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Revision: 1.18
Committed: Wed Dec 20 10:31:00 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.17: +8 -8 lines
Log Message:
removed EXPERIENCE type.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.12 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <funcpoint.h>
26    
27     /* Handy little macro that adds exp and keeps it within bounds. Since
28     * we are now using 64 bit values, I'm not all concerned about overflow issues
29     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30     */
31     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32    
33 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
34     -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35     22, 25, 30, 40, 50
36 elmex 1.1 };
37    
38     /* changed the name of this to "sp_bonus" from "int_bonus"
39     * because Pow can now be the stat that controls spellpoint
40     * advancement. -b.t.
41     */
42 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
43     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
44     30, 40, 50, 70, 100
45 elmex 1.1 };
46    
47 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
48     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49     30, 40, 50, 70, 100
50 elmex 1.1 };
51    
52     /* 0.92.7 Changed way charisma works. Values now
53     * represent how much more it costs to buy something than to sell it
54     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55     * would only get 5 gp when you sell.) Let query_cost do the calculations
56     * on how to really do this. Buy keeping it this simple number, it is
57     * much easier to know how things will be influenced. A value of '1' means
58     * buying and selling is both the same value - any value less than or equal
59     * to 1 should not be used.
60     * At least as of now, the only place that uses this code is query_cost,
61     * in server/shop.c. This bonus is split evenly between buying and selling
62     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63     * at .667
64     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65     * it is 1-diff
66     */
67    
68     const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 elmex 1.1 };
76    
77 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
78     -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
79 elmex 1.1 };
80    
81     /* speed_bonus uses dex as its stat */
82 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
83 elmex 1.1 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
84     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85     1.6, 1.8, 2.0, 2.5, 3.0
86     };
87    
88     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89     * strength.
90     */
91 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
92     -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
93 elmex 1.1 };
94    
95 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
96     -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
97 elmex 1.1 };
98    
99     /* Max you can carry before you start getting extra speed penalties */
100 root 1.9 const int max_carry[MAX_STAT + 1] = {
101     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102     301, 326, 352, 400, 450, 500, 600, 1000
103 elmex 1.1 };
104    
105     /* weight_limit - the absolute most a character can carry - a character can't
106     * pick stuff up if it would put him above this limit.
107     * value is in grams, so we don't need to do conversion later
108     * These limits are probably overly generous, but being there were no values
109     * before, you need to start someplace.
110     */
111    
112 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
113     200000, /* 0 */
114     250000, 300000, 350000, 400000, 500000, /* 5 */
115     600000, 700000, 800000, 900000, 1000000, /* 10 */
116     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 elmex 1.1 };
121    
122 root 1.9 const int learn_spell[MAX_STAT + 1] = {
123     0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124     100, 100, 100, 100, 100, 100
125 elmex 1.1 };
126    
127 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
128     100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
129 elmex 1.1 };
130    
131 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
132     -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
133 elmex 1.1 };
134    
135 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
136     3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
137 elmex 1.1 };
138    
139     /*
140     Since this is nowhere defined ...
141     Both come in handy at least in function add_exp()
142     */
143    
144     #define MAX_EXPERIENCE levels[settings.max_level]
145    
146     /* because exp_obj sum to make the total score,
147     * we cannot allow that sum to exceed the maximum
148     * amount of experience a player can gain. Thus
149     * we define MAX_EXP_IN_OBJ. It is important to try
150     * to make the value of MAX_EXP_CAT close to the
151     * actual number of experience objects in the game,
152     * otherwise the maximum level in any experience
153     * category could be quite low. To help the situation
154     * out a little I added 10 more levels, and jacked
155     * up the last level experience value. Its out of
156     * line with progression of previous levels, so
157     * if more levels are desired, this should be fixed.
158     * -b.t.
159     */
160    
161 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 elmex 1.1
163     extern sint64 *levels;
164    
165     #define MAX_SAVE_LEVEL 110
166 root 1.9
167 elmex 1.1 /* This no longer needs to be changed anytime the number of
168     * levels is increased - rather, did_make_save will do the
169     * right thing and always use range within this table.
170     * for safety, savethrow should not be accessed directly anymore,
171     * and instead did_make_save should be used instead.
172     */
173 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 elmex 1.1 18,
175 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 elmex 1.1 };
182    
183     const char *const attacks[NROFATTACKS] = {
184     "physical", "magical", "fire", "electricity", "cold", "confusion",
185     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 elmex 1.1 "life stealing"
189     };
190    
191     static const char *const drain_msg[NUM_STATS] = {
192     "Oh no! You are weakened!",
193     "You're feeling clumsy!",
194     "You feel less healthy",
195     "You suddenly begin to lose your memory!",
196     "Your face gets distorted!",
197 root 1.9 "Watch out, your mind is going!",
198 elmex 1.1 "Your spirit feels drained!"
199     };
200     const char *const restore_msg[NUM_STATS] = {
201     "You feel your strength return.",
202     "You feel your agility return.",
203     "You feel your health return.",
204     "You feel your wisdom return.",
205     "You feel your charisma return.",
206 root 1.9 "You feel your memory return.",
207 elmex 1.1 "You feel your spirits return."
208     };
209     const char *const gain_msg[NUM_STATS] = {
210 root 1.9 "You feel stronger.",
211     "You feel more agile.",
212     "You feel healthy.",
213     "You feel wiser.",
214     "You seem to look better.",
215     "You feel smarter.",
216     "You feel more potent."
217 elmex 1.1 };
218     const char *const lose_msg[NUM_STATS] = {
219 root 1.9 "You feel weaker!",
220     "You feel clumsy!",
221     "You feel less healthy!",
222     "You lose some of your memory!",
223     "You look ugly!",
224     "You feel stupid!",
225     "You feel less potent!"
226 elmex 1.1 };
227    
228     const char *const statname[NUM_STATS] = {
229 root 1.9 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
230 elmex 1.1 };
231    
232     const char *const short_stat_name[NUM_STATS] = {
233 root 1.9 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
234 elmex 1.1 };
235    
236     /*
237     * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238     * what attr is (STR to POW).
239     */
240    
241     void
242 root 1.9 set_attr_value (living * stats, int attr, sint8 value)
243     {
244     switch (attr)
245     {
246 root 1.10 case STR:
247     stats->Str = value;
248     break;
249     case DEX:
250     stats->Dex = value;
251     break;
252     case CON:
253     stats->Con = value;
254     break;
255     case WIS:
256     stats->Wis = value;
257     break;
258     case POW:
259     stats->Pow = value;
260     break;
261     case CHA:
262     stats->Cha = value;
263     break;
264     case INT:
265     stats->Int = value;
266     break;
267 root 1.9 }
268 elmex 1.1 }
269    
270     /*
271     * Like set_attr_value(), but instead the value (which can be negative)
272     * is added to the specified stat.
273     */
274    
275     void
276 root 1.9 change_attr_value (living * stats, int attr, sint8 value)
277     {
278     if (value == 0)
279     return;
280     switch (attr)
281     {
282 root 1.10 case STR:
283     stats->Str += value;
284     break;
285     case DEX:
286     stats->Dex += value;
287     break;
288     case CON:
289     stats->Con += value;
290     break;
291     case WIS:
292     stats->Wis += value;
293     break;
294     case POW:
295     stats->Pow += value;
296     break;
297     case CHA:
298     stats->Cha += value;
299     break;
300     case INT:
301     stats->Int += value;
302     break;
303     default:
304     LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 root 1.9 }
306 elmex 1.1 }
307    
308     /*
309     * returns the specified stat. See also set_attr_value().
310     */
311    
312     sint8
313 root 1.9 get_attr_value (const living * stats, int attr)
314     {
315     switch (attr)
316     {
317 root 1.10 case STR:
318     return (stats->Str);
319     case DEX:
320     return (stats->Dex);
321     case CON:
322     return (stats->Con);
323     case WIS:
324     return (stats->Wis);
325     case CHA:
326     return (stats->Cha);
327     case INT:
328     return (stats->Int);
329     case POW:
330     return (stats->Pow);
331 root 1.9 }
332 elmex 1.1 return 0;
333     }
334    
335     /*
336     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337     * 1-30 stat limit.
338     */
339    
340 root 1.9 void
341     check_stat_bounds (living * stats)
342     {
343     int i, v;
344    
345     for (i = 0; i < NUM_STATS; i++)
346     if ((v = get_attr_value (stats, i)) > MAX_STAT)
347     set_attr_value (stats, i, MAX_STAT);
348     else if (v < MIN_STAT)
349     set_attr_value (stats, i, MIN_STAT);
350 elmex 1.1 }
351    
352     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353    
354     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355     * make this macro to clean those up. Not usuable outside change_abil
356     * function since some of the values passed to new_draw_info are hardcoded.
357     */
358     #define DIFF_MSG(flag, msg1, msg2) \
359     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
360    
361     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
362 root 1.9
363 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
364     * the object.
365     * It is the calling functions responsibilty to check to see if the object
366     * can be applied or not.
367     * The main purpose of calling this function is the messages that are
368     * displayed - fix_player should really always be called after this when
369     * removing an object - that is because it is impossible to know if some object
370     * is the only source of an attacktype or spell attunement, so this function
371     * will clear the bits, but the player may still have some other object
372     * that gives them that ability.
373     */
374 root 1.9 int
375     change_abil (object *op, object *tmp)
376     {
377     int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
378     char message[MAX_BUF];
379     int potion_max = 0;
380    
381     /* remember what object was like before it was changed. note that
382     * refop is a local copy of op only to be used for detecting changes
383     * found by fix_player. refop is not a real object
384     */
385     object_pod refop = *op;
386    
387     if (op->type == PLAYER)
388     {
389     if (tmp->type == POTION)
390     {
391     potion_max = 1;
392     for (j = 0; j < NUM_STATS; j++)
393     {
394     int nstat, ostat;
395    
396     ostat = get_attr_value (&(op->contr->orig_stats), j);
397     i = get_attr_value (&(tmp->stats), j);
398    
399     /* nstat is what the stat will be after use of the potion */
400     nstat = flag * i + ostat;
401    
402     /* Do some bounds checking. While I don't think any
403     * potions do so right now, there is the potential for potions
404     * that adjust that stat by more than one point, so we need
405     * to allow for that.
406     */
407     if (nstat < 1 && i * flag < 0)
408     nstat = 1;
409     else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410     {
411     nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
412 root 1.3 }
413 root 1.9 if (nstat != ostat)
414     {
415     set_attr_value (&(op->contr->orig_stats), j, nstat);
416     potion_max = 0;
417 root 1.3 }
418 root 1.9 else if (i)
419     {
420     /* potion is useless - player has already hit the natural maximum */
421     potion_max = 1;
422 root 1.3 }
423     }
424 root 1.9 /* This section of code ups the characters normal stats also. I am not
425     * sure if this is strictly necessary, being that fix_player probably
426     * recalculates this anyway.
427     */
428     for (j = 0; j < NUM_STATS; j++)
429     change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
430     check_stat_bounds (&(op->stats));
431     } /* end of potion handling code */
432     }
433    
434     /* reset attributes that fix_player doesn't reset since it doesn't search
435     * everything to set
436     */
437     if (flag == -1)
438     {
439     op->attacktype &= ~tmp->attacktype;
440     op->path_attuned &= ~tmp->path_attuned;
441     op->path_repelled &= ~tmp->path_repelled;
442     op->path_denied &= ~tmp->path_denied;
443     /* Presuming here that creatures only have move_type,
444     * and not the other move_ fields.
445     */
446     op->move_type &= ~tmp->move_type;
447 elmex 1.1 }
448    
449 root 1.9 /* call fix_player since op object could have whatever attribute due
450     * to multiple items. if fix_player always has to be called after
451     * change_ability then might as well call it from here
452     */
453     fix_player (op);
454    
455     /* Fix player won't add the bows ability to the player, so don't
456     * print out message if this is a bow.
457     */
458     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459     {
460     success = 1;
461     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462     }
463     if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464     {
465     success = 1;
466     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467     }
468     if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469     {
470     success = 1;
471     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472     }
473     if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474     {
475     success = 1;
476     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477     }
478     /* movement type has changed. We don't care about cases where
479     * user has multiple items giving the same type appled like we
480     * used to - that is more work than what we gain, plus messages
481     * can be misleading (a little higher could be miscontrued from
482     * from fly high)
483     */
484     if (tmp->move_type && op->move_type != refop.move_type)
485     {
486     success = 1;
487 elmex 1.1
488 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489     * status doesn't make a difference if you are flying high
490     */
491     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492     {
493     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
494 root 1.3 }
495    
496 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
497     {
498     /* double conditional - second case covers if you have move_fly_low -
499     * in that case, you don't actually land
500     */
501     DIFF_MSG (flag, "You soar into the air air!.",
502     (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 root 1.3 }
504 root 1.9 if (tmp->move_type & MOVE_SWIM)
505     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 elmex 1.1
507 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
508     check_move_on (op, op);
509 elmex 1.1 }
510    
511 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
512     * originally undead may change their status
513     */
514     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
515     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516     {
517     success = 1;
518     if (flag > 0)
519     {
520     op->race = "undead";
521     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522     }
523     else
524     {
525     op->race = op->arch->clone.race;
526     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527     }
528     }
529 elmex 1.1
530 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531     {
532     success = 1;
533     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 elmex 1.1 }
535 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536     {
537     success = 1;
538     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 elmex 1.1 }
540 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
541     * vision
542     */
543     if (QUERY_FLAG (tmp, FLAG_BLIND))
544     {
545     success = 1;
546     if (flag > 0)
547     {
548     if (QUERY_FLAG (op, FLAG_WIZ))
549     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550     else
551     {
552     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553     SET_FLAG (op, FLAG_BLIND);
554     if (op->type == PLAYER)
555     op->contr->do_los = 1;
556 root 1.3 }
557 root 1.9 }
558     else
559     {
560     if (QUERY_FLAG (op, FLAG_WIZ))
561     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
562     else
563     {
564     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565     CLEAR_FLAG (op, FLAG_BLIND);
566     if (op->type == PLAYER)
567     op->contr->do_los = 1;
568 root 1.3 }
569     }
570 elmex 1.1 }
571    
572 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
573     {
574     success = 1;
575     if (op->type == PLAYER)
576     op->contr->do_los = 1;
577     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 elmex 1.1 }
579    
580 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
581     {
582     success = 1;
583     if (flag > 0)
584     {
585     if (QUERY_FLAG (op, FLAG_WIZ))
586     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
587     else
588     {
589     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590     if (op->type == PLAYER)
591     op->contr->do_los = 1;
592 root 1.3 }
593 root 1.9 }
594     else
595     {
596     if (QUERY_FLAG (op, FLAG_WIZ))
597     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
598     else
599     {
600     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
601     if (op->type == PLAYER)
602     op->contr->do_los = 1;
603 root 1.3 }
604     }
605 elmex 1.1 }
606    
607 root 1.9 if (tmp->stats.luck)
608     {
609     success = 1;
610     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
611 elmex 1.1 }
612    
613 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
614     {
615     success = 1;
616     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
617 elmex 1.1 }
618    
619 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
620     {
621     success = 1;
622     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
623 elmex 1.1 }
624    
625 root 1.9 /* for the future when artifacts set this -b.t. */
626     if (tmp->stats.grace && op->type == PLAYER)
627     {
628     success = 1;
629     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
630 elmex 1.1 }
631    
632 root 1.9 if (tmp->stats.food && op->type == PLAYER)
633     {
634     success = 1;
635     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 elmex 1.1 }
637    
638 root 1.9 /* Messages for changed resistance */
639     for (i = 0; i < NROFATTACKS; i++)
640     {
641     if (i == ATNR_PHYSICAL)
642     continue; /* Don't display about armour */
643    
644     if (op->resist[i] != refop.resist[i])
645     {
646     success = 1;
647     if (op->resist[i] > refop.resist[i])
648     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
649     else
650     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
651    
652     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 root 1.3 }
654 elmex 1.1 }
655    
656 elmex 1.18 if (!potion_max)
657 root 1.9 {
658     for (j = 0; j < NUM_STATS; j++)
659     {
660     if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661     {
662     success = 1;
663     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 root 1.3 }
665     }
666 elmex 1.1 }
667 root 1.9 return success;
668 elmex 1.1 }
669    
670     /*
671     * Stat draining by Vick 930307
672     * (Feeling evil, I made it work as well now. -Frank 8)
673     */
674    
675 root 1.9 void
676     drain_stat (object *op)
677     {
678     drain_specific_stat (op, RANDOM () % NUM_STATS);
679 elmex 1.1 }
680    
681 root 1.9 void
682     drain_specific_stat (object *op, int deplete_stats)
683     {
684 elmex 1.1 object *tmp;
685     archetype *at;
686    
687 root 1.11 at = archetype::find (ARCH_DEPLETION);
688 root 1.9 if (!at)
689     {
690     LOG (llevError, "Couldn't find archetype depletion.\n");
691     return;
692     }
693     else
694     {
695     tmp = present_arch_in_ob (at, op);
696     if (!tmp)
697     {
698     tmp = arch_to_object (at);
699     tmp = insert_ob_in_ob (tmp, op);
700     SET_FLAG (tmp, FLAG_APPLIED);
701     }
702     }
703    
704     new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
705     change_attr_value (&tmp->stats, deplete_stats, -1);
706     fix_player (op);
707 elmex 1.1 }
708    
709     /*
710     * A value of 0 indicates timeout, otherwise change the luck of the object.
711     * via an applied bad_luck object.
712     */
713    
714 root 1.9 void
715     change_luck (object *op, int value)
716     {
717 elmex 1.1 object *tmp;
718     archetype *at;
719     int new_luck;
720    
721 root 1.11 at = archetype::find ("luck");
722 elmex 1.1 if (!at)
723 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
724     else
725     {
726     tmp = present_arch_in_ob (at, op);
727     if (!tmp)
728     {
729     if (!value)
730     return;
731     tmp = arch_to_object (at);
732     tmp = insert_ob_in_ob (tmp, op);
733     SET_FLAG (tmp, FLAG_APPLIED);
734     }
735     if (value)
736     {
737     /* Limit the luck value of the bad luck object to +/-100. This
738     * (arbitrary) value prevents overflows (both in the bad luck object and
739     * in op itself).
740     */
741     new_luck = tmp->stats.luck + value;
742     if (new_luck >= -100 && new_luck <= 100)
743     {
744     op->stats.luck += value;
745     tmp->stats.luck = new_luck;
746     }
747     }
748     else
749     {
750     if (!tmp->stats.luck)
751     {
752     return;
753     }
754     /* Randomly change the players luck. Basically, we move it
755     * back neutral (if greater>0, subtract, otherwise add)
756     */
757     if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
758     {
759     int diff = tmp->stats.luck > 0 ? -1 : 1;
760    
761     op->stats.luck += diff;
762     tmp->stats.luck += diff;
763     }
764     }
765 elmex 1.1 }
766     }
767    
768     /*
769     * Subtracts stat-bonuses given by the class which the player has chosen.
770     */
771    
772 root 1.9 void
773     remove_statbonus (object *op)
774     {
775 elmex 1.1 op->stats.Str -= op->arch->clone.stats.Str;
776     op->stats.Dex -= op->arch->clone.stats.Dex;
777     op->stats.Con -= op->arch->clone.stats.Con;
778     op->stats.Wis -= op->arch->clone.stats.Wis;
779     op->stats.Pow -= op->arch->clone.stats.Pow;
780     op->stats.Cha -= op->arch->clone.stats.Cha;
781     op->stats.Int -= op->arch->clone.stats.Int;
782     op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783     op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784     op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785     op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786     op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787     op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788     op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789     }
790    
791     /*
792     * Adds stat-bonuses given by the class which the player has chosen.
793     */
794    
795 root 1.9 void
796     add_statbonus (object *op)
797     {
798 elmex 1.1 op->stats.Str += op->arch->clone.stats.Str;
799     op->stats.Dex += op->arch->clone.stats.Dex;
800     op->stats.Con += op->arch->clone.stats.Con;
801     op->stats.Wis += op->arch->clone.stats.Wis;
802     op->stats.Pow += op->arch->clone.stats.Pow;
803     op->stats.Cha += op->arch->clone.stats.Cha;
804     op->stats.Int += op->arch->clone.stats.Int;
805     op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806     op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807     op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808     op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809     op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810     op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811     op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812     }
813    
814     /*
815     * Updates all abilities given by applied objects in the inventory
816     * of the given object. Note: This function works for both monsters
817     * and players; the "player" in the name is purely an archaic inheritance.
818     * This functions starts from base values (archetype or player object)
819     * and then adjusts them according to what the player has equipped.
820     */
821 root 1.9
822 elmex 1.1 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
823     spell system split, grace points now added to system --peterm
824     */
825    
826 root 1.9 void
827     fix_player (object *op)
828     {
829     int i, j;
830     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831     int weapon_weight = 0, weapon_speed = 0;
832     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
835    
836     /* First task is to clear all the values back to their original values */
837     if (op->type == PLAYER)
838     {
839     for (i = 0; i < NUM_STATS; i++)
840     {
841     set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
842     }
843     if (settings.spell_encumbrance == TRUE)
844     op->contr->encumbrance = 0;
845    
846     op->attacktype = 0;
847     op->contr->digestion = 0;
848     op->contr->gen_hp = 0;
849     op->contr->gen_sp = 0;
850     op->contr->gen_grace = 0;
851     op->contr->gen_sp_armour = 10;
852     op->contr->item_power = 0;
853    
854     /* Don't clobber all the range_ values. range_golem otherwise
855     * gets reset for no good reason, and we don't want to reset
856     * range_magic (what spell is readied). These three below
857     * well get filled in based on what the player has equipped.
858     */
859     op->contr->ranges[range_bow] = NULL;
860     op->contr->ranges[range_misc] = NULL;
861     op->contr->ranges[range_skill] = NULL;
862     }
863     memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864    
865     op->slaying = 0;
866    
867     if (!QUERY_FLAG (op, FLAG_WIZ))
868     {
869     CLEAR_FLAG (op, FLAG_XRAYS);
870     CLEAR_FLAG (op, FLAG_MAKE_INVIS);
871     }
872    
873     CLEAR_FLAG (op, FLAG_LIFESAVE);
874     CLEAR_FLAG (op, FLAG_STEALTH);
875     CLEAR_FLAG (op, FLAG_BLIND);
876     if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877     CLEAR_FLAG (op, FLAG_REFL_SPELL);
878     if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879     CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881     CLEAR_FLAG (op, FLAG_UNDEAD);
882     if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883     CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884    
885     op->path_attuned = op->arch->clone.path_attuned;
886     op->path_repelled = op->arch->clone.path_repelled;
887     op->path_denied = op->arch->clone.path_denied;
888     op->glow_radius = op->arch->clone.glow_radius;
889     op->move_type = op->arch->clone.move_type;
890     op->chosen_skill = NULL;
891    
892     /* initializing resistances from the values in player/monster's
893     * archetype clone
894     */
895     memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
896    
897     for (i = 0; i < NROFATTACKS; i++)
898     {
899     if (op->resist[i] > 0)
900     prot[i] = op->resist[i], vuln[i] = 0;
901     else
902     vuln[i] = -(op->resist[i]), prot[i] = 0;
903     potion_resist[i] = 0;
904     }
905    
906     wc = op->arch->clone.stats.wc;
907     op->stats.dam = op->arch->clone.stats.dam;
908    
909     /* for players which cannot use armour, they gain AC -1 per 3 levels,
910     * plus a small amount of physical resist, those poor suckers. ;)
911     * the fact that maxlevel is factored in could be considered sort of bogus -
912     * we should probably give them some bonus and cap it off - otherwise,
913     * basically, if a server updates its max level, these playes may find
914     * that their protection from physical goes down
915     */
916     if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
917     {
918     ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
919     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
920 elmex 1.1 }
921 root 1.9 else
922     ac = op->arch->clone.stats.ac;
923    
924     op->stats.luck = op->arch->clone.stats.luck;
925     op->speed = op->arch->clone.speed;
926    
927     /* OK - we've reset most all the objects attributes to sane values.
928     * now go through and make adjustments for what the player has equipped.
929     */
930    
931     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
932     {
933     /* See note in map.c:update_position about making this additive
934     * since light sources are never applied, need to put check here.
935     */
936     if (tmp->glow_radius > op->glow_radius)
937     op->glow_radius = tmp->glow_radius;
938 root 1.3
939 root 1.9 /* This happens because apply_potion calls change_abil with the potion
940     * applied so we can tell the player what chagned. But change_abil
941     * then calls this function.
942     */
943     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944     {
945     continue;
946 root 1.3 }
947    
948 root 1.9 /* For some things, we don't care what is equipped */
949     if (tmp->type == SKILL)
950     {
951     /* Want to take the highest skill here. */
952     if (IS_MANA_SKILL (tmp->subtype))
953     {
954     if (!mana_obj)
955     mana_obj = tmp;
956     else if (tmp->level > mana_obj->level)
957     mana_obj = tmp;
958     }
959     if (IS_GRACE_SKILL (tmp->subtype))
960     {
961     if (!grace_obj)
962     grace_obj = tmp;
963     else if (tmp->level > grace_obj->level)
964     grace_obj = tmp;
965 root 1.3 }
966     }
967    
968 root 1.9 /* Container objects are not meant to adjust a players, but other applied
969     * objects need to make adjustments.
970     * This block should handle all player specific changes
971     * The check for Praying is a bit of a hack - god given bonuses are put
972     * in the praying skill, and the player should always get those.
973     * It also means we need to put in additional checks for applied below,
974     * because the skill shouldn't count against body positions being used
975     * up, etc.
976     */
977     if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
978     (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979     {
980     if (op->type == PLAYER)
981     {
982     if (tmp->type == BOW)
983     op->contr->ranges[range_bow] = tmp;
984    
985     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986     op->contr->ranges[range_misc] = tmp;
987    
988     for (i = 0; i < NUM_STATS; i++)
989     change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
990    
991     /* these are the items that currently can change digestion, regeneration,
992     * spell point recovery and mana point recovery. Seems sort of an arbitary
993     * list, but other items store other info into stats array.
994     */
995 elmex 1.18 if ((tmp->type == WEAPON) ||
996     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997     (tmp->type == SHIELD) || (tmp->type == RING) ||
998     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 elmex 1.14 (tmp->type == SKILL))
1003 root 1.9 {
1004 elmex 1.14 op->contr->digestion += tmp->stats.food;
1005     op->contr->gen_hp += tmp->stats.hp;
1006     op->contr->gen_sp += tmp->stats.sp;
1007     op->contr->gen_grace += tmp->stats.grace;
1008 root 1.9 op->contr->gen_sp_armour += tmp->gen_sp_armour;
1009 elmex 1.14 op->contr->item_power += tmp->item_power;
1010 root 1.3 }
1011 root 1.9 } /* if this is a player */
1012 root 1.3
1013 root 1.9 /* Update slots used for items */
1014     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015     {
1016     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017     op->body_used[i] += tmp->body_info[i];
1018 root 1.3 }
1019    
1020 root 1.9 if (tmp->type == SYMPTOM)
1021     {
1022     speed_reduce_from_disease = tmp->last_sp / 100.0;
1023     if (speed_reduce_from_disease == 0)
1024     speed_reduce_from_disease = 1;
1025 root 1.3 }
1026    
1027 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028     * (Negative protections are calculated extactly like positive.)
1029     * Resistance from potions are treated special as well. If there's
1030     * more than one potion-effect, the bigger prot.-value is taken.
1031     */
1032     if (tmp->type != POTION)
1033     {
1034     for (i = 0; i < NROFATTACKS; i++)
1035     {
1036     /* Potential for cursed potions, in which case we just can use
1037     * a straight MAX, as potion_resist is initialized to zero.
1038     */
1039     if (tmp->type == POTION_EFFECT)
1040     {
1041     if (potion_resist[i])
1042     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043     else
1044     potion_resist[i] = tmp->resist[i];
1045 root 1.3 }
1046 root 1.9 else if (tmp->resist[i] > 0)
1047     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048     else if (tmp->resist[i] < 0)
1049     vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1050     }
1051     }
1052    
1053     /* There may be other things that should not adjust the attacktype */
1054     if (tmp->type != BOW && tmp->type != SYMPTOM)
1055     op->attacktype |= tmp->attacktype;
1056    
1057     op->path_attuned |= tmp->path_attuned;
1058     op->path_repelled |= tmp->path_repelled;
1059     op->path_denied |= tmp->path_denied;
1060     op->stats.luck += tmp->stats.luck;
1061     op->move_type |= tmp->move_type;
1062    
1063     if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1064     SET_FLAG (op, FLAG_LIFESAVE);
1065     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1066     SET_FLAG (op, FLAG_REFL_SPELL);
1067     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1068     SET_FLAG (op, FLAG_REFL_MISSILE);
1069     if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070     SET_FLAG (op, FLAG_STEALTH);
1071     if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072     SET_FLAG (op, FLAG_XRAYS);
1073     if (QUERY_FLAG (tmp, FLAG_BLIND))
1074     SET_FLAG (op, FLAG_BLIND);
1075     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076     SET_FLAG (op, FLAG_SEE_IN_DARK);
1077    
1078     if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1079     SET_FLAG (op, FLAG_UNDEAD);
1080    
1081     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082     {
1083     SET_FLAG (op, FLAG_MAKE_INVIS);
1084     op->invisible = 1;
1085     }
1086    
1087     if (tmp->stats.exp && tmp->type != SKILL)
1088     {
1089     if (tmp->stats.exp > 0)
1090     {
1091     added_speed += (float) tmp->stats.exp / 3.0;
1092     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1093 root 1.3 }
1094 root 1.9 else
1095     added_speed += (float) tmp->stats.exp;
1096 root 1.3 }
1097    
1098 root 1.9 switch (tmp->type)
1099     {
1100 root 1.10 /* skills modifying the character -b.t. */
1101     /* for all skills and skill granting objects */
1102     case SKILL:
1103     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1104     break;
1105 root 1.3
1106 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1107     wc_obj = tmp;
1108 root 1.3
1109 root 1.10 if (op->chosen_skill)
1110     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1111    
1112     op->chosen_skill = tmp;
1113    
1114     if (tmp->stats.dam > 0)
1115     { /* skill is a 'weapon' */
1116     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1117     weapon_speed = (int) WEAPON_SPEED (tmp);
1118     if (weapon_speed < 0)
1119     weapon_speed = 0;
1120     weapon_weight = tmp->weight;
1121     op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1122     if (tmp->magic)
1123     op->stats.dam += tmp->magic;
1124     }
1125 root 1.3
1126 root 1.10 if (tmp->stats.wc)
1127     wc -= (tmp->stats.wc + tmp->magic);
1128 root 1.3
1129 root 1.10 if (tmp->slaying != NULL)
1130     op->slaying = tmp->slaying;
1131 root 1.9
1132 root 1.10 if (tmp->stats.ac)
1133     ac -= (tmp->stats.ac + tmp->magic);
1134     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1135     op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1136 root 1.3
1137 root 1.10 if (op->type == PLAYER)
1138     op->contr->ranges[range_skill] = op;
1139     break;
1140 root 1.3
1141 root 1.10 case SKILL_TOOL:
1142     if (op->chosen_skill)
1143     {
1144     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145     }
1146     op->chosen_skill = tmp;
1147     if (op->type == PLAYER)
1148     op->contr->ranges[range_skill] = op;
1149     break;
1150 root 1.3
1151 root 1.10 case SHIELD:
1152     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1153     op->contr->encumbrance += (int) tmp->weight / 2000;
1154     case RING:
1155     case AMULET:
1156     case GIRDLE:
1157     case HELMET:
1158     case BOOTS:
1159     case GLOVES:
1160     case CLOAK:
1161     if (tmp->stats.wc)
1162 root 1.9 wc -= (tmp->stats.wc + tmp->magic);
1163 root 1.10 if (tmp->stats.dam)
1164 root 1.9 op->stats.dam += (tmp->stats.dam + tmp->magic);
1165 root 1.10 if (tmp->stats.ac)
1166     ac -= (tmp->stats.ac + tmp->magic);
1167     break;
1168    
1169     case WEAPON:
1170     wc -= (tmp->stats.wc + tmp->magic);
1171     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172     ac -= tmp->stats.ac + tmp->magic;
1173     op->stats.dam += (tmp->stats.dam + tmp->magic);
1174     weapon_weight = tmp->weight;
1175     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176     if (weapon_speed < 0)
1177     weapon_speed = 0;
1178     op->slaying = tmp->slaying;
1179     /* If there is desire that two handed weapons should do
1180     * extra strength damage, this is where the code should
1181     * go.
1182     */
1183     op->current_weapon = tmp;
1184     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1185     op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186 root 1.9
1187 root 1.10 break;
1188 root 1.9
1189 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1190     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1191     op->contr->encumbrance += (int) tmp->weight / 1000;
1192    
1193     case BRACERS:
1194     case FORCE:
1195     if (tmp->stats.wc)
1196     {
1197     if (best_wc < tmp->stats.wc + tmp->magic)
1198     {
1199     wc += best_wc;
1200     best_wc = tmp->stats.wc + tmp->magic;
1201     }
1202     else
1203     wc += tmp->stats.wc + tmp->magic;
1204     }
1205     if (tmp->stats.ac)
1206     {
1207     if (best_ac < tmp->stats.ac + tmp->magic)
1208     {
1209     ac += best_ac; /* Remove last bonus */
1210     best_ac = tmp->stats.ac + tmp->magic;
1211     }
1212     else /* To nullify the below effect */
1213     ac += tmp->stats.ac + tmp->magic;
1214     }
1215     if (tmp->stats.wc)
1216     wc -= (tmp->stats.wc + tmp->magic);
1217     if (tmp->stats.ac)
1218     ac -= (tmp->stats.ac + tmp->magic);
1219     if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1220     max = ARMOUR_SPEED (tmp) / 10.0;
1221     break;
1222 root 1.9 } /* switch tmp->type */
1223     } /* item is equipped */
1224     } /* for loop of items */
1225    
1226     /* We've gone through all the objects the player has equipped. For many things, we
1227     * have generated intermediate values which we now need to assign.
1228     */
1229    
1230     /* 'total resistance = total protections - total vulnerabilities'.
1231     * If there is an uncursed potion in effect, granting more protection
1232     * than that, we take: 'total resistance = resistance from potion'.
1233     * If there is a cursed (and no uncursed) potion in effect, we take
1234     * 'total resistance = vulnerability from cursed potion'.
1235     */
1236     for (i = 0; i < NROFATTACKS; i++)
1237     {
1238     op->resist[i] = prot[i] - vuln[i];
1239     if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1240 root 1.3 op->resist[i] = potion_resist[i];
1241 elmex 1.1 }
1242    
1243 root 1.9 /* Figure out the players sp/mana/hp totals. */
1244     if (op->type == PLAYER)
1245     {
1246     int pl_level;
1247    
1248     check_stat_bounds (&(op->stats));
1249     pl_level = op->level;
1250    
1251     if (pl_level < 1)
1252     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253    
1254     /* You basically get half a con bonus/level. But we do take into account rounding,
1255     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256     */
1257     for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258     {
1259     j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1260     if (i % 2 && con_bonus[op->stats.Con] % 2)
1261     {
1262     if (con_bonus[op->stats.Con] > 0)
1263     j++;
1264     else
1265     j--;
1266     }
1267     op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268     }
1269    
1270     for (i = 11; i <= op->level; i++)
1271     op->stats.maxhp += 2;
1272 elmex 1.1
1273 root 1.9 if (op->stats.hp > op->stats.maxhp)
1274     op->stats.hp = op->stats.maxhp;
1275 elmex 1.1
1276 root 1.9 /* Sp gain is controlled by the level of the player's
1277     * relevant experience object (mana_obj, see above)
1278     */
1279     /* following happen when skills system is not used */
1280     if (!mana_obj)
1281     mana_obj = op;
1282     if (!grace_obj)
1283     grace_obj = op;
1284     /* set maxsp */
1285     if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1286     mana_obj = op;
1287    
1288     if (mana_obj == op && op->type == PLAYER)
1289     {
1290     op->stats.maxsp = 1;
1291     }
1292     else
1293     {
1294     sp_tmp = 0.0;
1295     for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296     {
1297     float stmp;
1298    
1299     /* Got some extra bonus at first level */
1300     if (i < 2)
1301     {
1302     stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1303     }
1304     else
1305     {
1306     stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1307 root 1.3 }
1308 root 1.9 if (stmp < 1.0)
1309     stmp = 1.0;
1310     sp_tmp += stmp;
1311 root 1.3 }
1312 root 1.9 op->stats.maxsp = (int) sp_tmp;
1313 root 1.3
1314 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1315     op->stats.maxsp += 2;
1316 root 1.3 }
1317 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1318     if (op->stats.sp > op->stats.maxsp * 2)
1319     op->stats.sp = op->stats.maxsp * 2;
1320    
1321     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322     if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1323     grace_obj = op;
1324    
1325     if (grace_obj == op && op->type == PLAYER)
1326     {
1327     op->stats.maxgrace = 1;
1328     }
1329     else
1330     {
1331     /* store grace in a float - this way, the divisions below don't create
1332     * big jumps when you go from level to level - with int's, it then
1333     * becomes big jumps when the sums of the bonuses jump to the next
1334     * step of 8 - with floats, even fractional ones are useful.
1335     */
1336     sp_tmp = 0.0;
1337     for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338     {
1339     float grace_tmp = 0.0;
1340    
1341     /* Got some extra bonus at first level */
1342     if (i < 2)
1343     {
1344     grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345     2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346     }
1347     else
1348     {
1349     grace_tmp = (float) op->contr->levgrace[i]
1350     + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 root 1.3 }
1352 root 1.9 if (grace_tmp < 1.0)
1353     grace_tmp = 1.0;
1354     sp_tmp += grace_tmp;
1355 root 1.3 }
1356 root 1.9 op->stats.maxgrace = (int) sp_tmp;
1357 root 1.3
1358 root 1.9 /* two grace points per level after 11 */
1359     for (i = 11; i <= grace_obj->level; i++)
1360     op->stats.maxgrace += 2;
1361 root 1.3 }
1362 root 1.9 /* No limit on grace vs maxgrace */
1363 root 1.3
1364 root 1.9 if (op->contr->braced)
1365     {
1366     ac += 2;
1367     wc += 4;
1368 root 1.3 }
1369 root 1.9 else
1370     ac -= dex_bonus[op->stats.Dex];
1371    
1372     /* In new exp/skills system, wc bonuses are related to
1373     * the players level in a relevant exp object (wc_obj)
1374     * not the general player level -b.t.
1375     * I changed this slightly so that wc bonuses are better
1376     * than before. This is to balance out the fact that
1377     * the player no longer gets a personal weapon w/ 1
1378     * improvement every level, now its fighterlevel/5. So
1379     * we give the player a bonus here in wc and dam
1380     * to make up for the change. Note that I left the
1381     * monster bonus the same as before. -b.t.
1382     */
1383    
1384     if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1385     {
1386     wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1387     for (i = 1; i < wc_obj->level; i++)
1388     {
1389     /* addtional wc every 6 levels */
1390     if (!(i % 6))
1391     wc--;
1392     /* addtional dam every 4 levels. */
1393     if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1394     op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1395     }
1396     }
1397     else
1398     wc -= (op->level + thaco_bonus[op->stats.Str]);
1399    
1400     op->stats.dam += dam_bonus[op->stats.Str];
1401    
1402     if (op->stats.dam < 1)
1403     op->stats.dam = 1;
1404    
1405     op->speed = 1.0 + speed_bonus[op->stats.Dex];
1406     if (settings.search_items && op->contr->search_str[0])
1407     op->speed -= 1;
1408     if (op->attacktype == 0)
1409     op->attacktype = op->arch->clone.attacktype;
1410    
1411     } /* End if player */
1412    
1413     if (added_speed >= 0)
1414     op->speed += added_speed / 10.0;
1415     else /* Something wrong here...: */
1416     op->speed /= (float) (1.0 - added_speed);
1417 root 1.3
1418 root 1.9 /* Max is determined by armour */
1419     if (op->speed > max)
1420     op->speed = max;
1421 elmex 1.1
1422 root 1.9 if (op->type == PLAYER)
1423     {
1424     /* f is a number the represents the number of kg above (positive num)
1425     * or below (negative number) that the player is carrying. If above
1426     * weight limit, then player suffers a speed reduction based on how
1427     * much above he is, and what is max carry is
1428     */
1429     f = (op->carrying / 1000) - max_carry[op->stats.Str];
1430     if (f > 0)
1431     op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1432 elmex 1.1 }
1433    
1434 root 1.9 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1435    
1436     /* Put a lower limit on speed. Note with this speed, you move once every
1437     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438     */
1439     op->speed = op->speed * speed_reduce_from_disease;
1440 elmex 1.1
1441 root 1.9 if (op->speed < 0.01 && op->type == PLAYER)
1442     op->speed = 0.01;
1443    
1444     if (op->type == PLAYER)
1445     {
1446     float M, W, s, D, K, S, M2;
1447 elmex 1.1
1448 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1449     * Note that we never used these values again - basically
1450     * all of these could be subbed into one big equation, but
1451     * that would just be a real pain to read.
1452     */
1453     M = (max_carry[op->stats.Str] - 121) / 121.0;
1454     M2 = max_carry[op->stats.Str] / 100.0;
1455     W = weapon_weight / 20000.0;
1456     s = 2 - weapon_speed / 10.0;
1457     D = (op->stats.Dex - 14) / 14.0;
1458     K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1459     K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1460     if (K <= 0)
1461     K = 0.01;
1462     S = op->speed / (K * s);
1463     op->contr->weapon_sp = S;
1464     }
1465     /* I want to limit the power of small monsters with big weapons: */
1466     if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1467     op->stats.dam = op->arch->clone.stats.dam * 3;
1468    
1469     /* Prevent overflows of wc - best you can get is ABS(120) - this
1470     * should be more than enough - remember, AC is also in 8 bits,
1471     * so its value is the same.
1472     */
1473     if (wc > 120)
1474     wc = 120;
1475     else if (wc < -120)
1476     wc = -120;
1477     op->stats.wc = wc;
1478    
1479     if (ac > 120)
1480     ac = 120;
1481     else if (ac < -120)
1482     ac = -120;
1483     op->stats.ac = ac;
1484    
1485     /* if for some reason the creature doesn't have any move type,
1486     * give them walking as a default.
1487     * The second case is a special case - to more closely mimic the
1488     * old behaviour - if your flying, your not walking - just
1489     * one or the other.
1490     */
1491     if (op->move_type == 0)
1492     op->move_type = MOVE_WALK;
1493     else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494     op->move_type &= ~MOVE_WALK;
1495 elmex 1.1
1496 root 1.9 update_ob_speed (op);
1497 elmex 1.1
1498 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1499     * so we will check that now.
1500     */
1501     if (op->type == PLAYER)
1502     esrv_update_spells (op->contr);
1503 elmex 1.1 }
1504    
1505     /*
1506     * Returns true if the given player is a legal class.
1507     * The function to add and remove class-bonuses to the stats doesn't
1508     * check if the stat becomes negative, thus this function
1509     * merely checks that all stats are 1 or more, and returns
1510     * false otherwise.
1511     */
1512    
1513 root 1.9 int
1514     allowed_class (const object *op)
1515     {
1516     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1517     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1518 elmex 1.1 }
1519    
1520     /*
1521     * set the new dragon name after gaining levels or
1522     * changing ability focus (later this can be extended to
1523     * eventually change the player's face and animation)
1524     *
1525     * Note that the title is written to 'own_title' in the
1526     * player struct. This should be changed to 'ext_title'
1527     * as soon as clients support this!
1528     * Please, anyone, write support for 'ext_title'.
1529     */
1530 root 1.9 void
1531     set_dragon_name (object *pl, const object *abil, const object *skin)
1532     {
1533     int atnr = -1; /* attacknumber of highest level */
1534     int level = 0; /* highest level */
1535 elmex 1.1 int i;
1536    
1537     /* Perhaps do something more clever? */
1538 root 1.9 if (!abil || !skin)
1539     return;
1540    
1541 elmex 1.1 /* first, look for the highest level */
1542 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1543     {
1544     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1545     {
1546     level = abil->resist[i];
1547     atnr = i;
1548     }
1549 elmex 1.1 }
1550 root 1.9
1551 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1552     or else at random */
1553 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1554 elmex 1.1 atnr = abil->stats.exp;
1555 root 1.9
1556     level = (int) (level / 5.);
1557    
1558 elmex 1.1 /* now set the new title */
1559 root 1.9 if (pl->contr != NULL)
1560     {
1561     if (level == 0)
1562     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1563     else if (level == 1)
1564     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1565     else if (level == 2)
1566     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1567     else if (level == 3)
1568     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1569 elmex 1.1 else
1570 root 1.9 {
1571     /* special titles for extra high resistance! */
1572     if (skin->resist[atnr] > 80)
1573     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1574     else if (skin->resist[atnr] > 50)
1575     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1576     else
1577     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1578     }
1579 elmex 1.1 }
1580 root 1.9
1581     strcpy (pl->contr->own_title, "");
1582 elmex 1.1 }
1583    
1584     /*
1585     * This function is called when a dragon-player gains
1586     * an overall level. Here, the dragon might gain new abilities
1587     * or change the ability-focus.
1588     */
1589 root 1.9 void
1590     dragon_level_gain (object *who)
1591     {
1592     object *abil = NULL; /* pointer to dragon ability force */
1593     object *skin = NULL; /* pointer to dragon skin force */
1594     object *tmp = NULL; /* tmp. object */
1595     char buf[MAX_BUF]; /* tmp. string buffer */
1596    
1597     /* now grab the 'dragon_ability'-forces from the player's inventory */
1598     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1599     {
1600     if (tmp->type == FORCE)
1601     {
1602     if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603     abil = tmp;
1604     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1605     skin = tmp;
1606     }
1607     }
1608     /* if the force is missing -> bail out */
1609     if (abil == NULL)
1610     return;
1611    
1612     /* The ability_force keeps track of maximum level ever achieved.
1613     * New abilties can only be gained by surpassing this max level
1614     */
1615     if (who->level > abil->level)
1616     {
1617     /* increase our focused ability */
1618     abil->resist[abil->stats.exp]++;
1619    
1620    
1621     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1622     {
1623     /* time to hand out a new ability-gift */
1624     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1625     }
1626    
1627     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1628     {
1629     /* apply new ability focus */
1630     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1631     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1632    
1633     abil->stats.exp = abil->last_eat;
1634     abil->last_eat = 0;
1635     }
1636    
1637     abil->level = who->level;
1638     }
1639    
1640     /* last but not least, set the new title for the dragon */
1641     set_dragon_name (who, abil, skin);
1642 elmex 1.1 }
1643    
1644     /* Handy function - given the skill name skill_name, we find the skill
1645     * archetype/object, set appropriate values, and insert it into
1646     * the object (op) that is passed.
1647     * We return the skill - this makes it easier for calling functions that
1648     * want to do something with it immediately.
1649     */
1650 root 1.9 object *
1651     give_skill_by_name (object *op, const char *skill_name)
1652 elmex 1.1 {
1653 root 1.9 object *skill_obj;
1654 elmex 1.1
1655 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1656     if (!skill_obj)
1657     {
1658     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1659     return NULL;
1660     }
1661     /* clear the flag - exp goes into this bucket, but player
1662     * still doesn't know it.
1663     */
1664     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665     skill_obj->stats.exp = 0;
1666     skill_obj->level = 1;
1667     insert_ob_in_ob (skill_obj, op);
1668     if (op->contr)
1669     {
1670     op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1671     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1672 elmex 1.1 }
1673 root 1.9 return skill_obj;
1674 elmex 1.1 }
1675    
1676    
1677     /* player_lvl_adj() - for the new exp system. we are concerned with
1678     * whether the player gets more hp, sp and new levels.
1679     * Note this this function should only be called for players. Monstes
1680     * don't really gain levels
1681     * who is the player, op is what we are checking to gain the level
1682     * (eg, skill)
1683     */
1684 root 1.9 void
1685     player_lvl_adj (object *who, object *op)
1686     {
1687     char buf[MAX_BUF];
1688    
1689     if (!op) /* when rolling stats */
1690     op = who;
1691    
1692     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693     {
1694     op->level++;
1695    
1696     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1697     dragon_level_gain (who);
1698    
1699     /* Only roll these if it is the player (who) that gained the level */
1700     if (op == who && (who->level < 11) && who->type == PLAYER)
1701     {
1702     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705     }
1706    
1707     fix_player (who);
1708     if (op->level > 1)
1709     {
1710     if (op->type != PLAYER)
1711     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712     else
1713     sprintf (buf, "You are now level %d.", op->level);
1714     if (who)
1715     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716     }
1717     player_lvl_adj (who, op); /* To increase more levels */
1718     }
1719     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720     {
1721     op->level--;
1722     fix_player (who);
1723     if (op->type != PLAYER)
1724     {
1725     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 root 1.3 }
1728 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1729 elmex 1.1 }
1730 root 1.9 /* check if the spell data has changed */
1731     esrv_update_spells (who->contr);
1732 elmex 1.1 }
1733    
1734     /*
1735     * Returns how much experience is needed for a player to become
1736     * the given level. level should really never exceed max_level
1737     */
1738    
1739 root 1.9 sint64
1740     level_exp (int level, double expmul)
1741     {
1742     if (level > settings.max_level)
1743     return (sint64) (expmul * levels[settings.max_level]);
1744     return (sint64) (expmul * levels[level]);
1745 elmex 1.1 }
1746    
1747     /*
1748     * Ensure that the permanent experience requirements in an exp object are met.
1749     * This really just checks 'op to make sure the perm_exp value is within
1750     * proper range. Note that the checking of what is passed through
1751     * has been reduced. Since there is now a proper field for perm_exp,
1752     * this can now work on a much larger set of objects.
1753     */
1754 root 1.9 void
1755     calc_perm_exp (object *op)
1756 elmex 1.1 {
1757 root 1.9 int p_exp_min;
1758    
1759     /* Ensure that our permanent experience minimum is met.
1760     * permenent_exp_ratio is an integer percentage, we divide by 100
1761     * to get the fraction */
1762     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1763    
1764     if (op->perm_exp < p_exp_min)
1765     op->perm_exp = p_exp_min;
1766    
1767     /* Cap permanent experience. */
1768     if (op->perm_exp < 0)
1769     op->perm_exp = 0;
1770     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771     op->perm_exp = MAX_EXPERIENCE;
1772 elmex 1.1 }
1773    
1774    
1775     /* Add experience to a player - exp should only be positive.
1776     * Updates permanent exp for the skill we are adding to.
1777     * skill_name is the skill to add exp to. Skill name can be
1778     * NULL, in which case exp increases the players general
1779     * total, but not any particular skill.
1780     * flag is what to do if the player doesn't have the skill:
1781     */
1782    
1783 root 1.9 static void
1784     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785 elmex 1.1 {
1786 elmex 1.4 object *skill_obj = NULL;
1787     sint64 limit, exp_to_add;
1788     int i;
1789    
1790     /* prevents some forms of abuse. */
1791     if (op->contr->braced)
1792     exp = exp / 5;
1793    
1794     /* Try to find the matching skill.
1795     * We do a shortcut/time saving mechanism first - see if it matches
1796     * chosen_skill. This means we don't need to search through
1797     * the players inventory.
1798     */
1799     if (skill_name)
1800     {
1801 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1802 elmex 1.4 skill_obj = op->chosen_skill;
1803     else
1804     {
1805     for (i = 0; i < NUM_SKILLS; i++)
1806 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1807 elmex 1.4 {
1808     skill_obj = op->contr->last_skill_ob[i];
1809     break;
1810     }
1811 root 1.3
1812 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1813     * it to the player if necessary
1814     */
1815     if (!skill_obj)
1816     {
1817     if (flag == SK_EXP_NONE)
1818     return;
1819     else if (flag == SK_EXP_ADD_SKILL)
1820     give_skill_by_name (op, skill_name);
1821 root 1.3 }
1822     }
1823 elmex 1.1 }
1824    
1825 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1826     {
1827     /* Basically, you can never gain more experience in one shot
1828     * than half what you need to gain for next level.
1829     */
1830     exp_to_add = exp;
1831     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1832     if (exp_to_add > limit)
1833     exp_to_add = limit;
1834    
1835 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1836 elmex 1.4 if (settings.permanent_exp_ratio)
1837     {
1838 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1839 elmex 1.4 calc_perm_exp (op);
1840     }
1841    
1842     player_lvl_adj (op, NULL);
1843     }
1844    
1845     if (skill_obj)
1846     {
1847     exp_to_add = exp;
1848     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1849     if (exp_to_add > limit)
1850     exp_to_add = limit;
1851    
1852     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1853     if (settings.permanent_exp_ratio)
1854     {
1855 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1856 elmex 1.4 calc_perm_exp (skill_obj);
1857     }
1858 elmex 1.1
1859 elmex 1.4 player_lvl_adj (op, skill_obj);
1860 elmex 1.1 }
1861     }
1862    
1863     /* This function checks to make sure that object 'op' can
1864     * lost 'exp' experience. It returns the amount of exp
1865     * object 'op' can in fact lose - it basically makes
1866     * adjustments based on permanent exp and the like.
1867     * This function should always be used for losing experience -
1868     * the 'exp' value passed should be positive - this is the
1869     * amount that should get subtract from the player.
1870     */
1871 root 1.9 sint64
1872     check_exp_loss (const object *op, sint64 exp)
1873 elmex 1.1 {
1874 root 1.9 sint64 del_exp;
1875 elmex 1.1
1876 root 1.9 if (exp > op->stats.exp)
1877     exp = op->stats.exp;
1878     if (settings.permanent_exp_ratio)
1879     {
1880     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1881     if (del_exp < 0)
1882     del_exp = 0;
1883     if (exp > del_exp)
1884     exp = del_exp;
1885 elmex 1.1 }
1886 root 1.9 return exp;
1887 elmex 1.1 }
1888    
1889 root 1.9 sint64
1890     check_exp_adjust (const object *op, sint64 exp)
1891 elmex 1.1 {
1892 root 1.9 if (exp < 0)
1893     return check_exp_loss (op, exp);
1894     else
1895     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1896 elmex 1.1 }
1897    
1898    
1899     /* Subtracts experience from player.
1900     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1901     * only subtract from the matching skill. Otherwise,
1902     * this subtracts a portion from all
1903     * skills the player has. Eg, if we figure the player is losing 10%
1904     * of his total exp, what happens is he loses 10% from all his skills.
1905     * Note that if permanent exp is used, player may not in fact lose
1906     * as much as listed. Eg, if player has gotten reduced to the point
1907     * where everything is at the minimum perm exp, he would lose nothing.
1908     * exp is the amount of exp to subtract - thus, it should be
1909     * a postive number.
1910     */
1911 root 1.9 static void
1912     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1913 elmex 1.1 {
1914 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1915     object *tmp;
1916     sint64 del_exp;
1917    
1918     for (tmp = op->inv; tmp; tmp = tmp->below)
1919     if (tmp->type == SKILL && tmp->stats.exp)
1920     {
1921     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1922     {
1923     del_exp = check_exp_loss (tmp, exp);
1924     tmp->stats.exp -= del_exp;
1925     player_lvl_adj (op, tmp);
1926     }
1927     else if (flag != SK_SUBTRACT_SKILL_EXP)
1928     {
1929     /* only want to process other skills if we are not trying
1930     * to match a specific skill.
1931     */
1932     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933     tmp->stats.exp -= del_exp;
1934     player_lvl_adj (op, tmp);
1935     }
1936     }
1937     if (flag != SK_SUBTRACT_SKILL_EXP)
1938     {
1939     del_exp = check_exp_loss (op, exp);
1940     op->stats.exp -= del_exp;
1941     player_lvl_adj (op, NULL);
1942 elmex 1.1 }
1943     }
1944    
1945    
1946    
1947     /* change_exp() - changes experience to a player/monster. This
1948     * does bounds checking to make sure we don't overflow the max exp.
1949     *
1950     * The exp passed is typically not modified much by this function -
1951     * it is assumed the caller has modified the exp as needed.
1952     * skill_name is the skill that should get the exp added.
1953     * flag is what to do if player doesn't have the skill.
1954     * these last two values are only used for players.
1955     */
1956 root 1.9
1957     void
1958     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959     {
1960 elmex 1.1
1961     #ifdef EXP_DEBUG
1962 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963 elmex 1.1 #endif
1964    
1965 root 1.9 /* safety */
1966     if (!op)
1967     {
1968     LOG (llevError, "change_exp() called for null object!\n");
1969     return;
1970     }
1971    
1972     /* if no change in exp, just return - most of the below code
1973     * won't do anything if the value is 0 anyways.
1974     */
1975     if (exp == 0)
1976     return;
1977    
1978     /* Monsters are easy - we just adjust their exp - we
1979     * don't adjust level, since in most cases it is unrelated to
1980     * the exp they have - the monsters exp represents what its
1981     * worth.
1982     */
1983     if (op->type != PLAYER)
1984     {
1985     /* Sanity check */
1986     if (!QUERY_FLAG (op, FLAG_ALIVE))
1987     return;
1988    
1989     /* reset exp to max allowed value. We subtract from
1990     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1991     * more than max exp, just return.
1992     */
1993     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1994     {
1995     exp = MAX_EXPERIENCE - op->stats.exp;
1996     if (exp < 0)
1997     return;
1998 root 1.3 }
1999 elmex 1.1
2000 root 1.9 op->stats.exp += exp;
2001 elmex 1.1 }
2002 root 1.9 else
2003     { /* Players only */
2004     if (exp > 0)
2005     add_player_exp (op, exp, skill_name, flag);
2006     else
2007     /* note that when you lose exp, it doesn't go against
2008     * a particular skill, so we don't need to pass that
2009     * along.
2010     */
2011     subtract_player_exp (op, FABS (exp), skill_name, flag);
2012 elmex 1.1
2013     }
2014     }
2015    
2016     /* Applies a death penalty experience, the size of this is defined by the
2017     * settings death_penalty_percentage and death_penalty_levels, and by the
2018     * amount of permenent experience, whichever gives the lowest loss.
2019     */
2020    
2021 root 1.9 void
2022     apply_death_exp_penalty (object *op)
2023     {
2024     object *tmp;
2025     sint64 loss;
2026     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2027     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2028    
2029     for (tmp = op->inv; tmp; tmp = tmp->below)
2030     if (tmp->type == SKILL && tmp->stats.exp)
2031     {
2032    
2033     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2034     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2035    
2036     /* With the revised exp system, you can get cases where
2037     * losing several levels would still require that you have more
2038     * exp than you currently have - this is true if the levels
2039     * tables is a lot harder.
2040     */
2041     if (level_loss < 0)
2042     level_loss = 0;
2043 root 1.3
2044 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2045 root 1.3
2046 root 1.9 tmp->stats.exp -= loss;
2047     player_lvl_adj (op, tmp);
2048     }
2049 elmex 1.1
2050 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2051     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2052     if (level_loss < 0)
2053     level_loss = 0;
2054     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2055 elmex 1.1
2056 root 1.9 op->stats.exp -= loss;
2057     player_lvl_adj (op, NULL);
2058 elmex 1.1 }
2059    
2060     /* This function takes an object (monster/player, op), and
2061     * determines if it makes a basic save throw by looking at the
2062     * save_throw table. level is the effective level to make
2063     * the save at, and bonus is any plus/bonus (typically based on
2064     * resistance to particular attacktype.
2065     * Returns 1 if op makes his save, 0 if he failed
2066     */
2067 root 1.9 int
2068     did_make_save (const object *op, int level, int bonus)
2069 elmex 1.1 {
2070 root 1.9 if (level > MAX_SAVE_LEVEL)
2071     level = MAX_SAVE_LEVEL;
2072 elmex 1.1
2073 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074     return 0;
2075     return 1;
2076 elmex 1.1 }