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Revision: 1.24
Committed: Thu Jan 4 16:19:31 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +3 -1 lines
Log Message:
- word of recall activated the player indirectly
- implement maptile->xy_find and xy_load
- separate find and load, even on C level
- generate map_leave/enter and map_change events even for tiled map changes
  (experimental)
- implement mainloop freezeing by start/stop, not skipping ticks
- no map updates when player !active

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 1.21 "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 root 1.24 float old_speed = speed;
838 root 1.9
839     /* First task is to clear all the values back to their original values */
840 root 1.19 if (type == PLAYER)
841 root 1.9 {
842     for (i = 0; i < NUM_STATS; i++)
843 root 1.19 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
844    
845 root 1.9 if (settings.spell_encumbrance == TRUE)
846 root 1.19 contr->encumbrance = 0;
847 root 1.9
848 root 1.19 attacktype = 0;
849     contr->digestion = 0;
850     contr->gen_hp = 0;
851     contr->gen_sp = 0;
852     contr->gen_grace = 0;
853     contr->gen_sp_armour = 10;
854     contr->item_power = 0;
855 root 1.9
856     /* Don't clobber all the range_ values. range_golem otherwise
857     * gets reset for no good reason, and we don't want to reset
858     * range_magic (what spell is readied). These three below
859     * well get filled in based on what the player has equipped.
860     */
861 root 1.19 contr->ranges[range_bow] = NULL;
862     contr->ranges[range_misc] = NULL;
863     contr->ranges[range_skill] = NULL;
864 root 1.9 }
865    
866 root 1.19 memcpy (body_used, body_info, sizeof (body_info));
867    
868     slaying = 0;
869 root 1.9
870 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
871 root 1.9 {
872 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
873     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
874 root 1.9 }
875    
876 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
877     CLEAR_FLAG (this, FLAG_STEALTH);
878     CLEAR_FLAG (this, FLAG_BLIND);
879    
880     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884    
885     path_attuned = arch->clone.path_attuned;
886     path_repelled = arch->clone.path_repelled;
887     path_denied = arch->clone.path_denied;
888     glow_radius = arch->clone.glow_radius;
889     move_type = arch->clone.move_type;
890     chosen_skill = NULL;
891 root 1.9
892     /* initializing resistances from the values in player/monster's
893     * archetype clone
894     */
895 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 root 1.9
897     for (i = 0; i < NROFATTACKS; i++)
898     {
899 root 1.19 if (resist[i] > 0)
900     prot[i] = resist[i], vuln[i] = 0;
901 root 1.9 else
902 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
903 root 1.9 potion_resist[i] = 0;
904     }
905    
906 root 1.19 wc = arch->clone.stats.wc;
907     stats.dam = arch->clone.stats.dam;
908 root 1.9
909     /* for players which cannot use armour, they gain AC -1 per 3 levels,
910     * plus a small amount of physical resist, those poor suckers. ;)
911     * the fact that maxlevel is factored in could be considered sort of bogus -
912     * we should probably give them some bonus and cap it off - otherwise,
913     * basically, if a server updates its max level, these playes may find
914     * that their protection from physical goes down
915     */
916 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 root 1.9 {
918 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 elmex 1.1 }
921 root 1.9 else
922 root 1.19 ac = arch->clone.stats.ac;
923 root 1.9
924 root 1.19 stats.luck = arch->clone.stats.luck;
925     speed = arch->clone.speed;
926 root 1.9
927     /* OK - we've reset most all the objects attributes to sane values.
928     * now go through and make adjustments for what the player has equipped.
929     */
930    
931 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
932 root 1.9 {
933     /* See note in map.c:update_position about making this additive
934     * since light sources are never applied, need to put check here.
935     */
936 root 1.19 if (tmp->glow_radius > glow_radius)
937     glow_radius = tmp->glow_radius;
938 root 1.3
939 root 1.9 /* This happens because apply_potion calls change_abil with the potion
940     * applied so we can tell the player what chagned. But change_abil
941     * then calls this function.
942     */
943     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 root 1.19 continue;
945 root 1.3
946 root 1.9 /* For some things, we don't care what is equipped */
947     if (tmp->type == SKILL)
948     {
949     /* Want to take the highest skill here. */
950     if (IS_MANA_SKILL (tmp->subtype))
951     {
952     if (!mana_obj)
953     mana_obj = tmp;
954     else if (tmp->level > mana_obj->level)
955     mana_obj = tmp;
956     }
957 root 1.19
958 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
959     {
960     if (!grace_obj)
961     grace_obj = tmp;
962     else if (tmp->level > grace_obj->level)
963     grace_obj = tmp;
964 root 1.3 }
965     }
966    
967 root 1.9 /* Container objects are not meant to adjust a players, but other applied
968     * objects need to make adjustments.
969     * This block should handle all player specific changes
970     * The check for Praying is a bit of a hack - god given bonuses are put
971     * in the praying skill, and the player should always get those.
972     * It also means we need to put in additional checks for applied below,
973     * because the skill shouldn't count against body positions being used
974     * up, etc.
975     */
976     if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
977     (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
978     {
979 root 1.19 if (type == PLAYER)
980 root 1.9 {
981     if (tmp->type == BOW)
982 root 1.19 contr->ranges[range_bow] = tmp;
983 root 1.9
984     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 root 1.19 contr->ranges[range_misc] = tmp;
986 root 1.9
987     for (i = 0; i < NUM_STATS; i++)
988 root 1.19 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
989 root 1.9
990     /* these are the items that currently can change digestion, regeneration,
991     * spell point recovery and mana point recovery. Seems sort of an arbitary
992     * list, but other items store other info into stats array.
993     */
994 elmex 1.18 if ((tmp->type == WEAPON) ||
995     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996     (tmp->type == SHIELD) || (tmp->type == RING) ||
997     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 elmex 1.14 (tmp->type == SKILL))
1002 root 1.9 {
1003 root 1.19 contr->digestion += tmp->stats.food;
1004     contr->gen_hp += tmp->stats.hp;
1005     contr->gen_sp += tmp->stats.sp;
1006     contr->gen_grace += tmp->stats.grace;
1007     contr->gen_sp_armour += tmp->gen_sp_armour;
1008     contr->item_power += tmp->item_power;
1009 root 1.3 }
1010 root 1.9 } /* if this is a player */
1011 root 1.3
1012 root 1.9 /* Update slots used for items */
1013     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1015     body_used[i] += tmp->body_info[i];
1016 root 1.3
1017 root 1.9 if (tmp->type == SYMPTOM)
1018     {
1019     speed_reduce_from_disease = tmp->last_sp / 100.0;
1020     if (speed_reduce_from_disease == 0)
1021     speed_reduce_from_disease = 1;
1022 root 1.3 }
1023    
1024 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025     * (Negative protections are calculated extactly like positive.)
1026     * Resistance from potions are treated special as well. If there's
1027     * more than one potion-effect, the bigger prot.-value is taken.
1028     */
1029     if (tmp->type != POTION)
1030     {
1031     for (i = 0; i < NROFATTACKS; i++)
1032     {
1033     /* Potential for cursed potions, in which case we just can use
1034 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1035 root 1.9 */
1036     if (tmp->type == POTION_EFFECT)
1037     {
1038     if (potion_resist[i])
1039     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040     else
1041     potion_resist[i] = tmp->resist[i];
1042 root 1.3 }
1043 root 1.9 else if (tmp->resist[i] > 0)
1044     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045     else if (tmp->resist[i] < 0)
1046     vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1047     }
1048     }
1049    
1050     /* There may be other things that should not adjust the attacktype */
1051     if (tmp->type != BOW && tmp->type != SYMPTOM)
1052 root 1.19 attacktype |= tmp->attacktype;
1053 root 1.9
1054 root 1.19 path_attuned |= tmp->path_attuned;
1055     path_repelled |= tmp->path_repelled;
1056     path_denied |= tmp->path_denied;
1057     stats.luck += tmp->stats.luck;
1058     move_type |= tmp->move_type;
1059    
1060     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 root 1.9
1068 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1069     SET_FLAG (this, FLAG_UNDEAD);
1070 root 1.9
1071     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072     {
1073 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1074     invisible = 1;
1075 root 1.9 }
1076    
1077     if (tmp->stats.exp && tmp->type != SKILL)
1078     {
1079     if (tmp->stats.exp > 0)
1080     {
1081     added_speed += (float) tmp->stats.exp / 3.0;
1082     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1083 root 1.3 }
1084 root 1.9 else
1085     added_speed += (float) tmp->stats.exp;
1086 root 1.3 }
1087    
1088 root 1.9 switch (tmp->type)
1089     {
1090 root 1.10 /* skills modifying the character -b.t. */
1091     /* for all skills and skill granting objects */
1092     case SKILL:
1093     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1094     break;
1095 root 1.3
1096 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1097     wc_obj = tmp;
1098 root 1.3
1099 root 1.19 if (chosen_skill)
1100     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1101 root 1.10
1102 root 1.19 chosen_skill = tmp;
1103 root 1.10
1104     if (tmp->stats.dam > 0)
1105     { /* skill is a 'weapon' */
1106 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 root 1.10 weapon_speed = (int) WEAPON_SPEED (tmp);
1108 root 1.19
1109 root 1.10 if (weapon_speed < 0)
1110     weapon_speed = 0;
1111 root 1.19
1112 root 1.10 weapon_weight = tmp->weight;
1113 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1114    
1115 root 1.10 if (tmp->magic)
1116 root 1.19 stats.dam += tmp->magic;
1117 root 1.10 }
1118 root 1.3
1119 root 1.10 if (tmp->stats.wc)
1120     wc -= (tmp->stats.wc + tmp->magic);
1121 root 1.3
1122 root 1.10 if (tmp->slaying != NULL)
1123 root 1.19 slaying = tmp->slaying;
1124 root 1.9
1125 root 1.10 if (tmp->stats.ac)
1126     ac -= (tmp->stats.ac + tmp->magic);
1127 root 1.3
1128 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130    
1131     if (type == PLAYER)
1132     contr->ranges[range_skill] = this;
1133    
1134 root 1.10 break;
1135 root 1.3
1136 root 1.10 case SKILL_TOOL:
1137 root 1.19 if (chosen_skill)
1138     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139    
1140     chosen_skill = tmp;
1141    
1142     if (type == PLAYER)
1143     contr->ranges[range_skill] = this;
1144 root 1.10 break;
1145 root 1.3
1146 root 1.10 case SHIELD:
1147 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148     contr->encumbrance += (int) tmp->weight / 2000;
1149 root 1.10 case RING:
1150     case AMULET:
1151     case GIRDLE:
1152     case HELMET:
1153     case BOOTS:
1154     case GLOVES:
1155     case CLOAK:
1156     if (tmp->stats.wc)
1157 root 1.9 wc -= (tmp->stats.wc + tmp->magic);
1158 root 1.19
1159 root 1.10 if (tmp->stats.dam)
1160 root 1.19 stats.dam += (tmp->stats.dam + tmp->magic);
1161    
1162 root 1.10 if (tmp->stats.ac)
1163     ac -= (tmp->stats.ac + tmp->magic);
1164 root 1.19
1165 root 1.10 break;
1166    
1167     case WEAPON:
1168     wc -= (tmp->stats.wc + tmp->magic);
1169 root 1.19
1170 root 1.10 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171     ac -= tmp->stats.ac + tmp->magic;
1172 root 1.19
1173     stats.dam += (tmp->stats.dam + tmp->magic);
1174 root 1.10 weapon_weight = tmp->weight;
1175     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 root 1.19
1177 root 1.10 if (weapon_speed < 0)
1178     weapon_speed = 0;
1179 root 1.19
1180     slaying = tmp->slaying;
1181 root 1.10 /* If there is desire that two handed weapons should do
1182     * extra strength damage, this is where the code should
1183     * go.
1184     */
1185 root 1.19 current_weapon = tmp;
1186     if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188 root 1.9
1189 root 1.10 break;
1190 root 1.9
1191 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1192 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193     contr->encumbrance += (int) tmp->weight / 1000;
1194 root 1.10
1195     case BRACERS:
1196     case FORCE:
1197     if (tmp->stats.wc)
1198     {
1199     if (best_wc < tmp->stats.wc + tmp->magic)
1200     {
1201     wc += best_wc;
1202     best_wc = tmp->stats.wc + tmp->magic;
1203     }
1204     else
1205     wc += tmp->stats.wc + tmp->magic;
1206     }
1207 root 1.19
1208 root 1.10 if (tmp->stats.ac)
1209     {
1210     if (best_ac < tmp->stats.ac + tmp->magic)
1211     {
1212     ac += best_ac; /* Remove last bonus */
1213     best_ac = tmp->stats.ac + tmp->magic;
1214     }
1215     else /* To nullify the below effect */
1216     ac += tmp->stats.ac + tmp->magic;
1217     }
1218 root 1.19
1219 root 1.10 if (tmp->stats.wc)
1220     wc -= (tmp->stats.wc + tmp->magic);
1221 root 1.19
1222 root 1.10 if (tmp->stats.ac)
1223     ac -= (tmp->stats.ac + tmp->magic);
1224 root 1.19
1225 root 1.10 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1226     max = ARMOUR_SPEED (tmp) / 10.0;
1227 root 1.19
1228 root 1.10 break;
1229 root 1.9 } /* switch tmp->type */
1230     } /* item is equipped */
1231     } /* for loop of items */
1232    
1233     /* We've gone through all the objects the player has equipped. For many things, we
1234     * have generated intermediate values which we now need to assign.
1235     */
1236    
1237     /* 'total resistance = total protections - total vulnerabilities'.
1238     * If there is an uncursed potion in effect, granting more protection
1239     * than that, we take: 'total resistance = resistance from potion'.
1240     * If there is a cursed (and no uncursed) potion in effect, we take
1241     * 'total resistance = vulnerability from cursed potion'.
1242     */
1243     for (i = 0; i < NROFATTACKS; i++)
1244     {
1245 root 1.19 resist[i] = prot[i] - vuln[i];
1246    
1247     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1248     resist[i] = potion_resist[i];
1249 elmex 1.1 }
1250    
1251 root 1.9 /* Figure out the players sp/mana/hp totals. */
1252 root 1.19 if (type == PLAYER)
1253 root 1.9 {
1254     int pl_level;
1255    
1256 root 1.19 check_stat_bounds (&(stats));
1257     pl_level = level;
1258 root 1.9
1259     if (pl_level < 1)
1260     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1261    
1262     /* You basically get half a con bonus/level. But we do take into account rounding,
1263     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1264     */
1265 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1266 root 1.9 {
1267 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268    
1269     if (i % 2 && con_bonus[stats.Con] % 2)
1270 root 1.9 {
1271 root 1.19 if (con_bonus[stats.Con] > 0)
1272 root 1.9 j++;
1273     else
1274     j--;
1275     }
1276 root 1.19
1277     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1278 root 1.9 }
1279    
1280 root 1.19 for (i = 11; i <= level; i++)
1281     stats.maxhp += 2;
1282 elmex 1.1
1283 root 1.19 if (stats.hp > stats.maxhp)
1284     stats.hp = stats.maxhp;
1285 elmex 1.1
1286 root 1.9 /* Sp gain is controlled by the level of the player's
1287     * relevant experience object (mana_obj, see above)
1288     */
1289     /* following happen when skills system is not used */
1290     if (!mana_obj)
1291 root 1.19 mana_obj = this;
1292    
1293 root 1.9 if (!grace_obj)
1294 root 1.19 grace_obj = this;
1295    
1296 root 1.9 /* set maxsp */
1297 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1298     mana_obj = this;
1299 root 1.9
1300 root 1.19 if (mana_obj == this && type == PLAYER)
1301     stats.maxsp = 1;
1302 root 1.9 else
1303     {
1304     sp_tmp = 0.0;
1305 root 1.19
1306 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307     {
1308     float stmp;
1309    
1310     /* Got some extra bonus at first level */
1311     if (i < 2)
1312 root 1.19 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1313 root 1.9 else
1314 root 1.19 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1315    
1316 root 1.9 if (stmp < 1.0)
1317     stmp = 1.0;
1318 root 1.19
1319 root 1.9 sp_tmp += stmp;
1320 root 1.3 }
1321 root 1.19
1322     stats.maxsp = (int) sp_tmp;
1323 root 1.3
1324 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1325 root 1.19 stats.maxsp += 2;
1326 root 1.3 }
1327 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1328 root 1.19 if (stats.sp > stats.maxsp * 2)
1329     stats.sp = stats.maxsp * 2;
1330 root 1.9
1331     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1332 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333     grace_obj = this;
1334 root 1.9
1335 root 1.19 if (grace_obj == this && type == PLAYER)
1336     stats.maxgrace = 1;
1337 root 1.9 else
1338     {
1339     /* store grace in a float - this way, the divisions below don't create
1340     * big jumps when you go from level to level - with int's, it then
1341     * becomes big jumps when the sums of the bonuses jump to the next
1342     * step of 8 - with floats, even fractional ones are useful.
1343     */
1344     sp_tmp = 0.0;
1345 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 root 1.9 {
1347     float grace_tmp = 0.0;
1348    
1349     /* Got some extra bonus at first level */
1350     if (i < 2)
1351 root 1.19 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1352     2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 root 1.9 else
1354 root 1.19 grace_tmp = (float) contr->levgrace[i]
1355     + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1356    
1357 root 1.9 if (grace_tmp < 1.0)
1358     grace_tmp = 1.0;
1359 root 1.19
1360 root 1.9 sp_tmp += grace_tmp;
1361 root 1.3 }
1362 root 1.19
1363     stats.maxgrace = (int) sp_tmp;
1364 root 1.3
1365 root 1.9 /* two grace points per level after 11 */
1366     for (i = 11; i <= grace_obj->level; i++)
1367 root 1.19 stats.maxgrace += 2;
1368 root 1.3 }
1369 root 1.9 /* No limit on grace vs maxgrace */
1370 root 1.3
1371 root 1.19 if (contr->braced)
1372 root 1.9 {
1373     ac += 2;
1374     wc += 4;
1375 root 1.3 }
1376 root 1.9 else
1377 root 1.19 ac -= dex_bonus[stats.Dex];
1378 root 1.9
1379     /* In new exp/skills system, wc bonuses are related to
1380     * the players level in a relevant exp object (wc_obj)
1381     * not the general player level -b.t.
1382     * I changed this slightly so that wc bonuses are better
1383     * than before. This is to balance out the fact that
1384     * the player no longer gets a personal weapon w/ 1
1385     * improvement every level, now its fighterlevel/5. So
1386     * we give the player a bonus here in wc and dam
1387     * to make up for the change. Note that I left the
1388     * monster bonus the same as before. -b.t.
1389     */
1390    
1391 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 root 1.9 {
1393 root 1.19 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1394 root 1.9 for (i = 1; i < wc_obj->level; i++)
1395     {
1396     /* addtional wc every 6 levels */
1397     if (!(i % 6))
1398     wc--;
1399     /* addtional dam every 4 levels. */
1400 root 1.19 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1401     stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1402 root 1.9 }
1403     }
1404     else
1405 root 1.19 wc -= (level + thaco_bonus[stats.Str]);
1406 root 1.9
1407 root 1.19 stats.dam += dam_bonus[stats.Str];
1408 root 1.9
1409 root 1.19 if (stats.dam < 1)
1410     stats.dam = 1;
1411 root 1.9
1412 root 1.19 speed = 1.0 + speed_bonus[stats.Dex];
1413    
1414     if (settings.search_items && contr->search_str[0])
1415     speed -= 1;
1416    
1417     if (attacktype == 0)
1418     attacktype = arch->clone.attacktype;
1419 root 1.9
1420     } /* End if player */
1421    
1422     if (added_speed >= 0)
1423 root 1.19 speed += added_speed / 10.0;
1424 root 1.9 else /* Something wrong here...: */
1425 root 1.19 speed /= (float) (1.0 - added_speed);
1426 root 1.3
1427 root 1.9 /* Max is determined by armour */
1428 root 1.19 if (speed > max)
1429     speed = max;
1430 elmex 1.1
1431 root 1.19 if (type == PLAYER)
1432 root 1.9 {
1433     /* f is a number the represents the number of kg above (positive num)
1434     * or below (negative number) that the player is carrying. If above
1435     * weight limit, then player suffers a speed reduction based on how
1436     * much above he is, and what is max carry is
1437     */
1438 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1439 root 1.9 if (f > 0)
1440 root 1.19 speed = speed / (1.0 + f / max_carry[stats.Str]);
1441 elmex 1.1 }
1442    
1443 root 1.19 speed += bonus_speed / 10.0; /* Not affected by limits */
1444 root 1.9
1445     /* Put a lower limit on speed. Note with this speed, you move once every
1446     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1447     */
1448 root 1.19 speed = speed * speed_reduce_from_disease;
1449 elmex 1.1
1450 root 1.19 if (speed < 0.01 && type == PLAYER)
1451     speed = 0.01;
1452 root 1.9
1453 root 1.19 if (type == PLAYER)
1454 root 1.9 {
1455     float M, W, s, D, K, S, M2;
1456 elmex 1.1
1457 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1458     * Note that we never used these values again - basically
1459     * all of these could be subbed into one big equation, but
1460     * that would just be a real pain to read.
1461     */
1462 root 1.19 M = (max_carry[stats.Str] - 121) / 121.0;
1463     M2 = max_carry[stats.Str] / 100.0;
1464 root 1.9 W = weapon_weight / 20000.0;
1465     s = 2 - weapon_speed / 10.0;
1466 root 1.19 D = (stats.Dex - 14) / 14.0;
1467     K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1468     K *= (4 + level) / (float) (6 + level) * 1.2;
1469 root 1.9 if (K <= 0)
1470     K = 0.01;
1471 root 1.19 S = speed / (K * s);
1472     contr->weapon_sp = S;
1473 root 1.9 }
1474 root 1.19
1475 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1476 root 1.19 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1477     stats.dam = arch->clone.stats.dam * 3;
1478 root 1.9
1479     /* Prevent overflows of wc - best you can get is ABS(120) - this
1480     * should be more than enough - remember, AC is also in 8 bits,
1481     * so its value is the same.
1482     */
1483     if (wc > 120)
1484     wc = 120;
1485     else if (wc < -120)
1486     wc = -120;
1487 root 1.19
1488     stats.wc = wc;
1489 root 1.9
1490     if (ac > 120)
1491     ac = 120;
1492     else if (ac < -120)
1493     ac = -120;
1494 root 1.19
1495     stats.ac = ac;
1496 root 1.9
1497     /* if for some reason the creature doesn't have any move type,
1498     * give them walking as a default.
1499     * The second case is a special case - to more closely mimic the
1500     * old behaviour - if your flying, your not walking - just
1501     * one or the other.
1502     */
1503 root 1.19 if (move_type == 0)
1504     move_type = MOVE_WALK;
1505     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506     move_type &= ~MOVE_WALK;
1507 elmex 1.1
1508 root 1.24 if (speed != old_speed)
1509     set_speed (speed);
1510 elmex 1.1
1511 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1512     * so we will check that now.
1513     */
1514 root 1.19 if (type == PLAYER)
1515     {
1516     esrv_update_stats (contr);
1517     esrv_update_spells (contr);
1518     }
1519 elmex 1.1 }
1520    
1521     /*
1522     * Returns true if the given player is a legal class.
1523     * The function to add and remove class-bonuses to the stats doesn't
1524     * check if the stat becomes negative, thus this function
1525     * merely checks that all stats are 1 or more, and returns
1526     * false otherwise.
1527     */
1528 root 1.9 int
1529     allowed_class (const object *op)
1530     {
1531     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1532     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1533 elmex 1.1 }
1534    
1535     /*
1536     * set the new dragon name after gaining levels or
1537     * changing ability focus (later this can be extended to
1538     * eventually change the player's face and animation)
1539     *
1540     * Note that the title is written to 'own_title' in the
1541     * player struct. This should be changed to 'ext_title'
1542     * as soon as clients support this!
1543     * Please, anyone, write support for 'ext_title'.
1544     */
1545 root 1.9 void
1546     set_dragon_name (object *pl, const object *abil, const object *skin)
1547     {
1548     int atnr = -1; /* attacknumber of highest level */
1549     int level = 0; /* highest level */
1550 elmex 1.1 int i;
1551    
1552     /* Perhaps do something more clever? */
1553 root 1.9 if (!abil || !skin)
1554     return;
1555    
1556 elmex 1.1 /* first, look for the highest level */
1557 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1558     {
1559     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1560     {
1561     level = abil->resist[i];
1562     atnr = i;
1563     }
1564 elmex 1.1 }
1565 root 1.9
1566 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1567     or else at random */
1568 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1569 elmex 1.1 atnr = abil->stats.exp;
1570 root 1.9
1571     level = (int) (level / 5.);
1572    
1573 elmex 1.1 /* now set the new title */
1574 root 1.9 if (pl->contr != NULL)
1575     {
1576     if (level == 0)
1577     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1578     else if (level == 1)
1579     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1580     else if (level == 2)
1581     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1582     else if (level == 3)
1583     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1584 elmex 1.1 else
1585 root 1.9 {
1586     /* special titles for extra high resistance! */
1587     if (skin->resist[atnr] > 80)
1588     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1589     else if (skin->resist[atnr] > 50)
1590     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1591     else
1592     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1593     }
1594 elmex 1.1 }
1595 root 1.9
1596     strcpy (pl->contr->own_title, "");
1597 elmex 1.1 }
1598    
1599     /*
1600     * This function is called when a dragon-player gains
1601     * an overall level. Here, the dragon might gain new abilities
1602     * or change the ability-focus.
1603     */
1604 root 1.9 void
1605     dragon_level_gain (object *who)
1606     {
1607     object *abil = NULL; /* pointer to dragon ability force */
1608     object *skin = NULL; /* pointer to dragon skin force */
1609     object *tmp = NULL; /* tmp. object */
1610     char buf[MAX_BUF]; /* tmp. string buffer */
1611    
1612     /* now grab the 'dragon_ability'-forces from the player's inventory */
1613     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1614     {
1615     if (tmp->type == FORCE)
1616     {
1617     if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1618     abil = tmp;
1619     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1620     skin = tmp;
1621     }
1622     }
1623     /* if the force is missing -> bail out */
1624     if (abil == NULL)
1625     return;
1626    
1627     /* The ability_force keeps track of maximum level ever achieved.
1628     * New abilties can only be gained by surpassing this max level
1629     */
1630     if (who->level > abil->level)
1631     {
1632     /* increase our focused ability */
1633     abil->resist[abil->stats.exp]++;
1634    
1635    
1636     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1637     {
1638     /* time to hand out a new ability-gift */
1639     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1640     }
1641    
1642     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1643     {
1644     /* apply new ability focus */
1645     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1646     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1647    
1648     abil->stats.exp = abil->last_eat;
1649     abil->last_eat = 0;
1650     }
1651    
1652     abil->level = who->level;
1653     }
1654    
1655     /* last but not least, set the new title for the dragon */
1656     set_dragon_name (who, abil, skin);
1657 elmex 1.1 }
1658    
1659     /* Handy function - given the skill name skill_name, we find the skill
1660     * archetype/object, set appropriate values, and insert it into
1661     * the object (op) that is passed.
1662     * We return the skill - this makes it easier for calling functions that
1663     * want to do something with it immediately.
1664     */
1665 root 1.9 object *
1666     give_skill_by_name (object *op, const char *skill_name)
1667 elmex 1.1 {
1668 root 1.9 object *skill_obj;
1669 elmex 1.1
1670 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1671     if (!skill_obj)
1672     {
1673     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1674     return NULL;
1675     }
1676     /* clear the flag - exp goes into this bucket, but player
1677     * still doesn't know it.
1678     */
1679     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680     skill_obj->stats.exp = 0;
1681     skill_obj->level = 1;
1682     insert_ob_in_ob (skill_obj, op);
1683     if (op->contr)
1684     {
1685     op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1686     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1687 elmex 1.1 }
1688 root 1.9 return skill_obj;
1689 elmex 1.1 }
1690    
1691    
1692     /* player_lvl_adj() - for the new exp system. we are concerned with
1693     * whether the player gets more hp, sp and new levels.
1694     * Note this this function should only be called for players. Monstes
1695     * don't really gain levels
1696     * who is the player, op is what we are checking to gain the level
1697     * (eg, skill)
1698     */
1699 root 1.9 void
1700     player_lvl_adj (object *who, object *op)
1701     {
1702     char buf[MAX_BUF];
1703    
1704     if (!op) /* when rolling stats */
1705     op = who;
1706    
1707     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1708     {
1709     op->level++;
1710    
1711     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1712     dragon_level_gain (who);
1713    
1714     /* Only roll these if it is the player (who) that gained the level */
1715     if (op == who && (who->level < 11) && who->type == PLAYER)
1716     {
1717     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1718     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1719     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1720     }
1721    
1722 root 1.19 who->update_stats ();
1723 root 1.9 if (op->level > 1)
1724     {
1725     if (op->type != PLAYER)
1726     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1727     else
1728     sprintf (buf, "You are now level %d.", op->level);
1729     if (who)
1730     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731     }
1732     player_lvl_adj (who, op); /* To increase more levels */
1733     }
1734     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1735     {
1736     op->level--;
1737 root 1.19 who->update_stats ();
1738 root 1.9 if (op->type != PLAYER)
1739     {
1740     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 root 1.3 }
1743 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1744 elmex 1.1 }
1745 root 1.19
1746 root 1.9 /* check if the spell data has changed */
1747 root 1.19 esrv_update_stats (who->contr);
1748 root 1.9 esrv_update_spells (who->contr);
1749 elmex 1.1 }
1750    
1751     /*
1752     * Returns how much experience is needed for a player to become
1753     * the given level. level should really never exceed max_level
1754     */
1755    
1756 root 1.9 sint64
1757     level_exp (int level, double expmul)
1758     {
1759     if (level > settings.max_level)
1760     return (sint64) (expmul * levels[settings.max_level]);
1761     return (sint64) (expmul * levels[level]);
1762 elmex 1.1 }
1763    
1764     /*
1765     * Ensure that the permanent experience requirements in an exp object are met.
1766     * This really just checks 'op to make sure the perm_exp value is within
1767     * proper range. Note that the checking of what is passed through
1768     * has been reduced. Since there is now a proper field for perm_exp,
1769     * this can now work on a much larger set of objects.
1770     */
1771 root 1.9 void
1772     calc_perm_exp (object *op)
1773 elmex 1.1 {
1774 root 1.9 int p_exp_min;
1775    
1776     /* Ensure that our permanent experience minimum is met.
1777     * permenent_exp_ratio is an integer percentage, we divide by 100
1778     * to get the fraction */
1779     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1780    
1781     if (op->perm_exp < p_exp_min)
1782     op->perm_exp = p_exp_min;
1783    
1784     /* Cap permanent experience. */
1785     if (op->perm_exp < 0)
1786     op->perm_exp = 0;
1787     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1788     op->perm_exp = MAX_EXPERIENCE;
1789 elmex 1.1 }
1790    
1791     /* Add experience to a player - exp should only be positive.
1792     * Updates permanent exp for the skill we are adding to.
1793     * skill_name is the skill to add exp to. Skill name can be
1794     * NULL, in which case exp increases the players general
1795     * total, but not any particular skill.
1796     * flag is what to do if the player doesn't have the skill:
1797     */
1798 root 1.9 static void
1799     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1800 elmex 1.1 {
1801 elmex 1.4 object *skill_obj = NULL;
1802     sint64 limit, exp_to_add;
1803     int i;
1804    
1805     /* prevents some forms of abuse. */
1806     if (op->contr->braced)
1807     exp = exp / 5;
1808    
1809     /* Try to find the matching skill.
1810     * We do a shortcut/time saving mechanism first - see if it matches
1811     * chosen_skill. This means we don't need to search through
1812     * the players inventory.
1813     */
1814     if (skill_name)
1815     {
1816 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1817 elmex 1.4 skill_obj = op->chosen_skill;
1818     else
1819     {
1820     for (i = 0; i < NUM_SKILLS; i++)
1821 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1822 elmex 1.4 {
1823     skill_obj = op->contr->last_skill_ob[i];
1824     break;
1825     }
1826 root 1.3
1827 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1828     * it to the player if necessary
1829     */
1830     if (!skill_obj)
1831     {
1832     if (flag == SK_EXP_NONE)
1833     return;
1834     else if (flag == SK_EXP_ADD_SKILL)
1835     give_skill_by_name (op, skill_name);
1836 root 1.3 }
1837     }
1838 elmex 1.1 }
1839    
1840 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1841     {
1842     /* Basically, you can never gain more experience in one shot
1843     * than half what you need to gain for next level.
1844     */
1845     exp_to_add = exp;
1846     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1847     if (exp_to_add > limit)
1848     exp_to_add = limit;
1849    
1850 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1851 elmex 1.4 if (settings.permanent_exp_ratio)
1852     {
1853 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1854 elmex 1.4 calc_perm_exp (op);
1855     }
1856    
1857     player_lvl_adj (op, NULL);
1858     }
1859    
1860     if (skill_obj)
1861     {
1862     exp_to_add = exp;
1863     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1864     if (exp_to_add > limit)
1865     exp_to_add = limit;
1866    
1867     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1868     if (settings.permanent_exp_ratio)
1869     {
1870 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1871 elmex 1.4 calc_perm_exp (skill_obj);
1872     }
1873 elmex 1.1
1874 elmex 1.4 player_lvl_adj (op, skill_obj);
1875 elmex 1.1 }
1876     }
1877    
1878     /* This function checks to make sure that object 'op' can
1879     * lost 'exp' experience. It returns the amount of exp
1880     * object 'op' can in fact lose - it basically makes
1881     * adjustments based on permanent exp and the like.
1882     * This function should always be used for losing experience -
1883     * the 'exp' value passed should be positive - this is the
1884     * amount that should get subtract from the player.
1885     */
1886 root 1.9 sint64
1887     check_exp_loss (const object *op, sint64 exp)
1888 elmex 1.1 {
1889 root 1.9 sint64 del_exp;
1890 elmex 1.1
1891 root 1.9 if (exp > op->stats.exp)
1892     exp = op->stats.exp;
1893     if (settings.permanent_exp_ratio)
1894     {
1895     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1896     if (del_exp < 0)
1897     del_exp = 0;
1898     if (exp > del_exp)
1899     exp = del_exp;
1900 elmex 1.1 }
1901 root 1.9 return exp;
1902 elmex 1.1 }
1903    
1904 root 1.9 sint64
1905     check_exp_adjust (const object *op, sint64 exp)
1906 elmex 1.1 {
1907 root 1.9 if (exp < 0)
1908     return check_exp_loss (op, exp);
1909     else
1910     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1911 elmex 1.1 }
1912    
1913    
1914     /* Subtracts experience from player.
1915     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1916     * only subtract from the matching skill. Otherwise,
1917     * this subtracts a portion from all
1918     * skills the player has. Eg, if we figure the player is losing 10%
1919     * of his total exp, what happens is he loses 10% from all his skills.
1920     * Note that if permanent exp is used, player may not in fact lose
1921     * as much as listed. Eg, if player has gotten reduced to the point
1922     * where everything is at the minimum perm exp, he would lose nothing.
1923     * exp is the amount of exp to subtract - thus, it should be
1924     * a postive number.
1925     */
1926 root 1.9 static void
1927     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1928 elmex 1.1 {
1929 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1930     object *tmp;
1931     sint64 del_exp;
1932    
1933     for (tmp = op->inv; tmp; tmp = tmp->below)
1934     if (tmp->type == SKILL && tmp->stats.exp)
1935     {
1936     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1937     {
1938     del_exp = check_exp_loss (tmp, exp);
1939     tmp->stats.exp -= del_exp;
1940     player_lvl_adj (op, tmp);
1941     }
1942     else if (flag != SK_SUBTRACT_SKILL_EXP)
1943     {
1944     /* only want to process other skills if we are not trying
1945     * to match a specific skill.
1946     */
1947     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948     tmp->stats.exp -= del_exp;
1949     player_lvl_adj (op, tmp);
1950     }
1951     }
1952     if (flag != SK_SUBTRACT_SKILL_EXP)
1953     {
1954     del_exp = check_exp_loss (op, exp);
1955     op->stats.exp -= del_exp;
1956     player_lvl_adj (op, NULL);
1957 elmex 1.1 }
1958     }
1959    
1960    
1961    
1962     /* change_exp() - changes experience to a player/monster. This
1963     * does bounds checking to make sure we don't overflow the max exp.
1964     *
1965     * The exp passed is typically not modified much by this function -
1966     * it is assumed the caller has modified the exp as needed.
1967     * skill_name is the skill that should get the exp added.
1968     * flag is what to do if player doesn't have the skill.
1969     * these last two values are only used for players.
1970     */
1971 root 1.9
1972     void
1973     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974     {
1975 elmex 1.1
1976     #ifdef EXP_DEBUG
1977 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978 elmex 1.1 #endif
1979    
1980 root 1.9 /* safety */
1981     if (!op)
1982     {
1983     LOG (llevError, "change_exp() called for null object!\n");
1984     return;
1985     }
1986    
1987     /* if no change in exp, just return - most of the below code
1988     * won't do anything if the value is 0 anyways.
1989     */
1990     if (exp == 0)
1991     return;
1992    
1993     /* Monsters are easy - we just adjust their exp - we
1994     * don't adjust level, since in most cases it is unrelated to
1995     * the exp they have - the monsters exp represents what its
1996     * worth.
1997     */
1998     if (op->type != PLAYER)
1999     {
2000     /* Sanity check */
2001     if (!QUERY_FLAG (op, FLAG_ALIVE))
2002     return;
2003    
2004     /* reset exp to max allowed value. We subtract from
2005     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2006     * more than max exp, just return.
2007     */
2008     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2009     {
2010     exp = MAX_EXPERIENCE - op->stats.exp;
2011     if (exp < 0)
2012     return;
2013 root 1.3 }
2014 elmex 1.1
2015 root 1.9 op->stats.exp += exp;
2016 elmex 1.1 }
2017 root 1.9 else
2018     { /* Players only */
2019     if (exp > 0)
2020     add_player_exp (op, exp, skill_name, flag);
2021     else
2022     /* note that when you lose exp, it doesn't go against
2023     * a particular skill, so we don't need to pass that
2024     * along.
2025     */
2026     subtract_player_exp (op, FABS (exp), skill_name, flag);
2027 elmex 1.1
2028     }
2029     }
2030    
2031     /* Applies a death penalty experience, the size of this is defined by the
2032     * settings death_penalty_percentage and death_penalty_levels, and by the
2033     * amount of permenent experience, whichever gives the lowest loss.
2034     */
2035    
2036 root 1.9 void
2037     apply_death_exp_penalty (object *op)
2038     {
2039     object *tmp;
2040     sint64 loss;
2041     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2042     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2043    
2044     for (tmp = op->inv; tmp; tmp = tmp->below)
2045     if (tmp->type == SKILL && tmp->stats.exp)
2046     {
2047    
2048     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2049     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2050    
2051     /* With the revised exp system, you can get cases where
2052     * losing several levels would still require that you have more
2053     * exp than you currently have - this is true if the levels
2054     * tables is a lot harder.
2055     */
2056     if (level_loss < 0)
2057     level_loss = 0;
2058 root 1.3
2059 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2060 root 1.3
2061 root 1.9 tmp->stats.exp -= loss;
2062     player_lvl_adj (op, tmp);
2063     }
2064 elmex 1.1
2065 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2066     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2067     if (level_loss < 0)
2068     level_loss = 0;
2069     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2070 elmex 1.1
2071 root 1.9 op->stats.exp -= loss;
2072     player_lvl_adj (op, NULL);
2073 elmex 1.1 }
2074    
2075     /* This function takes an object (monster/player, op), and
2076     * determines if it makes a basic save throw by looking at the
2077     * save_throw table. level is the effective level to make
2078     * the save at, and bonus is any plus/bonus (typically based on
2079     * resistance to particular attacktype.
2080     * Returns 1 if op makes his save, 0 if he failed
2081     */
2082 root 1.9 int
2083     did_make_save (const object *op, int level, int bonus)
2084 elmex 1.1 {
2085 root 1.9 if (level > MAX_SAVE_LEVEL)
2086     level = MAX_SAVE_LEVEL;
2087 elmex 1.1
2088 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2089     return 0;
2090 root 1.19
2091 root 1.9 return 1;
2092 elmex 1.1 }