1902     * of his total exp, what happens is he loses 10% from all his skills.
1903     * Note that if permanent exp is used, player may not in fact lose
1904     * as much as listed. Eg, if player has gotten reduced to the point
1905     * where everything is at the minimum perm exp, he would lose nothing.
1906     * exp is the amount of exp to subtract - thus, it should be
1907     * a postive number.
1908     */
1909 root 1.9 static void
1910     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1911 elmex 1.1 {
1912 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1913     object *tmp;
1914     sint64 del_exp;
1915    
1916     for (tmp = op->inv; tmp; tmp = tmp->below)
1917     if (tmp->type == SKILL && tmp->stats.exp)
1918     {
1919     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1920     {
1921     del_exp = check_exp_loss (tmp, exp);
1922     tmp->stats.exp -= del_exp;
1923     player_lvl_adj (op, tmp);
1924     }
1925     else if (flag != SK_SUBTRACT_SKILL_EXP)
1926     {
1927     /* only want to process other skills if we are not trying
1928     * to match a specific skill.
1929     */
1930     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931     tmp->stats.exp -= del_exp;
1932     player_lvl_adj (op, tmp);
1933     }
1934     }
1935     if (flag != SK_SUBTRACT_SKILL_EXP)
1936     {
1937     del_exp = check_exp_loss (op, exp);
1938     op->stats.exp -= del_exp;
1939     player_lvl_adj (op, NULL);
1940 elmex 1.1 }
1941     }
1942    
1943    
1944    
1945     /* change_exp() - changes experience to a player/monster. This
1946     * does bounds checking to make sure we don't overflow the max exp.
1947     *
1948     * The exp passed is typically not modified much by this function -
1949     * it is assumed the caller has modified the exp as needed.
1950     * skill_name is the skill that should get the exp added.
1951     * flag is what to do if player doesn't have the skill.
1952     * these last two values are only used for players.
1953     */
1954 root 1.9
1955     void
1956     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957     {
1958 elmex 1.1
1959     #ifdef EXP_DEBUG
1960 root 1.9 # ifndef WIN32
1961     LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962     # else
1963     LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1964     # endif
1965 elmex 1.1 #endif
1966    
1967 root 1.9 /* safety */
1968     if (!op)
1969     {
1970     LOG (llevError, "change_exp() called for null object!\n");
1971     return;
1972     }
1973    
1974     /* if no change in exp, just return - most of the below code
1975     * won't do anything if the value is 0 anyways.
1976     */
1977     if (exp == 0)
1978     return;
1979    
1980     /* Monsters are easy - we just adjust their exp - we
1981     * don't adjust level, since in most cases it is unrelated to
1982     * the exp they have - the monsters exp represents what its
1983     * worth.
1984     */
1985     if (op->type != PLAYER)
1986     {
1987     /* Sanity check */
1988     if (!QUERY_FLAG (op, FLAG_ALIVE))
1989     return;
1990    
1991     /* reset exp to max allowed value. We subtract from
1992     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1993     * more than max exp, just return.
1994     */
1995     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1996     {
1997     exp = MAX_EXPERIENCE - op->stats.exp;
1998     if (exp < 0)
1999     return;
2000 root 1.3 }
2001 elmex 1.1
2002 root 1.9 op->stats.exp += exp;
2003 elmex 1.1 }
2004 root 1.9 else
2005     { /* Players only */
2006     if (exp > 0)
2007     add_player_exp (op, exp, skill_name, flag);
2008     else
2009     /* note that when you lose exp, it doesn't go against
2010     * a particular skill, so we don't need to pass that
2011     * along.
2012     */
2013     subtract_player_exp (op, FABS (exp), skill_name, flag);
2014 elmex 1.1
2015     }
2016     }
2017    
2018     /* Applies a death penalty experience, the size of this is defined by the
2019     * settings death_penalty_percentage and death_penalty_levels, and by the
2020     * amount of permenent experience, whichever gives the lowest loss.
2021     */
2022    
2023 root 1.9 void
2024     apply_death_exp_penalty (object *op)
2025     {
2026     object *tmp;
2027     sint64 loss;
2028     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2029     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2030    
2031     for (tmp = op->inv; tmp; tmp = tmp->below)
2032     if (tmp->type == SKILL && tmp->stats.exp)
2033     {
2034    
2035     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2036     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2037    
2038     /* With the revised exp system, you can get cases where
2039     * losing several levels would still require that you have more
2040     * exp than you currently have - this is true if the levels
2041     * tables is a lot harder.
2042     */
2043     if (level_loss < 0)
2044     level_loss = 0;
2045 root 1.3
2046 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2047 root 1.3
2048 root 1.9 tmp->stats.exp -= loss;
2049     player_lvl_adj (op, tmp);
2050     }
2051 elmex 1.1
2052 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2053     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2054     if (level_loss < 0)
2055     level_loss = 0;
2056     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2057 elmex 1.1
2058 root 1.9 op->stats.exp -= loss;
2059     player_lvl_adj (op, NULL);
2060 elmex 1.1 }
2061    
2062     /* This function takes an object (monster/player, op), and
2063     * determines if it makes a basic save throw by looking at the
2064     * save_throw table. level is the effective level to make
2065     * the save at, and bonus is any plus/bonus (typically based on
2066     * resistance to particular attacktype.
2067     * Returns 1 if op makes his save, 0 if he failed
2068     */
2069 root 1.9 int
2070     did_make_save (const object *op, int level, int bonus)
2071 elmex 1.1 {
2072 root 1.9 if (level > MAX_SAVE_LEVEL)
2073     level = MAX_SAVE_LEVEL;
2074 elmex 1.1
2075 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076     return 0;
2077     return 1;
2078 elmex 1.1 }