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Revision: 1.136
Committed: Sat Nov 17 23:40:00 2018 UTC (5 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.135: +1 -0 lines
Log Message:
copyright update 2018

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 1.136 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.132 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.108 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.128 *
9 root 1.98 * Deliantra is free software: you can redistribute it and/or modify it under
10     * the terms of the Affero GNU General Public License as published by the
11     * Free Software Foundation, either version 3 of the License, or (at your
12     * option) any later version.
13 root 1.128 *
14 root 1.68 * This program is distributed in the hope that it will be useful,
15     * but WITHOUT ANY WARRANTY; without even the implied warranty of
16     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     * GNU General Public License for more details.
18 root 1.128 *
19 root 1.98 * You should have received a copy of the Affero GNU General Public License
20     * and the GNU General Public License along with this program. If not, see
21     * <http://www.gnu.org/licenses/>.
22 root 1.128 *
23 root 1.80 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.30 */
25 elmex 1.1
26     #include <global.h>
27    
28     /* Handy little macro that adds exp and keeps it within bounds. Since
29     * we are now using 64 bit values, I'm not all concerned about overflow issues
30     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31     */
32     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
33    
34 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
35     -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,
36     22, 25, 30, 40, 50
37 elmex 1.1 };
38    
39 root 1.130 /* changed the name of this to "sp_bonus" from "int_bonus"
40 elmex 1.1 * because Pow can now be the stat that controls spellpoint
41     * advancement. -b.t.
42     */
43 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
44     -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,
45     30, 40, 50, 70, 100
46 elmex 1.1 };
47    
48 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
49     -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,
50     30, 40, 50, 70, 100
51 elmex 1.1 };
52    
53 root 1.133 /* 0.92.7 Changed way charisma works. Values now
54 elmex 1.1 * represent how much more it costs to buy something than to sell it
55     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56     * would only get 5 gp when you sell.) Let query_cost do the calculations
57     * on how to really do this. Buy keeping it this simple number, it is
58     * much easier to know how things will be influenced. A value of '1' means
59     * buying and selling is both the same value - any value less than or equal
60 root 1.133 * to 1 should not be used.
61 elmex 1.1 * At least as of now, the only place that uses this code is query_cost,
62     * in server/shop.c. This bonus is split evenly between buying and selling
63     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64     * at .667
65     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
66     * it is 1-diff
67     */
68    
69     const float cha_bonus[MAX_STAT + 1] = { 10.0,
70 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
71     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
72     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
73     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
74     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
75     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
76 elmex 1.1 };
77    
78 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
79     -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
80 elmex 1.1 };
81    
82     /* speed_bonus uses dex as its stat */
83 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
84 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,
85     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
86     1.6, 1.8, 2.0, 2.5, 3.0
87     };
88    
89     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
90     * strength.
91     */
92 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
93     -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
94 elmex 1.1 };
95    
96 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
97     -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
98 elmex 1.1 };
99    
100     /* Max you can carry before you start getting extra speed penalties */
101 root 1.9 const int max_carry[MAX_STAT + 1] = {
102     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
103     301, 326, 352, 400, 450, 500, 600, 1000
104 elmex 1.1 };
105    
106     /* weight_limit - the absolute most a character can carry - a character can't
107     * pick stuff up if it would put him above this limit.
108     * value is in grams, so we don't need to do conversion later
109     * These limits are probably overly generous, but being there were no values
110     * before, you need to start someplace.
111     */
112    
113 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
114 root 1.129 200000, /* 0 */
115     250000, 300000, 350000, 400000, 500000, /* 5 */
116     600000, 700000, 800000, 900000, 1000000, /* 10 */
117 root 1.9 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 root 1.129 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121 elmex 1.1 };
122    
123 root 1.9 const int learn_spell[MAX_STAT + 1] = {
124     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,
125     100, 100, 100, 100, 100, 100
126 elmex 1.1 };
127    
128 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
129     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
130 elmex 1.1 };
131    
132 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
133     -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
134 elmex 1.1 };
135    
136 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
137     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
138 elmex 1.1 };
139    
140     /*
141     Since this is nowhere defined ...
142     Both come in handy at least in function add_exp()
143     */
144    
145 root 1.119 #define MAX_EXPERIENCE levels [settings.max_level]
146 elmex 1.1
147     /* because exp_obj sum to make the total score,
148     * we cannot allow that sum to exceed the maximum
149     * amount of experience a player can gain. Thus
150     * we define MAX_EXP_IN_OBJ. It is important to try
151     * to make the value of MAX_EXP_CAT close to the
152     * actual number of experience objects in the game,
153     * otherwise the maximum level in any experience
154     * category could be quite low. To help the situation
155     * out a little I added 10 more levels, and jacked
156 root 1.133 * up the last level experience value. Its out of
157     * line with progression of previous levels, so
158 elmex 1.1 * if more levels are desired, this should be fixed.
159     * -b.t.
160     */
161    
162 root 1.119 #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163 elmex 1.1
164     #define MAX_SAVE_LEVEL 110
165 root 1.9
166 elmex 1.1 /* This no longer needs to be changed anytime the number of
167     * levels is increased - rather, did_make_save will do the
168     * right thing and always use range within this table.
169     * for safety, savethrow should not be accessed directly anymore,
170     * and instead did_make_save should be used instead.
171     */
172 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
173 elmex 1.1 18,
174 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
175     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
176     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
177     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
178     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
179     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
180 elmex 1.1 };
181    
182     const char *const attacks[NROFATTACKS] = {
183     "physical", "magical", "fire", "electricity", "cold", "confusion",
184     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
185     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
186 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
187 elmex 1.1 "life stealing"
188     };
189    
190     static const char *const drain_msg[NUM_STATS] = {
191     "Oh no! You are weakened!",
192     "You're feeling clumsy!",
193     "You feel less healthy",
194     "You suddenly begin to lose your memory!",
195 root 1.9 "Watch out, your mind is going!",
196 root 1.28 "Your spirit feels drained!",
197 root 1.27 "Your face gets distorted!",
198 elmex 1.1 };
199     const char *const restore_msg[NUM_STATS] = {
200     "You feel your strength return.",
201     "You feel your agility return.",
202     "You feel your health return.",
203 root 1.27 "You feel your memory return.",
204 elmex 1.1 "You feel your wisdom return.",
205 root 1.28 "You feel your spirits return.",
206 elmex 1.1 "You feel your charisma return.",
207     };
208     const char *const gain_msg[NUM_STATS] = {
209 root 1.9 "You feel stronger.",
210     "You feel more agile.",
211     "You feel healthy.",
212 root 1.27 "You feel smarter.",
213 root 1.9 "You feel wiser.",
214 root 1.28 "You feel more potent.",
215 root 1.9 "You seem to look better.",
216 elmex 1.1 };
217     const char *const lose_msg[NUM_STATS] = {
218 root 1.9 "You feel weaker!",
219     "You feel clumsy!",
220     "You feel less healthy!",
221 root 1.27 "You feel stupid!",
222 root 1.9 "You lose some of your memory!",
223 root 1.28 "You feel less potent!",
224 root 1.9 "You look ugly!",
225 elmex 1.1 };
226    
227     const char *const statname[NUM_STATS] = {
228 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
229 elmex 1.1 };
230    
231     const char *const short_stat_name[NUM_STATS] = {
232 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
233 elmex 1.1 };
234    
235     /*
236     * Like set_attr_value(), but instead the value (which can be negative)
237     * is added to the specified stat.
238     */
239     void
240 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
241 root 1.9 {
242 root 1.50 stats->stat (attr) += value;
243     }
244 root 1.19
245 elmex 1.1 /*
246     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
247     * 1-30 stat limit.
248     */
249 root 1.9 void
250 root 1.19 check_stat_bounds (living *stats)
251 root 1.9 {
252 root 1.50 for (int i = 0; i < NUM_STATS; i++)
253     {
254     sint8 &v = stats->stat (i);
255     v = clamp (v, MIN_STAT, MAX_STAT);
256     }
257 elmex 1.1 }
258    
259     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
260    
261     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262     * make this macro to clean those up. Not usuable outside change_abil
263     * function since some of the values passed to new_draw_info are hardcoded.
264     */
265     #define DIFF_MSG(flag, msg1, msg2) \
266 root 1.107 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 elmex 1.1
268     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 root 1.9
270 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
271     * the object.
272     * It is the calling functions responsibilty to check to see if the object
273     * can be applied or not.
274     * The main purpose of calling this function is the messages that are
275 root 1.48 * displayed - update_stats should really always be called after this when
276 elmex 1.1 * removing an object - that is because it is impossible to know if some object
277     * is the only source of an attacktype or spell attunement, so this function
278     * will clear the bits, but the player may still have some other object
279     * that gives them that ability.
280     */
281 root 1.9 int
282     change_abil (object *op, object *tmp)
283     {
284 root 1.84 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285     int success = 0;
286 root 1.9 char message[MAX_BUF];
287     int potion_max = 0;
288    
289 root 1.84 // keep some stats for comparison purposes
290 root 1.83 object::flags_t prev_flag = op->flag;
291     MoveType prev_move_type = op->move_type;
292     sint16 prev_resist [NROFATTACKS]; // clumsy
293     assert (sizeof (prev_resist) == sizeof (op->resist));
294     memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 root 1.9
296     if (op->type == PLAYER)
297     {
298     if (tmp->type == POTION)
299     {
300     potion_max = 1;
301 root 1.84
302 root 1.51 for (int j = 0; j < NUM_STATS; j++)
303 root 1.9 {
304 root 1.51 int ostat = op->contr->orig_stats.stat (j);
305     int i = tmp->stats.stat (j);
306 root 1.9
307     /* nstat is what the stat will be after use of the potion */
308 root 1.51 int nstat = flag * i + ostat;
309 root 1.9
310 root 1.84 /* Do some bounds checking. There is the potential for potions
311 root 1.9 * that adjust that stat by more than one point, so we need
312     * to allow for that.
313     */
314     if (nstat < 1 && i * flag < 0)
315     nstat = 1;
316 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
317     nstat = 20 + op->arch->stats.stat (j);
318 root 1.20
319 root 1.9 if (nstat != ostat)
320     {
321 root 1.50 op->contr->orig_stats.stat (j) = nstat;
322 root 1.9 potion_max = 0;
323 root 1.3 }
324 root 1.9 else if (i)
325     {
326     /* potion is useless - player has already hit the natural maximum */
327     potion_max = 1;
328 root 1.3 }
329     }
330 root 1.20
331 root 1.9 /* This section of code ups the characters normal stats also. I am not
332     * sure if this is strictly necessary, being that fix_player probably
333     * recalculates this anyway.
334     */
335 root 1.51 for (int j = 0; j < NUM_STATS; j++)
336 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337 root 1.20
338 root 1.48 check_stat_bounds (&op->stats);
339 root 1.9 } /* end of potion handling code */
340     }
341    
342 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
343 root 1.133 * everything to set
344 root 1.9 */
345     if (flag == -1)
346     {
347 root 1.48 op->attacktype &= ~tmp->attacktype;
348     op->path_attuned &= ~tmp->path_attuned;
349 root 1.9 op->path_repelled &= ~tmp->path_repelled;
350 root 1.48 op->path_denied &= ~tmp->path_denied;
351 root 1.9 /* Presuming here that creatures only have move_type,
352     * and not the other move_ fields.
353     */
354 root 1.48 op->move_type &= ~tmp->move_type;
355 elmex 1.1 }
356    
357 root 1.9 /* call fix_player since op object could have whatever attribute due
358 root 1.51 * to multiple items. if update_stats always has to be called after
359 root 1.9 * change_ability then might as well call it from here
360     */
361 root 1.19 op->update_stats ();
362 root 1.9
363 root 1.51 /* update_stats won't add the bows ability to the player, so don't
364 root 1.9 * print out message if this is a bow.
365     */
366     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367     {
368     success = 1;
369     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370     }
371 root 1.20
372 root 1.83 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 root 1.9 {
374     success = 1;
375     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376     }
377 root 1.20
378 root 1.83 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 root 1.9 {
380     success = 1;
381     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382     }
383 root 1.20
384 root 1.83 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 root 1.9 {
386     success = 1;
387     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388     }
389 root 1.20
390 root 1.9 /* movement type has changed. We don't care about cases where
391     * user has multiple items giving the same type appled like we
392     * used to - that is more work than what we gain, plus messages
393     * can be misleading (a little higher could be miscontrued from
394     * from fly high)
395     */
396 root 1.83 if (tmp->move_type && op->move_type != prev_move_type)
397 root 1.9 {
398     success = 1;
399 elmex 1.1
400 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401     * status doesn't make a difference if you are flying high
402     */
403     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404     {
405 root 1.86 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 root 1.3 }
407    
408 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
409     {
410     /* double conditional - second case covers if you have move_fly_low -
411     * in that case, you don't actually land
412     */
413 root 1.51 DIFF_MSG (flag, "You soar into the air!",
414 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 root 1.3 }
416 root 1.48
417 root 1.9 if (tmp->move_type & MOVE_SWIM)
418     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419 elmex 1.1 }
420    
421 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
422 root 1.133 * originally undead may change their status
423 root 1.9 */
424 root 1.83 if (!op->arch->flag [FLAG_UNDEAD])
425     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
426 root 1.9 {
427     success = 1;
428     if (flag > 0)
429     {
430     op->race = "undead";
431     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
432     }
433     else
434     {
435 root 1.67 op->race = op->arch->race;
436 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
437     }
438     }
439 elmex 1.1
440 root 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
441 root 1.9 {
442     success = 1;
443     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
444 elmex 1.1 }
445 root 1.20
446 root 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
447 root 1.9 {
448     success = 1;
449     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
450 elmex 1.1 }
451 root 1.20
452 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
453 root 1.133 * vision
454 root 1.9 */
455 root 1.83 if (tmp->flag [FLAG_BLIND])
456 root 1.9 {
457     success = 1;
458     if (flag > 0)
459     {
460 root 1.83 if (op->flag [FLAG_WIZ])
461 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
462     else
463     {
464     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
465 root 1.118 op->set_flag (FLAG_BLIND);
466 root 1.9 if (op->type == PLAYER)
467     op->contr->do_los = 1;
468 root 1.3 }
469 root 1.9 }
470     else
471     {
472 root 1.83 if (op->flag [FLAG_WIZ])
473 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
474     else
475     {
476     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
477 root 1.118 op->clr_flag (FLAG_BLIND);
478 root 1.9 if (op->type == PLAYER)
479     op->contr->do_los = 1;
480 root 1.3 }
481     }
482 elmex 1.1 }
483    
484 root 1.83 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
485 root 1.9 {
486     success = 1;
487     if (op->type == PLAYER)
488     op->contr->do_los = 1;
489     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
490 elmex 1.1 }
491    
492 root 1.83 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
493 root 1.9 {
494     success = 1;
495     if (flag > 0)
496     {
497 root 1.83 if (op->flag [FLAG_WIZ])
498 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
499     else
500     {
501     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
502     if (op->type == PLAYER)
503     op->contr->do_los = 1;
504 root 1.3 }
505 root 1.9 }
506     else
507     {
508 root 1.83 if (op->flag [FLAG_WIZ])
509 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
510     else
511     {
512     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
513     if (op->type == PLAYER)
514     op->contr->do_los = 1;
515 root 1.3 }
516     }
517 elmex 1.1 }
518    
519 root 1.9 if (tmp->stats.luck)
520     {
521     success = 1;
522     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
523 elmex 1.1 }
524    
525 root 1.117 if (digest_types [tmp->type])
526 root 1.9 {
527 root 1.117 if (tmp->stats.hp && op->type == PLAYER)
528     {
529     success = 1;
530     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531     }
532 elmex 1.1
533 root 1.117 if (tmp->stats.sp && op->type == PLAYER
534     && tmp->type != SKILL && tmp->type != BOW)
535     {
536     success = 1;
537     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538     }
539 elmex 1.1
540 root 1.117 /* for the future when artifacts set this -b.t. */
541     if (tmp->stats.grace && op->type == PLAYER)
542     {
543     success = 1;
544     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545     }
546 elmex 1.1
547 root 1.117 if (tmp->stats.food && op->type == PLAYER)
548     {
549     success = 1;
550     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551     }
552 elmex 1.1 }
553    
554 root 1.9 /* Messages for changed resistance */
555 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
556 root 1.9 {
557     if (i == ATNR_PHYSICAL)
558     continue; /* Don't display about armour */
559    
560 root 1.83 if (op->resist [i] != prev_resist [i])
561 root 1.9 {
562     success = 1;
563 root 1.83
564     if (op->resist [i] > prev_resist [i])
565     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
566 root 1.9 else
567 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
568 root 1.9
569     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
570 root 1.3 }
571 elmex 1.1 }
572    
573 elmex 1.18 if (!potion_max)
574 root 1.84 for (int j = 0; j < NUM_STATS; j++)
575     if (int i = tmp->stats.stat (j))
576 root 1.9 {
577 root 1.84 success = 1;
578     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 root 1.3 }
580 root 1.20
581 root 1.9 return success;
582 elmex 1.1 }
583    
584     /*
585     * Stat draining by Vick 930307
586     * (Feeling evil, I made it work as well now. -Frank 8)
587     */
588 root 1.9 void
589 root 1.19 object::drain_stat ()
590 root 1.9 {
591 root 1.33 drain_specific_stat (rndm (NUM_STATS));
592 elmex 1.1 }
593    
594 root 1.9 void
595 root 1.19 object::drain_specific_stat (int deplete_stats)
596 root 1.9 {
597 elmex 1.1 object *tmp;
598     archetype *at;
599    
600 root 1.100 at = archetype::find (shstr_depletion);
601 root 1.9 if (!at)
602     {
603     LOG (llevError, "Couldn't find archetype depletion.\n");
604     return;
605     }
606     else
607     {
608 root 1.19 tmp = present_arch_in_ob (at, this);
609    
610 root 1.9 if (!tmp)
611     {
612 root 1.105 tmp = at->instance ();
613 root 1.19 tmp = insert_ob_in_ob (tmp, this);
614 root 1.118 tmp->set_flag (FLAG_APPLIED);
615 root 1.9 }
616     }
617    
618 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
620 root 1.19 update_stats ();
621 elmex 1.1 }
622    
623     /*
624     * A value of 0 indicates timeout, otherwise change the luck of the object.
625     * via an applied bad_luck object.
626     */
627 root 1.9 void
628 root 1.19 object::change_luck (int value)
629 root 1.9 {
630 root 1.100 archetype *at = archetype::find (shstr_luck);
631 elmex 1.1 if (!at)
632 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
633     else
634     {
635 root 1.19 object *tmp = present_arch_in_ob (at, this);
636    
637 root 1.9 if (!tmp)
638     {
639     if (!value)
640     return;
641 root 1.19
642 root 1.105 tmp = at->instance ();
643 root 1.19 tmp = insert_ob_in_ob (tmp, this);
644 root 1.118 tmp->set_flag (FLAG_APPLIED);
645 root 1.9 }
646 root 1.19
647 root 1.9 if (value)
648     {
649     /* Limit the luck value of the bad luck object to +/-100. This
650     * (arbitrary) value prevents overflows (both in the bad luck object and
651     * in op itself).
652     */
653 root 1.19 int new_luck = tmp->stats.luck + value;
654    
655 root 1.9 if (new_luck >= -100 && new_luck <= 100)
656     {
657 root 1.19 stats.luck += value;
658 root 1.9 tmp->stats.luck = new_luck;
659     }
660     }
661     else
662     {
663     if (!tmp->stats.luck)
664 root 1.19 return;
665    
666 root 1.9 /* Randomly change the players luck. Basically, we move it
667     * back neutral (if greater>0, subtract, otherwise add)
668     */
669 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 root 1.9 {
671     int diff = tmp->stats.luck > 0 ? -1 : 1;
672    
673 root 1.19 stats.luck += diff;
674 root 1.9 tmp->stats.luck += diff;
675     }
676     }
677 elmex 1.1 }
678     }
679    
680     /*
681     * Subtracts stat-bonuses given by the class which the player has chosen.
682     */
683 root 1.9 void
684 root 1.19 object::remove_statbonus ()
685 root 1.9 {
686 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
687     {
688 root 1.67 sint8 v = arch->stats.stat (i);
689 root 1.51 stats.stat (i) -= v;
690     contr->orig_stats.stat (i) -= v;
691     }
692 elmex 1.1 }
693    
694     /*
695     * Adds stat-bonuses given by the class which the player has chosen.
696     */
697 root 1.9 void
698 root 1.19 object::add_statbonus ()
699 root 1.9 {
700 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
701     {
702 root 1.67 sint8 v = arch->stats.stat (i);
703 root 1.51 stats.stat (i) += v;
704     contr->orig_stats.stat (i) += v;
705     }
706 elmex 1.1 }
707    
708 root 1.74 static struct copy_flags : object::flags_t
709     {
710     copy_flags ()
711     {
712     set (FLAG_LIFESAVE);
713     set (FLAG_REFL_SPELL);
714     set (FLAG_REFL_MISSILE);
715     set (FLAG_STEALTH);
716     set (FLAG_XRAYS);
717     set (FLAG_BLIND);
718     set (FLAG_SEE_IN_DARK);
719     }
720     } copy_flags;
721    
722 elmex 1.1 /*
723     * Updates all abilities given by applied objects in the inventory
724     * of the given object. Note: This function works for both monsters
725     * and players; the "player" in the name is purely an archaic inheritance.
726     * This functions starts from base values (archetype or player object)
727     * and then adjusts them according to what the player has equipped.
728 root 1.36 *
729     * July 95 - inserted stuff to handle new skills/exp system - b.t.
730     * spell system split, grace points now added to system --peterm
731 elmex 1.1 */
732 root 1.9 void
733 root 1.19 object::update_stats ()
734 root 1.9 {
735 root 1.127 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
736 root 1.130 weight_t weapon_weight = 0;
737     int weapon_speed = 0;
738 root 1.9 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
739     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
740 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 root 1.24 float old_speed = speed;
742 root 1.75 int stat_sum [NUM_STATS];
743 root 1.9
744 root 1.107 MoveType move_type; // we use change_move_type to change it, so use a local copy
745    
746 root 1.9 /* First task is to clear all the values back to their original values */
747 root 1.19 if (type == PLAYER)
748 root 1.9 {
749 root 1.102 contr->delayed_update = false;
750    
751 root 1.75 for (int i = 0; i < NUM_STATS; i++)
752     stat_sum [i] = contr->orig_stats.stat (i);
753 root 1.19
754 root 1.9 if (settings.spell_encumbrance == TRUE)
755 root 1.19 contr->encumbrance = 0;
756 root 1.9
757 root 1.19 attacktype = 0;
758 root 1.39
759     contr->digestion = 0;
760     contr->gen_hp = 0;
761     contr->gen_sp = 0;
762     contr->gen_grace = 0;
763 root 1.19 contr->gen_sp_armour = 10;
764 root 1.39 contr->item_power = 0;
765 root 1.9 }
766    
767 root 1.134 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
768 root 1.47 slot[i].used = slot[i].info;
769 root 1.19
770     slaying = 0;
771 root 1.9
772 root 1.118 if (!this->flag [FLAG_WIZ])
773 root 1.9 {
774 root 1.118 this->clr_flag (FLAG_XRAYS);
775     this->clr_flag (FLAG_MAKE_INVIS);
776 root 1.9 }
777    
778 root 1.118 this->clr_flag (FLAG_LIFESAVE);
779     this->clr_flag (FLAG_STEALTH);
780     this->clr_flag (FLAG_BLIND);
781 root 1.19
782 root 1.118 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
783     if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
784     if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
785     if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
786 root 1.67
787     path_attuned = arch->path_attuned;
788     path_repelled = arch->path_repelled;
789     path_denied = arch->path_denied;
790     glow_radius = arch->glow_radius;
791     move_type = arch->move_type;
792 root 1.39
793 root 1.9 /* initializing resistances from the values in player/monster's
794     * archetype clone
795     */
796 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
797 root 1.9
798 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
799 root 1.9 {
800 root 1.19 if (resist[i] > 0)
801 root 1.113 prot[i] = resist[i], vuln[i] = 0;
802 root 1.9 else
803 root 1.113 vuln[i] = -resist[i], prot[i] = 0;
804 root 1.46
805 root 1.113 potion_resist[i] = -1000;
806 root 1.9 }
807    
808 root 1.67 wc = arch->stats.wc;
809     stats.dam = arch->stats.dam;
810 root 1.9
811     /* for players which cannot use armour, they gain AC -1 per 3 levels,
812 root 1.133 * plus a small amount of physical resist, those poor suckers. ;)
813 root 1.9 * the fact that maxlevel is factored in could be considered sort of bogus -
814     * we should probably give them some bonus and cap it off - otherwise,
815     * basically, if a server updates its max level, these playes may find
816     * that their protection from physical goes down
817     */
818 root 1.118 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
819 root 1.9 {
820 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
821 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
822 elmex 1.1 }
823 root 1.9 else
824 root 1.67 ac = arch->stats.ac;
825 root 1.9
826 root 1.67 stats.luck = arch->stats.luck;
827     speed = arch->speed;
828 root 1.9
829 root 1.115 chosen_skill = 0;
830    
831 root 1.9 /* OK - we've reset most all the objects attributes to sane values.
832     * now go through and make adjustments for what the player has equipped.
833     */
834 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
835 root 1.9 {
836     /* This happens because apply_potion calls change_abil with the potion
837 root 1.40 * applied so we can tell the player what changed. But change_abil
838 root 1.9 * then calls this function.
839     */
840 root 1.118 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
841 root 1.19 continue;
842 root 1.3
843 root 1.94 glow_radius += tmp->glow_radius;
844 root 1.64
845 root 1.9 /* For some things, we don't care what is equipped */
846     if (tmp->type == SKILL)
847     {
848     /* Want to take the highest skill here. */
849     if (IS_MANA_SKILL (tmp->subtype))
850     {
851     if (!mana_obj)
852     mana_obj = tmp;
853     else if (tmp->level > mana_obj->level)
854     mana_obj = tmp;
855     }
856 root 1.19
857 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
858     {
859     if (!grace_obj)
860     grace_obj = tmp;
861     else if (tmp->level > grace_obj->level)
862     grace_obj = tmp;
863 root 1.3 }
864     }
865    
866 root 1.85 /* Container objects are not meant to adjust players, but other applied
867 root 1.9 * objects need to make adjustments.
868 root 1.133 * This block should handle all player specific changes
869 root 1.9 * The check for Praying is a bit of a hack - god given bonuses are put
870     * in the praying skill, and the player should always get those.
871 root 1.133 * It also means we need to put in additional checks for applied below,
872 root 1.9 * because the skill shouldn't count against body positions being used
873     * up, etc.
874     */
875 root 1.49 if ((tmp->flag [FLAG_APPLIED]
876 root 1.39 && tmp->type != CONTAINER
877 root 1.121 && tmp->type != CLOSE_CON
878     && tmp->type != SPELL)
879 root 1.109 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
880 root 1.9 {
881 root 1.19 if (type == PLAYER)
882 root 1.9 {
883 root 1.69 contr->item_power += tmp->item_power;
884    
885 root 1.74 for (int i = 0; i < NUM_STATS; i++)
886 root 1.103 stat_sum [i] += tmp->stats.stat (i);
887 root 1.9
888 root 1.74 if (digest_types [tmp->type])
889 root 1.9 {
890 root 1.75 contr->digestion += tmp->stats.food;
891 root 1.19 contr->gen_hp += tmp->stats.hp;
892 root 1.87 if (tmp->type != BOW) // ugly exception for bows
893     contr->gen_sp += tmp->stats.sp;
894 root 1.19 contr->gen_grace += tmp->stats.grace;
895     contr->gen_sp_armour += tmp->gen_sp_armour;
896 root 1.3 }
897 root 1.9 } /* if this is a player */
898 root 1.46 else
899     {
900     if (tmp->type == WEAPON)
901     current_weapon = tmp;
902     }
903 root 1.3
904 root 1.9 /* Update slots used for items */
905 root 1.115 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
906 root 1.135 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
907 root 1.47 slot[i].used += tmp->slot[i].info;
908 root 1.3
909 root 1.9 if (tmp->type == SYMPTOM)
910 root 1.133 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
911 root 1.3
912 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
913 root 1.34 * (Negative protections are calculated exactly like positive.)
914 root 1.9 * Resistance from potions are treated special as well. If there's
915 root 1.133 * more than one potion-effect, the bigger prot.-value is taken.
916 root 1.9 */
917 root 1.112 if (tmp->type == POTION_EFFECT)
918     for (int i = 0; i < NROFATTACKS; i++)
919 root 1.113 max_it (potion_resist[i], tmp->resist[i]);
920 root 1.112 else if (tmp->type != POTION)
921     for (int i = 0; i < NROFATTACKS; i++)
922     if (tmp->resist[i] > 0)
923 root 1.121 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
924 root 1.112 else if (tmp->resist[i] < 0)
925 root 1.121 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
926 root 1.9
927     /* There may be other things that should not adjust the attacktype */
928 root 1.53 if (tmp->type != SYMPTOM)
929 root 1.46 {
930     attacktype |= tmp->attacktype;
931     path_attuned |= tmp->path_attuned;
932     path_repelled |= tmp->path_repelled;
933     path_denied |= tmp->path_denied;
934     move_type |= tmp->move_type;
935     stats.luck += tmp->stats.luck;
936     }
937 root 1.19
938 root 1.74 flag |= tmp->flag & copy_flags;
939 root 1.9
940 root 1.118 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
941     this->set_flag (FLAG_UNDEAD);
942 root 1.9
943 root 1.115 //TODO: copy_flags?
944 root 1.118 if (tmp->flag [FLAG_MAKE_INVIS])
945 root 1.9 {
946 root 1.120 set_flag (FLAG_MAKE_INVIS);
947 root 1.19 invisible = 1;
948 root 1.9 }
949    
950     if (tmp->stats.exp && tmp->type != SKILL)
951     {
952     if (tmp->stats.exp > 0)
953     {
954 root 1.40 added_speed += tmp->stats.exp / 3.f;
955 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
956 root 1.3 }
957 root 1.9 else
958 root 1.40 added_speed += tmp->stats.exp;
959 root 1.3 }
960    
961 root 1.9 switch (tmp->type)
962     {
963 root 1.10 case SKILL:
964 root 1.63 {
965 root 1.115 // some skills will end up here without counting as "applied"
966 root 1.116 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
967 root 1.63 break;
968    
969     if (chosen_skill)
970     {
971     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972     &name, &chosen_skill->name, &tmp->name);
973    
974     tmp->flag [FLAG_APPLIED] = false;
975     update_stats ();
976     return;
977     }
978 root 1.115
979     chosen_skill = tmp;
980 root 1.63
981     if (tmp->stats.dam > 0)
982     { /* skill is a 'weapon' */
983 root 1.118 if (!this->flag [FLAG_READY_WEAPON])
984 root 1.115 weapon_speed = max (0, WEAPON_SPEED (tmp));
985 root 1.63
986     weapon_weight = tmp->weight;
987     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
988    
989     if (tmp->magic)
990     stats.dam += tmp->magic;
991     }
992 root 1.3
993 root 1.63 if (tmp->stats.wc)
994     wc -= tmp->stats.wc + tmp->magic;
995 root 1.19
996 root 1.63 if (tmp->slaying)
997     slaying = tmp->slaying;
998 root 1.19
999 root 1.63 if (tmp->stats.ac)
1000     ac -= tmp->stats.ac + tmp->magic;
1001 root 1.3
1002 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1003 root 1.129 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1004 root 1.63 }
1005 root 1.19
1006 root 1.10 break;
1007 root 1.3
1008 root 1.10 case SHIELD:
1009 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1010 root 1.129 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 root 1.110 //FALLTHROUGH
1012 root 1.10 case RING:
1013     case AMULET:
1014     case GIRDLE:
1015     case HELMET:
1016     case BOOTS:
1017     case GLOVES:
1018     case CLOAK:
1019     if (tmp->stats.wc)
1020 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1021 root 1.19
1022 root 1.10 if (tmp->stats.dam)
1023 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1024 root 1.19
1025 root 1.10 if (tmp->stats.ac)
1026 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1027 root 1.19
1028 root 1.10 break;
1029    
1030 root 1.123 case RANGED:
1031 root 1.45 case BOW:
1032 root 1.10 case WEAPON:
1033 root 1.115 wc -= tmp->stats.wc + tmp->magic;
1034 root 1.109
1035 root 1.115 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1036     ac -= tmp->stats.ac + tmp->magic;
1037 root 1.45
1038 root 1.115 stats.dam += tmp->stats.dam + tmp->magic;
1039     weapon_weight = tmp->weight;
1040     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1041    
1042     if (weapon_speed < 0)
1043     weapon_speed = 0;
1044    
1045     slaying = tmp->slaying;
1046    
1047     /* If there is desire that two handed weapons should do
1048     * extra strength damage, this is where the code should
1049     * go.
1050     */
1051    
1052     if (type == PLAYER)
1053     if (settings.spell_encumbrance)
1054 root 1.129 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1055 root 1.9
1056 root 1.10 break;
1057 root 1.9
1058 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1059 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1060 root 1.129 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1061 root 1.10
1062     case BRACERS:
1063     case FORCE:
1064     if (tmp->stats.wc)
1065     {
1066     if (best_wc < tmp->stats.wc + tmp->magic)
1067     {
1068     wc += best_wc;
1069     best_wc = tmp->stats.wc + tmp->magic;
1070     }
1071     else
1072     wc += tmp->stats.wc + tmp->magic;
1073     }
1074 root 1.19
1075 root 1.10 if (tmp->stats.ac)
1076     {
1077     if (best_ac < tmp->stats.ac + tmp->magic)
1078     {
1079     ac += best_ac; /* Remove last bonus */
1080     best_ac = tmp->stats.ac + tmp->magic;
1081     }
1082     else /* To nullify the below effect */
1083     ac += tmp->stats.ac + tmp->magic;
1084     }
1085 root 1.19
1086 root 1.10 if (tmp->stats.wc)
1087 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1088 root 1.19
1089 root 1.10 if (tmp->stats.ac)
1090 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1091 root 1.19
1092 root 1.74 if (ARMOUR_SPEED (tmp))
1093 root 1.125 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1094 root 1.19
1095 root 1.10 break;
1096 root 1.9 } /* switch tmp->type */
1097     } /* item is equipped */
1098     } /* for loop of items */
1099    
1100 root 1.114 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101 root 1.94
1102 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1103     * have generated intermediate values which we now need to assign.
1104     */
1105    
1106     /* 'total resistance = total protections - total vulnerabilities'.
1107     * If there is an uncursed potion in effect, granting more protection
1108     * than that, we take: 'total resistance = resistance from potion'.
1109     * If there is a cursed (and no uncursed) potion in effect, we take
1110 root 1.133 * 'total resistance = vulnerability from cursed potion'.
1111 root 1.9 */
1112 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1113 root 1.9 {
1114 root 1.19 resist[i] = prot[i] - vuln[i];
1115    
1116 root 1.113 if (potion_resist[i] != -1000
1117 root 1.114 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1118 root 1.19 resist[i] = potion_resist[i];
1119 elmex 1.1 }
1120    
1121 root 1.19 if (type == PLAYER)
1122 root 1.9 {
1123 root 1.75 // clamp various player stats
1124     for (int i = 0; i < NUM_STATS; ++i)
1125 root 1.103 stats.stat (i) = stat_sum [i];
1126    
1127     check_stat_bounds (&stats);
1128 root 1.75
1129     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130    
1131     /* Figure out the players sp/mana/hp totals. */
1132 root 1.9 int pl_level;
1133    
1134 root 1.103 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1135 root 1.9
1136     /* You basically get half a con bonus/level. But we do take into account rounding,
1137     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1138     */
1139 root 1.75 stats.maxhp = 0;
1140     for (int i = 1; i <= min (10, pl_level); i++)
1141 root 1.9 {
1142 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1143 root 1.19
1144     if (i % 2 && con_bonus[stats.Con] % 2)
1145 root 1.74 if (con_bonus[stats.Con] > 0)
1146     j++;
1147     else
1148     j--;
1149 root 1.19
1150     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1151 root 1.9 }
1152    
1153 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1154 elmex 1.1
1155 root 1.19 if (stats.hp > stats.maxhp)
1156     stats.hp = stats.maxhp;
1157 elmex 1.1
1158 root 1.133 /* Sp gain is controlled by the level of the player's
1159     * relevant experience object (mana_obj, see above)
1160 root 1.9 */
1161     /* following happen when skills system is not used */
1162     if (!mana_obj)
1163 root 1.19 mana_obj = this;
1164    
1165 root 1.9 if (!grace_obj)
1166 root 1.19 grace_obj = this;
1167    
1168 root 1.9 /* set maxsp */
1169 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1170     mana_obj = this;
1171 root 1.9
1172 root 1.19 if (mana_obj == this && type == PLAYER)
1173     stats.maxsp = 1;
1174 root 1.9 else
1175     {
1176 root 1.74 float sp_tmp = 0.f;
1177 root 1.19
1178 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1179 root 1.9 {
1180     float stmp;
1181    
1182     /* Got some extra bonus at first level */
1183     if (i < 2)
1184 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1185 root 1.9 else
1186 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1187 root 1.19
1188 root 1.74 sp_tmp += max (1.f, stmp);
1189 root 1.3 }
1190 root 1.19
1191 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1192 root 1.3 }
1193 root 1.54
1194 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1195 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1196 root 1.9
1197     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1198 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1199     grace_obj = this;
1200 root 1.9
1201 root 1.19 if (grace_obj == this && type == PLAYER)
1202     stats.maxgrace = 1;
1203 root 1.9 else
1204     {
1205     /* store grace in a float - this way, the divisions below don't create
1206     * big jumps when you go from level to level - with int's, it then
1207     * becomes big jumps when the sums of the bonuses jump to the next
1208     * step of 8 - with floats, even fractional ones are useful.
1209     */
1210 root 1.74 float sp_tmp = 0.f;
1211    
1212 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1213 root 1.9 {
1214 root 1.40 float grace_tmp = 0.f;
1215 root 1.9
1216     /* Got some extra bonus at first level */
1217     if (i < 2)
1218 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1219 root 1.9 else
1220 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1221 root 1.19
1222 root 1.74 sp_tmp += max (1.f, grace_tmp);
1223 root 1.3 }
1224 root 1.19
1225 root 1.74 /* two grace points per level after 10 */
1226     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1227 root 1.3 }
1228 root 1.54
1229 root 1.9 /* No limit on grace vs maxgrace */
1230 root 1.3
1231 root 1.19 if (contr->braced)
1232 root 1.9 {
1233     ac += 2;
1234     wc += 4;
1235 root 1.3 }
1236 root 1.9 else
1237 root 1.19 ac -= dex_bonus[stats.Dex];
1238 root 1.9
1239 root 1.133 /* In new exp/skills system, wc bonuses are related to
1240 root 1.9 * the players level in a relevant exp object (wc_obj)
1241 root 1.133 * not the general player level -b.t.
1242 root 1.9 * I changed this slightly so that wc bonuses are better
1243 root 1.133 * than before. This is to balance out the fact that
1244 root 1.9 * the player no longer gets a personal weapon w/ 1
1245     * improvement every level, now its fighterlevel/5. So
1246     * we give the player a bonus here in wc and dam
1247 root 1.133 * to make up for the change. Note that I left the
1248 root 1.9 * monster bonus the same as before. -b.t.
1249     */
1250 root 1.55 object *wc_obj = chosen_skill;
1251 root 1.9
1252 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1253 root 1.9 {
1254 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1255    
1256 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1257 root 1.9 {
1258 root 1.54 /* additional wc every 6 levels */
1259 root 1.9 if (!(i % 6))
1260     wc--;
1261 root 1.37
1262 root 1.54 /* additional dam every 4 levels. */
1263 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1264     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1265 root 1.9 }
1266     }
1267     else
1268 root 1.37 wc -= level + thaco_bonus[stats.Str];
1269 root 1.9
1270 root 1.19 stats.dam += dam_bonus[stats.Str];
1271 root 1.9
1272 root 1.19 if (stats.dam < 1)
1273     stats.dam = 1;
1274 root 1.9
1275 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1276 root 1.19
1277     if (settings.search_items && contr->search_str[0])
1278     speed -= 1;
1279 root 1.9 } /* End if player */
1280    
1281     if (added_speed >= 0)
1282 root 1.40 speed += added_speed / 10.f;
1283 root 1.9 else /* Something wrong here...: */
1284 root 1.40 speed /= 1.f - added_speed;
1285 root 1.3
1286 root 1.9 /* Max is determined by armour */
1287 root 1.74 speed = min (speed, max_speed);
1288 elmex 1.1
1289 root 1.19 if (type == PLAYER)
1290 root 1.9 {
1291     /* f is a number the represents the number of kg above (positive num)
1292     * or below (negative number) that the player is carrying. If above
1293     * weight limit, then player suffers a speed reduction based on how
1294     * much above he is, and what is max carry is
1295     */
1296 root 1.130 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1297 root 1.78 if (f > 0.f)
1298 root 1.129 speed /= (1.f + f / max_carry[stats.Str]);
1299 elmex 1.1 }
1300    
1301 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 root 1.78 speed *= speed_reduce_from_disease;
1303 root 1.77
1304 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1305 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1306 root 1.9 */
1307 root 1.104 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1308 root 1.9
1309 root 1.77 if (speed != old_speed)
1310     set_speed (speed);
1311    
1312 root 1.19 if (type == PLAYER)
1313 root 1.9 {
1314     /* (This formula was made by vidarl@ifi.uio.no)
1315     * Note that we never used these values again - basically
1316     * all of these could be subbed into one big equation, but
1317     * that would just be a real pain to read.
1318     */
1319 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1320     float M2 = max_carry[stats.Str] / 100.f;
1321     float W = weapon_weight / 20000.f;
1322 root 1.56 float s = (20 - weapon_speed) / 10.f;
1323 root 1.40 float D = (stats.Dex - 14) / 14.f;
1324     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1325    
1326 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1327 root 1.40
1328 root 1.56 if (K <= 0.01f)
1329 root 1.40 K = 0.01f;
1330    
1331 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1332 root 1.9 }
1333 root 1.19
1334 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1335 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1336     stats.dam = arch->stats.dam * 3;
1337 root 1.9
1338 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1339     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1340 root 1.9
1341     /* if for some reason the creature doesn't have any move type,
1342     * give them walking as a default.
1343     * The second case is a special case - to more closely mimic the
1344     * old behaviour - if your flying, your not walking - just
1345     * one or the other.
1346     */
1347 root 1.19 if (move_type == 0)
1348     move_type = MOVE_WALK;
1349     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1350     move_type &= ~MOVE_WALK;
1351 elmex 1.1
1352 root 1.107 // now apply the new move_type
1353     if (this->move_type != move_type)
1354     change_move_type (move_type);
1355    
1356 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1357     * so we will check that now.
1358     */
1359 root 1.101 if (is_player ())
1360     contr->update_spells ();
1361 root 1.35
1362     // update the mapspace, if we are on a map
1363     if (!flag [FLAG_REMOVED] && map)
1364     map->at (x, y).flags_ = 0;
1365 elmex 1.1 }
1366    
1367 elmex 1.96 void
1368     object::set_glow_radius (sint8 rad)
1369     {
1370     glow_radius = rad;
1371    
1372     if (is_on_map ())
1373     update_all_los (map, x, y);
1374     else if (object *env = outer_env ())
1375     {
1376     env->update_stats ();
1377    
1378     if (env->is_on_map ())
1379     update_all_los (env->map, env->x, env->y);
1380     }
1381     }
1382    
1383 elmex 1.1 /*
1384     * set the new dragon name after gaining levels or
1385     * changing ability focus (later this can be extended to
1386     * eventually change the player's face and animation)
1387     */
1388 root 1.9 void
1389     set_dragon_name (object *pl, const object *abil, const object *skin)
1390     {
1391     int atnr = -1; /* attacknumber of highest level */
1392     int level = 0; /* highest level */
1393 elmex 1.1 int i;
1394    
1395     /* Perhaps do something more clever? */
1396 root 1.9 if (!abil || !skin)
1397     return;
1398    
1399 elmex 1.1 /* first, look for the highest level */
1400 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1401     {
1402     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1403     {
1404     level = abil->resist[i];
1405     atnr = i;
1406     }
1407 elmex 1.1 }
1408 root 1.9
1409 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1410     or else at random */
1411 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1412 elmex 1.1 atnr = abil->stats.exp;
1413 root 1.9
1414 elmex 1.1 /* now set the new title */
1415 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1416     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1417     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1418     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1419     else
1420 root 1.9 {
1421 root 1.88 /* special titles for extra high resistance! */
1422     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1423     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1424     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1425 elmex 1.1 }
1426 root 1.9
1427     strcpy (pl->contr->own_title, "");
1428 elmex 1.1 }
1429    
1430     /*
1431     * This function is called when a dragon-player gains
1432     * an overall level. Here, the dragon might gain new abilities
1433     * or change the ability-focus.
1434     */
1435 root 1.99 static void
1436 root 1.9 dragon_level_gain (object *who)
1437     {
1438     object *abil = NULL; /* pointer to dragon ability force */
1439     object *skin = NULL; /* pointer to dragon skin force */
1440     object *tmp = NULL; /* tmp. object */
1441     char buf[MAX_BUF]; /* tmp. string buffer */
1442    
1443     /* now grab the 'dragon_ability'-forces from the player's inventory */
1444 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1445     if (tmp->type == FORCE)
1446 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1447 root 1.29 abil = tmp;
1448 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1449 root 1.29 skin = tmp;
1450    
1451 root 1.9 /* if the force is missing -> bail out */
1452     if (abil == NULL)
1453     return;
1454    
1455     /* The ability_force keeps track of maximum level ever achieved.
1456 root 1.133 * New abilties can only be gained by surpassing this max level
1457 root 1.9 */
1458     if (who->level > abil->level)
1459     {
1460     /* increase our focused ability */
1461     abil->resist[abil->stats.exp]++;
1462    
1463    
1464     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1465     {
1466     /* time to hand out a new ability-gift */
1467     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1468     }
1469    
1470     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1471     {
1472     /* apply new ability focus */
1473     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1474     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1475    
1476     abil->stats.exp = abil->last_eat;
1477     abil->last_eat = 0;
1478     }
1479    
1480     abil->level = who->level;
1481     }
1482    
1483     /* last but not least, set the new title for the dragon */
1484     set_dragon_name (who, abil, skin);
1485 elmex 1.1 }
1486    
1487     /* Handy function - given the skill name skill_name, we find the skill
1488     * archetype/object, set appropriate values, and insert it into
1489     * the object (op) that is passed.
1490     * We return the skill - this makes it easier for calling functions that
1491     * want to do something with it immediately.
1492     */
1493 root 1.9 object *
1494     give_skill_by_name (object *op, const char *skill_name)
1495 elmex 1.1 {
1496 root 1.9 object *skill_obj;
1497 elmex 1.1
1498 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1499     if (!skill_obj)
1500     {
1501 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1502 root 1.9 return NULL;
1503     }
1504 root 1.55
1505 root 1.9 /* clear the flag - exp goes into this bucket, but player
1506     * still doesn't know it.
1507     */
1508 root 1.118 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1509 root 1.9 skill_obj->stats.exp = 0;
1510     skill_obj->level = 1;
1511 root 1.89 op->insert (skill_obj);
1512 root 1.26
1513 root 1.57 if (player *pl = op->contr)
1514 root 1.89 pl->link_skills ();
1515 root 1.26
1516 root 1.9 return skill_obj;
1517 elmex 1.1 }
1518    
1519     /* player_lvl_adj() - for the new exp system. we are concerned with
1520     * whether the player gets more hp, sp and new levels.
1521     * Note this this function should only be called for players. Monstes
1522     * don't really gain levels
1523     * who is the player, op is what we are checking to gain the level
1524     * (eg, skill)
1525     */
1526 root 1.9 void
1527     player_lvl_adj (object *who, object *op)
1528     {
1529     char buf[MAX_BUF];
1530 root 1.73 bool changed = false;
1531 root 1.9
1532     if (!op) /* when rolling stats */
1533     op = who;
1534    
1535 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1536 root 1.9 {
1537 root 1.73 changed = true;
1538    
1539 root 1.9 op->level++;
1540    
1541 root 1.106 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1542 root 1.9 dragon_level_gain (who);
1543    
1544     /* Only roll these if it is the player (who) that gained the level */
1545     if (op == who && (who->level < 11) && who->type == PLAYER)
1546     {
1547     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1548     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1549     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1550     }
1551    
1552     if (op->level > 1)
1553     {
1554     if (op->type != PLAYER)
1555 root 1.73 {
1556     who->contr->play_sound (sound_find ("skill_up"));
1557     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558     }
1559 root 1.9 else
1560 root 1.73 {
1561     who->contr->play_sound (sound_find ("level_up"));
1562     sprintf (buf, "You are now level %d.", op->level);
1563     }
1564 root 1.54
1565 root 1.9 if (who)
1566     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1567     }
1568 root 1.73 }
1569 root 1.54
1570 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1571 root 1.9 {
1572 root 1.73 changed = true;
1573    
1574 root 1.9 op->level--;
1575 root 1.54
1576 root 1.9 if (op->type != PLAYER)
1577     {
1578     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1580 root 1.3 }
1581 root 1.73 }
1582 root 1.54
1583 root 1.73 if (changed)
1584 root 1.101 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1585 elmex 1.1 }
1586    
1587     /*
1588     * Returns how much experience is needed for a player to become
1589     * the given level. level should really never exceed max_level
1590     */
1591    
1592 root 1.9 sint64
1593     level_exp (int level, double expmul)
1594     {
1595 root 1.119 return expmul * level_to_min_exp (level);
1596 elmex 1.1 }
1597    
1598     /*
1599     * Ensure that the permanent experience requirements in an exp object are met.
1600     * This really just checks 'op to make sure the perm_exp value is within
1601     * proper range. Note that the checking of what is passed through
1602     * has been reduced. Since there is now a proper field for perm_exp,
1603     * this can now work on a much larger set of objects.
1604     */
1605 root 1.9 void
1606     calc_perm_exp (object *op)
1607 elmex 1.1 {
1608 root 1.9 int p_exp_min;
1609    
1610     /* Ensure that our permanent experience minimum is met.
1611 root 1.133 * permenent_exp_ratio is an integer percentage, we divide by 100
1612 root 1.9 * to get the fraction */
1613     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1614    
1615     if (op->perm_exp < p_exp_min)
1616     op->perm_exp = p_exp_min;
1617    
1618     /* Cap permanent experience. */
1619     if (op->perm_exp < 0)
1620     op->perm_exp = 0;
1621     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1622     op->perm_exp = MAX_EXPERIENCE;
1623 elmex 1.1 }
1624    
1625     /* Add experience to a player - exp should only be positive.
1626     * Updates permanent exp for the skill we are adding to.
1627     * skill_name is the skill to add exp to. Skill name can be
1628     * NULL, in which case exp increases the players general
1629     * total, but not any particular skill.
1630     * flag is what to do if the player doesn't have the skill:
1631     */
1632 root 1.9 static void
1633 root 1.122 add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1634 elmex 1.1 {
1635 root 1.90 object *skill_obj;
1636 elmex 1.4 sint64 limit, exp_to_add;
1637    
1638     /* prevents some forms of abuse. */
1639     if (op->contr->braced)
1640 root 1.46 exp /= 5;
1641 elmex 1.4
1642     /* Try to find the matching skill.
1643     * We do a shortcut/time saving mechanism first - see if it matches
1644 root 1.46 * chosen_skill. This means we don't need to search through
1645 elmex 1.4 * the players inventory.
1646     */
1647 root 1.90 skill_obj = 0;
1648    
1649 elmex 1.4 if (skill_name)
1650     {
1651 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1652    
1653     /* Player doesn't have the skill. Check to see what to do, and give
1654     * it to the player if necessary
1655     */
1656     if (!skill_obj)
1657 elmex 1.4 {
1658 root 1.90 if (flag == SK_EXP_NONE)
1659     return;
1660    
1661     if (flag == SK_EXP_ADD_SKILL)
1662     skill_obj = give_skill_by_name (op, skill_name);
1663 root 1.3 }
1664 elmex 1.1 }
1665    
1666 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1667     {
1668     /* Basically, you can never gain more experience in one shot
1669     * than half what you need to gain for next level.
1670     */
1671     exp_to_add = exp;
1672 root 1.119 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1673 elmex 1.4 if (exp_to_add > limit)
1674     exp_to_add = limit;
1675    
1676 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1677 elmex 1.4 if (settings.permanent_exp_ratio)
1678     {
1679 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1680 elmex 1.4 calc_perm_exp (op);
1681     }
1682    
1683     player_lvl_adj (op, NULL);
1684     }
1685    
1686     if (skill_obj)
1687     {
1688     exp_to_add = exp;
1689 root 1.119 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1690 elmex 1.4 if (exp_to_add > limit)
1691     exp_to_add = limit;
1692    
1693     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1694     if (settings.permanent_exp_ratio)
1695     {
1696 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1697 elmex 1.4 calc_perm_exp (skill_obj);
1698     }
1699 elmex 1.1
1700 elmex 1.4 player_lvl_adj (op, skill_obj);
1701 elmex 1.1 }
1702     }
1703    
1704     /* This function checks to make sure that object 'op' can
1705 root 1.93 * lose 'exp' experience. It returns the amount of exp
1706 elmex 1.1 * object 'op' can in fact lose - it basically makes
1707     * adjustments based on permanent exp and the like.
1708     * This function should always be used for losing experience -
1709     * the 'exp' value passed should be positive - this is the
1710     * amount that should get subtract from the player.
1711     */
1712 root 1.99 static sint64
1713 root 1.9 check_exp_loss (const object *op, sint64 exp)
1714 elmex 1.1 {
1715 root 1.9 sint64 del_exp;
1716 elmex 1.1
1717 root 1.9 if (exp > op->stats.exp)
1718     exp = op->stats.exp;
1719 root 1.93
1720 root 1.9 if (settings.permanent_exp_ratio)
1721     {
1722     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723 root 1.93
1724 root 1.9 if (del_exp < 0)
1725     del_exp = 0;
1726 root 1.93
1727 root 1.9 if (exp > del_exp)
1728     exp = del_exp;
1729 elmex 1.1 }
1730 root 1.93
1731 root 1.9 return exp;
1732 elmex 1.1 }
1733    
1734 root 1.9 sint64
1735     check_exp_adjust (const object *op, sint64 exp)
1736 elmex 1.1 {
1737 root 1.9 if (exp < 0)
1738     return check_exp_loss (op, exp);
1739     else
1740 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1741 elmex 1.1 }
1742    
1743     /* Subtracts experience from player.
1744     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1745     * only subtract from the matching skill. Otherwise,
1746     * this subtracts a portion from all
1747     * skills the player has. Eg, if we figure the player is losing 10%
1748     * of his total exp, what happens is he loses 10% from all his skills.
1749     * Note that if permanent exp is used, player may not in fact lose
1750     * as much as listed. Eg, if player has gotten reduced to the point
1751     * where everything is at the minimum perm exp, he would lose nothing.
1752     * exp is the amount of exp to subtract - thus, it should be
1753     * a postive number.
1754     */
1755 root 1.9 static void
1756 root 1.122 subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1757 elmex 1.1 {
1758 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1759     object *tmp;
1760     sint64 del_exp;
1761    
1762     for (tmp = op->inv; tmp; tmp = tmp->below)
1763     if (tmp->type == SKILL && tmp->stats.exp)
1764     {
1765 root 1.122 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1766 root 1.9 {
1767     del_exp = check_exp_loss (tmp, exp);
1768     tmp->stats.exp -= del_exp;
1769     player_lvl_adj (op, tmp);
1770     }
1771     else if (flag != SK_SUBTRACT_SKILL_EXP)
1772     {
1773     /* only want to process other skills if we are not trying
1774     * to match a specific skill.
1775     */
1776 root 1.122 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1777 root 1.9 tmp->stats.exp -= del_exp;
1778     player_lvl_adj (op, tmp);
1779     }
1780     }
1781 root 1.35
1782 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1783     {
1784     del_exp = check_exp_loss (op, exp);
1785     op->stats.exp -= del_exp;
1786     player_lvl_adj (op, NULL);
1787 elmex 1.1 }
1788     }
1789    
1790     /* change_exp() - changes experience to a player/monster. This
1791     * does bounds checking to make sure we don't overflow the max exp.
1792     *
1793     * The exp passed is typically not modified much by this function -
1794     * it is assumed the caller has modified the exp as needed.
1795     * skill_name is the skill that should get the exp added.
1796     * flag is what to do if player doesn't have the skill.
1797     * these last two values are only used for players.
1798     */
1799 root 1.9 void
1800 root 1.122 change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1801 root 1.9 {
1802 elmex 1.1 #ifdef EXP_DEBUG
1803 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1804 elmex 1.1 #endif
1805    
1806 root 1.9 /* safety */
1807     if (!op)
1808     {
1809     LOG (llevError, "change_exp() called for null object!\n");
1810     return;
1811     }
1812    
1813     /* if no change in exp, just return - most of the below code
1814     * won't do anything if the value is 0 anyways.
1815     */
1816     if (exp == 0)
1817     return;
1818    
1819 root 1.133 /* Monsters are easy - we just adjust their exp - we
1820 root 1.9 * don't adjust level, since in most cases it is unrelated to
1821     * the exp they have - the monsters exp represents what its
1822     * worth.
1823     */
1824     if (op->type != PLAYER)
1825     {
1826     /* Sanity check */
1827 root 1.118 if (!op->flag [FLAG_ALIVE])
1828 root 1.9 return;
1829    
1830     /* reset exp to max allowed value. We subtract from
1831     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1832     * more than max exp, just return.
1833     */
1834     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1835     {
1836     exp = MAX_EXPERIENCE - op->stats.exp;
1837     if (exp < 0)
1838     return;
1839 root 1.3 }
1840 elmex 1.1
1841 root 1.9 op->stats.exp += exp;
1842 elmex 1.1 }
1843 root 1.9 else
1844     { /* Players only */
1845     if (exp > 0)
1846     add_player_exp (op, exp, skill_name, flag);
1847     else
1848     /* note that when you lose exp, it doesn't go against
1849     * a particular skill, so we don't need to pass that
1850     * along.
1851     */
1852 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1853 elmex 1.1 }
1854     }
1855    
1856 root 1.133 /* Applies a death penalty experience, the size of this is defined by the
1857 elmex 1.1 * settings death_penalty_percentage and death_penalty_levels, and by the
1858     * amount of permenent experience, whichever gives the lowest loss.
1859     */
1860 root 1.9 void
1861     apply_death_exp_penalty (object *op)
1862     {
1863     sint64 loss;
1864     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1865     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1866    
1867 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1868 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1869     {
1870     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1871 root 1.100 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1872 root 1.9
1873     /* With the revised exp system, you can get cases where
1874     * losing several levels would still require that you have more
1875     * exp than you currently have - this is true if the levels
1876     * tables is a lot harder.
1877     */
1878     if (level_loss < 0)
1879     level_loss = 0;
1880 root 1.3
1881 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1882 root 1.3
1883 root 1.9 tmp->stats.exp -= loss;
1884     player_lvl_adj (op, tmp);
1885     }
1886 elmex 1.1
1887 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1888 root 1.125 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1889 root 1.55
1890 root 1.9 if (level_loss < 0)
1891     level_loss = 0;
1892 root 1.93
1893     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1894 elmex 1.1
1895 root 1.9 op->stats.exp -= loss;
1896     player_lvl_adj (op, NULL);
1897 elmex 1.1 }
1898    
1899     /* This function takes an object (monster/player, op), and
1900     * determines if it makes a basic save throw by looking at the
1901     * save_throw table. level is the effective level to make
1902     * the save at, and bonus is any plus/bonus (typically based on
1903     * resistance to particular attacktype.
1904     * Returns 1 if op makes his save, 0 if he failed
1905     */
1906 root 1.9 int
1907     did_make_save (const object *op, int level, int bonus)
1908 elmex 1.1 {
1909 root 1.9 if (level > MAX_SAVE_LEVEL)
1910     level = MAX_SAVE_LEVEL;
1911 elmex 1.1
1912 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1913     return 0;
1914 root 1.19
1915 root 1.9 return 1;
1916 elmex 1.1 }