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Revision: 1.19
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +303 -299 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

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     void
241 root 1.19 set_attr_value (living *stats, int attr, sint8 value)
242 root 1.9 {
243     switch (attr)
244     {
245 root 1.10 case STR:
246     stats->Str = value;
247     break;
248     case DEX:
249     stats->Dex = value;
250     break;
251     case CON:
252     stats->Con = value;
253     break;
254     case WIS:
255     stats->Wis = value;
256     break;
257     case POW:
258     stats->Pow = value;
259     break;
260     case CHA:
261     stats->Cha = value;
262     break;
263     case INT:
264     stats->Int = value;
265     break;
266 root 1.9 }
267 elmex 1.1 }
268    
269     /*
270     * Like set_attr_value(), but instead the value (which can be negative)
271     * is added to the specified stat.
272     */
273     void
274 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
275 root 1.9 {
276     if (value == 0)
277     return;
278 root 1.19
279 root 1.9 switch (attr)
280     {
281 root 1.10 case STR:
282     stats->Str += value;
283     break;
284     case DEX:
285     stats->Dex += value;
286     break;
287     case CON:
288     stats->Con += value;
289     break;
290     case WIS:
291     stats->Wis += value;
292     break;
293     case POW:
294     stats->Pow += value;
295     break;
296     case CHA:
297     stats->Cha += value;
298     break;
299     case INT:
300     stats->Int += value;
301     break;
302     default:
303     LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 root 1.9 }
305 elmex 1.1 }
306    
307     /*
308     * returns the specified stat. See also set_attr_value().
309     */
310    
311     sint8
312 root 1.19 get_attr_value (const living *stats, int attr)
313 root 1.9 {
314     switch (attr)
315     {
316 root 1.19 case STR: return stats->Str;
317     case DEX: return stats->Dex;
318     case CON: return stats->Con;
319     case WIS: return stats->Wis;
320     case CHA: return stats->Cha;
321     case INT: return stats->Int;
322     case POW: return stats->Pow;
323 root 1.9 }
324 root 1.19
325 elmex 1.1 return 0;
326     }
327    
328     /*
329     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330     * 1-30 stat limit.
331     */
332    
333 root 1.9 void
334 root 1.19 check_stat_bounds (living *stats)
335 root 1.9 {
336     int i, v;
337    
338     for (i = 0; i < NUM_STATS; i++)
339     if ((v = get_attr_value (stats, i)) > MAX_STAT)
340     set_attr_value (stats, i, MAX_STAT);
341     else if (v < MIN_STAT)
342     set_attr_value (stats, i, MIN_STAT);
343 elmex 1.1 }
344    
345     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346    
347     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348     * make this macro to clean those up. Not usuable outside change_abil
349     * function since some of the values passed to new_draw_info are hardcoded.
350     */
351     #define DIFF_MSG(flag, msg1, msg2) \
352     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
353    
354     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 root 1.9
356 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
357     * the object.
358     * It is the calling functions responsibilty to check to see if the object
359     * can be applied or not.
360     * The main purpose of calling this function is the messages that are
361     * displayed - fix_player should really always be called after this when
362     * removing an object - that is because it is impossible to know if some object
363     * is the only source of an attacktype or spell attunement, so this function
364     * will clear the bits, but the player may still have some other object
365     * that gives them that ability.
366     */
367 root 1.9 int
368     change_abil (object *op, object *tmp)
369     {
370     int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
371     char message[MAX_BUF];
372     int potion_max = 0;
373    
374     /* remember what object was like before it was changed. note that
375     * refop is a local copy of op only to be used for detecting changes
376     * found by fix_player. refop is not a real object
377     */
378     object_pod refop = *op;
379    
380     if (op->type == PLAYER)
381     {
382     if (tmp->type == POTION)
383     {
384     potion_max = 1;
385     for (j = 0; j < NUM_STATS; j++)
386     {
387     int nstat, ostat;
388    
389     ostat = get_attr_value (&(op->contr->orig_stats), j);
390     i = get_attr_value (&(tmp->stats), j);
391    
392     /* nstat is what the stat will be after use of the potion */
393     nstat = flag * i + ostat;
394    
395     /* Do some bounds checking. While I don't think any
396     * potions do so right now, there is the potential for potions
397     * that adjust that stat by more than one point, so we need
398     * to allow for that.
399     */
400     if (nstat < 1 && i * flag < 0)
401     nstat = 1;
402     else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
403     {
404     nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 root 1.3 }
406 root 1.9 if (nstat != ostat)
407     {
408     set_attr_value (&(op->contr->orig_stats), j, nstat);
409     potion_max = 0;
410 root 1.3 }
411 root 1.9 else if (i)
412     {
413     /* potion is useless - player has already hit the natural maximum */
414     potion_max = 1;
415 root 1.3 }
416     }
417 root 1.9 /* This section of code ups the characters normal stats also. I am not
418     * sure if this is strictly necessary, being that fix_player probably
419     * recalculates this anyway.
420     */
421     for (j = 0; j < NUM_STATS; j++)
422     change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
423     check_stat_bounds (&(op->stats));
424     } /* end of potion handling code */
425     }
426    
427     /* reset attributes that fix_player doesn't reset since it doesn't search
428     * everything to set
429     */
430     if (flag == -1)
431     {
432     op->attacktype &= ~tmp->attacktype;
433     op->path_attuned &= ~tmp->path_attuned;
434     op->path_repelled &= ~tmp->path_repelled;
435     op->path_denied &= ~tmp->path_denied;
436     /* Presuming here that creatures only have move_type,
437     * and not the other move_ fields.
438     */
439     op->move_type &= ~tmp->move_type;
440 elmex 1.1 }
441    
442 root 1.9 /* call fix_player since op object could have whatever attribute due
443     * to multiple items. if fix_player always has to be called after
444     * change_ability then might as well call it from here
445     */
446 root 1.19 op->update_stats ();
447 root 1.9
448     /* Fix player won't add the bows ability to the player, so don't
449     * print out message if this is a bow.
450     */
451     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452     {
453     success = 1;
454     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455     }
456     if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457     {
458     success = 1;
459     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460     }
461     if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462     {
463     success = 1;
464     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465     }
466     if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467     {
468     success = 1;
469     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470     }
471     /* movement type has changed. We don't care about cases where
472     * user has multiple items giving the same type appled like we
473     * used to - that is more work than what we gain, plus messages
474     * can be misleading (a little higher could be miscontrued from
475     * from fly high)
476     */
477     if (tmp->move_type && op->move_type != refop.move_type)
478     {
479     success = 1;
480 elmex 1.1
481 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
482     * status doesn't make a difference if you are flying high
483     */
484     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
485     {
486     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
487 root 1.3 }
488    
489 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
490     {
491     /* double conditional - second case covers if you have move_fly_low -
492     * in that case, you don't actually land
493     */
494     DIFF_MSG (flag, "You soar into the air air!.",
495     (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 root 1.3 }
497 root 1.9 if (tmp->move_type & MOVE_SWIM)
498     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499 elmex 1.1
500 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
501     check_move_on (op, op);
502 elmex 1.1 }
503    
504 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
505     * originally undead may change their status
506     */
507     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
508     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
509     {
510     success = 1;
511     if (flag > 0)
512     {
513     op->race = "undead";
514     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515     }
516     else
517     {
518     op->race = op->arch->clone.race;
519     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
520     }
521     }
522 elmex 1.1
523 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524     {
525     success = 1;
526     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 elmex 1.1 }
528 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529     {
530     success = 1;
531     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 elmex 1.1 }
533 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
534     * vision
535     */
536     if (QUERY_FLAG (tmp, FLAG_BLIND))
537     {
538     success = 1;
539     if (flag > 0)
540     {
541     if (QUERY_FLAG (op, FLAG_WIZ))
542     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
543     else
544     {
545     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
546     SET_FLAG (op, FLAG_BLIND);
547     if (op->type == PLAYER)
548     op->contr->do_los = 1;
549 root 1.3 }
550 root 1.9 }
551     else
552     {
553     if (QUERY_FLAG (op, FLAG_WIZ))
554     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
555     else
556     {
557     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
558     CLEAR_FLAG (op, FLAG_BLIND);
559     if (op->type == PLAYER)
560     op->contr->do_los = 1;
561 root 1.3 }
562     }
563 elmex 1.1 }
564    
565 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
566     {
567     success = 1;
568     if (op->type == PLAYER)
569     op->contr->do_los = 1;
570     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
571 elmex 1.1 }
572    
573 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
574     {
575     success = 1;
576     if (flag > 0)
577     {
578     if (QUERY_FLAG (op, FLAG_WIZ))
579     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
580     else
581     {
582     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
583     if (op->type == PLAYER)
584     op->contr->do_los = 1;
585 root 1.3 }
586 root 1.9 }
587     else
588     {
589     if (QUERY_FLAG (op, FLAG_WIZ))
590     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
591     else
592     {
593     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
594     if (op->type == PLAYER)
595     op->contr->do_los = 1;
596 root 1.3 }
597     }
598 elmex 1.1 }
599    
600 root 1.9 if (tmp->stats.luck)
601     {
602     success = 1;
603     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
604 elmex 1.1 }
605    
606 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
607     {
608     success = 1;
609     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
610 elmex 1.1 }
611    
612 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
613     {
614     success = 1;
615     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
616 elmex 1.1 }
617    
618 root 1.9 /* for the future when artifacts set this -b.t. */
619     if (tmp->stats.grace && op->type == PLAYER)
620     {
621     success = 1;
622     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
623 elmex 1.1 }
624    
625 root 1.9 if (tmp->stats.food && op->type == PLAYER)
626     {
627     success = 1;
628     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
629 elmex 1.1 }
630    
631 root 1.9 /* Messages for changed resistance */
632     for (i = 0; i < NROFATTACKS; i++)
633     {
634     if (i == ATNR_PHYSICAL)
635     continue; /* Don't display about armour */
636    
637     if (op->resist[i] != refop.resist[i])
638     {
639     success = 1;
640     if (op->resist[i] > refop.resist[i])
641     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
642     else
643     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
644    
645     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
646 root 1.3 }
647 elmex 1.1 }
648    
649 elmex 1.18 if (!potion_max)
650 root 1.9 {
651     for (j = 0; j < NUM_STATS; j++)
652     {
653     if ((i = get_attr_value (&(tmp->stats), j)) != 0)
654     {
655     success = 1;
656     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 root 1.3 }
658     }
659 elmex 1.1 }
660 root 1.9 return success;
661 elmex 1.1 }
662    
663     /*
664     * Stat draining by Vick 930307
665     * (Feeling evil, I made it work as well now. -Frank 8)
666     */
667    
668 root 1.9 void
669 root 1.19 object::drain_stat ()
670 root 1.9 {
671 root 1.19 drain_specific_stat (RANDOM () % NUM_STATS);
672 elmex 1.1 }
673    
674 root 1.9 void
675 root 1.19 object::drain_specific_stat (int deplete_stats)
676 root 1.9 {
677 elmex 1.1 object *tmp;
678     archetype *at;
679    
680 root 1.11 at = archetype::find (ARCH_DEPLETION);
681 root 1.9 if (!at)
682     {
683     LOG (llevError, "Couldn't find archetype depletion.\n");
684     return;
685     }
686     else
687     {
688 root 1.19 tmp = present_arch_in_ob (at, this);
689    
690 root 1.9 if (!tmp)
691     {
692     tmp = arch_to_object (at);
693 root 1.19 tmp = insert_ob_in_ob (tmp, this);
694 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
695     }
696     }
697    
698 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
699 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
700 root 1.19 update_stats ();
701 elmex 1.1 }
702    
703     /*
704     * A value of 0 indicates timeout, otherwise change the luck of the object.
705     * via an applied bad_luck object.
706     */
707 root 1.9 void
708 root 1.19 object::change_luck (int value)
709 root 1.9 {
710 root 1.19 archetype *at = archetype::find ("luck");
711 elmex 1.1 if (!at)
712 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
713     else
714     {
715 root 1.19 object *tmp = present_arch_in_ob (at, this);
716    
717 root 1.9 if (!tmp)
718     {
719     if (!value)
720     return;
721 root 1.19
722 root 1.9 tmp = arch_to_object (at);
723 root 1.19 tmp = insert_ob_in_ob (tmp, this);
724 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
725     }
726 root 1.19
727 root 1.9 if (value)
728     {
729     /* Limit the luck value of the bad luck object to +/-100. This
730     * (arbitrary) value prevents overflows (both in the bad luck object and
731     * in op itself).
732     */
733 root 1.19 int new_luck = tmp->stats.luck + value;
734    
735 root 1.9 if (new_luck >= -100 && new_luck <= 100)
736     {
737 root 1.19 stats.luck += value;
738 root 1.9 tmp->stats.luck = new_luck;
739     }
740     }
741     else
742     {
743     if (!tmp->stats.luck)
744 root 1.19 return;
745    
746 root 1.9 /* Randomly change the players luck. Basically, we move it
747     * back neutral (if greater>0, subtract, otherwise add)
748     */
749     if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
750     {
751     int diff = tmp->stats.luck > 0 ? -1 : 1;
752    
753 root 1.19 stats.luck += diff;
754 root 1.9 tmp->stats.luck += diff;
755     }
756     }
757 elmex 1.1 }
758     }
759    
760     /*
761     * Subtracts stat-bonuses given by the class which the player has chosen.
762     */
763 root 1.9 void
764 root 1.19 object::remove_statbonus ()
765 root 1.9 {
766 root 1.19 stats.Str -= arch->clone.stats.Str;
767     stats.Dex -= arch->clone.stats.Dex;
768     stats.Con -= arch->clone.stats.Con;
769     stats.Wis -= arch->clone.stats.Wis;
770     stats.Pow -= arch->clone.stats.Pow;
771     stats.Cha -= arch->clone.stats.Cha;
772     stats.Int -= arch->clone.stats.Int;
773    
774     contr->orig_stats.Str -= arch->clone.stats.Str;
775     contr->orig_stats.Dex -= arch->clone.stats.Dex;
776     contr->orig_stats.Con -= arch->clone.stats.Con;
777     contr->orig_stats.Wis -= arch->clone.stats.Wis;
778     contr->orig_stats.Pow -= arch->clone.stats.Pow;
779     contr->orig_stats.Cha -= arch->clone.stats.Cha;
780     contr->orig_stats.Int -= arch->clone.stats.Int;
781 elmex 1.1 }
782    
783     /*
784     * Adds stat-bonuses given by the class which the player has chosen.
785     */
786 root 1.9 void
787 root 1.19 object::add_statbonus ()
788 root 1.9 {
789 root 1.19 stats.Str += arch->clone.stats.Str;
790     stats.Dex += arch->clone.stats.Dex;
791     stats.Con += arch->clone.stats.Con;
792     stats.Wis += arch->clone.stats.Wis;
793     stats.Pow += arch->clone.stats.Pow;
794     stats.Cha += arch->clone.stats.Cha;
795     stats.Int += arch->clone.stats.Int;
796    
797     contr->orig_stats.Str += arch->clone.stats.Str;
798     contr->orig_stats.Dex += arch->clone.stats.Dex;
799     contr->orig_stats.Con += arch->clone.stats.Con;
800     contr->orig_stats.Wis += arch->clone.stats.Wis;
801     contr->orig_stats.Pow += arch->clone.stats.Pow;
802     contr->orig_stats.Cha += arch->clone.stats.Cha;
803     contr->orig_stats.Int += arch->clone.stats.Int;
804 elmex 1.1 }
805    
806     /*
807     * Updates all abilities given by applied objects in the inventory
808     * of the given object. Note: This function works for both monsters
809     * and players; the "player" in the name is purely an archaic inheritance.
810     * This functions starts from base values (archetype or player object)
811     * and then adjusts them according to what the player has equipped.
812     */
813 root 1.9
814 elmex 1.1 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
815     spell system split, grace points now added to system --peterm
816     */
817    
818 root 1.9 void
819 root 1.19 object::update_stats ()
820 root 1.9 {
821     int i, j;
822     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
823     int weapon_weight = 0, weapon_speed = 0;
824     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
827    
828     /* First task is to clear all the values back to their original values */
829 root 1.19 if (type == PLAYER)
830 root 1.9 {
831     for (i = 0; i < NUM_STATS; i++)
832 root 1.19 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
833    
834 root 1.9 if (settings.spell_encumbrance == TRUE)
835 root 1.19 contr->encumbrance = 0;
836 root 1.9
837 root 1.19 attacktype = 0;
838     contr->digestion = 0;
839     contr->gen_hp = 0;
840     contr->gen_sp = 0;
841     contr->gen_grace = 0;
842     contr->gen_sp_armour = 10;
843     contr->item_power = 0;
844 root 1.9
845     /* Don't clobber all the range_ values. range_golem otherwise
846     * gets reset for no good reason, and we don't want to reset
847     * range_magic (what spell is readied). These three below
848     * well get filled in based on what the player has equipped.
849     */
850 root 1.19 contr->ranges[range_bow] = NULL;
851     contr->ranges[range_misc] = NULL;
852     contr->ranges[range_skill] = NULL;
853 root 1.9 }
854    
855 root 1.19 memcpy (body_used, body_info, sizeof (body_info));
856    
857     slaying = 0;
858 root 1.9
859 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
860 root 1.9 {
861 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
862     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
863 root 1.9 }
864    
865 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
866     CLEAR_FLAG (this, FLAG_STEALTH);
867     CLEAR_FLAG (this, FLAG_BLIND);
868    
869     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873    
874     path_attuned = arch->clone.path_attuned;
875     path_repelled = arch->clone.path_repelled;
876     path_denied = arch->clone.path_denied;
877     glow_radius = arch->clone.glow_radius;
878     move_type = arch->clone.move_type;
879     chosen_skill = NULL;
880 root 1.9
881     /* initializing resistances from the values in player/monster's
882     * archetype clone
883     */
884 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
885 root 1.9
886     for (i = 0; i < NROFATTACKS; i++)
887     {
888 root 1.19 if (resist[i] > 0)
889     prot[i] = resist[i], vuln[i] = 0;
890 root 1.9 else
891 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
892 root 1.9 potion_resist[i] = 0;
893     }
894    
895 root 1.19 wc = arch->clone.stats.wc;
896     stats.dam = arch->clone.stats.dam;
897 root 1.9
898     /* for players which cannot use armour, they gain AC -1 per 3 levels,
899     * plus a small amount of physical resist, those poor suckers. ;)
900     * the fact that maxlevel is factored in could be considered sort of bogus -
901     * we should probably give them some bonus and cap it off - otherwise,
902     * basically, if a server updates its max level, these playes may find
903     * that their protection from physical goes down
904     */
905 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 root 1.9 {
907 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
908     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
909 elmex 1.1 }
910 root 1.9 else
911 root 1.19 ac = arch->clone.stats.ac;
912 root 1.9
913 root 1.19 stats.luck = arch->clone.stats.luck;
914     speed = arch->clone.speed;
915 root 1.9
916     /* OK - we've reset most all the objects attributes to sane values.
917     * now go through and make adjustments for what the player has equipped.
918     */
919    
920 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
921 root 1.9 {
922     /* See note in map.c:update_position about making this additive
923     * since light sources are never applied, need to put check here.
924     */
925 root 1.19 if (tmp->glow_radius > glow_radius)
926     glow_radius = tmp->glow_radius;
927 root 1.3
928 root 1.9 /* This happens because apply_potion calls change_abil with the potion
929     * applied so we can tell the player what chagned. But change_abil
930     * then calls this function.
931     */
932     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 root 1.19 continue;
934 root 1.3
935 root 1.9 /* For some things, we don't care what is equipped */
936     if (tmp->type == SKILL)
937     {
938     /* Want to take the highest skill here. */
939     if (IS_MANA_SKILL (tmp->subtype))
940     {
941     if (!mana_obj)
942     mana_obj = tmp;
943     else if (tmp->level > mana_obj->level)
944     mana_obj = tmp;
945     }
946 root 1.19
947 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
948     {
949     if (!grace_obj)
950     grace_obj = tmp;
951     else if (tmp->level > grace_obj->level)
952     grace_obj = tmp;
953 root 1.3 }
954     }
955    
956 root 1.9 /* Container objects are not meant to adjust a players, but other applied
957     * objects need to make adjustments.
958     * This block should handle all player specific changes
959     * The check for Praying is a bit of a hack - god given bonuses are put
960     * in the praying skill, and the player should always get those.
961     * It also means we need to put in additional checks for applied below,
962     * because the skill shouldn't count against body positions being used
963     * up, etc.
964     */
965     if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
966     (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
967     {
968 root 1.19 if (type == PLAYER)
969 root 1.9 {
970     if (tmp->type == BOW)
971 root 1.19 contr->ranges[range_bow] = tmp;
972 root 1.9
973     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
974 root 1.19 contr->ranges[range_misc] = tmp;
975 root 1.9
976     for (i = 0; i < NUM_STATS; i++)
977 root 1.19 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
978 root 1.9
979     /* these are the items that currently can change digestion, regeneration,
980     * spell point recovery and mana point recovery. Seems sort of an arbitary
981     * list, but other items store other info into stats array.
982     */
983 elmex 1.18 if ((tmp->type == WEAPON) ||
984     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
985     (tmp->type == SHIELD) || (tmp->type == RING) ||
986     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
987     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
988     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
989     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
990 elmex 1.14 (tmp->type == SKILL))
991 root 1.9 {
992 root 1.19 contr->digestion += tmp->stats.food;
993     contr->gen_hp += tmp->stats.hp;
994     contr->gen_sp += tmp->stats.sp;
995     contr->gen_grace += tmp->stats.grace;
996     contr->gen_sp_armour += tmp->gen_sp_armour;
997     contr->item_power += tmp->item_power;
998 root 1.3 }
999 root 1.9 } /* if this is a player */
1000 root 1.3
1001 root 1.9 /* Update slots used for items */
1002     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1004     body_used[i] += tmp->body_info[i];
1005 root 1.3
1006 root 1.9 if (tmp->type == SYMPTOM)
1007     {
1008     speed_reduce_from_disease = tmp->last_sp / 100.0;
1009     if (speed_reduce_from_disease == 0)
1010     speed_reduce_from_disease = 1;
1011 root 1.3 }
1012    
1013 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014     * (Negative protections are calculated extactly like positive.)
1015     * Resistance from potions are treated special as well. If there's
1016     * more than one potion-effect, the bigger prot.-value is taken.
1017     */
1018     if (tmp->type != POTION)
1019     {
1020     for (i = 0; i < NROFATTACKS; i++)
1021     {
1022     /* Potential for cursed potions, in which case we just can use
1023     * a straight MAX, as potion_resist is initialized to zero.
1024     */
1025     if (tmp->type == POTION_EFFECT)
1026     {
1027     if (potion_resist[i])
1028     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029     else
1030     potion_resist[i] = tmp->resist[i];
1031 root 1.3 }
1032 root 1.9 else if (tmp->resist[i] > 0)
1033     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034     else if (tmp->resist[i] < 0)
1035     vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1036     }
1037     }
1038    
1039     /* There may be other things that should not adjust the attacktype */
1040     if (tmp->type != BOW && tmp->type != SYMPTOM)
1041 root 1.19 attacktype |= tmp->attacktype;
1042 root 1.9
1043 root 1.19 path_attuned |= tmp->path_attuned;
1044     path_repelled |= tmp->path_repelled;
1045     path_denied |= tmp->path_denied;
1046     stats.luck += tmp->stats.luck;
1047     move_type |= tmp->move_type;
1048    
1049     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1053     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1054     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1055     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1056 root 1.9
1057 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1058     SET_FLAG (this, FLAG_UNDEAD);
1059 root 1.9
1060     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061     {
1062 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1063     invisible = 1;
1064 root 1.9 }
1065    
1066     if (tmp->stats.exp && tmp->type != SKILL)
1067     {
1068     if (tmp->stats.exp > 0)
1069     {
1070     added_speed += (float) tmp->stats.exp / 3.0;
1071     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1072 root 1.3 }
1073 root 1.9 else
1074     added_speed += (float) tmp->stats.exp;
1075 root 1.3 }
1076    
1077 root 1.9 switch (tmp->type)
1078     {
1079 root 1.10 /* skills modifying the character -b.t. */
1080     /* for all skills and skill granting objects */
1081     case SKILL:
1082     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1083     break;
1084 root 1.3
1085 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1086     wc_obj = tmp;
1087 root 1.3
1088 root 1.19 if (chosen_skill)
1089     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1090 root 1.10
1091 root 1.19 chosen_skill = tmp;
1092 root 1.10
1093     if (tmp->stats.dam > 0)
1094     { /* skill is a 'weapon' */
1095 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 root 1.10 weapon_speed = (int) WEAPON_SPEED (tmp);
1097 root 1.19
1098 root 1.10 if (weapon_speed < 0)
1099     weapon_speed = 0;
1100 root 1.19
1101 root 1.10 weapon_weight = tmp->weight;
1102 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1103    
1104 root 1.10 if (tmp->magic)
1105 root 1.19 stats.dam += tmp->magic;
1106 root 1.10 }
1107 root 1.3
1108 root 1.10 if (tmp->stats.wc)
1109     wc -= (tmp->stats.wc + tmp->magic);
1110 root 1.3
1111 root 1.10 if (tmp->slaying != NULL)
1112 root 1.19 slaying = tmp->slaying;
1113 root 1.9
1114 root 1.10 if (tmp->stats.ac)
1115     ac -= (tmp->stats.ac + tmp->magic);
1116 root 1.3
1117 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119    
1120     if (type == PLAYER)
1121     contr->ranges[range_skill] = this;
1122    
1123 root 1.10 break;
1124 root 1.3
1125 root 1.10 case SKILL_TOOL:
1126 root 1.19 if (chosen_skill)
1127     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128    
1129     chosen_skill = tmp;
1130    
1131     if (type == PLAYER)
1132     contr->ranges[range_skill] = this;
1133 root 1.10 break;
1134 root 1.3
1135 root 1.10 case SHIELD:
1136 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137     contr->encumbrance += (int) tmp->weight / 2000;
1138 root 1.10 case RING:
1139     case AMULET:
1140     case GIRDLE:
1141     case HELMET:
1142     case BOOTS:
1143     case GLOVES:
1144     case CLOAK:
1145     if (tmp->stats.wc)
1146 root 1.9 wc -= (tmp->stats.wc + tmp->magic);
1147 root 1.19
1148 root 1.10 if (tmp->stats.dam)
1149 root 1.19 stats.dam += (tmp->stats.dam + tmp->magic);
1150    
1151 root 1.10 if (tmp->stats.ac)
1152     ac -= (tmp->stats.ac + tmp->magic);
1153 root 1.19
1154 root 1.10 break;
1155    
1156     case WEAPON:
1157     wc -= (tmp->stats.wc + tmp->magic);
1158 root 1.19
1159 root 1.10 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160     ac -= tmp->stats.ac + tmp->magic;
1161 root 1.19
1162     stats.dam += (tmp->stats.dam + tmp->magic);
1163 root 1.10 weapon_weight = tmp->weight;
1164     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 root 1.19
1166 root 1.10 if (weapon_speed < 0)
1167     weapon_speed = 0;
1168 root 1.19
1169     slaying = tmp->slaying;
1170 root 1.10 /* If there is desire that two handed weapons should do
1171     * extra strength damage, this is where the code should
1172     * go.
1173     */
1174 root 1.19 current_weapon = tmp;
1175     if (settings.spell_encumbrance == TRUE && type == PLAYER)
1176     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1177 root 1.9
1178 root 1.10 break;
1179 root 1.9
1180 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1181 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182     contr->encumbrance += (int) tmp->weight / 1000;
1183 root 1.10
1184     case BRACERS:
1185     case FORCE:
1186     if (tmp->stats.wc)
1187     {
1188     if (best_wc < tmp->stats.wc + tmp->magic)
1189     {
1190     wc += best_wc;
1191     best_wc = tmp->stats.wc + tmp->magic;
1192     }
1193     else
1194     wc += tmp->stats.wc + tmp->magic;
1195     }
1196 root 1.19
1197 root 1.10 if (tmp->stats.ac)
1198     {
1199     if (best_ac < tmp->stats.ac + tmp->magic)
1200     {
1201     ac += best_ac; /* Remove last bonus */
1202     best_ac = tmp->stats.ac + tmp->magic;
1203     }
1204     else /* To nullify the below effect */
1205     ac += tmp->stats.ac + tmp->magic;
1206     }
1207 root 1.19
1208 root 1.10 if (tmp->stats.wc)
1209     wc -= (tmp->stats.wc + tmp->magic);
1210 root 1.19
1211 root 1.10 if (tmp->stats.ac)
1212     ac -= (tmp->stats.ac + tmp->magic);
1213 root 1.19
1214 root 1.10 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1215     max = ARMOUR_SPEED (tmp) / 10.0;
1216 root 1.19
1217 root 1.10 break;
1218 root 1.9 } /* switch tmp->type */
1219     } /* item is equipped */
1220     } /* for loop of items */
1221    
1222     /* We've gone through all the objects the player has equipped. For many things, we
1223     * have generated intermediate values which we now need to assign.
1224     */
1225    
1226     /* 'total resistance = total protections - total vulnerabilities'.
1227     * If there is an uncursed potion in effect, granting more protection
1228     * than that, we take: 'total resistance = resistance from potion'.
1229     * If there is a cursed (and no uncursed) potion in effect, we take
1230     * 'total resistance = vulnerability from cursed potion'.
1231     */
1232     for (i = 0; i < NROFATTACKS; i++)
1233     {
1234 root 1.19 resist[i] = prot[i] - vuln[i];
1235    
1236     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1237     resist[i] = potion_resist[i];
1238 elmex 1.1 }
1239    
1240 root 1.9 /* Figure out the players sp/mana/hp totals. */
1241 root 1.19 if (type == PLAYER)
1242 root 1.9 {
1243     int pl_level;
1244    
1245 root 1.19 check_stat_bounds (&(stats));
1246     pl_level = level;
1247 root 1.9
1248     if (pl_level < 1)
1249     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1250    
1251     /* You basically get half a con bonus/level. But we do take into account rounding,
1252     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1253     */
1254 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1255 root 1.9 {
1256 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257    
1258     if (i % 2 && con_bonus[stats.Con] % 2)
1259 root 1.9 {
1260 root 1.19 if (con_bonus[stats.Con] > 0)
1261 root 1.9 j++;
1262     else
1263     j--;
1264     }
1265 root 1.19
1266     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1267 root 1.9 }
1268    
1269 root 1.19 for (i = 11; i <= level; i++)
1270     stats.maxhp += 2;
1271 elmex 1.1
1272 root 1.19 if (stats.hp > stats.maxhp)
1273     stats.hp = stats.maxhp;
1274 elmex 1.1
1275 root 1.9 /* Sp gain is controlled by the level of the player's
1276     * relevant experience object (mana_obj, see above)
1277     */
1278     /* following happen when skills system is not used */
1279     if (!mana_obj)
1280 root 1.19 mana_obj = this;
1281    
1282 root 1.9 if (!grace_obj)
1283 root 1.19 grace_obj = this;
1284    
1285 root 1.9 /* set maxsp */
1286 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1287     mana_obj = this;
1288 root 1.9
1289 root 1.19 if (mana_obj == this && type == PLAYER)
1290     stats.maxsp = 1;
1291 root 1.9 else
1292     {
1293     sp_tmp = 0.0;
1294 root 1.19
1295 root 1.9 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 root 1.19 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1302 root 1.9 else
1303 root 1.19 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1304    
1305 root 1.9 if (stmp < 1.0)
1306     stmp = 1.0;
1307 root 1.19
1308 root 1.9 sp_tmp += stmp;
1309 root 1.3 }
1310 root 1.19
1311     stats.maxsp = (int) sp_tmp;
1312 root 1.3
1313 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1314 root 1.19 stats.maxsp += 2;
1315 root 1.3 }
1316 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1317 root 1.19 if (stats.sp > stats.maxsp * 2)
1318     stats.sp = stats.maxsp * 2;
1319 root 1.9
1320     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1321 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322     grace_obj = this;
1323 root 1.9
1324 root 1.19 if (grace_obj == this && type == PLAYER)
1325     stats.maxgrace = 1;
1326 root 1.9 else
1327     {
1328     /* store grace in a float - this way, the divisions below don't create
1329     * big jumps when you go from level to level - with int's, it then
1330     * becomes big jumps when the sums of the bonuses jump to the next
1331     * step of 8 - with floats, even fractional ones are useful.
1332     */
1333     sp_tmp = 0.0;
1334 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 root 1.9 {
1336     float grace_tmp = 0.0;
1337    
1338     /* Got some extra bonus at first level */
1339     if (i < 2)
1340 root 1.19 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1341     2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 root 1.9 else
1343 root 1.19 grace_tmp = (float) contr->levgrace[i]
1344     + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1345    
1346 root 1.9 if (grace_tmp < 1.0)
1347     grace_tmp = 1.0;
1348 root 1.19
1349 root 1.9 sp_tmp += grace_tmp;
1350 root 1.3 }
1351 root 1.19
1352     stats.maxgrace = (int) sp_tmp;
1353 root 1.3
1354 root 1.9 /* two grace points per level after 11 */
1355     for (i = 11; i <= grace_obj->level; i++)
1356 root 1.19 stats.maxgrace += 2;
1357 root 1.3 }
1358 root 1.9 /* No limit on grace vs maxgrace */
1359 root 1.3
1360 root 1.19 if (contr->braced)
1361 root 1.9 {
1362     ac += 2;
1363     wc += 4;
1364 root 1.3 }
1365 root 1.9 else
1366 root 1.19 ac -= dex_bonus[stats.Dex];
1367 root 1.9
1368     /* In new exp/skills system, wc bonuses are related to
1369     * the players level in a relevant exp object (wc_obj)
1370     * not the general player level -b.t.
1371     * I changed this slightly so that wc bonuses are better
1372     * than before. This is to balance out the fact that
1373     * the player no longer gets a personal weapon w/ 1
1374     * improvement every level, now its fighterlevel/5. So
1375     * we give the player a bonus here in wc and dam
1376     * to make up for the change. Note that I left the
1377     * monster bonus the same as before. -b.t.
1378     */
1379    
1380 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 root 1.9 {
1382 root 1.19 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1383 root 1.9 for (i = 1; i < wc_obj->level; i++)
1384     {
1385     /* addtional wc every 6 levels */
1386     if (!(i % 6))
1387     wc--;
1388     /* addtional dam every 4 levels. */
1389 root 1.19 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1390     stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1391 root 1.9 }
1392     }
1393     else
1394 root 1.19 wc -= (level + thaco_bonus[stats.Str]);
1395 root 1.9
1396 root 1.19 stats.dam += dam_bonus[stats.Str];
1397 root 1.9
1398 root 1.19 if (stats.dam < 1)
1399     stats.dam = 1;
1400 root 1.9
1401 root 1.19 speed = 1.0 + speed_bonus[stats.Dex];
1402    
1403     if (settings.search_items && contr->search_str[0])
1404     speed -= 1;
1405    
1406     if (attacktype == 0)
1407     attacktype = arch->clone.attacktype;
1408 root 1.9
1409     } /* End if player */
1410    
1411     if (added_speed >= 0)
1412 root 1.19 speed += added_speed / 10.0;
1413 root 1.9 else /* Something wrong here...: */
1414 root 1.19 speed /= (float) (1.0 - added_speed);
1415 root 1.3
1416 root 1.9 /* Max is determined by armour */
1417 root 1.19 if (speed > max)
1418     speed = max;
1419 elmex 1.1
1420 root 1.19 if (type == PLAYER)
1421 root 1.9 {
1422     /* f is a number the represents the number of kg above (positive num)
1423     * or below (negative number) that the player is carrying. If above
1424     * weight limit, then player suffers a speed reduction based on how
1425     * much above he is, and what is max carry is
1426     */
1427 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1428 root 1.9 if (f > 0)
1429 root 1.19 speed = speed / (1.0 + f / max_carry[stats.Str]);
1430 elmex 1.1 }
1431    
1432 root 1.19 speed += bonus_speed / 10.0; /* Not affected by limits */
1433 root 1.9
1434     /* Put a lower limit on speed. Note with this speed, you move once every
1435     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1436     */
1437 root 1.19 speed = speed * speed_reduce_from_disease;
1438 elmex 1.1
1439 root 1.19 if (speed < 0.01 && type == PLAYER)
1440     speed = 0.01;
1441 root 1.9
1442 root 1.19 if (type == PLAYER)
1443 root 1.9 {
1444     float M, W, s, D, K, S, M2;
1445 elmex 1.1
1446 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1447     * Note that we never used these values again - basically
1448     * all of these could be subbed into one big equation, but
1449     * that would just be a real pain to read.
1450     */
1451 root 1.19 M = (max_carry[stats.Str] - 121) / 121.0;
1452     M2 = max_carry[stats.Str] / 100.0;
1453 root 1.9 W = weapon_weight / 20000.0;
1454     s = 2 - weapon_speed / 10.0;
1455 root 1.19 D = (stats.Dex - 14) / 14.0;
1456     K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1457     K *= (4 + level) / (float) (6 + level) * 1.2;
1458 root 1.9 if (K <= 0)
1459     K = 0.01;
1460 root 1.19 S = speed / (K * s);
1461     contr->weapon_sp = S;
1462 root 1.9 }
1463 root 1.19
1464 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1465 root 1.19 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1466     stats.dam = arch->clone.stats.dam * 3;
1467 root 1.9
1468     /* Prevent overflows of wc - best you can get is ABS(120) - this
1469     * should be more than enough - remember, AC is also in 8 bits,
1470     * so its value is the same.
1471     */
1472     if (wc > 120)
1473     wc = 120;
1474     else if (wc < -120)
1475     wc = -120;
1476 root 1.19
1477     stats.wc = wc;
1478 root 1.9
1479     if (ac > 120)
1480     ac = 120;
1481     else if (ac < -120)
1482     ac = -120;
1483 root 1.19
1484     stats.ac = ac;
1485 root 1.9
1486     /* if for some reason the creature doesn't have any move type,
1487     * give them walking as a default.
1488     * The second case is a special case - to more closely mimic the
1489     * old behaviour - if your flying, your not walking - just
1490     * one or the other.
1491     */
1492 root 1.19 if (move_type == 0)
1493     move_type = MOVE_WALK;
1494     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495     move_type &= ~MOVE_WALK;
1496 elmex 1.1
1497 root 1.19 update_ob_speed (this);
1498 elmex 1.1
1499 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1500     * so we will check that now.
1501     */
1502 root 1.19 if (type == PLAYER)
1503     {
1504     esrv_update_stats (contr);
1505     esrv_update_spells (contr);
1506     }
1507 elmex 1.1 }
1508    
1509     /*
1510     * Returns true if the given player is a legal class.
1511     * The function to add and remove class-bonuses to the stats doesn't
1512     * check if the stat becomes negative, thus this function
1513     * merely checks that all stats are 1 or more, and returns
1514     * false otherwise.
1515     */
1516 root 1.9 int
1517     allowed_class (const object *op)
1518     {
1519     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1520     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1521 elmex 1.1 }
1522    
1523     /*
1524     * set the new dragon name after gaining levels or
1525     * changing ability focus (later this can be extended to
1526     * eventually change the player's face and animation)
1527     *
1528     * Note that the title is written to 'own_title' in the
1529     * player struct. This should be changed to 'ext_title'
1530     * as soon as clients support this!
1531     * Please, anyone, write support for 'ext_title'.
1532     */
1533 root 1.9 void
1534     set_dragon_name (object *pl, const object *abil, const object *skin)
1535     {
1536     int atnr = -1; /* attacknumber of highest level */
1537     int level = 0; /* highest level */
1538 elmex 1.1 int i;
1539    
1540     /* Perhaps do something more clever? */
1541 root 1.9 if (!abil || !skin)
1542     return;
1543    
1544 elmex 1.1 /* first, look for the highest level */
1545 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1546     {
1547     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1548     {
1549     level = abil->resist[i];
1550     atnr = i;
1551     }
1552 elmex 1.1 }
1553 root 1.9
1554 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1555     or else at random */
1556 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1557 elmex 1.1 atnr = abil->stats.exp;
1558 root 1.9
1559     level = (int) (level / 5.);
1560    
1561 elmex 1.1 /* now set the new title */
1562 root 1.9 if (pl->contr != NULL)
1563     {
1564     if (level == 0)
1565     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1566     else if (level == 1)
1567     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1568     else if (level == 2)
1569     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1570     else if (level == 3)
1571     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1572 elmex 1.1 else
1573 root 1.9 {
1574     /* special titles for extra high resistance! */
1575     if (skin->resist[atnr] > 80)
1576     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1577     else if (skin->resist[atnr] > 50)
1578     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1579     else
1580     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1581     }
1582 elmex 1.1 }
1583 root 1.9
1584     strcpy (pl->contr->own_title, "");
1585 elmex 1.1 }
1586    
1587     /*
1588     * This function is called when a dragon-player gains
1589     * an overall level. Here, the dragon might gain new abilities
1590     * or change the ability-focus.
1591     */
1592 root 1.9 void
1593     dragon_level_gain (object *who)
1594     {
1595     object *abil = NULL; /* pointer to dragon ability force */
1596     object *skin = NULL; /* pointer to dragon skin force */
1597     object *tmp = NULL; /* tmp. object */
1598     char buf[MAX_BUF]; /* tmp. string buffer */
1599    
1600     /* now grab the 'dragon_ability'-forces from the player's inventory */
1601     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1602     {
1603     if (tmp->type == FORCE)
1604     {
1605     if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1606     abil = tmp;
1607     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1608     skin = tmp;
1609     }
1610     }
1611     /* if the force is missing -> bail out */
1612     if (abil == NULL)
1613     return;
1614    
1615     /* The ability_force keeps track of maximum level ever achieved.
1616     * New abilties can only be gained by surpassing this max level
1617     */
1618     if (who->level > abil->level)
1619     {
1620     /* increase our focused ability */
1621     abil->resist[abil->stats.exp]++;
1622    
1623    
1624     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1625     {
1626     /* time to hand out a new ability-gift */
1627     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1628     }
1629    
1630     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1631     {
1632     /* apply new ability focus */
1633     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1634     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1635    
1636     abil->stats.exp = abil->last_eat;
1637     abil->last_eat = 0;
1638     }
1639    
1640     abil->level = who->level;
1641     }
1642    
1643     /* last but not least, set the new title for the dragon */
1644     set_dragon_name (who, abil, skin);
1645 elmex 1.1 }
1646    
1647     /* Handy function - given the skill name skill_name, we find the skill
1648     * archetype/object, set appropriate values, and insert it into
1649     * the object (op) that is passed.
1650     * We return the skill - this makes it easier for calling functions that
1651     * want to do something with it immediately.
1652     */
1653 root 1.9 object *
1654     give_skill_by_name (object *op, const char *skill_name)
1655 elmex 1.1 {
1656 root 1.9 object *skill_obj;
1657 elmex 1.1
1658 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1659     if (!skill_obj)
1660     {
1661     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1662     return NULL;
1663     }
1664     /* clear the flag - exp goes into this bucket, but player
1665     * still doesn't know it.
1666     */
1667     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668     skill_obj->stats.exp = 0;
1669     skill_obj->level = 1;
1670     insert_ob_in_ob (skill_obj, op);
1671     if (op->contr)
1672     {
1673     op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1674     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1675 elmex 1.1 }
1676 root 1.9 return skill_obj;
1677 elmex 1.1 }
1678    
1679    
1680     /* player_lvl_adj() - for the new exp system. we are concerned with
1681     * whether the player gets more hp, sp and new levels.
1682     * Note this this function should only be called for players. Monstes
1683     * don't really gain levels
1684     * who is the player, op is what we are checking to gain the level
1685     * (eg, skill)
1686     */
1687 root 1.9 void
1688     player_lvl_adj (object *who, object *op)
1689     {
1690     char buf[MAX_BUF];
1691    
1692     if (!op) /* when rolling stats */
1693     op = who;
1694    
1695     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696     {
1697     op->level++;
1698    
1699     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1700     dragon_level_gain (who);
1701    
1702     /* Only roll these if it is the player (who) that gained the level */
1703     if (op == who && (who->level < 11) && who->type == PLAYER)
1704     {
1705     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1706     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1707     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708     }
1709    
1710 root 1.19 who->update_stats ();
1711 root 1.9 if (op->level > 1)
1712     {
1713     if (op->type != PLAYER)
1714     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1715     else
1716     sprintf (buf, "You are now level %d.", op->level);
1717     if (who)
1718     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719     }
1720     player_lvl_adj (who, op); /* To increase more levels */
1721     }
1722     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723     {
1724     op->level--;
1725 root 1.19 who->update_stats ();
1726 root 1.9 if (op->type != PLAYER)
1727     {
1728     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1729     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 root 1.3 }
1731 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1732 elmex 1.1 }
1733 root 1.19
1734 root 1.9 /* check if the spell data has changed */
1735 root 1.19 esrv_update_stats (who->contr);
1736 root 1.9 esrv_update_spells (who->contr);
1737 elmex 1.1 }
1738    
1739     /*
1740     * Returns how much experience is needed for a player to become
1741     * the given level. level should really never exceed max_level
1742     */
1743    
1744 root 1.9 sint64
1745     level_exp (int level, double expmul)
1746     {
1747     if (level > settings.max_level)
1748     return (sint64) (expmul * levels[settings.max_level]);
1749     return (sint64) (expmul * levels[level]);
1750 elmex 1.1 }
1751    
1752     /*
1753     * Ensure that the permanent experience requirements in an exp object are met.
1754     * This really just checks 'op to make sure the perm_exp value is within
1755     * proper range. Note that the checking of what is passed through
1756     * has been reduced. Since there is now a proper field for perm_exp,
1757     * this can now work on a much larger set of objects.
1758     */
1759 root 1.9 void
1760     calc_perm_exp (object *op)
1761 elmex 1.1 {
1762 root 1.9 int p_exp_min;
1763    
1764     /* Ensure that our permanent experience minimum is met.
1765     * permenent_exp_ratio is an integer percentage, we divide by 100
1766     * to get the fraction */
1767     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1768    
1769     if (op->perm_exp < p_exp_min)
1770     op->perm_exp = p_exp_min;
1771    
1772     /* Cap permanent experience. */
1773     if (op->perm_exp < 0)
1774     op->perm_exp = 0;
1775     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1776     op->perm_exp = MAX_EXPERIENCE;
1777 elmex 1.1 }
1778    
1779     /* Add experience to a player - exp should only be positive.
1780     * Updates permanent exp for the skill we are adding to.
1781     * skill_name is the skill to add exp to. Skill name can be
1782     * NULL, in which case exp increases the players general
1783     * total, but not any particular skill.
1784     * flag is what to do if the player doesn't have the skill:
1785     */
1786 root 1.9 static void
1787     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1788 elmex 1.1 {
1789 elmex 1.4 object *skill_obj = NULL;
1790     sint64 limit, exp_to_add;
1791     int i;
1792    
1793     /* prevents some forms of abuse. */
1794     if (op->contr->braced)
1795     exp = exp / 5;
1796    
1797     /* Try to find the matching skill.
1798     * We do a shortcut/time saving mechanism first - see if it matches
1799     * chosen_skill. This means we don't need to search through
1800     * the players inventory.
1801     */
1802     if (skill_name)
1803     {
1804 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1805 elmex 1.4 skill_obj = op->chosen_skill;
1806     else
1807     {
1808     for (i = 0; i < NUM_SKILLS; i++)
1809 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1810 elmex 1.4 {
1811     skill_obj = op->contr->last_skill_ob[i];
1812     break;
1813     }
1814 root 1.3
1815 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1816     * it to the player if necessary
1817     */
1818     if (!skill_obj)
1819     {
1820     if (flag == SK_EXP_NONE)
1821     return;
1822     else if (flag == SK_EXP_ADD_SKILL)
1823     give_skill_by_name (op, skill_name);
1824 root 1.3 }
1825     }
1826 elmex 1.1 }
1827    
1828 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1829     {
1830     /* Basically, you can never gain more experience in one shot
1831     * than half what you need to gain for next level.
1832     */
1833     exp_to_add = exp;
1834     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1835     if (exp_to_add > limit)
1836     exp_to_add = limit;
1837    
1838 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1839 elmex 1.4 if (settings.permanent_exp_ratio)
1840     {
1841 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1842 elmex 1.4 calc_perm_exp (op);
1843     }
1844    
1845     player_lvl_adj (op, NULL);
1846     }
1847    
1848     if (skill_obj)
1849     {
1850     exp_to_add = exp;
1851     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1852     if (exp_to_add > limit)
1853     exp_to_add = limit;
1854    
1855     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1856     if (settings.permanent_exp_ratio)
1857     {
1858 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1859 elmex 1.4 calc_perm_exp (skill_obj);
1860     }
1861 elmex 1.1
1862 elmex 1.4 player_lvl_adj (op, skill_obj);
1863 elmex 1.1 }
1864     }
1865    
1866     /* This function checks to make sure that object 'op' can
1867     * lost 'exp' experience. It returns the amount of exp
1868     * object 'op' can in fact lose - it basically makes
1869     * adjustments based on permanent exp and the like.
1870     * This function should always be used for losing experience -
1871     * the 'exp' value passed should be positive - this is the
1872     * amount that should get subtract from the player.
1873     */
1874 root 1.9 sint64
1875     check_exp_loss (const object *op, sint64 exp)
1876 elmex 1.1 {
1877 root 1.9 sint64 del_exp;
1878 elmex 1.1
1879 root 1.9 if (exp > op->stats.exp)
1880     exp = op->stats.exp;
1881     if (settings.permanent_exp_ratio)
1882     {
1883     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1884     if (del_exp < 0)
1885     del_exp = 0;
1886     if (exp > del_exp)
1887     exp = del_exp;
1888 elmex 1.1 }
1889 root 1.9 return exp;
1890 elmex 1.1 }
1891    
1892 root 1.9 sint64
1893     check_exp_adjust (const object *op, sint64 exp)
1894 elmex 1.1 {
1895 root 1.9 if (exp < 0)
1896     return check_exp_loss (op, exp);
1897     else
1898     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1899 elmex 1.1 }
1900    
1901    
1902     /* Subtracts experience from player.
1903     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1904     * only subtract from the matching skill. Otherwise,
1905     * this subtracts a portion from all
1906     * skills the player has. Eg, if we figure the player is losing 10%
1907     * of his total exp, what happens is he loses 10% from all his skills.
1908     * Note that if permanent exp is used, player may not in fact lose
1909     * as much as listed. Eg, if player has gotten reduced to the point
1910     * where everything is at the minimum perm exp, he would lose nothing.
1911     * exp is the amount of exp to subtract - thus, it should be
1912     * a postive number.
1913     */
1914 root 1.9 static void
1915     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1916 elmex 1.1 {
1917 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1918     object *tmp;
1919     sint64 del_exp;
1920    
1921     for (tmp = op->inv; tmp; tmp = tmp->below)
1922     if (tmp->type == SKILL && tmp->stats.exp)
1923     {
1924     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1925     {
1926     del_exp = check_exp_loss (tmp, exp);
1927     tmp->stats.exp -= del_exp;
1928     player_lvl_adj (op, tmp);
1929     }
1930     else if (flag != SK_SUBTRACT_SKILL_EXP)
1931     {
1932     /* only want to process other skills if we are not trying
1933     * to match a specific skill.
1934     */
1935     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936     tmp->stats.exp -= del_exp;
1937     player_lvl_adj (op, tmp);
1938     }
1939     }
1940     if (flag != SK_SUBTRACT_SKILL_EXP)
1941     {
1942     del_exp = check_exp_loss (op, exp);
1943     op->stats.exp -= del_exp;
1944     player_lvl_adj (op, NULL);
1945 elmex 1.1 }
1946     }
1947    
1948    
1949    
1950     /* change_exp() - changes experience to a player/monster. This
1951     * does bounds checking to make sure we don't overflow the max exp.
1952     *
1953     * The exp passed is typically not modified much by this function -
1954     * it is assumed the caller has modified the exp as needed.
1955     * skill_name is the skill that should get the exp added.
1956     * flag is what to do if player doesn't have the skill.
1957     * these last two values are only used for players.
1958     */
1959 root 1.9
1960     void
1961     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962     {
1963 elmex 1.1
1964     #ifdef EXP_DEBUG
1965 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966 elmex 1.1 #endif
1967    
1968 root 1.9 /* safety */
1969     if (!op)
1970     {
1971     LOG (llevError, "change_exp() called for null object!\n");
1972     return;
1973     }
1974    
1975     /* if no change in exp, just return - most of the below code
1976     * won't do anything if the value is 0 anyways.
1977     */
1978     if (exp == 0)
1979     return;
1980    
1981     /* Monsters are easy - we just adjust their exp - we
1982     * don't adjust level, since in most cases it is unrelated to
1983     * the exp they have - the monsters exp represents what its
1984     * worth.
1985     */
1986     if (op->type != PLAYER)
1987     {
1988     /* Sanity check */
1989     if (!QUERY_FLAG (op, FLAG_ALIVE))
1990     return;
1991    
1992     /* reset exp to max allowed value. We subtract from
1993     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1994     * more than max exp, just return.
1995     */
1996     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1997     {
1998     exp = MAX_EXPERIENCE - op->stats.exp;
1999     if (exp < 0)
2000     return;
2001 root 1.3 }
2002 elmex 1.1
2003 root 1.9 op->stats.exp += exp;
2004 elmex 1.1 }
2005 root 1.9 else
2006     { /* Players only */
2007     if (exp > 0)
2008     add_player_exp (op, exp, skill_name, flag);
2009     else
2010     /* note that when you lose exp, it doesn't go against
2011     * a particular skill, so we don't need to pass that
2012     * along.
2013     */
2014     subtract_player_exp (op, FABS (exp), skill_name, flag);
2015 elmex 1.1
2016     }
2017     }
2018    
2019     /* Applies a death penalty experience, the size of this is defined by the
2020     * settings death_penalty_percentage and death_penalty_levels, and by the
2021     * amount of permenent experience, whichever gives the lowest loss.
2022     */
2023    
2024 root 1.9 void
2025     apply_death_exp_penalty (object *op)
2026     {
2027     object *tmp;
2028     sint64 loss;
2029     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2030     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2031    
2032     for (tmp = op->inv; tmp; tmp = tmp->below)
2033     if (tmp->type == SKILL && tmp->stats.exp)
2034     {
2035    
2036     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2037     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2038    
2039     /* With the revised exp system, you can get cases where
2040     * losing several levels would still require that you have more
2041     * exp than you currently have - this is true if the levels
2042     * tables is a lot harder.
2043     */
2044     if (level_loss < 0)
2045     level_loss = 0;
2046 root 1.3
2047 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2048 root 1.3
2049 root 1.9 tmp->stats.exp -= loss;
2050     player_lvl_adj (op, tmp);
2051     }
2052 elmex 1.1
2053 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2054     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2055     if (level_loss < 0)
2056     level_loss = 0;
2057     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2058 elmex 1.1
2059 root 1.9 op->stats.exp -= loss;
2060     player_lvl_adj (op, NULL);
2061 elmex 1.1 }
2062    
2063     /* This function takes an object (monster/player, op), and
2064     * determines if it makes a basic save throw by looking at the
2065     * save_throw table. level is the effective level to make
2066     * the save at, and bonus is any plus/bonus (typically based on
2067     * resistance to particular attacktype.
2068     * Returns 1 if op makes his save, 0 if he failed
2069     */
2070 root 1.9 int
2071     did_make_save (const object *op, int level, int bonus)
2072 elmex 1.1 {
2073 root 1.9 if (level > MAX_SAVE_LEVEL)
2074     level = MAX_SAVE_LEVEL;
2075 elmex 1.1
2076 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2077     return 0;
2078 root 1.19
2079 root 1.9 return 1;
2080 elmex 1.1 }