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Revision: 1.132
Committed: Wed Nov 16 23:41:59 2016 UTC (7 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.131: +1 -1 lines
Log Message:
copyright update 2016

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.80 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.128 *
4 root 1.132 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 root 1.128 *
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 root 1.128 *
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 root 1.128 *
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 1.128 *
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 root 1.130 /* changed the name of this to "sp_bonus" from "int_bonus"
39 elmex 1.1 * 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 root 1.129 200000, /* 0 */
114     250000, 300000, 350000, 400000, 500000, /* 5 */
115     600000, 700000, 800000, 900000, 1000000, /* 10 */
116 root 1.9 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 root 1.129 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 1.127 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
735 root 1.130 weight_t weapon_weight = 0;
736     int weapon_speed = 0;
737 root 1.9 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
738     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
739 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
740 root 1.24 float old_speed = speed;
741 root 1.75 int stat_sum [NUM_STATS];
742 root 1.9
743 root 1.107 MoveType move_type; // we use change_move_type to change it, so use a local copy
744    
745 root 1.9 /* First task is to clear all the values back to their original values */
746 root 1.19 if (type == PLAYER)
747 root 1.9 {
748 root 1.102 contr->delayed_update = false;
749    
750 root 1.75 for (int i = 0; i < NUM_STATS; i++)
751     stat_sum [i] = contr->orig_stats.stat (i);
752 root 1.19
753 root 1.9 if (settings.spell_encumbrance == TRUE)
754 root 1.19 contr->encumbrance = 0;
755 root 1.9
756 root 1.19 attacktype = 0;
757 root 1.39
758     contr->digestion = 0;
759     contr->gen_hp = 0;
760     contr->gen_sp = 0;
761     contr->gen_grace = 0;
762 root 1.19 contr->gen_sp_armour = 10;
763 root 1.39 contr->item_power = 0;
764 root 1.9 }
765    
766 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
767     slot[i].used = slot[i].info;
768 root 1.19
769     slaying = 0;
770 root 1.9
771 root 1.118 if (!this->flag [FLAG_WIZ])
772 root 1.9 {
773 root 1.118 this->clr_flag (FLAG_XRAYS);
774     this->clr_flag (FLAG_MAKE_INVIS);
775 root 1.9 }
776    
777 root 1.118 this->clr_flag (FLAG_LIFESAVE);
778     this->clr_flag (FLAG_STEALTH);
779     this->clr_flag (FLAG_BLIND);
780 root 1.19
781 root 1.118 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
782     if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
783     if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
784     if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
785 root 1.67
786     path_attuned = arch->path_attuned;
787     path_repelled = arch->path_repelled;
788     path_denied = arch->path_denied;
789     glow_radius = arch->glow_radius;
790     move_type = arch->move_type;
791 root 1.39
792 root 1.9 /* initializing resistances from the values in player/monster's
793     * archetype clone
794     */
795 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
796 root 1.9
797 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
798 root 1.9 {
799 root 1.19 if (resist[i] > 0)
800 root 1.113 prot[i] = resist[i], vuln[i] = 0;
801 root 1.9 else
802 root 1.113 vuln[i] = -resist[i], prot[i] = 0;
803 root 1.46
804 root 1.113 potion_resist[i] = -1000;
805 root 1.9 }
806    
807 root 1.67 wc = arch->stats.wc;
808     stats.dam = arch->stats.dam;
809 root 1.9
810     /* for players which cannot use armour, they gain AC -1 per 3 levels,
811     * plus a small amount of physical resist, those poor suckers. ;)
812     * the fact that maxlevel is factored in could be considered sort of bogus -
813     * we should probably give them some bonus and cap it off - otherwise,
814     * basically, if a server updates its max level, these playes may find
815     * that their protection from physical goes down
816     */
817 root 1.118 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
818 root 1.9 {
819 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
820 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
821 elmex 1.1 }
822 root 1.9 else
823 root 1.67 ac = arch->stats.ac;
824 root 1.9
825 root 1.67 stats.luck = arch->stats.luck;
826     speed = arch->speed;
827 root 1.9
828 root 1.115 chosen_skill = 0;
829    
830 root 1.9 /* OK - we've reset most all the objects attributes to sane values.
831     * now go through and make adjustments for what the player has equipped.
832     */
833 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
834 root 1.9 {
835     /* This happens because apply_potion calls change_abil with the potion
836 root 1.40 * applied so we can tell the player what changed. But change_abil
837 root 1.9 * then calls this function.
838     */
839 root 1.118 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
840 root 1.19 continue;
841 root 1.3
842 root 1.94 glow_radius += tmp->glow_radius;
843 root 1.64
844 root 1.9 /* For some things, we don't care what is equipped */
845     if (tmp->type == SKILL)
846     {
847     /* Want to take the highest skill here. */
848     if (IS_MANA_SKILL (tmp->subtype))
849     {
850     if (!mana_obj)
851     mana_obj = tmp;
852     else if (tmp->level > mana_obj->level)
853     mana_obj = tmp;
854     }
855 root 1.19
856 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
857     {
858     if (!grace_obj)
859     grace_obj = tmp;
860     else if (tmp->level > grace_obj->level)
861     grace_obj = tmp;
862 root 1.3 }
863     }
864    
865 root 1.85 /* Container objects are not meant to adjust players, but other applied
866 root 1.9 * objects need to make adjustments.
867     * This block should handle all player specific changes
868     * The check for Praying is a bit of a hack - god given bonuses are put
869     * in the praying skill, and the player should always get those.
870     * It also means we need to put in additional checks for applied below,
871     * because the skill shouldn't count against body positions being used
872     * up, etc.
873     */
874 root 1.49 if ((tmp->flag [FLAG_APPLIED]
875 root 1.39 && tmp->type != CONTAINER
876 root 1.121 && tmp->type != CLOSE_CON
877     && tmp->type != SPELL)
878 root 1.109 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
879 root 1.9 {
880 root 1.19 if (type == PLAYER)
881 root 1.9 {
882 root 1.69 contr->item_power += tmp->item_power;
883    
884 root 1.74 for (int i = 0; i < NUM_STATS; i++)
885 root 1.103 stat_sum [i] += tmp->stats.stat (i);
886 root 1.9
887 root 1.74 if (digest_types [tmp->type])
888 root 1.9 {
889 root 1.75 contr->digestion += tmp->stats.food;
890 root 1.19 contr->gen_hp += tmp->stats.hp;
891 root 1.87 if (tmp->type != BOW) // ugly exception for bows
892     contr->gen_sp += tmp->stats.sp;
893 root 1.19 contr->gen_grace += tmp->stats.grace;
894     contr->gen_sp_armour += tmp->gen_sp_armour;
895 root 1.3 }
896 root 1.9 } /* if this is a player */
897 root 1.46 else
898     {
899     if (tmp->type == WEAPON)
900     current_weapon = tmp;
901     }
902 root 1.3
903 root 1.9 /* Update slots used for items */
904 root 1.115 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
905 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
906 root 1.47 slot[i].used += tmp->slot[i].info;
907 root 1.3
908 root 1.9 if (tmp->type == SYMPTOM)
909 root 1.110 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910 root 1.3
911 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 root 1.34 * (Negative protections are calculated exactly like positive.)
913 root 1.9 * Resistance from potions are treated special as well. If there's
914     * more than one potion-effect, the bigger prot.-value is taken.
915     */
916 root 1.112 if (tmp->type == POTION_EFFECT)
917     for (int i = 0; i < NROFATTACKS; i++)
918 root 1.113 max_it (potion_resist[i], tmp->resist[i]);
919 root 1.112 else if (tmp->type != POTION)
920     for (int i = 0; i < NROFATTACKS; i++)
921     if (tmp->resist[i] > 0)
922 root 1.121 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 root 1.112 else if (tmp->resist[i] < 0)
924 root 1.121 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925 root 1.9
926     /* There may be other things that should not adjust the attacktype */
927 root 1.53 if (tmp->type != SYMPTOM)
928 root 1.46 {
929     attacktype |= tmp->attacktype;
930     path_attuned |= tmp->path_attuned;
931     path_repelled |= tmp->path_repelled;
932     path_denied |= tmp->path_denied;
933     move_type |= tmp->move_type;
934     stats.luck += tmp->stats.luck;
935     }
936 root 1.19
937 root 1.74 flag |= tmp->flag & copy_flags;
938 root 1.9
939 root 1.118 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
940     this->set_flag (FLAG_UNDEAD);
941 root 1.9
942 root 1.115 //TODO: copy_flags?
943 root 1.118 if (tmp->flag [FLAG_MAKE_INVIS])
944 root 1.9 {
945 root 1.120 set_flag (FLAG_MAKE_INVIS);
946 root 1.19 invisible = 1;
947 root 1.9 }
948    
949     if (tmp->stats.exp && tmp->type != SKILL)
950     {
951     if (tmp->stats.exp > 0)
952     {
953 root 1.40 added_speed += tmp->stats.exp / 3.f;
954 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
955 root 1.3 }
956 root 1.9 else
957 root 1.40 added_speed += tmp->stats.exp;
958 root 1.3 }
959    
960 root 1.9 switch (tmp->type)
961     {
962 root 1.10 case SKILL:
963 root 1.63 {
964 root 1.115 // some skills will end up here without counting as "applied"
965 root 1.116 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 root 1.63 break;
967    
968     if (chosen_skill)
969     {
970     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971     &name, &chosen_skill->name, &tmp->name);
972    
973     tmp->flag [FLAG_APPLIED] = false;
974     update_stats ();
975     return;
976     }
977 root 1.115
978     chosen_skill = tmp;
979 root 1.63
980     if (tmp->stats.dam > 0)
981     { /* skill is a 'weapon' */
982 root 1.118 if (!this->flag [FLAG_READY_WEAPON])
983 root 1.115 weapon_speed = max (0, WEAPON_SPEED (tmp));
984 root 1.63
985     weapon_weight = tmp->weight;
986     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987    
988     if (tmp->magic)
989     stats.dam += tmp->magic;
990     }
991 root 1.3
992 root 1.63 if (tmp->stats.wc)
993     wc -= tmp->stats.wc + tmp->magic;
994 root 1.19
995 root 1.63 if (tmp->slaying)
996     slaying = tmp->slaying;
997 root 1.19
998 root 1.63 if (tmp->stats.ac)
999     ac -= tmp->stats.ac + tmp->magic;
1000 root 1.3
1001 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1002 root 1.129 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1003 root 1.63 }
1004 root 1.19
1005 root 1.10 break;
1006 root 1.3
1007 root 1.10 case SHIELD:
1008 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1009 root 1.129 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 root 1.110 //FALLTHROUGH
1011 root 1.10 case RING:
1012     case AMULET:
1013     case GIRDLE:
1014     case HELMET:
1015     case BOOTS:
1016     case GLOVES:
1017     case CLOAK:
1018     if (tmp->stats.wc)
1019 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1020 root 1.19
1021 root 1.10 if (tmp->stats.dam)
1022 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1023 root 1.19
1024 root 1.10 if (tmp->stats.ac)
1025 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1026 root 1.19
1027 root 1.10 break;
1028    
1029 root 1.123 case RANGED:
1030 root 1.45 case BOW:
1031 root 1.10 case WEAPON:
1032 root 1.115 wc -= tmp->stats.wc + tmp->magic;
1033 root 1.109
1034 root 1.115 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1035     ac -= tmp->stats.ac + tmp->magic;
1036 root 1.45
1037 root 1.115 stats.dam += tmp->stats.dam + tmp->magic;
1038     weapon_weight = tmp->weight;
1039     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1040    
1041     if (weapon_speed < 0)
1042     weapon_speed = 0;
1043    
1044     slaying = tmp->slaying;
1045    
1046     /* If there is desire that two handed weapons should do
1047     * extra strength damage, this is where the code should
1048     * go.
1049     */
1050    
1051     if (type == PLAYER)
1052     if (settings.spell_encumbrance)
1053 root 1.129 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1054 root 1.9
1055 root 1.10 break;
1056 root 1.9
1057 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1058 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 root 1.129 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1060 root 1.10
1061     case BRACERS:
1062     case FORCE:
1063     if (tmp->stats.wc)
1064     {
1065     if (best_wc < tmp->stats.wc + tmp->magic)
1066     {
1067     wc += best_wc;
1068     best_wc = tmp->stats.wc + tmp->magic;
1069     }
1070     else
1071     wc += tmp->stats.wc + tmp->magic;
1072     }
1073 root 1.19
1074 root 1.10 if (tmp->stats.ac)
1075     {
1076     if (best_ac < tmp->stats.ac + tmp->magic)
1077     {
1078     ac += best_ac; /* Remove last bonus */
1079     best_ac = tmp->stats.ac + tmp->magic;
1080     }
1081     else /* To nullify the below effect */
1082     ac += tmp->stats.ac + tmp->magic;
1083     }
1084 root 1.19
1085 root 1.10 if (tmp->stats.wc)
1086 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1087 root 1.19
1088 root 1.10 if (tmp->stats.ac)
1089 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1090 root 1.19
1091 root 1.74 if (ARMOUR_SPEED (tmp))
1092 root 1.125 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1093 root 1.19
1094 root 1.10 break;
1095 root 1.9 } /* switch tmp->type */
1096     } /* item is equipped */
1097     } /* for loop of items */
1098    
1099 root 1.114 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100 root 1.94
1101 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1102     * have generated intermediate values which we now need to assign.
1103     */
1104    
1105     /* 'total resistance = total protections - total vulnerabilities'.
1106     * If there is an uncursed potion in effect, granting more protection
1107     * than that, we take: 'total resistance = resistance from potion'.
1108     * If there is a cursed (and no uncursed) potion in effect, we take
1109     * 'total resistance = vulnerability from cursed potion'.
1110     */
1111 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1112 root 1.9 {
1113 root 1.19 resist[i] = prot[i] - vuln[i];
1114    
1115 root 1.113 if (potion_resist[i] != -1000
1116 root 1.114 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1117 root 1.19 resist[i] = potion_resist[i];
1118 elmex 1.1 }
1119    
1120 root 1.19 if (type == PLAYER)
1121 root 1.9 {
1122 root 1.75 // clamp various player stats
1123     for (int i = 0; i < NUM_STATS; ++i)
1124 root 1.103 stats.stat (i) = stat_sum [i];
1125    
1126     check_stat_bounds (&stats);
1127 root 1.75
1128     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129    
1130     /* Figure out the players sp/mana/hp totals. */
1131 root 1.9 int pl_level;
1132    
1133 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1134 root 1.9
1135     /* You basically get half a con bonus/level. But we do take into account rounding,
1136     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1137     */
1138 root 1.75 stats.maxhp = 0;
1139     for (int i = 1; i <= min (10, pl_level); i++)
1140 root 1.9 {
1141 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1142 root 1.19
1143     if (i % 2 && con_bonus[stats.Con] % 2)
1144 root 1.74 if (con_bonus[stats.Con] > 0)
1145     j++;
1146     else
1147     j--;
1148 root 1.19
1149     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1150 root 1.9 }
1151    
1152 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1153 elmex 1.1
1154 root 1.19 if (stats.hp > stats.maxhp)
1155     stats.hp = stats.maxhp;
1156 elmex 1.1
1157 root 1.9 /* Sp gain is controlled by the level of the player's
1158     * relevant experience object (mana_obj, see above)
1159     */
1160     /* following happen when skills system is not used */
1161     if (!mana_obj)
1162 root 1.19 mana_obj = this;
1163    
1164 root 1.9 if (!grace_obj)
1165 root 1.19 grace_obj = this;
1166    
1167 root 1.9 /* set maxsp */
1168 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1169     mana_obj = this;
1170 root 1.9
1171 root 1.19 if (mana_obj == this && type == PLAYER)
1172     stats.maxsp = 1;
1173 root 1.9 else
1174     {
1175 root 1.74 float sp_tmp = 0.f;
1176 root 1.19
1177 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1178 root 1.9 {
1179     float stmp;
1180    
1181     /* Got some extra bonus at first level */
1182     if (i < 2)
1183 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1184 root 1.9 else
1185 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1186 root 1.19
1187 root 1.74 sp_tmp += max (1.f, stmp);
1188 root 1.3 }
1189 root 1.19
1190 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1191 root 1.3 }
1192 root 1.54
1193 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1194 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1195 root 1.9
1196     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1197 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1198     grace_obj = this;
1199 root 1.9
1200 root 1.19 if (grace_obj == this && type == PLAYER)
1201     stats.maxgrace = 1;
1202 root 1.9 else
1203     {
1204     /* store grace in a float - this way, the divisions below don't create
1205     * big jumps when you go from level to level - with int's, it then
1206     * becomes big jumps when the sums of the bonuses jump to the next
1207     * step of 8 - with floats, even fractional ones are useful.
1208     */
1209 root 1.74 float sp_tmp = 0.f;
1210    
1211 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1212 root 1.9 {
1213 root 1.40 float grace_tmp = 0.f;
1214 root 1.9
1215     /* Got some extra bonus at first level */
1216     if (i < 2)
1217 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1218 root 1.9 else
1219 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1220 root 1.19
1221 root 1.74 sp_tmp += max (1.f, grace_tmp);
1222 root 1.3 }
1223 root 1.19
1224 root 1.74 /* two grace points per level after 10 */
1225     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1226 root 1.3 }
1227 root 1.54
1228 root 1.9 /* No limit on grace vs maxgrace */
1229 root 1.3
1230 root 1.19 if (contr->braced)
1231 root 1.9 {
1232     ac += 2;
1233     wc += 4;
1234 root 1.3 }
1235 root 1.9 else
1236 root 1.19 ac -= dex_bonus[stats.Dex];
1237 root 1.9
1238     /* In new exp/skills system, wc bonuses are related to
1239     * the players level in a relevant exp object (wc_obj)
1240     * not the general player level -b.t.
1241     * I changed this slightly so that wc bonuses are better
1242     * than before. This is to balance out the fact that
1243     * the player no longer gets a personal weapon w/ 1
1244     * improvement every level, now its fighterlevel/5. So
1245     * we give the player a bonus here in wc and dam
1246     * to make up for the change. Note that I left the
1247     * monster bonus the same as before. -b.t.
1248     */
1249 root 1.55 object *wc_obj = chosen_skill;
1250 root 1.9
1251 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1252 root 1.9 {
1253 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254    
1255 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1256 root 1.9 {
1257 root 1.54 /* additional wc every 6 levels */
1258 root 1.9 if (!(i % 6))
1259     wc--;
1260 root 1.37
1261 root 1.54 /* additional dam every 4 levels. */
1262 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1263     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1264 root 1.9 }
1265     }
1266     else
1267 root 1.37 wc -= level + thaco_bonus[stats.Str];
1268 root 1.9
1269 root 1.19 stats.dam += dam_bonus[stats.Str];
1270 root 1.9
1271 root 1.19 if (stats.dam < 1)
1272     stats.dam = 1;
1273 root 1.9
1274 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1275 root 1.19
1276     if (settings.search_items && contr->search_str[0])
1277     speed -= 1;
1278 root 1.9 } /* End if player */
1279    
1280     if (added_speed >= 0)
1281 root 1.40 speed += added_speed / 10.f;
1282 root 1.9 else /* Something wrong here...: */
1283 root 1.40 speed /= 1.f - added_speed;
1284 root 1.3
1285 root 1.9 /* Max is determined by armour */
1286 root 1.74 speed = min (speed, max_speed);
1287 elmex 1.1
1288 root 1.19 if (type == PLAYER)
1289 root 1.9 {
1290     /* f is a number the represents the number of kg above (positive num)
1291     * or below (negative number) that the player is carrying. If above
1292     * weight limit, then player suffers a speed reduction based on how
1293     * much above he is, and what is max carry is
1294     */
1295 root 1.130 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1296 root 1.78 if (f > 0.f)
1297 root 1.129 speed /= (1.f + f / max_carry[stats.Str]);
1298 elmex 1.1 }
1299    
1300 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 root 1.78 speed *= speed_reduce_from_disease;
1302 root 1.77
1303 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1304 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1305 root 1.9 */
1306 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1307 root 1.9
1308 root 1.77 if (speed != old_speed)
1309     set_speed (speed);
1310    
1311 root 1.19 if (type == PLAYER)
1312 root 1.9 {
1313     /* (This formula was made by vidarl@ifi.uio.no)
1314     * Note that we never used these values again - basically
1315     * all of these could be subbed into one big equation, but
1316     * that would just be a real pain to read.
1317     */
1318 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1319     float M2 = max_carry[stats.Str] / 100.f;
1320     float W = weapon_weight / 20000.f;
1321 root 1.56 float s = (20 - weapon_speed) / 10.f;
1322 root 1.40 float D = (stats.Dex - 14) / 14.f;
1323     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1324    
1325 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1326 root 1.40
1327 root 1.56 if (K <= 0.01f)
1328 root 1.40 K = 0.01f;
1329    
1330 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1331 root 1.9 }
1332 root 1.19
1333 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1334 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1335     stats.dam = arch->stats.dam * 3;
1336 root 1.9
1337 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1338     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1339 root 1.9
1340     /* if for some reason the creature doesn't have any move type,
1341     * give them walking as a default.
1342     * The second case is a special case - to more closely mimic the
1343     * old behaviour - if your flying, your not walking - just
1344     * one or the other.
1345     */
1346 root 1.19 if (move_type == 0)
1347     move_type = MOVE_WALK;
1348     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1349     move_type &= ~MOVE_WALK;
1350 elmex 1.1
1351 root 1.107 // now apply the new move_type
1352     if (this->move_type != move_type)
1353     change_move_type (move_type);
1354    
1355 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1356     * so we will check that now.
1357     */
1358 root 1.101 if (is_player ())
1359     contr->update_spells ();
1360 root 1.35
1361     // update the mapspace, if we are on a map
1362     if (!flag [FLAG_REMOVED] && map)
1363     map->at (x, y).flags_ = 0;
1364 elmex 1.1 }
1365    
1366 elmex 1.96 void
1367     object::set_glow_radius (sint8 rad)
1368     {
1369     glow_radius = rad;
1370    
1371     if (is_on_map ())
1372     update_all_los (map, x, y);
1373     else if (object *env = outer_env ())
1374     {
1375     env->update_stats ();
1376    
1377     if (env->is_on_map ())
1378     update_all_los (env->map, env->x, env->y);
1379     }
1380     }
1381    
1382 elmex 1.1 /*
1383     * set the new dragon name after gaining levels or
1384     * changing ability focus (later this can be extended to
1385     * eventually change the player's face and animation)
1386     */
1387 root 1.9 void
1388     set_dragon_name (object *pl, const object *abil, const object *skin)
1389     {
1390     int atnr = -1; /* attacknumber of highest level */
1391     int level = 0; /* highest level */
1392 elmex 1.1 int i;
1393    
1394     /* Perhaps do something more clever? */
1395 root 1.9 if (!abil || !skin)
1396     return;
1397    
1398 elmex 1.1 /* first, look for the highest level */
1399 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1400     {
1401     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1402     {
1403     level = abil->resist[i];
1404     atnr = i;
1405     }
1406 elmex 1.1 }
1407 root 1.9
1408 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1409     or else at random */
1410 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1411 elmex 1.1 atnr = abil->stats.exp;
1412 root 1.9
1413 elmex 1.1 /* now set the new title */
1414 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1415     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1416     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1417     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1418     else
1419 root 1.9 {
1420 root 1.88 /* special titles for extra high resistance! */
1421     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1422     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1423     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1424 elmex 1.1 }
1425 root 1.9
1426     strcpy (pl->contr->own_title, "");
1427 elmex 1.1 }
1428    
1429     /*
1430     * This function is called when a dragon-player gains
1431     * an overall level. Here, the dragon might gain new abilities
1432     * or change the ability-focus.
1433     */
1434 root 1.99 static void
1435 root 1.9 dragon_level_gain (object *who)
1436     {
1437     object *abil = NULL; /* pointer to dragon ability force */
1438     object *skin = NULL; /* pointer to dragon skin force */
1439     object *tmp = NULL; /* tmp. object */
1440     char buf[MAX_BUF]; /* tmp. string buffer */
1441    
1442     /* now grab the 'dragon_ability'-forces from the player's inventory */
1443 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1444     if (tmp->type == FORCE)
1445 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1446 root 1.29 abil = tmp;
1447 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1448 root 1.29 skin = tmp;
1449    
1450 root 1.9 /* if the force is missing -> bail out */
1451     if (abil == NULL)
1452     return;
1453    
1454     /* The ability_force keeps track of maximum level ever achieved.
1455     * New abilties can only be gained by surpassing this max level
1456     */
1457     if (who->level > abil->level)
1458     {
1459     /* increase our focused ability */
1460     abil->resist[abil->stats.exp]++;
1461    
1462    
1463     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1464     {
1465     /* time to hand out a new ability-gift */
1466     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1467     }
1468    
1469     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1470     {
1471     /* apply new ability focus */
1472     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1473     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1474    
1475     abil->stats.exp = abil->last_eat;
1476     abil->last_eat = 0;
1477     }
1478    
1479     abil->level = who->level;
1480     }
1481    
1482     /* last but not least, set the new title for the dragon */
1483     set_dragon_name (who, abil, skin);
1484 elmex 1.1 }
1485    
1486     /* Handy function - given the skill name skill_name, we find the skill
1487     * archetype/object, set appropriate values, and insert it into
1488     * the object (op) that is passed.
1489     * We return the skill - this makes it easier for calling functions that
1490     * want to do something with it immediately.
1491     */
1492 root 1.9 object *
1493     give_skill_by_name (object *op, const char *skill_name)
1494 elmex 1.1 {
1495 root 1.9 object *skill_obj;
1496 elmex 1.1
1497 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1498     if (!skill_obj)
1499     {
1500 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1501 root 1.9 return NULL;
1502     }
1503 root 1.55
1504 root 1.9 /* clear the flag - exp goes into this bucket, but player
1505     * still doesn't know it.
1506     */
1507 root 1.118 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1508 root 1.9 skill_obj->stats.exp = 0;
1509     skill_obj->level = 1;
1510 root 1.89 op->insert (skill_obj);
1511 root 1.26
1512 root 1.57 if (player *pl = op->contr)
1513 root 1.89 pl->link_skills ();
1514 root 1.26
1515 root 1.9 return skill_obj;
1516 elmex 1.1 }
1517    
1518     /* player_lvl_adj() - for the new exp system. we are concerned with
1519     * whether the player gets more hp, sp and new levels.
1520     * Note this this function should only be called for players. Monstes
1521     * don't really gain levels
1522     * who is the player, op is what we are checking to gain the level
1523     * (eg, skill)
1524     */
1525 root 1.9 void
1526     player_lvl_adj (object *who, object *op)
1527     {
1528     char buf[MAX_BUF];
1529 root 1.73 bool changed = false;
1530 root 1.9
1531     if (!op) /* when rolling stats */
1532     op = who;
1533    
1534 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1535 root 1.9 {
1536 root 1.73 changed = true;
1537    
1538 root 1.9 op->level++;
1539    
1540 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1541 root 1.9 dragon_level_gain (who);
1542    
1543     /* Only roll these if it is the player (who) that gained the level */
1544     if (op == who && (who->level < 11) && who->type == PLAYER)
1545     {
1546     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1547     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1548     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1549     }
1550    
1551     if (op->level > 1)
1552     {
1553     if (op->type != PLAYER)
1554 root 1.73 {
1555     who->contr->play_sound (sound_find ("skill_up"));
1556     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557     }
1558 root 1.9 else
1559 root 1.73 {
1560     who->contr->play_sound (sound_find ("level_up"));
1561     sprintf (buf, "You are now level %d.", op->level);
1562     }
1563 root 1.54
1564 root 1.9 if (who)
1565     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1566     }
1567 root 1.73 }
1568 root 1.54
1569 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1570 root 1.9 {
1571 root 1.73 changed = true;
1572    
1573 root 1.9 op->level--;
1574 root 1.54
1575 root 1.9 if (op->type != PLAYER)
1576     {
1577     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1579 root 1.3 }
1580 root 1.73 }
1581 root 1.54
1582 root 1.73 if (changed)
1583 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1584 elmex 1.1 }
1585    
1586     /*
1587     * Returns how much experience is needed for a player to become
1588     * the given level. level should really never exceed max_level
1589     */
1590    
1591 root 1.9 sint64
1592     level_exp (int level, double expmul)
1593     {
1594 root 1.119 return expmul * level_to_min_exp (level);
1595 elmex 1.1 }
1596    
1597     /*
1598     * Ensure that the permanent experience requirements in an exp object are met.
1599     * This really just checks 'op to make sure the perm_exp value is within
1600     * proper range. Note that the checking of what is passed through
1601     * has been reduced. Since there is now a proper field for perm_exp,
1602     * this can now work on a much larger set of objects.
1603     */
1604 root 1.9 void
1605     calc_perm_exp (object *op)
1606 elmex 1.1 {
1607 root 1.9 int p_exp_min;
1608    
1609     /* Ensure that our permanent experience minimum is met.
1610     * permenent_exp_ratio is an integer percentage, we divide by 100
1611     * to get the fraction */
1612     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1613    
1614     if (op->perm_exp < p_exp_min)
1615     op->perm_exp = p_exp_min;
1616    
1617     /* Cap permanent experience. */
1618     if (op->perm_exp < 0)
1619     op->perm_exp = 0;
1620     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1621     op->perm_exp = MAX_EXPERIENCE;
1622 elmex 1.1 }
1623    
1624     /* Add experience to a player - exp should only be positive.
1625     * Updates permanent exp for the skill we are adding to.
1626     * skill_name is the skill to add exp to. Skill name can be
1627     * NULL, in which case exp increases the players general
1628     * total, but not any particular skill.
1629     * flag is what to do if the player doesn't have the skill:
1630     */
1631 root 1.9 static void
1632 root 1.122 add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1633 elmex 1.1 {
1634 root 1.90 object *skill_obj;
1635 elmex 1.4 sint64 limit, exp_to_add;
1636    
1637     /* prevents some forms of abuse. */
1638     if (op->contr->braced)
1639 root 1.46 exp /= 5;
1640 elmex 1.4
1641     /* Try to find the matching skill.
1642     * We do a shortcut/time saving mechanism first - see if it matches
1643 root 1.46 * chosen_skill. This means we don't need to search through
1644 elmex 1.4 * the players inventory.
1645     */
1646 root 1.90 skill_obj = 0;
1647    
1648 elmex 1.4 if (skill_name)
1649     {
1650 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1651    
1652     /* Player doesn't have the skill. Check to see what to do, and give
1653     * it to the player if necessary
1654     */
1655     if (!skill_obj)
1656 elmex 1.4 {
1657 root 1.90 if (flag == SK_EXP_NONE)
1658     return;
1659    
1660     if (flag == SK_EXP_ADD_SKILL)
1661     skill_obj = give_skill_by_name (op, skill_name);
1662 root 1.3 }
1663 elmex 1.1 }
1664    
1665 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1666     {
1667     /* Basically, you can never gain more experience in one shot
1668     * than half what you need to gain for next level.
1669     */
1670     exp_to_add = exp;
1671 root 1.119 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1672 elmex 1.4 if (exp_to_add > limit)
1673     exp_to_add = limit;
1674    
1675 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1676 elmex 1.4 if (settings.permanent_exp_ratio)
1677     {
1678 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1679 elmex 1.4 calc_perm_exp (op);
1680     }
1681    
1682     player_lvl_adj (op, NULL);
1683     }
1684    
1685     if (skill_obj)
1686     {
1687     exp_to_add = exp;
1688 root 1.119 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1689 elmex 1.4 if (exp_to_add > limit)
1690     exp_to_add = limit;
1691    
1692     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1693     if (settings.permanent_exp_ratio)
1694     {
1695 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1696 elmex 1.4 calc_perm_exp (skill_obj);
1697     }
1698 elmex 1.1
1699 elmex 1.4 player_lvl_adj (op, skill_obj);
1700 elmex 1.1 }
1701     }
1702    
1703     /* This function checks to make sure that object 'op' can
1704 root 1.93 * lose 'exp' experience. It returns the amount of exp
1705 elmex 1.1 * object 'op' can in fact lose - it basically makes
1706     * adjustments based on permanent exp and the like.
1707     * This function should always be used for losing experience -
1708     * the 'exp' value passed should be positive - this is the
1709     * amount that should get subtract from the player.
1710     */
1711 root 1.99 static sint64
1712 root 1.9 check_exp_loss (const object *op, sint64 exp)
1713 elmex 1.1 {
1714 root 1.9 sint64 del_exp;
1715 elmex 1.1
1716 root 1.9 if (exp > op->stats.exp)
1717     exp = op->stats.exp;
1718 root 1.93
1719 root 1.9 if (settings.permanent_exp_ratio)
1720     {
1721     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722 root 1.93
1723 root 1.9 if (del_exp < 0)
1724     del_exp = 0;
1725 root 1.93
1726 root 1.9 if (exp > del_exp)
1727     exp = del_exp;
1728 elmex 1.1 }
1729 root 1.93
1730 root 1.9 return exp;
1731 elmex 1.1 }
1732    
1733 root 1.9 sint64
1734     check_exp_adjust (const object *op, sint64 exp)
1735 elmex 1.1 {
1736 root 1.9 if (exp < 0)
1737     return check_exp_loss (op, exp);
1738     else
1739 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1740 elmex 1.1 }
1741    
1742     /* Subtracts experience from player.
1743     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1744     * only subtract from the matching skill. Otherwise,
1745     * this subtracts a portion from all
1746     * skills the player has. Eg, if we figure the player is losing 10%
1747     * of his total exp, what happens is he loses 10% from all his skills.
1748     * Note that if permanent exp is used, player may not in fact lose
1749     * as much as listed. Eg, if player has gotten reduced to the point
1750     * where everything is at the minimum perm exp, he would lose nothing.
1751     * exp is the amount of exp to subtract - thus, it should be
1752     * a postive number.
1753     */
1754 root 1.9 static void
1755 root 1.122 subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1756 elmex 1.1 {
1757 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1758     object *tmp;
1759     sint64 del_exp;
1760    
1761     for (tmp = op->inv; tmp; tmp = tmp->below)
1762     if (tmp->type == SKILL && tmp->stats.exp)
1763     {
1764 root 1.122 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1765 root 1.9 {
1766     del_exp = check_exp_loss (tmp, exp);
1767     tmp->stats.exp -= del_exp;
1768     player_lvl_adj (op, tmp);
1769     }
1770     else if (flag != SK_SUBTRACT_SKILL_EXP)
1771     {
1772     /* only want to process other skills if we are not trying
1773     * to match a specific skill.
1774     */
1775 root 1.122 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1776 root 1.9 tmp->stats.exp -= del_exp;
1777     player_lvl_adj (op, tmp);
1778     }
1779     }
1780 root 1.35
1781 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1782     {
1783     del_exp = check_exp_loss (op, exp);
1784     op->stats.exp -= del_exp;
1785     player_lvl_adj (op, NULL);
1786 elmex 1.1 }
1787     }
1788    
1789     /* change_exp() - changes experience to a player/monster. This
1790     * does bounds checking to make sure we don't overflow the max exp.
1791     *
1792     * The exp passed is typically not modified much by this function -
1793     * it is assumed the caller has modified the exp as needed.
1794     * skill_name is the skill that should get the exp added.
1795     * flag is what to do if player doesn't have the skill.
1796     * these last two values are only used for players.
1797     */
1798 root 1.9 void
1799 root 1.122 change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1800 root 1.9 {
1801 elmex 1.1 #ifdef EXP_DEBUG
1802 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1803 elmex 1.1 #endif
1804    
1805 root 1.9 /* safety */
1806     if (!op)
1807     {
1808     LOG (llevError, "change_exp() called for null object!\n");
1809     return;
1810     }
1811    
1812     /* if no change in exp, just return - most of the below code
1813     * won't do anything if the value is 0 anyways.
1814     */
1815     if (exp == 0)
1816     return;
1817    
1818     /* Monsters are easy - we just adjust their exp - we
1819     * don't adjust level, since in most cases it is unrelated to
1820     * the exp they have - the monsters exp represents what its
1821     * worth.
1822     */
1823     if (op->type != PLAYER)
1824     {
1825     /* Sanity check */
1826 root 1.118 if (!op->flag [FLAG_ALIVE])
1827 root 1.9 return;
1828    
1829     /* reset exp to max allowed value. We subtract from
1830     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1831     * more than max exp, just return.
1832     */
1833     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1834     {
1835     exp = MAX_EXPERIENCE - op->stats.exp;
1836     if (exp < 0)
1837     return;
1838 root 1.3 }
1839 elmex 1.1
1840 root 1.9 op->stats.exp += exp;
1841 elmex 1.1 }
1842 root 1.9 else
1843     { /* Players only */
1844     if (exp > 0)
1845     add_player_exp (op, exp, skill_name, flag);
1846     else
1847     /* note that when you lose exp, it doesn't go against
1848     * a particular skill, so we don't need to pass that
1849     * along.
1850     */
1851 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1852 elmex 1.1 }
1853     }
1854    
1855     /* Applies a death penalty experience, the size of this is defined by the
1856     * settings death_penalty_percentage and death_penalty_levels, and by the
1857     * amount of permenent experience, whichever gives the lowest loss.
1858     */
1859 root 1.9 void
1860     apply_death_exp_penalty (object *op)
1861     {
1862     sint64 loss;
1863     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1864     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1865    
1866 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1867 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1868     {
1869     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1870 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1871 root 1.9
1872     /* With the revised exp system, you can get cases where
1873     * losing several levels would still require that you have more
1874     * exp than you currently have - this is true if the levels
1875     * tables is a lot harder.
1876     */
1877     if (level_loss < 0)
1878     level_loss = 0;
1879 root 1.3
1880 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1881 root 1.3
1882 root 1.9 tmp->stats.exp -= loss;
1883     player_lvl_adj (op, tmp);
1884     }
1885 elmex 1.1
1886 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1887 root 1.125 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888 root 1.55
1889 root 1.9 if (level_loss < 0)
1890     level_loss = 0;
1891 root 1.93
1892     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1893 elmex 1.1
1894 root 1.9 op->stats.exp -= loss;
1895     player_lvl_adj (op, NULL);
1896 elmex 1.1 }
1897    
1898     /* This function takes an object (monster/player, op), and
1899     * determines if it makes a basic save throw by looking at the
1900     * save_throw table. level is the effective level to make
1901     * the save at, and bonus is any plus/bonus (typically based on
1902     * resistance to particular attacktype.
1903     * Returns 1 if op makes his save, 0 if he failed
1904     */
1905 root 1.9 int
1906     did_make_save (const object *op, int level, int bonus)
1907 elmex 1.1 {
1908 root 1.9 if (level > MAX_SAVE_LEVEL)
1909     level = MAX_SAVE_LEVEL;
1910 elmex 1.1
1911 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1912     return 0;
1913 root 1.19
1914 root 1.9 return 1;
1915 elmex 1.1 }