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Revision: 1.23
Committed: Wed Jan 3 00:21:35 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.22: +1 -1 lines
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# 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 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230 elmex 1.1 };
231    
232     const char *const short_stat_name[NUM_STATS] = {
233 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
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 root 1.20 * found by update_stats. refop is not a real object
377 root 1.9 */
378 root 1.20 object_copy refop = *op;
379 root 1.9
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 1.20
407 root 1.9 if (nstat != ostat)
408     {
409     set_attr_value (&(op->contr->orig_stats), j, nstat);
410     potion_max = 0;
411 root 1.3 }
412 root 1.9 else if (i)
413     {
414     /* potion is useless - player has already hit the natural maximum */
415     potion_max = 1;
416 root 1.3 }
417     }
418 root 1.20
419 root 1.9 /* This section of code ups the characters normal stats also. I am not
420     * sure if this is strictly necessary, being that fix_player probably
421     * recalculates this anyway.
422     */
423     for (j = 0; j < NUM_STATS; j++)
424     change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
425 root 1.20
426 root 1.9 check_stat_bounds (&(op->stats));
427     } /* end of potion handling code */
428     }
429    
430     /* reset attributes that fix_player doesn't reset since it doesn't search
431     * everything to set
432     */
433     if (flag == -1)
434     {
435     op->attacktype &= ~tmp->attacktype;
436     op->path_attuned &= ~tmp->path_attuned;
437     op->path_repelled &= ~tmp->path_repelled;
438     op->path_denied &= ~tmp->path_denied;
439     /* Presuming here that creatures only have move_type,
440     * and not the other move_ fields.
441     */
442     op->move_type &= ~tmp->move_type;
443 elmex 1.1 }
444    
445 root 1.9 /* call fix_player since op object could have whatever attribute due
446     * to multiple items. if fix_player always has to be called after
447     * change_ability then might as well call it from here
448     */
449 root 1.19 op->update_stats ();
450 root 1.9
451     /* Fix player won't add the bows ability to the player, so don't
452     * print out message if this is a bow.
453     */
454     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455     {
456     success = 1;
457     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458     }
459 root 1.20
460 root 1.9 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
461     {
462     success = 1;
463     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464     }
465 root 1.20
466 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
467     {
468     success = 1;
469     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470     }
471 root 1.20
472 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
473     {
474     success = 1;
475     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476     }
477 root 1.20
478 root 1.9 /* 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 1.20
536 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
537     {
538     success = 1;
539     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 elmex 1.1 }
541 root 1.20
542 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
543     * vision
544     */
545     if (QUERY_FLAG (tmp, FLAG_BLIND))
546     {
547     success = 1;
548     if (flag > 0)
549     {
550     if (QUERY_FLAG (op, FLAG_WIZ))
551     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552     else
553     {
554     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555     SET_FLAG (op, FLAG_BLIND);
556     if (op->type == PLAYER)
557     op->contr->do_los = 1;
558 root 1.3 }
559 root 1.9 }
560     else
561     {
562     if (QUERY_FLAG (op, FLAG_WIZ))
563     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564     else
565     {
566     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567     CLEAR_FLAG (op, FLAG_BLIND);
568     if (op->type == PLAYER)
569     op->contr->do_los = 1;
570 root 1.3 }
571     }
572 elmex 1.1 }
573    
574 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
575     {
576     success = 1;
577     if (op->type == PLAYER)
578     op->contr->do_los = 1;
579     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 elmex 1.1 }
581    
582 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
583     {
584     success = 1;
585     if (flag > 0)
586     {
587     if (QUERY_FLAG (op, FLAG_WIZ))
588     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589     else
590     {
591     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592     if (op->type == PLAYER)
593     op->contr->do_los = 1;
594 root 1.3 }
595 root 1.9 }
596     else
597     {
598     if (QUERY_FLAG (op, FLAG_WIZ))
599     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600     else
601     {
602     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603     if (op->type == PLAYER)
604     op->contr->do_los = 1;
605 root 1.3 }
606     }
607 elmex 1.1 }
608    
609 root 1.9 if (tmp->stats.luck)
610     {
611     success = 1;
612     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 elmex 1.1 }
614    
615 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
616     {
617     success = 1;
618     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 elmex 1.1 }
620    
621 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
622     {
623     success = 1;
624     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 elmex 1.1 }
626    
627 root 1.9 /* for the future when artifacts set this -b.t. */
628     if (tmp->stats.grace && op->type == PLAYER)
629     {
630     success = 1;
631     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 elmex 1.1 }
633    
634 root 1.9 if (tmp->stats.food && op->type == PLAYER)
635     {
636     success = 1;
637     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 elmex 1.1 }
639    
640 root 1.9 /* Messages for changed resistance */
641     for (i = 0; i < NROFATTACKS; i++)
642     {
643     if (i == ATNR_PHYSICAL)
644     continue; /* Don't display about armour */
645    
646     if (op->resist[i] != refop.resist[i])
647     {
648     success = 1;
649     if (op->resist[i] > refop.resist[i])
650     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
651     else
652     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
653    
654     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 root 1.3 }
656 elmex 1.1 }
657    
658 elmex 1.18 if (!potion_max)
659 root 1.9 {
660     for (j = 0; j < NUM_STATS; j++)
661     {
662     if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663     {
664     success = 1;
665     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 root 1.3 }
667     }
668 elmex 1.1 }
669 root 1.20
670 root 1.9 return success;
671 elmex 1.1 }
672    
673     /*
674     * Stat draining by Vick 930307
675     * (Feeling evil, I made it work as well now. -Frank 8)
676     */
677    
678 root 1.9 void
679 root 1.19 object::drain_stat ()
680 root 1.9 {
681 root 1.19 drain_specific_stat (RANDOM () % NUM_STATS);
682 elmex 1.1 }
683    
684 root 1.9 void
685 root 1.19 object::drain_specific_stat (int deplete_stats)
686 root 1.9 {
687 elmex 1.1 object *tmp;
688     archetype *at;
689    
690 root 1.11 at = archetype::find (ARCH_DEPLETION);
691 root 1.9 if (!at)
692     {
693     LOG (llevError, "Couldn't find archetype depletion.\n");
694     return;
695     }
696     else
697     {
698 root 1.19 tmp = present_arch_in_ob (at, this);
699    
700 root 1.9 if (!tmp)
701     {
702     tmp = arch_to_object (at);
703 root 1.19 tmp = insert_ob_in_ob (tmp, this);
704 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
705     }
706     }
707    
708 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
710 root 1.19 update_stats ();
711 elmex 1.1 }
712    
713     /*
714     * A value of 0 indicates timeout, otherwise change the luck of the object.
715     * via an applied bad_luck object.
716     */
717 root 1.9 void
718 root 1.19 object::change_luck (int value)
719 root 1.9 {
720 root 1.19 archetype *at = archetype::find ("luck");
721 elmex 1.1 if (!at)
722 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
723     else
724     {
725 root 1.19 object *tmp = present_arch_in_ob (at, this);
726    
727 root 1.9 if (!tmp)
728     {
729     if (!value)
730     return;
731 root 1.19
732 root 1.9 tmp = arch_to_object (at);
733 root 1.19 tmp = insert_ob_in_ob (tmp, this);
734 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
735     }
736 root 1.19
737 root 1.9 if (value)
738     {
739     /* Limit the luck value of the bad luck object to +/-100. This
740     * (arbitrary) value prevents overflows (both in the bad luck object and
741     * in op itself).
742     */
743 root 1.19 int new_luck = tmp->stats.luck + value;
744    
745 root 1.9 if (new_luck >= -100 && new_luck <= 100)
746     {
747 root 1.19 stats.luck += value;
748 root 1.9 tmp->stats.luck = new_luck;
749     }
750     }
751     else
752     {
753     if (!tmp->stats.luck)
754 root 1.19 return;
755    
756 root 1.9 /* Randomly change the players luck. Basically, we move it
757     * back neutral (if greater>0, subtract, otherwise add)
758     */
759     if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
760     {
761     int diff = tmp->stats.luck > 0 ? -1 : 1;
762    
763 root 1.19 stats.luck += diff;
764 root 1.9 tmp->stats.luck += diff;
765     }
766     }
767 elmex 1.1 }
768     }
769    
770     /*
771     * Subtracts stat-bonuses given by the class which the player has chosen.
772     */
773 root 1.9 void
774 root 1.19 object::remove_statbonus ()
775 root 1.9 {
776 root 1.19 stats.Str -= arch->clone.stats.Str;
777     stats.Dex -= arch->clone.stats.Dex;
778     stats.Con -= arch->clone.stats.Con;
779     stats.Wis -= arch->clone.stats.Wis;
780     stats.Pow -= arch->clone.stats.Pow;
781     stats.Cha -= arch->clone.stats.Cha;
782     stats.Int -= arch->clone.stats.Int;
783    
784     contr->orig_stats.Str -= arch->clone.stats.Str;
785     contr->orig_stats.Dex -= arch->clone.stats.Dex;
786     contr->orig_stats.Con -= arch->clone.stats.Con;
787     contr->orig_stats.Wis -= arch->clone.stats.Wis;
788     contr->orig_stats.Pow -= arch->clone.stats.Pow;
789     contr->orig_stats.Cha -= arch->clone.stats.Cha;
790     contr->orig_stats.Int -= arch->clone.stats.Int;
791 elmex 1.1 }
792    
793     /*
794     * Adds stat-bonuses given by the class which the player has chosen.
795     */
796 root 1.9 void
797 root 1.19 object::add_statbonus ()
798 root 1.9 {
799 root 1.19 stats.Str += arch->clone.stats.Str;
800     stats.Dex += arch->clone.stats.Dex;
801     stats.Con += arch->clone.stats.Con;
802     stats.Wis += arch->clone.stats.Wis;
803     stats.Pow += arch->clone.stats.Pow;
804     stats.Cha += arch->clone.stats.Cha;
805     stats.Int += arch->clone.stats.Int;
806    
807     contr->orig_stats.Str += arch->clone.stats.Str;
808     contr->orig_stats.Dex += arch->clone.stats.Dex;
809     contr->orig_stats.Con += arch->clone.stats.Con;
810     contr->orig_stats.Wis += arch->clone.stats.Wis;
811     contr->orig_stats.Pow += arch->clone.stats.Pow;
812     contr->orig_stats.Cha += arch->clone.stats.Cha;
813     contr->orig_stats.Int += arch->clone.stats.Int;
814 elmex 1.1 }
815    
816     /*
817     * Updates all abilities given by applied objects in the inventory
818     * of the given object. Note: This function works for both monsters
819     * and players; the "player" in the name is purely an archaic inheritance.
820     * This functions starts from base values (archetype or player object)
821     * and then adjusts them according to what the player has equipped.
822     */
823 root 1.9
824 elmex 1.1 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
825     spell system split, grace points now added to system --peterm
826     */
827    
828 root 1.9 void
829 root 1.19 object::update_stats ()
830 root 1.9 {
831     int i, j;
832     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
833     int weapon_weight = 0, weapon_speed = 0;
834     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
837    
838     /* First task is to clear all the values back to their original values */
839 root 1.19 if (type == PLAYER)
840 root 1.9 {
841     for (i = 0; i < NUM_STATS; i++)
842 root 1.19 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
843    
844 root 1.9 if (settings.spell_encumbrance == TRUE)
845 root 1.19 contr->encumbrance = 0;
846 root 1.9
847 root 1.19 attacktype = 0;
848     contr->digestion = 0;
849     contr->gen_hp = 0;
850     contr->gen_sp = 0;
851     contr->gen_grace = 0;
852     contr->gen_sp_armour = 10;
853     contr->item_power = 0;
854 root 1.9
855     /* Don't clobber all the range_ values. range_golem otherwise
856     * gets reset for no good reason, and we don't want to reset
857     * range_magic (what spell is readied). These three below
858     * well get filled in based on what the player has equipped.
859     */
860 root 1.19 contr->ranges[range_bow] = NULL;
861     contr->ranges[range_misc] = NULL;
862     contr->ranges[range_skill] = NULL;
863 root 1.9 }
864    
865 root 1.19 memcpy (body_used, body_info, sizeof (body_info));
866    
867     slaying = 0;
868 root 1.9
869 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
870 root 1.9 {
871 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
872     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 root 1.9 }
874    
875 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
876     CLEAR_FLAG (this, FLAG_STEALTH);
877     CLEAR_FLAG (this, FLAG_BLIND);
878    
879     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883    
884     path_attuned = arch->clone.path_attuned;
885     path_repelled = arch->clone.path_repelled;
886     path_denied = arch->clone.path_denied;
887     glow_radius = arch->clone.glow_radius;
888     move_type = arch->clone.move_type;
889     chosen_skill = NULL;
890 root 1.9
891     /* initializing resistances from the values in player/monster's
892     * archetype clone
893     */
894 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
895 root 1.9
896     for (i = 0; i < NROFATTACKS; i++)
897     {
898 root 1.19 if (resist[i] > 0)
899     prot[i] = resist[i], vuln[i] = 0;
900 root 1.9 else
901 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
902 root 1.9 potion_resist[i] = 0;
903     }
904    
905 root 1.19 wc = arch->clone.stats.wc;
906     stats.dam = arch->clone.stats.dam;
907 root 1.9
908     /* for players which cannot use armour, they gain AC -1 per 3 levels,
909     * plus a small amount of physical resist, those poor suckers. ;)
910     * the fact that maxlevel is factored in could be considered sort of bogus -
911     * we should probably give them some bonus and cap it off - otherwise,
912     * basically, if a server updates its max level, these playes may find
913     * that their protection from physical goes down
914     */
915 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 root 1.9 {
917 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
918     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 elmex 1.1 }
920 root 1.9 else
921 root 1.19 ac = arch->clone.stats.ac;
922 root 1.9
923 root 1.19 stats.luck = arch->clone.stats.luck;
924     speed = arch->clone.speed;
925 root 1.9
926     /* OK - we've reset most all the objects attributes to sane values.
927     * now go through and make adjustments for what the player has equipped.
928     */
929    
930 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
931 root 1.9 {
932     /* See note in map.c:update_position about making this additive
933     * since light sources are never applied, need to put check here.
934     */
935 root 1.19 if (tmp->glow_radius > glow_radius)
936     glow_radius = tmp->glow_radius;
937 root 1.3
938 root 1.9 /* This happens because apply_potion calls change_abil with the potion
939     * applied so we can tell the player what chagned. But change_abil
940     * then calls this function.
941     */
942     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 root 1.19 continue;
944 root 1.3
945 root 1.9 /* For some things, we don't care what is equipped */
946     if (tmp->type == SKILL)
947     {
948     /* Want to take the highest skill here. */
949     if (IS_MANA_SKILL (tmp->subtype))
950     {
951     if (!mana_obj)
952     mana_obj = tmp;
953     else if (tmp->level > mana_obj->level)
954     mana_obj = tmp;
955     }
956 root 1.19
957 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
958     {
959     if (!grace_obj)
960     grace_obj = tmp;
961     else if (tmp->level > grace_obj->level)
962     grace_obj = tmp;
963 root 1.3 }
964     }
965    
966 root 1.9 /* Container objects are not meant to adjust a players, but other applied
967     * objects need to make adjustments.
968     * This block should handle all player specific changes
969     * The check for Praying is a bit of a hack - god given bonuses are put
970     * in the praying skill, and the player should always get those.
971     * It also means we need to put in additional checks for applied below,
972     * because the skill shouldn't count against body positions being used
973     * up, etc.
974     */
975     if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
976     (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
977     {
978 root 1.19 if (type == PLAYER)
979 root 1.9 {
980     if (tmp->type == BOW)
981 root 1.19 contr->ranges[range_bow] = tmp;
982 root 1.9
983     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 root 1.19 contr->ranges[range_misc] = tmp;
985 root 1.9
986     for (i = 0; i < NUM_STATS; i++)
987 root 1.19 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
988 root 1.9
989     /* these are the items that currently can change digestion, regeneration,
990     * spell point recovery and mana point recovery. Seems sort of an arbitary
991     * list, but other items store other info into stats array.
992     */
993 elmex 1.18 if ((tmp->type == WEAPON) ||
994     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995     (tmp->type == SHIELD) || (tmp->type == RING) ||
996     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
999     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1000 elmex 1.14 (tmp->type == SKILL))
1001 root 1.9 {
1002 root 1.19 contr->digestion += tmp->stats.food;
1003     contr->gen_hp += tmp->stats.hp;
1004     contr->gen_sp += tmp->stats.sp;
1005     contr->gen_grace += tmp->stats.grace;
1006     contr->gen_sp_armour += tmp->gen_sp_armour;
1007     contr->item_power += tmp->item_power;
1008 root 1.3 }
1009 root 1.9 } /* if this is a player */
1010 root 1.3
1011 root 1.9 /* Update slots used for items */
1012     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014     body_used[i] += tmp->body_info[i];
1015 root 1.3
1016 root 1.9 if (tmp->type == SYMPTOM)
1017     {
1018     speed_reduce_from_disease = tmp->last_sp / 100.0;
1019     if (speed_reduce_from_disease == 0)
1020     speed_reduce_from_disease = 1;
1021 root 1.3 }
1022    
1023 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024     * (Negative protections are calculated extactly like positive.)
1025     * Resistance from potions are treated special as well. If there's
1026     * more than one potion-effect, the bigger prot.-value is taken.
1027     */
1028     if (tmp->type != POTION)
1029     {
1030     for (i = 0; i < NROFATTACKS; i++)
1031     {
1032     /* Potential for cursed potions, in which case we just can use
1033 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1034 root 1.9 */
1035     if (tmp->type == POTION_EFFECT)
1036     {
1037     if (potion_resist[i])
1038     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039     else
1040     potion_resist[i] = tmp->resist[i];
1041 root 1.3 }
1042 root 1.9 else if (tmp->resist[i] > 0)
1043     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044     else if (tmp->resist[i] < 0)
1045     vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1046     }
1047     }
1048    
1049     /* There may be other things that should not adjust the attacktype */
1050     if (tmp->type != BOW && tmp->type != SYMPTOM)
1051 root 1.19 attacktype |= tmp->attacktype;
1052 root 1.9
1053 root 1.19 path_attuned |= tmp->path_attuned;
1054     path_repelled |= tmp->path_repelled;
1055     path_denied |= tmp->path_denied;
1056     stats.luck += tmp->stats.luck;
1057     move_type |= tmp->move_type;
1058    
1059     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1063     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1064     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1065     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1066 root 1.9
1067 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1068     SET_FLAG (this, FLAG_UNDEAD);
1069 root 1.9
1070     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1071     {
1072 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1073     invisible = 1;
1074 root 1.9 }
1075    
1076     if (tmp->stats.exp && tmp->type != SKILL)
1077     {
1078     if (tmp->stats.exp > 0)
1079     {
1080     added_speed += (float) tmp->stats.exp / 3.0;
1081     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1082 root 1.3 }
1083 root 1.9 else
1084     added_speed += (float) tmp->stats.exp;
1085 root 1.3 }
1086    
1087 root 1.9 switch (tmp->type)
1088     {
1089 root 1.10 /* skills modifying the character -b.t. */
1090     /* for all skills and skill granting objects */
1091     case SKILL:
1092     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093     break;
1094 root 1.3
1095 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1096     wc_obj = tmp;
1097 root 1.3
1098 root 1.19 if (chosen_skill)
1099     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1100 root 1.10
1101 root 1.19 chosen_skill = tmp;
1102 root 1.10
1103     if (tmp->stats.dam > 0)
1104     { /* skill is a 'weapon' */
1105 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 root 1.10 weapon_speed = (int) WEAPON_SPEED (tmp);
1107 root 1.19
1108 root 1.10 if (weapon_speed < 0)
1109     weapon_speed = 0;
1110 root 1.19
1111 root 1.10 weapon_weight = tmp->weight;
1112 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1113    
1114 root 1.10 if (tmp->magic)
1115 root 1.19 stats.dam += tmp->magic;
1116 root 1.10 }
1117 root 1.3
1118 root 1.10 if (tmp->stats.wc)
1119     wc -= (tmp->stats.wc + tmp->magic);
1120 root 1.3
1121 root 1.10 if (tmp->slaying != NULL)
1122 root 1.19 slaying = tmp->slaying;
1123 root 1.9
1124 root 1.10 if (tmp->stats.ac)
1125     ac -= (tmp->stats.ac + tmp->magic);
1126 root 1.3
1127 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129    
1130     if (type == PLAYER)
1131     contr->ranges[range_skill] = this;
1132    
1133 root 1.10 break;
1134 root 1.3
1135 root 1.10 case SKILL_TOOL:
1136 root 1.19 if (chosen_skill)
1137     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138    
1139     chosen_skill = tmp;
1140    
1141     if (type == PLAYER)
1142     contr->ranges[range_skill] = this;
1143 root 1.10 break;
1144 root 1.3
1145 root 1.10 case SHIELD:
1146 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147     contr->encumbrance += (int) tmp->weight / 2000;
1148 root 1.10 case RING:
1149     case AMULET:
1150     case GIRDLE:
1151     case HELMET:
1152     case BOOTS:
1153     case GLOVES:
1154     case CLOAK:
1155     if (tmp->stats.wc)
1156 root 1.9 wc -= (tmp->stats.wc + tmp->magic);
1157 root 1.19
1158 root 1.10 if (tmp->stats.dam)
1159 root 1.19 stats.dam += (tmp->stats.dam + tmp->magic);
1160    
1161 root 1.10 if (tmp->stats.ac)
1162     ac -= (tmp->stats.ac + tmp->magic);
1163 root 1.19
1164 root 1.10 break;
1165    
1166     case WEAPON:
1167     wc -= (tmp->stats.wc + tmp->magic);
1168 root 1.19
1169 root 1.10 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170     ac -= tmp->stats.ac + tmp->magic;
1171 root 1.19
1172     stats.dam += (tmp->stats.dam + tmp->magic);
1173 root 1.10 weapon_weight = tmp->weight;
1174     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 root 1.19
1176 root 1.10 if (weapon_speed < 0)
1177     weapon_speed = 0;
1178 root 1.19
1179     slaying = tmp->slaying;
1180 root 1.10 /* If there is desire that two handed weapons should do
1181     * extra strength damage, this is where the code should
1182     * go.
1183     */
1184 root 1.19 current_weapon = tmp;
1185     if (settings.spell_encumbrance == TRUE && type == PLAYER)
1186     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1187 root 1.9
1188 root 1.10 break;
1189 root 1.9
1190 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1191 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192     contr->encumbrance += (int) tmp->weight / 1000;
1193 root 1.10
1194     case BRACERS:
1195     case FORCE:
1196     if (tmp->stats.wc)
1197     {
1198     if (best_wc < tmp->stats.wc + tmp->magic)
1199     {
1200     wc += best_wc;
1201     best_wc = tmp->stats.wc + tmp->magic;
1202     }
1203     else
1204     wc += tmp->stats.wc + tmp->magic;
1205     }
1206 root 1.19
1207 root 1.10 if (tmp->stats.ac)
1208     {
1209     if (best_ac < tmp->stats.ac + tmp->magic)
1210     {
1211     ac += best_ac; /* Remove last bonus */
1212     best_ac = tmp->stats.ac + tmp->magic;
1213     }
1214     else /* To nullify the below effect */
1215     ac += tmp->stats.ac + tmp->magic;
1216     }
1217 root 1.19
1218 root 1.10 if (tmp->stats.wc)
1219     wc -= (tmp->stats.wc + tmp->magic);
1220 root 1.19
1221 root 1.10 if (tmp->stats.ac)
1222     ac -= (tmp->stats.ac + tmp->magic);
1223 root 1.19
1224 root 1.10 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1225     max = ARMOUR_SPEED (tmp) / 10.0;
1226 root 1.19
1227 root 1.10 break;
1228 root 1.9 } /* switch tmp->type */
1229     } /* item is equipped */
1230     } /* for loop of items */
1231    
1232     /* We've gone through all the objects the player has equipped. For many things, we
1233     * have generated intermediate values which we now need to assign.
1234     */
1235    
1236     /* 'total resistance = total protections - total vulnerabilities'.
1237     * If there is an uncursed potion in effect, granting more protection
1238     * than that, we take: 'total resistance = resistance from potion'.
1239     * If there is a cursed (and no uncursed) potion in effect, we take
1240     * 'total resistance = vulnerability from cursed potion'.
1241     */
1242     for (i = 0; i < NROFATTACKS; i++)
1243     {
1244 root 1.19 resist[i] = prot[i] - vuln[i];
1245    
1246     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247     resist[i] = potion_resist[i];
1248 elmex 1.1 }
1249    
1250 root 1.9 /* Figure out the players sp/mana/hp totals. */
1251 root 1.19 if (type == PLAYER)
1252 root 1.9 {
1253     int pl_level;
1254    
1255 root 1.19 check_stat_bounds (&(stats));
1256     pl_level = level;
1257 root 1.9
1258     if (pl_level < 1)
1259     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260    
1261     /* You basically get half a con bonus/level. But we do take into account rounding,
1262     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263     */
1264 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 root 1.9 {
1266 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267    
1268     if (i % 2 && con_bonus[stats.Con] % 2)
1269 root 1.9 {
1270 root 1.19 if (con_bonus[stats.Con] > 0)
1271 root 1.9 j++;
1272     else
1273     j--;
1274     }
1275 root 1.19
1276     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 root 1.9 }
1278    
1279 root 1.19 for (i = 11; i <= level; i++)
1280     stats.maxhp += 2;
1281 elmex 1.1
1282 root 1.19 if (stats.hp > stats.maxhp)
1283     stats.hp = stats.maxhp;
1284 elmex 1.1
1285 root 1.9 /* Sp gain is controlled by the level of the player's
1286     * relevant experience object (mana_obj, see above)
1287     */
1288     /* following happen when skills system is not used */
1289     if (!mana_obj)
1290 root 1.19 mana_obj = this;
1291    
1292 root 1.9 if (!grace_obj)
1293 root 1.19 grace_obj = this;
1294    
1295 root 1.9 /* set maxsp */
1296 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1297     mana_obj = this;
1298 root 1.9
1299 root 1.19 if (mana_obj == this && type == PLAYER)
1300     stats.maxsp = 1;
1301 root 1.9 else
1302     {
1303     sp_tmp = 0.0;
1304 root 1.19
1305 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306     {
1307     float stmp;
1308    
1309     /* Got some extra bonus at first level */
1310     if (i < 2)
1311 root 1.19 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1312 root 1.9 else
1313 root 1.19 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1314    
1315 root 1.9 if (stmp < 1.0)
1316     stmp = 1.0;
1317 root 1.19
1318 root 1.9 sp_tmp += stmp;
1319 root 1.3 }
1320 root 1.19
1321     stats.maxsp = (int) sp_tmp;
1322 root 1.3
1323 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1324 root 1.19 stats.maxsp += 2;
1325 root 1.3 }
1326 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1327 root 1.19 if (stats.sp > stats.maxsp * 2)
1328     stats.sp = stats.maxsp * 2;
1329 root 1.9
1330     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332     grace_obj = this;
1333 root 1.9
1334 root 1.19 if (grace_obj == this && type == PLAYER)
1335     stats.maxgrace = 1;
1336 root 1.9 else
1337     {
1338     /* store grace in a float - this way, the divisions below don't create
1339     * big jumps when you go from level to level - with int's, it then
1340     * becomes big jumps when the sums of the bonuses jump to the next
1341     * step of 8 - with floats, even fractional ones are useful.
1342     */
1343     sp_tmp = 0.0;
1344 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 root 1.9 {
1346     float grace_tmp = 0.0;
1347    
1348     /* Got some extra bonus at first level */
1349     if (i < 2)
1350 root 1.19 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1351     2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 root 1.9 else
1353 root 1.19 grace_tmp = (float) contr->levgrace[i]
1354     + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1355    
1356 root 1.9 if (grace_tmp < 1.0)
1357     grace_tmp = 1.0;
1358 root 1.19
1359 root 1.9 sp_tmp += grace_tmp;
1360 root 1.3 }
1361 root 1.19
1362     stats.maxgrace = (int) sp_tmp;
1363 root 1.3
1364 root 1.9 /* two grace points per level after 11 */
1365     for (i = 11; i <= grace_obj->level; i++)
1366 root 1.19 stats.maxgrace += 2;
1367 root 1.3 }
1368 root 1.9 /* No limit on grace vs maxgrace */
1369 root 1.3
1370 root 1.19 if (contr->braced)
1371 root 1.9 {
1372     ac += 2;
1373     wc += 4;
1374 root 1.3 }
1375 root 1.9 else
1376 root 1.19 ac -= dex_bonus[stats.Dex];
1377 root 1.9
1378     /* In new exp/skills system, wc bonuses are related to
1379     * the players level in a relevant exp object (wc_obj)
1380     * not the general player level -b.t.
1381     * I changed this slightly so that wc bonuses are better
1382     * than before. This is to balance out the fact that
1383     * the player no longer gets a personal weapon w/ 1
1384     * improvement every level, now its fighterlevel/5. So
1385     * we give the player a bonus here in wc and dam
1386     * to make up for the change. Note that I left the
1387     * monster bonus the same as before. -b.t.
1388     */
1389    
1390 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1391 root 1.9 {
1392 root 1.19 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1393 root 1.9 for (i = 1; i < wc_obj->level; i++)
1394     {
1395     /* addtional wc every 6 levels */
1396     if (!(i % 6))
1397     wc--;
1398     /* addtional dam every 4 levels. */
1399 root 1.19 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1400     stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1401 root 1.9 }
1402     }
1403     else
1404 root 1.19 wc -= (level + thaco_bonus[stats.Str]);
1405 root 1.9
1406 root 1.19 stats.dam += dam_bonus[stats.Str];
1407 root 1.9
1408 root 1.19 if (stats.dam < 1)
1409     stats.dam = 1;
1410 root 1.9
1411 root 1.19 speed = 1.0 + speed_bonus[stats.Dex];
1412    
1413     if (settings.search_items && contr->search_str[0])
1414     speed -= 1;
1415    
1416     if (attacktype == 0)
1417     attacktype = arch->clone.attacktype;
1418 root 1.9
1419     } /* End if player */
1420    
1421     if (added_speed >= 0)
1422 root 1.19 speed += added_speed / 10.0;
1423 root 1.9 else /* Something wrong here...: */
1424 root 1.19 speed /= (float) (1.0 - added_speed);
1425 root 1.3
1426 root 1.9 /* Max is determined by armour */
1427 root 1.19 if (speed > max)
1428     speed = max;
1429 elmex 1.1
1430 root 1.19 if (type == PLAYER)
1431 root 1.9 {
1432     /* f is a number the represents the number of kg above (positive num)
1433     * or below (negative number) that the player is carrying. If above
1434     * weight limit, then player suffers a speed reduction based on how
1435     * much above he is, and what is max carry is
1436     */
1437 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1438 root 1.9 if (f > 0)
1439 root 1.19 speed = speed / (1.0 + f / max_carry[stats.Str]);
1440 elmex 1.1 }
1441    
1442 root 1.19 speed += bonus_speed / 10.0; /* Not affected by limits */
1443 root 1.9
1444     /* Put a lower limit on speed. Note with this speed, you move once every
1445     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1446     */
1447 root 1.19 speed = speed * speed_reduce_from_disease;
1448 elmex 1.1
1449 root 1.19 if (speed < 0.01 && type == PLAYER)
1450     speed = 0.01;
1451 root 1.9
1452 root 1.19 if (type == PLAYER)
1453 root 1.9 {
1454     float M, W, s, D, K, S, M2;
1455 elmex 1.1
1456 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1457     * Note that we never used these values again - basically
1458     * all of these could be subbed into one big equation, but
1459     * that would just be a real pain to read.
1460     */
1461 root 1.19 M = (max_carry[stats.Str] - 121) / 121.0;
1462     M2 = max_carry[stats.Str] / 100.0;
1463 root 1.9 W = weapon_weight / 20000.0;
1464     s = 2 - weapon_speed / 10.0;
1465 root 1.19 D = (stats.Dex - 14) / 14.0;
1466     K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1467     K *= (4 + level) / (float) (6 + level) * 1.2;
1468 root 1.9 if (K <= 0)
1469     K = 0.01;
1470 root 1.19 S = speed / (K * s);
1471     contr->weapon_sp = S;
1472 root 1.9 }
1473 root 1.19
1474 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1475 root 1.19 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1476     stats.dam = arch->clone.stats.dam * 3;
1477 root 1.9
1478     /* Prevent overflows of wc - best you can get is ABS(120) - this
1479     * should be more than enough - remember, AC is also in 8 bits,
1480     * so its value is the same.
1481     */
1482     if (wc > 120)
1483     wc = 120;
1484     else if (wc < -120)
1485     wc = -120;
1486 root 1.19
1487     stats.wc = wc;
1488 root 1.9
1489     if (ac > 120)
1490     ac = 120;
1491     else if (ac < -120)
1492     ac = -120;
1493 root 1.19
1494     stats.ac = ac;
1495 root 1.9
1496     /* if for some reason the creature doesn't have any move type,
1497     * give them walking as a default.
1498     * The second case is a special case - to more closely mimic the
1499     * old behaviour - if your flying, your not walking - just
1500     * one or the other.
1501     */
1502 root 1.19 if (move_type == 0)
1503     move_type = MOVE_WALK;
1504     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505     move_type &= ~MOVE_WALK;
1506 elmex 1.1
1507 root 1.22 set_speed (speed);
1508 elmex 1.1
1509 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1510     * so we will check that now.
1511     */
1512 root 1.19 if (type == PLAYER)
1513     {
1514     esrv_update_stats (contr);
1515     esrv_update_spells (contr);
1516     }
1517 elmex 1.1 }
1518    
1519     /*
1520     * Returns true if the given player is a legal class.
1521     * The function to add and remove class-bonuses to the stats doesn't
1522     * check if the stat becomes negative, thus this function
1523     * merely checks that all stats are 1 or more, and returns
1524     * false otherwise.
1525     */
1526 root 1.9 int
1527     allowed_class (const object *op)
1528     {
1529     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1530     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1531 elmex 1.1 }
1532    
1533     /*
1534     * set the new dragon name after gaining levels or
1535     * changing ability focus (later this can be extended to
1536     * eventually change the player's face and animation)
1537     *
1538     * Note that the title is written to 'own_title' in the
1539     * player struct. This should be changed to 'ext_title'
1540     * as soon as clients support this!
1541     * Please, anyone, write support for 'ext_title'.
1542     */
1543 root 1.9 void
1544     set_dragon_name (object *pl, const object *abil, const object *skin)
1545     {
1546     int atnr = -1; /* attacknumber of highest level */
1547     int level = 0; /* highest level */
1548 elmex 1.1 int i;
1549    
1550     /* Perhaps do something more clever? */
1551 root 1.9 if (!abil || !skin)
1552     return;
1553    
1554 elmex 1.1 /* first, look for the highest level */
1555 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1556     {
1557     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1558     {
1559     level = abil->resist[i];
1560     atnr = i;
1561     }
1562 elmex 1.1 }
1563 root 1.9
1564 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1565     or else at random */
1566 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1567 elmex 1.1 atnr = abil->stats.exp;
1568 root 1.9
1569     level = (int) (level / 5.);
1570    
1571 elmex 1.1 /* now set the new title */
1572 root 1.9 if (pl->contr != NULL)
1573     {
1574     if (level == 0)
1575     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1576     else if (level == 1)
1577     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1578     else if (level == 2)
1579     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1580     else if (level == 3)
1581     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1582 elmex 1.1 else
1583 root 1.9 {
1584     /* special titles for extra high resistance! */
1585     if (skin->resist[atnr] > 80)
1586     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1587     else if (skin->resist[atnr] > 50)
1588     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1589     else
1590     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1591     }
1592 elmex 1.1 }
1593 root 1.9
1594     strcpy (pl->contr->own_title, "");
1595 elmex 1.1 }
1596    
1597     /*
1598     * This function is called when a dragon-player gains
1599     * an overall level. Here, the dragon might gain new abilities
1600     * or change the ability-focus.
1601     */
1602 root 1.9 void
1603     dragon_level_gain (object *who)
1604     {
1605     object *abil = NULL; /* pointer to dragon ability force */
1606     object *skin = NULL; /* pointer to dragon skin force */
1607     object *tmp = NULL; /* tmp. object */
1608     char buf[MAX_BUF]; /* tmp. string buffer */
1609    
1610     /* now grab the 'dragon_ability'-forces from the player's inventory */
1611     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1612     {
1613     if (tmp->type == FORCE)
1614     {
1615     if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616     abil = tmp;
1617     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1618     skin = tmp;
1619     }
1620     }
1621     /* if the force is missing -> bail out */
1622     if (abil == NULL)
1623     return;
1624    
1625     /* The ability_force keeps track of maximum level ever achieved.
1626     * New abilties can only be gained by surpassing this max level
1627     */
1628     if (who->level > abil->level)
1629     {
1630     /* increase our focused ability */
1631     abil->resist[abil->stats.exp]++;
1632    
1633    
1634     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1635     {
1636     /* time to hand out a new ability-gift */
1637     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1638     }
1639    
1640     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1641     {
1642     /* apply new ability focus */
1643     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1644     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1645    
1646     abil->stats.exp = abil->last_eat;
1647     abil->last_eat = 0;
1648     }
1649    
1650     abil->level = who->level;
1651     }
1652    
1653     /* last but not least, set the new title for the dragon */
1654     set_dragon_name (who, abil, skin);
1655 elmex 1.1 }
1656    
1657     /* Handy function - given the skill name skill_name, we find the skill
1658     * archetype/object, set appropriate values, and insert it into
1659     * the object (op) that is passed.
1660     * We return the skill - this makes it easier for calling functions that
1661     * want to do something with it immediately.
1662     */
1663 root 1.9 object *
1664     give_skill_by_name (object *op, const char *skill_name)
1665 elmex 1.1 {
1666 root 1.9 object *skill_obj;
1667 elmex 1.1
1668 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1669     if (!skill_obj)
1670     {
1671     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1672     return NULL;
1673     }
1674     /* clear the flag - exp goes into this bucket, but player
1675     * still doesn't know it.
1676     */
1677     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678     skill_obj->stats.exp = 0;
1679     skill_obj->level = 1;
1680     insert_ob_in_ob (skill_obj, op);
1681     if (op->contr)
1682     {
1683     op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1684     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1685 elmex 1.1 }
1686 root 1.9 return skill_obj;
1687 elmex 1.1 }
1688    
1689    
1690     /* player_lvl_adj() - for the new exp system. we are concerned with
1691     * whether the player gets more hp, sp and new levels.
1692     * Note this this function should only be called for players. Monstes
1693     * don't really gain levels
1694     * who is the player, op is what we are checking to gain the level
1695     * (eg, skill)
1696     */
1697 root 1.9 void
1698     player_lvl_adj (object *who, object *op)
1699     {
1700     char buf[MAX_BUF];
1701    
1702     if (!op) /* when rolling stats */
1703     op = who;
1704    
1705     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706     {
1707     op->level++;
1708    
1709     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1710     dragon_level_gain (who);
1711    
1712     /* Only roll these if it is the player (who) that gained the level */
1713     if (op == who && (who->level < 11) && who->type == PLAYER)
1714     {
1715     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1716     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1717     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718     }
1719    
1720 root 1.19 who->update_stats ();
1721 root 1.9 if (op->level > 1)
1722     {
1723     if (op->type != PLAYER)
1724     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1725     else
1726     sprintf (buf, "You are now level %d.", op->level);
1727     if (who)
1728     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729     }
1730     player_lvl_adj (who, op); /* To increase more levels */
1731     }
1732     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733     {
1734     op->level--;
1735 root 1.19 who->update_stats ();
1736 root 1.9 if (op->type != PLAYER)
1737     {
1738     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 root 1.3 }
1741 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1742 elmex 1.1 }
1743 root 1.19
1744 root 1.9 /* check if the spell data has changed */
1745 root 1.19 esrv_update_stats (who->contr);
1746 root 1.9 esrv_update_spells (who->contr);
1747 elmex 1.1 }
1748    
1749     /*
1750     * Returns how much experience is needed for a player to become
1751     * the given level. level should really never exceed max_level
1752     */
1753    
1754 root 1.9 sint64
1755     level_exp (int level, double expmul)
1756     {
1757     if (level > settings.max_level)
1758     return (sint64) (expmul * levels[settings.max_level]);
1759     return (sint64) (expmul * levels[level]);
1760 elmex 1.1 }
1761    
1762     /*
1763     * Ensure that the permanent experience requirements in an exp object are met.
1764     * This really just checks 'op to make sure the perm_exp value is within
1765     * proper range. Note that the checking of what is passed through
1766     * has been reduced. Since there is now a proper field for perm_exp,
1767     * this can now work on a much larger set of objects.
1768     */
1769 root 1.9 void
1770     calc_perm_exp (object *op)
1771 elmex 1.1 {
1772 root 1.9 int p_exp_min;
1773    
1774     /* Ensure that our permanent experience minimum is met.
1775     * permenent_exp_ratio is an integer percentage, we divide by 100
1776     * to get the fraction */
1777     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1778    
1779     if (op->perm_exp < p_exp_min)
1780     op->perm_exp = p_exp_min;
1781    
1782     /* Cap permanent experience. */
1783     if (op->perm_exp < 0)
1784     op->perm_exp = 0;
1785     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1786     op->perm_exp = MAX_EXPERIENCE;
1787 elmex 1.1 }
1788    
1789     /* Add experience to a player - exp should only be positive.
1790     * Updates permanent exp for the skill we are adding to.
1791     * skill_name is the skill to add exp to. Skill name can be
1792     * NULL, in which case exp increases the players general
1793     * total, but not any particular skill.
1794     * flag is what to do if the player doesn't have the skill:
1795     */
1796 root 1.9 static void
1797     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1798 elmex 1.1 {
1799 elmex 1.4 object *skill_obj = NULL;
1800     sint64 limit, exp_to_add;
1801     int i;
1802    
1803     /* prevents some forms of abuse. */
1804     if (op->contr->braced)
1805     exp = exp / 5;
1806    
1807     /* Try to find the matching skill.
1808     * We do a shortcut/time saving mechanism first - see if it matches
1809     * chosen_skill. This means we don't need to search through
1810     * the players inventory.
1811     */
1812     if (skill_name)
1813     {
1814 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1815 elmex 1.4 skill_obj = op->chosen_skill;
1816     else
1817     {
1818     for (i = 0; i < NUM_SKILLS; i++)
1819 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1820 elmex 1.4 {
1821     skill_obj = op->contr->last_skill_ob[i];
1822     break;
1823     }
1824 root 1.3
1825 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1826     * it to the player if necessary
1827     */
1828     if (!skill_obj)
1829     {
1830     if (flag == SK_EXP_NONE)
1831     return;
1832     else if (flag == SK_EXP_ADD_SKILL)
1833     give_skill_by_name (op, skill_name);
1834 root 1.3 }
1835     }
1836 elmex 1.1 }
1837    
1838 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1839     {
1840     /* Basically, you can never gain more experience in one shot
1841     * than half what you need to gain for next level.
1842     */
1843     exp_to_add = exp;
1844     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1845     if (exp_to_add > limit)
1846     exp_to_add = limit;
1847    
1848 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1849 elmex 1.4 if (settings.permanent_exp_ratio)
1850     {
1851 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1852 elmex 1.4 calc_perm_exp (op);
1853     }
1854    
1855     player_lvl_adj (op, NULL);
1856     }
1857    
1858     if (skill_obj)
1859     {
1860     exp_to_add = exp;
1861     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1862     if (exp_to_add > limit)
1863     exp_to_add = limit;
1864    
1865     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1866     if (settings.permanent_exp_ratio)
1867     {
1868 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1869 elmex 1.4 calc_perm_exp (skill_obj);
1870     }
1871 elmex 1.1
1872 elmex 1.4 player_lvl_adj (op, skill_obj);
1873 elmex 1.1 }
1874     }
1875    
1876     /* This function checks to make sure that object 'op' can
1877     * lost 'exp' experience. It returns the amount of exp
1878     * object 'op' can in fact lose - it basically makes
1879     * adjustments based on permanent exp and the like.
1880     * This function should always be used for losing experience -
1881     * the 'exp' value passed should be positive - this is the
1882     * amount that should get subtract from the player.
1883     */
1884 root 1.9 sint64
1885     check_exp_loss (const object *op, sint64 exp)
1886 elmex 1.1 {
1887 root 1.9 sint64 del_exp;
1888 elmex 1.1
1889 root 1.9 if (exp > op->stats.exp)
1890     exp = op->stats.exp;
1891     if (settings.permanent_exp_ratio)
1892     {
1893     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1894     if (del_exp < 0)
1895     del_exp = 0;
1896     if (exp > del_exp)
1897     exp = del_exp;
1898 elmex 1.1 }
1899 root 1.9 return exp;
1900 elmex 1.1 }
1901    
1902 root 1.9 sint64
1903     check_exp_adjust (const object *op, sint64 exp)
1904 elmex 1.1 {
1905 root 1.9 if (exp < 0)
1906     return check_exp_loss (op, exp);
1907     else
1908     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1909 elmex 1.1 }
1910    
1911    
1912     /* Subtracts experience from player.
1913     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1914     * only subtract from the matching skill. Otherwise,
1915     * this subtracts a portion from all
1916     * skills the player has. Eg, if we figure the player is losing 10%
1917     * of his total exp, what happens is he loses 10% from all his skills.
1918     * Note that if permanent exp is used, player may not in fact lose
1919     * as much as listed. Eg, if player has gotten reduced to the point
1920     * where everything is at the minimum perm exp, he would lose nothing.
1921     * exp is the amount of exp to subtract - thus, it should be
1922     * a postive number.
1923     */
1924 root 1.9 static void
1925     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1926 elmex 1.1 {
1927 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1928     object *tmp;
1929     sint64 del_exp;
1930    
1931     for (tmp = op->inv; tmp; tmp = tmp->below)
1932     if (tmp->type == SKILL && tmp->stats.exp)
1933     {
1934     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1935     {
1936     del_exp = check_exp_loss (tmp, exp);
1937     tmp->stats.exp -= del_exp;
1938     player_lvl_adj (op, tmp);
1939     }
1940     else if (flag != SK_SUBTRACT_SKILL_EXP)
1941     {
1942     /* only want to process other skills if we are not trying
1943     * to match a specific skill.
1944     */
1945     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946     tmp->stats.exp -= del_exp;
1947     player_lvl_adj (op, tmp);
1948     }
1949     }
1950     if (flag != SK_SUBTRACT_SKILL_EXP)
1951     {
1952     del_exp = check_exp_loss (op, exp);
1953     op->stats.exp -= del_exp;
1954     player_lvl_adj (op, NULL);
1955 elmex 1.1 }
1956     }
1957    
1958    
1959    
1960     /* change_exp() - changes experience to a player/monster. This
1961     * does bounds checking to make sure we don't overflow the max exp.
1962     *
1963     * The exp passed is typically not modified much by this function -
1964     * it is assumed the caller has modified the exp as needed.
1965     * skill_name is the skill that should get the exp added.
1966     * flag is what to do if player doesn't have the skill.
1967     * these last two values are only used for players.
1968     */
1969 root 1.9
1970     void
1971     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972     {
1973 elmex 1.1
1974     #ifdef EXP_DEBUG
1975 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976 elmex 1.1 #endif
1977    
1978 root 1.9 /* safety */
1979     if (!op)
1980     {
1981     LOG (llevError, "change_exp() called for null object!\n");
1982     return;
1983     }
1984    
1985     /* if no change in exp, just return - most of the below code
1986     * won't do anything if the value is 0 anyways.
1987     */
1988     if (exp == 0)
1989     return;
1990    
1991     /* Monsters are easy - we just adjust their exp - we
1992     * don't adjust level, since in most cases it is unrelated to
1993     * the exp they have - the monsters exp represents what its
1994     * worth.
1995     */
1996     if (op->type != PLAYER)
1997     {
1998     /* Sanity check */
1999     if (!QUERY_FLAG (op, FLAG_ALIVE))
2000     return;
2001    
2002     /* reset exp to max allowed value. We subtract from
2003     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2004     * more than max exp, just return.
2005     */
2006     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2007     {
2008     exp = MAX_EXPERIENCE - op->stats.exp;
2009     if (exp < 0)
2010     return;
2011 root 1.3 }
2012 elmex 1.1
2013 root 1.9 op->stats.exp += exp;
2014 elmex 1.1 }
2015 root 1.9 else
2016     { /* Players only */
2017     if (exp > 0)
2018     add_player_exp (op, exp, skill_name, flag);
2019     else
2020     /* note that when you lose exp, it doesn't go against
2021     * a particular skill, so we don't need to pass that
2022     * along.
2023     */
2024     subtract_player_exp (op, FABS (exp), skill_name, flag);
2025 elmex 1.1
2026     }
2027     }
2028    
2029     /* Applies a death penalty experience, the size of this is defined by the
2030     * settings death_penalty_percentage and death_penalty_levels, and by the
2031     * amount of permenent experience, whichever gives the lowest loss.
2032     */
2033    
2034 root 1.9 void
2035     apply_death_exp_penalty (object *op)
2036     {
2037     object *tmp;
2038     sint64 loss;
2039     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2040     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2041    
2042     for (tmp = op->inv; tmp; tmp = tmp->below)
2043     if (tmp->type == SKILL && tmp->stats.exp)
2044     {
2045    
2046     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2047     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2048    
2049     /* With the revised exp system, you can get cases where
2050     * losing several levels would still require that you have more
2051     * exp than you currently have - this is true if the levels
2052     * tables is a lot harder.
2053     */
2054     if (level_loss < 0)
2055     level_loss = 0;
2056 root 1.3
2057 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2058 root 1.3
2059 root 1.9 tmp->stats.exp -= loss;
2060     player_lvl_adj (op, tmp);
2061     }
2062 elmex 1.1
2063 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2065     if (level_loss < 0)
2066     level_loss = 0;
2067     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2068 elmex 1.1
2069 root 1.9 op->stats.exp -= loss;
2070     player_lvl_adj (op, NULL);
2071 elmex 1.1 }
2072    
2073     /* This function takes an object (monster/player, op), and
2074     * determines if it makes a basic save throw by looking at the
2075     * save_throw table. level is the effective level to make
2076     * the save at, and bonus is any plus/bonus (typically based on
2077     * resistance to particular attacktype.
2078     * Returns 1 if op makes his save, 0 if he failed
2079     */
2080 root 1.9 int
2081     did_make_save (const object *op, int level, int bonus)
2082 elmex 1.1 {
2083 root 1.9 if (level > MAX_SAVE_LEVEL)
2084     level = MAX_SAVE_LEVEL;
2085 elmex 1.1
2086 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2087     return 0;
2088 root 1.19
2089 root 1.9 return 1;
2090 elmex 1.1 }