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/cvs/deliantra/server/common/living.C
Revision: 1.33
Committed: Sat Jan 27 02:19:36 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +1 -1 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.30 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26     #include <funcpoint.h>
27    
28     /* Handy little macro that adds exp and keeps it within bounds. Since
29     * we are now using 64 bit values, I'm not all concerned about overflow issues
30     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31     */
32     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
33    
34 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
35     -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36     22, 25, 30, 40, 50
37 elmex 1.1 };
38    
39     /* changed the name of this to "sp_bonus" from "int_bonus"
40     * because Pow can now be the stat that controls spellpoint
41     * advancement. -b.t.
42     */
43 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
44     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
45     30, 40, 50, 70, 100
46 elmex 1.1 };
47    
48 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
49     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
50     30, 40, 50, 70, 100
51 elmex 1.1 };
52    
53     /* 0.92.7 Changed way charisma works. Values now
54     * represent how much more it costs to buy something than to sell it
55     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56     * would only get 5 gp when you sell.) Let query_cost do the calculations
57     * on how to really do this. Buy keeping it this simple number, it is
58     * much easier to know how things will be influenced. A value of '1' means
59     * buying and selling is both the same value - any value less than or equal
60     * to 1 should not be used.
61     * At least as of now, the only place that uses this code is query_cost,
62     * in server/shop.c. This bonus is split evenly between buying and selling
63     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64     * at .667
65     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
66     * it is 1-diff
67     */
68    
69     const float cha_bonus[MAX_STAT + 1] = { 10.0,
70 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
71     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
72     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
73     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
74     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
75     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
76 elmex 1.1 };
77    
78 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
79     -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
80 elmex 1.1 };
81    
82     /* speed_bonus uses dex as its stat */
83 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
84 elmex 1.1 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
85     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
86     1.6, 1.8, 2.0, 2.5, 3.0
87     };
88    
89     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
90     * strength.
91     */
92 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
93     -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
94 elmex 1.1 };
95    
96 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
97     -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
98 elmex 1.1 };
99    
100     /* Max you can carry before you start getting extra speed penalties */
101 root 1.9 const int max_carry[MAX_STAT + 1] = {
102     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
103     301, 326, 352, 400, 450, 500, 600, 1000
104 elmex 1.1 };
105    
106     /* weight_limit - the absolute most a character can carry - a character can't
107     * pick stuff up if it would put him above this limit.
108     * value is in grams, so we don't need to do conversion later
109     * These limits are probably overly generous, but being there were no values
110     * before, you need to start someplace.
111     */
112    
113 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
114     200000, /* 0 */
115     250000, 300000, 350000, 400000, 500000, /* 5 */
116     600000, 700000, 800000, 900000, 1000000, /* 10 */
117     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
121 elmex 1.1 };
122    
123 root 1.9 const int learn_spell[MAX_STAT + 1] = {
124     0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125     100, 100, 100, 100, 100, 100
126 elmex 1.1 };
127    
128 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
129     100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
130 elmex 1.1 };
131    
132 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
133     -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
134 elmex 1.1 };
135    
136 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
137     3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
138 elmex 1.1 };
139    
140     /*
141     Since this is nowhere defined ...
142     Both come in handy at least in function add_exp()
143     */
144    
145     #define MAX_EXPERIENCE levels[settings.max_level]
146    
147     /* because exp_obj sum to make the total score,
148     * we cannot allow that sum to exceed the maximum
149     * amount of experience a player can gain. Thus
150     * we define MAX_EXP_IN_OBJ. It is important to try
151     * to make the value of MAX_EXP_CAT close to the
152     * actual number of experience objects in the game,
153     * otherwise the maximum level in any experience
154     * category could be quite low. To help the situation
155     * out a little I added 10 more levels, and jacked
156     * up the last level experience value. Its out of
157     * line with progression of previous levels, so
158     * if more levels are desired, this should be fixed.
159     * -b.t.
160     */
161    
162 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
163 elmex 1.1
164     extern sint64 *levels;
165    
166     #define MAX_SAVE_LEVEL 110
167 root 1.9
168 elmex 1.1 /* This no longer needs to be changed anytime the number of
169     * levels is increased - rather, did_make_save will do the
170     * right thing and always use range within this table.
171     * for safety, savethrow should not be accessed directly anymore,
172     * and instead did_make_save should be used instead.
173     */
174 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
175 elmex 1.1 18,
176 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
177     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
178     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
179     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
180     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
181     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
182 elmex 1.1 };
183    
184     const char *const attacks[NROFATTACKS] = {
185     "physical", "magical", "fire", "electricity", "cold", "confusion",
186     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
187     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
188 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
189 elmex 1.1 "life stealing"
190     };
191    
192     static const char *const drain_msg[NUM_STATS] = {
193     "Oh no! You are weakened!",
194     "You're feeling clumsy!",
195     "You feel less healthy",
196     "You suddenly begin to lose your memory!",
197 root 1.9 "Watch out, your mind is going!",
198 root 1.28 "Your spirit feels drained!",
199 root 1.27 "Your face gets distorted!",
200 elmex 1.1 };
201     const char *const restore_msg[NUM_STATS] = {
202     "You feel your strength return.",
203     "You feel your agility return.",
204     "You feel your health return.",
205 root 1.27 "You feel your memory return.",
206 elmex 1.1 "You feel your wisdom return.",
207 root 1.28 "You feel your spirits return.",
208 elmex 1.1 "You feel your charisma return.",
209     };
210     const char *const gain_msg[NUM_STATS] = {
211 root 1.9 "You feel stronger.",
212     "You feel more agile.",
213     "You feel healthy.",
214 root 1.27 "You feel smarter.",
215 root 1.9 "You feel wiser.",
216 root 1.28 "You feel more potent.",
217 root 1.9 "You seem to look better.",
218 elmex 1.1 };
219     const char *const lose_msg[NUM_STATS] = {
220 root 1.9 "You feel weaker!",
221     "You feel clumsy!",
222     "You feel less healthy!",
223 root 1.27 "You feel stupid!",
224 root 1.9 "You lose some of your memory!",
225 root 1.28 "You feel less potent!",
226 root 1.9 "You look ugly!",
227 elmex 1.1 };
228    
229     const char *const statname[NUM_STATS] = {
230 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231 elmex 1.1 };
232    
233     const char *const short_stat_name[NUM_STATS] = {
234 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235 elmex 1.1 };
236    
237     /*
238     * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239     * what attr is (STR to POW).
240     */
241     void
242 root 1.19 set_attr_value (living *stats, int attr, sint8 value)
243 root 1.9 {
244     switch (attr)
245     {
246 root 1.10 case STR:
247     stats->Str = value;
248     break;
249     case DEX:
250     stats->Dex = value;
251     break;
252     case CON:
253     stats->Con = value;
254     break;
255     case WIS:
256     stats->Wis = value;
257     break;
258     case POW:
259     stats->Pow = value;
260     break;
261     case CHA:
262     stats->Cha = value;
263     break;
264     case INT:
265     stats->Int = value;
266     break;
267 root 1.9 }
268 elmex 1.1 }
269    
270     /*
271     * Like set_attr_value(), but instead the value (which can be negative)
272     * is added to the specified stat.
273     */
274     void
275 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
276 root 1.9 {
277     if (value == 0)
278     return;
279 root 1.19
280 root 1.9 switch (attr)
281     {
282 root 1.10 case STR:
283     stats->Str += value;
284     break;
285     case DEX:
286     stats->Dex += value;
287     break;
288     case CON:
289     stats->Con += value;
290     break;
291     case WIS:
292     stats->Wis += value;
293     break;
294     case POW:
295     stats->Pow += value;
296     break;
297     case CHA:
298     stats->Cha += value;
299     break;
300     case INT:
301     stats->Int += value;
302     break;
303     default:
304     LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 root 1.9 }
306 elmex 1.1 }
307    
308     /*
309     * returns the specified stat. See also set_attr_value().
310     */
311    
312     sint8
313 root 1.19 get_attr_value (const living *stats, int attr)
314 root 1.9 {
315     switch (attr)
316     {
317 root 1.19 case STR: return stats->Str;
318     case DEX: return stats->Dex;
319     case CON: return stats->Con;
320     case WIS: return stats->Wis;
321     case CHA: return stats->Cha;
322     case INT: return stats->Int;
323     case POW: return stats->Pow;
324 root 1.9 }
325 root 1.19
326 elmex 1.1 return 0;
327     }
328    
329     /*
330     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331     * 1-30 stat limit.
332     */
333    
334 root 1.9 void
335 root 1.19 check_stat_bounds (living *stats)
336 root 1.9 {
337     int i, v;
338    
339     for (i = 0; i < NUM_STATS; i++)
340     if ((v = get_attr_value (stats, i)) > MAX_STAT)
341     set_attr_value (stats, i, MAX_STAT);
342     else if (v < MIN_STAT)
343     set_attr_value (stats, i, MIN_STAT);
344 elmex 1.1 }
345    
346     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347    
348     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349     * make this macro to clean those up. Not usuable outside change_abil
350     * function since some of the values passed to new_draw_info are hardcoded.
351     */
352     #define DIFF_MSG(flag, msg1, msg2) \
353     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
354    
355     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 root 1.9
357 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
358     * the object.
359     * It is the calling functions responsibilty to check to see if the object
360     * can be applied or not.
361     * The main purpose of calling this function is the messages that are
362     * displayed - fix_player should really always be called after this when
363     * removing an object - that is because it is impossible to know if some object
364     * is the only source of an attacktype or spell attunement, so this function
365     * will clear the bits, but the player may still have some other object
366     * that gives them that ability.
367     */
368 root 1.9 int
369     change_abil (object *op, object *tmp)
370     {
371     int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
372     char message[MAX_BUF];
373     int potion_max = 0;
374    
375     /* remember what object was like before it was changed. note that
376     * refop is a local copy of op only to be used for detecting changes
377 root 1.20 * found by update_stats. refop is not a real object
378 root 1.9 */
379 root 1.20 object_copy refop = *op;
380 root 1.9
381     if (op->type == PLAYER)
382     {
383     if (tmp->type == POTION)
384     {
385     potion_max = 1;
386     for (j = 0; j < NUM_STATS; j++)
387     {
388     int nstat, ostat;
389    
390     ostat = get_attr_value (&(op->contr->orig_stats), j);
391     i = get_attr_value (&(tmp->stats), j);
392    
393     /* nstat is what the stat will be after use of the potion */
394     nstat = flag * i + ostat;
395    
396     /* Do some bounds checking. While I don't think any
397     * potions do so right now, there is the potential for potions
398     * that adjust that stat by more than one point, so we need
399     * to allow for that.
400     */
401     if (nstat < 1 && i * flag < 0)
402     nstat = 1;
403     else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
404     {
405     nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 root 1.3 }
407 root 1.20
408 root 1.9 if (nstat != ostat)
409     {
410     set_attr_value (&(op->contr->orig_stats), j, nstat);
411     potion_max = 0;
412 root 1.3 }
413 root 1.9 else if (i)
414     {
415     /* potion is useless - player has already hit the natural maximum */
416     potion_max = 1;
417 root 1.3 }
418     }
419 root 1.20
420 root 1.9 /* This section of code ups the characters normal stats also. I am not
421     * sure if this is strictly necessary, being that fix_player probably
422     * recalculates this anyway.
423     */
424     for (j = 0; j < NUM_STATS; j++)
425     change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426 root 1.20
427 root 1.9 check_stat_bounds (&(op->stats));
428     } /* end of potion handling code */
429     }
430    
431     /* reset attributes that fix_player doesn't reset since it doesn't search
432     * everything to set
433     */
434     if (flag == -1)
435     {
436     op->attacktype &= ~tmp->attacktype;
437     op->path_attuned &= ~tmp->path_attuned;
438     op->path_repelled &= ~tmp->path_repelled;
439     op->path_denied &= ~tmp->path_denied;
440     /* Presuming here that creatures only have move_type,
441     * and not the other move_ fields.
442     */
443     op->move_type &= ~tmp->move_type;
444 elmex 1.1 }
445    
446 root 1.9 /* call fix_player since op object could have whatever attribute due
447     * to multiple items. if fix_player always has to be called after
448     * change_ability then might as well call it from here
449     */
450 root 1.19 op->update_stats ();
451 root 1.9
452     /* Fix player won't add the bows ability to the player, so don't
453     * print out message if this is a bow.
454     */
455     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456     {
457     success = 1;
458     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459     }
460 root 1.20
461 root 1.9 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
462     {
463     success = 1;
464     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465     }
466 root 1.20
467 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
468     {
469     success = 1;
470     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471     }
472 root 1.20
473 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474     {
475     success = 1;
476     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477     }
478 root 1.20
479 root 1.9 /* movement type has changed. We don't care about cases where
480     * user has multiple items giving the same type appled like we
481     * used to - that is more work than what we gain, plus messages
482     * can be misleading (a little higher could be miscontrued from
483     * from fly high)
484     */
485     if (tmp->move_type && op->move_type != refop.move_type)
486     {
487     success = 1;
488 elmex 1.1
489 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490     * status doesn't make a difference if you are flying high
491     */
492     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493     {
494     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
495 root 1.3 }
496    
497 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
498     {
499     /* double conditional - second case covers if you have move_fly_low -
500     * in that case, you don't actually land
501     */
502     DIFF_MSG (flag, "You soar into the air air!.",
503     (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 root 1.3 }
505 root 1.9 if (tmp->move_type & MOVE_SWIM)
506     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 elmex 1.1
508 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
509     check_move_on (op, op);
510 elmex 1.1 }
511    
512 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
513     * originally undead may change their status
514     */
515     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
516     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517     {
518     success = 1;
519     if (flag > 0)
520     {
521     op->race = "undead";
522     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523     }
524     else
525     {
526     op->race = op->arch->clone.race;
527     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528     }
529     }
530 elmex 1.1
531 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
532     {
533     success = 1;
534     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 elmex 1.1 }
536 root 1.20
537 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
538     {
539     success = 1;
540     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 elmex 1.1 }
542 root 1.20
543 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
544     * vision
545     */
546     if (QUERY_FLAG (tmp, FLAG_BLIND))
547     {
548     success = 1;
549     if (flag > 0)
550     {
551     if (QUERY_FLAG (op, FLAG_WIZ))
552     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553     else
554     {
555     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556     SET_FLAG (op, FLAG_BLIND);
557     if (op->type == PLAYER)
558     op->contr->do_los = 1;
559 root 1.3 }
560 root 1.9 }
561     else
562     {
563     if (QUERY_FLAG (op, FLAG_WIZ))
564     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565     else
566     {
567     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568     CLEAR_FLAG (op, FLAG_BLIND);
569     if (op->type == PLAYER)
570     op->contr->do_los = 1;
571 root 1.3 }
572     }
573 elmex 1.1 }
574    
575 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
576     {
577     success = 1;
578     if (op->type == PLAYER)
579     op->contr->do_los = 1;
580     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 elmex 1.1 }
582    
583 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
584     {
585     success = 1;
586     if (flag > 0)
587     {
588     if (QUERY_FLAG (op, FLAG_WIZ))
589     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590     else
591     {
592     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593     if (op->type == PLAYER)
594     op->contr->do_los = 1;
595 root 1.3 }
596 root 1.9 }
597     else
598     {
599     if (QUERY_FLAG (op, FLAG_WIZ))
600     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601     else
602     {
603     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604     if (op->type == PLAYER)
605     op->contr->do_los = 1;
606 root 1.3 }
607     }
608 elmex 1.1 }
609    
610 root 1.9 if (tmp->stats.luck)
611     {
612     success = 1;
613     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 elmex 1.1 }
615    
616 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
617     {
618     success = 1;
619     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 elmex 1.1 }
621    
622 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
623     {
624     success = 1;
625     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 elmex 1.1 }
627    
628 root 1.9 /* for the future when artifacts set this -b.t. */
629     if (tmp->stats.grace && op->type == PLAYER)
630     {
631     success = 1;
632     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 elmex 1.1 }
634    
635 root 1.9 if (tmp->stats.food && op->type == PLAYER)
636     {
637     success = 1;
638     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 elmex 1.1 }
640    
641 root 1.9 /* Messages for changed resistance */
642     for (i = 0; i < NROFATTACKS; i++)
643     {
644     if (i == ATNR_PHYSICAL)
645     continue; /* Don't display about armour */
646    
647     if (op->resist[i] != refop.resist[i])
648     {
649     success = 1;
650     if (op->resist[i] > refop.resist[i])
651     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
652     else
653     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
654    
655     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 root 1.3 }
657 elmex 1.1 }
658    
659 elmex 1.18 if (!potion_max)
660 root 1.9 {
661     for (j = 0; j < NUM_STATS; j++)
662     {
663     if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664     {
665     success = 1;
666     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 root 1.3 }
668     }
669 elmex 1.1 }
670 root 1.20
671 root 1.9 return success;
672 elmex 1.1 }
673    
674     /*
675     * Stat draining by Vick 930307
676     * (Feeling evil, I made it work as well now. -Frank 8)
677     */
678    
679 root 1.9 void
680 root 1.19 object::drain_stat ()
681 root 1.9 {
682 root 1.33 drain_specific_stat (rndm (NUM_STATS));
683 elmex 1.1 }
684    
685 root 1.9 void
686 root 1.19 object::drain_specific_stat (int deplete_stats)
687 root 1.9 {
688 elmex 1.1 object *tmp;
689     archetype *at;
690    
691 root 1.11 at = archetype::find (ARCH_DEPLETION);
692 root 1.9 if (!at)
693     {
694     LOG (llevError, "Couldn't find archetype depletion.\n");
695     return;
696     }
697     else
698     {
699 root 1.19 tmp = present_arch_in_ob (at, this);
700    
701 root 1.9 if (!tmp)
702     {
703     tmp = arch_to_object (at);
704 root 1.19 tmp = insert_ob_in_ob (tmp, this);
705 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
706     }
707     }
708    
709 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
711 root 1.19 update_stats ();
712 elmex 1.1 }
713    
714     /*
715     * A value of 0 indicates timeout, otherwise change the luck of the object.
716     * via an applied bad_luck object.
717     */
718 root 1.9 void
719 root 1.19 object::change_luck (int value)
720 root 1.9 {
721 root 1.19 archetype *at = archetype::find ("luck");
722 elmex 1.1 if (!at)
723 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
724     else
725     {
726 root 1.19 object *tmp = present_arch_in_ob (at, this);
727    
728 root 1.9 if (!tmp)
729     {
730     if (!value)
731     return;
732 root 1.19
733 root 1.9 tmp = arch_to_object (at);
734 root 1.19 tmp = insert_ob_in_ob (tmp, this);
735 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
736     }
737 root 1.19
738 root 1.9 if (value)
739     {
740     /* Limit the luck value of the bad luck object to +/-100. This
741     * (arbitrary) value prevents overflows (both in the bad luck object and
742     * in op itself).
743     */
744 root 1.19 int new_luck = tmp->stats.luck + value;
745    
746 root 1.9 if (new_luck >= -100 && new_luck <= 100)
747     {
748 root 1.19 stats.luck += value;
749 root 1.9 tmp->stats.luck = new_luck;
750     }
751     }
752     else
753     {
754     if (!tmp->stats.luck)
755 root 1.19 return;
756    
757 root 1.9 /* Randomly change the players luck. Basically, we move it
758     * back neutral (if greater>0, subtract, otherwise add)
759     */
760 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 root 1.9 {
762     int diff = tmp->stats.luck > 0 ? -1 : 1;
763    
764 root 1.19 stats.luck += diff;
765 root 1.9 tmp->stats.luck += diff;
766     }
767     }
768 elmex 1.1 }
769     }
770    
771     /*
772     * Subtracts stat-bonuses given by the class which the player has chosen.
773     */
774 root 1.9 void
775 root 1.19 object::remove_statbonus ()
776 root 1.9 {
777 root 1.19 stats.Str -= arch->clone.stats.Str;
778     stats.Dex -= arch->clone.stats.Dex;
779     stats.Con -= arch->clone.stats.Con;
780     stats.Wis -= arch->clone.stats.Wis;
781     stats.Pow -= arch->clone.stats.Pow;
782     stats.Cha -= arch->clone.stats.Cha;
783     stats.Int -= arch->clone.stats.Int;
784    
785     contr->orig_stats.Str -= arch->clone.stats.Str;
786     contr->orig_stats.Dex -= arch->clone.stats.Dex;
787     contr->orig_stats.Con -= arch->clone.stats.Con;
788     contr->orig_stats.Wis -= arch->clone.stats.Wis;
789     contr->orig_stats.Pow -= arch->clone.stats.Pow;
790     contr->orig_stats.Cha -= arch->clone.stats.Cha;
791     contr->orig_stats.Int -= arch->clone.stats.Int;
792 elmex 1.1 }
793    
794     /*
795     * Adds stat-bonuses given by the class which the player has chosen.
796     */
797 root 1.9 void
798 root 1.19 object::add_statbonus ()
799 root 1.9 {
800 root 1.19 stats.Str += arch->clone.stats.Str;
801     stats.Dex += arch->clone.stats.Dex;
802     stats.Con += arch->clone.stats.Con;
803     stats.Wis += arch->clone.stats.Wis;
804     stats.Pow += arch->clone.stats.Pow;
805     stats.Cha += arch->clone.stats.Cha;
806     stats.Int += arch->clone.stats.Int;
807    
808     contr->orig_stats.Str += arch->clone.stats.Str;
809     contr->orig_stats.Dex += arch->clone.stats.Dex;
810     contr->orig_stats.Con += arch->clone.stats.Con;
811     contr->orig_stats.Wis += arch->clone.stats.Wis;
812     contr->orig_stats.Pow += arch->clone.stats.Pow;
813     contr->orig_stats.Cha += arch->clone.stats.Cha;
814     contr->orig_stats.Int += arch->clone.stats.Int;
815 elmex 1.1 }
816    
817     /*
818     * Updates all abilities given by applied objects in the inventory
819     * of the given object. Note: This function works for both monsters
820     * and players; the "player" in the name is purely an archaic inheritance.
821     * This functions starts from base values (archetype or player object)
822     * and then adjusts them according to what the player has equipped.
823     */
824 root 1.9
825 elmex 1.1 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
826     spell system split, grace points now added to system --peterm
827     */
828    
829 root 1.9 void
830 root 1.19 object::update_stats ()
831 root 1.9 {
832     int i, j;
833     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
834     int weapon_weight = 0, weapon_speed = 0;
835     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
838 root 1.24 float old_speed = speed;
839 root 1.9
840     /* First task is to clear all the values back to their original values */
841 root 1.19 if (type == PLAYER)
842 root 1.9 {
843     for (i = 0; i < NUM_STATS; i++)
844 root 1.19 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
845    
846 root 1.9 if (settings.spell_encumbrance == TRUE)
847 root 1.19 contr->encumbrance = 0;
848 root 1.9
849 root 1.19 attacktype = 0;
850     contr->digestion = 0;
851     contr->gen_hp = 0;
852     contr->gen_sp = 0;
853     contr->gen_grace = 0;
854     contr->gen_sp_armour = 10;
855     contr->item_power = 0;
856 root 1.9
857     /* Don't clobber all the range_ values. range_golem otherwise
858     * gets reset for no good reason, and we don't want to reset
859     * range_magic (what spell is readied). These three below
860     * well get filled in based on what the player has equipped.
861     */
862 root 1.19 contr->ranges[range_bow] = NULL;
863     contr->ranges[range_misc] = NULL;
864     contr->ranges[range_skill] = NULL;
865 root 1.9 }
866    
867 root 1.19 memcpy (body_used, body_info, sizeof (body_info));
868    
869     slaying = 0;
870 root 1.9
871 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
872 root 1.9 {
873 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
874     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 root 1.9 }
876    
877 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
878     CLEAR_FLAG (this, FLAG_STEALTH);
879     CLEAR_FLAG (this, FLAG_BLIND);
880    
881     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885    
886     path_attuned = arch->clone.path_attuned;
887     path_repelled = arch->clone.path_repelled;
888     path_denied = arch->clone.path_denied;
889     glow_radius = arch->clone.glow_radius;
890     move_type = arch->clone.move_type;
891     chosen_skill = NULL;
892 root 1.9
893     /* initializing resistances from the values in player/monster's
894     * archetype clone
895     */
896 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 root 1.9
898     for (i = 0; i < NROFATTACKS; i++)
899     {
900 root 1.19 if (resist[i] > 0)
901     prot[i] = resist[i], vuln[i] = 0;
902 root 1.9 else
903 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
904 root 1.9 potion_resist[i] = 0;
905     }
906    
907 root 1.19 wc = arch->clone.stats.wc;
908     stats.dam = arch->clone.stats.dam;
909 root 1.9
910     /* for players which cannot use armour, they gain AC -1 per 3 levels,
911     * plus a small amount of physical resist, those poor suckers. ;)
912     * the fact that maxlevel is factored in could be considered sort of bogus -
913     * we should probably give them some bonus and cap it off - otherwise,
914     * basically, if a server updates its max level, these playes may find
915     * that their protection from physical goes down
916     */
917 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 root 1.9 {
919 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
920     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 elmex 1.1 }
922 root 1.9 else
923 root 1.19 ac = arch->clone.stats.ac;
924 root 1.9
925 root 1.19 stats.luck = arch->clone.stats.luck;
926     speed = arch->clone.speed;
927 root 1.9
928     /* OK - we've reset most all the objects attributes to sane values.
929     * now go through and make adjustments for what the player has equipped.
930     */
931    
932 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
933 root 1.9 {
934     /* See note in map.c:update_position about making this additive
935     * since light sources are never applied, need to put check here.
936     */
937 root 1.19 if (tmp->glow_radius > glow_radius)
938     glow_radius = tmp->glow_radius;
939 root 1.3
940 root 1.9 /* This happens because apply_potion calls change_abil with the potion
941     * applied so we can tell the player what chagned. But change_abil
942     * then calls this function.
943     */
944     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 root 1.19 continue;
946 root 1.3
947 root 1.9 /* For some things, we don't care what is equipped */
948     if (tmp->type == SKILL)
949     {
950     /* Want to take the highest skill here. */
951     if (IS_MANA_SKILL (tmp->subtype))
952     {
953     if (!mana_obj)
954     mana_obj = tmp;
955     else if (tmp->level > mana_obj->level)
956     mana_obj = tmp;
957     }
958 root 1.19
959 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
960     {
961     if (!grace_obj)
962     grace_obj = tmp;
963     else if (tmp->level > grace_obj->level)
964     grace_obj = tmp;
965 root 1.3 }
966     }
967    
968 root 1.9 /* Container objects are not meant to adjust a players, but other applied
969     * objects need to make adjustments.
970     * This block should handle all player specific changes
971     * The check for Praying is a bit of a hack - god given bonuses are put
972     * in the praying skill, and the player should always get those.
973     * It also means we need to put in additional checks for applied below,
974     * because the skill shouldn't count against body positions being used
975     * up, etc.
976     */
977     if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
978     (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979     {
980 root 1.19 if (type == PLAYER)
981 root 1.9 {
982     if (tmp->type == BOW)
983 root 1.19 contr->ranges[range_bow] = tmp;
984 root 1.9
985     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 root 1.19 contr->ranges[range_misc] = tmp;
987 root 1.9
988     for (i = 0; i < NUM_STATS; i++)
989 root 1.19 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
990 root 1.9
991     /* these are the items that currently can change digestion, regeneration,
992     * spell point recovery and mana point recovery. Seems sort of an arbitary
993     * list, but other items store other info into stats array.
994     */
995 elmex 1.18 if ((tmp->type == WEAPON) ||
996     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997     (tmp->type == SHIELD) || (tmp->type == RING) ||
998     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 elmex 1.14 (tmp->type == SKILL))
1003 root 1.9 {
1004 root 1.19 contr->digestion += tmp->stats.food;
1005     contr->gen_hp += tmp->stats.hp;
1006     contr->gen_sp += tmp->stats.sp;
1007     contr->gen_grace += tmp->stats.grace;
1008     contr->gen_sp_armour += tmp->gen_sp_armour;
1009     contr->item_power += tmp->item_power;
1010 root 1.3 }
1011 root 1.9 } /* if this is a player */
1012 root 1.3
1013 root 1.9 /* Update slots used for items */
1014     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1016     body_used[i] += tmp->body_info[i];
1017 root 1.3
1018 root 1.9 if (tmp->type == SYMPTOM)
1019     {
1020     speed_reduce_from_disease = tmp->last_sp / 100.0;
1021     if (speed_reduce_from_disease == 0)
1022     speed_reduce_from_disease = 1;
1023 root 1.3 }
1024    
1025 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026     * (Negative protections are calculated extactly like positive.)
1027     * Resistance from potions are treated special as well. If there's
1028     * more than one potion-effect, the bigger prot.-value is taken.
1029     */
1030     if (tmp->type != POTION)
1031     {
1032     for (i = 0; i < NROFATTACKS; i++)
1033     {
1034     /* Potential for cursed potions, in which case we just can use
1035 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1036 root 1.9 */
1037     if (tmp->type == POTION_EFFECT)
1038     {
1039     if (potion_resist[i])
1040     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041     else
1042     potion_resist[i] = tmp->resist[i];
1043 root 1.3 }
1044 root 1.9 else if (tmp->resist[i] > 0)
1045     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046     else if (tmp->resist[i] < 0)
1047     vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1048     }
1049     }
1050    
1051     /* There may be other things that should not adjust the attacktype */
1052     if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 root 1.19 attacktype |= tmp->attacktype;
1054 root 1.9
1055 root 1.19 path_attuned |= tmp->path_attuned;
1056     path_repelled |= tmp->path_repelled;
1057     path_denied |= tmp->path_denied;
1058     stats.luck += tmp->stats.luck;
1059     move_type |= tmp->move_type;
1060    
1061     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 root 1.9
1069 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1070     SET_FLAG (this, FLAG_UNDEAD);
1071 root 1.9
1072     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073     {
1074 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1075     invisible = 1;
1076 root 1.9 }
1077    
1078     if (tmp->stats.exp && tmp->type != SKILL)
1079     {
1080     if (tmp->stats.exp > 0)
1081     {
1082     added_speed += (float) tmp->stats.exp / 3.0;
1083     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1084 root 1.3 }
1085 root 1.9 else
1086     added_speed += (float) tmp->stats.exp;
1087 root 1.3 }
1088    
1089 root 1.9 switch (tmp->type)
1090     {
1091 root 1.10 /* skills modifying the character -b.t. */
1092     /* for all skills and skill granting objects */
1093     case SKILL:
1094     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1095     break;
1096 root 1.3
1097 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1098     wc_obj = tmp;
1099 root 1.3
1100 root 1.19 if (chosen_skill)
1101     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1102 root 1.10
1103 root 1.19 chosen_skill = tmp;
1104 root 1.10
1105     if (tmp->stats.dam > 0)
1106     { /* skill is a 'weapon' */
1107 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 root 1.10 weapon_speed = (int) WEAPON_SPEED (tmp);
1109 root 1.19
1110 root 1.10 if (weapon_speed < 0)
1111     weapon_speed = 0;
1112 root 1.19
1113 root 1.10 weapon_weight = tmp->weight;
1114 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1115    
1116 root 1.10 if (tmp->magic)
1117 root 1.19 stats.dam += tmp->magic;
1118 root 1.10 }
1119 root 1.3
1120 root 1.10 if (tmp->stats.wc)
1121     wc -= (tmp->stats.wc + tmp->magic);
1122 root 1.3
1123 root 1.10 if (tmp->slaying != NULL)
1124 root 1.19 slaying = tmp->slaying;
1125 root 1.9
1126 root 1.10 if (tmp->stats.ac)
1127     ac -= (tmp->stats.ac + tmp->magic);
1128 root 1.3
1129 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131    
1132     if (type == PLAYER)
1133     contr->ranges[range_skill] = this;
1134    
1135 root 1.10 break;
1136 root 1.3
1137 root 1.10 case SKILL_TOOL:
1138 root 1.19 if (chosen_skill)
1139     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140    
1141     chosen_skill = tmp;
1142    
1143     if (type == PLAYER)
1144     contr->ranges[range_skill] = this;
1145 root 1.10 break;
1146 root 1.3
1147 root 1.10 case SHIELD:
1148 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149     contr->encumbrance += (int) tmp->weight / 2000;
1150 root 1.10 case RING:
1151     case AMULET:
1152     case GIRDLE:
1153     case HELMET:
1154     case BOOTS:
1155     case GLOVES:
1156     case CLOAK:
1157     if (tmp->stats.wc)
1158 root 1.9 wc -= (tmp->stats.wc + tmp->magic);
1159 root 1.19
1160 root 1.10 if (tmp->stats.dam)
1161 root 1.19 stats.dam += (tmp->stats.dam + tmp->magic);
1162    
1163 root 1.10 if (tmp->stats.ac)
1164     ac -= (tmp->stats.ac + tmp->magic);
1165 root 1.19
1166 root 1.10 break;
1167    
1168     case WEAPON:
1169     wc -= (tmp->stats.wc + tmp->magic);
1170 root 1.19
1171 root 1.10 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172     ac -= tmp->stats.ac + tmp->magic;
1173 root 1.19
1174     stats.dam += (tmp->stats.dam + tmp->magic);
1175 root 1.10 weapon_weight = tmp->weight;
1176     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 root 1.19
1178 root 1.10 if (weapon_speed < 0)
1179     weapon_speed = 0;
1180 root 1.19
1181     slaying = tmp->slaying;
1182 root 1.10 /* If there is desire that two handed weapons should do
1183     * extra strength damage, this is where the code should
1184     * go.
1185     */
1186 root 1.19 current_weapon = tmp;
1187     if (settings.spell_encumbrance == TRUE && type == PLAYER)
1188     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1189 root 1.9
1190 root 1.10 break;
1191 root 1.9
1192 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1193 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194     contr->encumbrance += (int) tmp->weight / 1000;
1195 root 1.10
1196     case BRACERS:
1197     case FORCE:
1198     if (tmp->stats.wc)
1199     {
1200     if (best_wc < tmp->stats.wc + tmp->magic)
1201     {
1202     wc += best_wc;
1203     best_wc = tmp->stats.wc + tmp->magic;
1204     }
1205     else
1206     wc += tmp->stats.wc + tmp->magic;
1207     }
1208 root 1.19
1209 root 1.10 if (tmp->stats.ac)
1210     {
1211     if (best_ac < tmp->stats.ac + tmp->magic)
1212     {
1213     ac += best_ac; /* Remove last bonus */
1214     best_ac = tmp->stats.ac + tmp->magic;
1215     }
1216     else /* To nullify the below effect */
1217     ac += tmp->stats.ac + tmp->magic;
1218     }
1219 root 1.19
1220 root 1.10 if (tmp->stats.wc)
1221     wc -= (tmp->stats.wc + tmp->magic);
1222 root 1.19
1223 root 1.10 if (tmp->stats.ac)
1224     ac -= (tmp->stats.ac + tmp->magic);
1225 root 1.19
1226 root 1.10 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1227     max = ARMOUR_SPEED (tmp) / 10.0;
1228 root 1.19
1229 root 1.10 break;
1230 root 1.9 } /* switch tmp->type */
1231     } /* item is equipped */
1232     } /* for loop of items */
1233    
1234     /* We've gone through all the objects the player has equipped. For many things, we
1235     * have generated intermediate values which we now need to assign.
1236     */
1237    
1238     /* 'total resistance = total protections - total vulnerabilities'.
1239     * If there is an uncursed potion in effect, granting more protection
1240     * than that, we take: 'total resistance = resistance from potion'.
1241     * If there is a cursed (and no uncursed) potion in effect, we take
1242     * 'total resistance = vulnerability from cursed potion'.
1243     */
1244     for (i = 0; i < NROFATTACKS; i++)
1245     {
1246 root 1.19 resist[i] = prot[i] - vuln[i];
1247    
1248     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1249     resist[i] = potion_resist[i];
1250 elmex 1.1 }
1251    
1252 root 1.9 /* Figure out the players sp/mana/hp totals. */
1253 root 1.19 if (type == PLAYER)
1254 root 1.9 {
1255     int pl_level;
1256    
1257 root 1.19 check_stat_bounds (&(stats));
1258     pl_level = level;
1259 root 1.9
1260     if (pl_level < 1)
1261     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1262    
1263     /* You basically get half a con bonus/level. But we do take into account rounding,
1264     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265     */
1266 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1267 root 1.9 {
1268 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269    
1270     if (i % 2 && con_bonus[stats.Con] % 2)
1271 root 1.9 {
1272 root 1.19 if (con_bonus[stats.Con] > 0)
1273 root 1.9 j++;
1274     else
1275     j--;
1276     }
1277 root 1.19
1278     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 root 1.9 }
1280    
1281 root 1.19 for (i = 11; i <= level; i++)
1282     stats.maxhp += 2;
1283 elmex 1.1
1284 root 1.19 if (stats.hp > stats.maxhp)
1285     stats.hp = stats.maxhp;
1286 elmex 1.1
1287 root 1.9 /* Sp gain is controlled by the level of the player's
1288     * relevant experience object (mana_obj, see above)
1289     */
1290     /* following happen when skills system is not used */
1291     if (!mana_obj)
1292 root 1.19 mana_obj = this;
1293    
1294 root 1.9 if (!grace_obj)
1295 root 1.19 grace_obj = this;
1296    
1297 root 1.9 /* set maxsp */
1298 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1299     mana_obj = this;
1300 root 1.9
1301 root 1.19 if (mana_obj == this && type == PLAYER)
1302     stats.maxsp = 1;
1303 root 1.9 else
1304     {
1305     sp_tmp = 0.0;
1306 root 1.19
1307 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1308     {
1309     float stmp;
1310    
1311     /* Got some extra bonus at first level */
1312     if (i < 2)
1313 root 1.19 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1314 root 1.9 else
1315 root 1.19 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1316    
1317 root 1.9 if (stmp < 1.0)
1318     stmp = 1.0;
1319 root 1.19
1320 root 1.9 sp_tmp += stmp;
1321 root 1.3 }
1322 root 1.19
1323     stats.maxsp = (int) sp_tmp;
1324 root 1.3
1325 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1326 root 1.19 stats.maxsp += 2;
1327 root 1.3 }
1328 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1329 root 1.19 if (stats.sp > stats.maxsp * 2)
1330     stats.sp = stats.maxsp * 2;
1331 root 1.9
1332     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334     grace_obj = this;
1335 root 1.9
1336 root 1.19 if (grace_obj == this && type == PLAYER)
1337     stats.maxgrace = 1;
1338 root 1.9 else
1339     {
1340     /* store grace in a float - this way, the divisions below don't create
1341     * big jumps when you go from level to level - with int's, it then
1342     * becomes big jumps when the sums of the bonuses jump to the next
1343     * step of 8 - with floats, even fractional ones are useful.
1344     */
1345     sp_tmp = 0.0;
1346 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1347 root 1.9 {
1348     float grace_tmp = 0.0;
1349    
1350     /* Got some extra bonus at first level */
1351     if (i < 2)
1352 root 1.19 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1353     2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 root 1.9 else
1355 root 1.19 grace_tmp = (float) contr->levgrace[i]
1356     + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1357    
1358 root 1.9 if (grace_tmp < 1.0)
1359     grace_tmp = 1.0;
1360 root 1.19
1361 root 1.9 sp_tmp += grace_tmp;
1362 root 1.3 }
1363 root 1.19
1364     stats.maxgrace = (int) sp_tmp;
1365 root 1.3
1366 root 1.9 /* two grace points per level after 11 */
1367     for (i = 11; i <= grace_obj->level; i++)
1368 root 1.19 stats.maxgrace += 2;
1369 root 1.3 }
1370 root 1.9 /* No limit on grace vs maxgrace */
1371 root 1.3
1372 root 1.19 if (contr->braced)
1373 root 1.9 {
1374     ac += 2;
1375     wc += 4;
1376 root 1.3 }
1377 root 1.9 else
1378 root 1.19 ac -= dex_bonus[stats.Dex];
1379 root 1.9
1380     /* In new exp/skills system, wc bonuses are related to
1381     * the players level in a relevant exp object (wc_obj)
1382     * not the general player level -b.t.
1383     * I changed this slightly so that wc bonuses are better
1384     * than before. This is to balance out the fact that
1385     * the player no longer gets a personal weapon w/ 1
1386     * improvement every level, now its fighterlevel/5. So
1387     * we give the player a bonus here in wc and dam
1388     * to make up for the change. Note that I left the
1389     * monster bonus the same as before. -b.t.
1390     */
1391    
1392 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 root 1.9 {
1394 root 1.19 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1395 root 1.9 for (i = 1; i < wc_obj->level; i++)
1396     {
1397     /* addtional wc every 6 levels */
1398     if (!(i % 6))
1399     wc--;
1400     /* addtional dam every 4 levels. */
1401 root 1.19 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1402     stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1403 root 1.9 }
1404     }
1405     else
1406 root 1.19 wc -= (level + thaco_bonus[stats.Str]);
1407 root 1.9
1408 root 1.19 stats.dam += dam_bonus[stats.Str];
1409 root 1.9
1410 root 1.19 if (stats.dam < 1)
1411     stats.dam = 1;
1412 root 1.9
1413 root 1.19 speed = 1.0 + speed_bonus[stats.Dex];
1414    
1415     if (settings.search_items && contr->search_str[0])
1416     speed -= 1;
1417    
1418     if (attacktype == 0)
1419     attacktype = arch->clone.attacktype;
1420 root 1.9
1421     } /* End if player */
1422    
1423     if (added_speed >= 0)
1424 root 1.19 speed += added_speed / 10.0;
1425 root 1.9 else /* Something wrong here...: */
1426 root 1.19 speed /= (float) (1.0 - added_speed);
1427 root 1.3
1428 root 1.9 /* Max is determined by armour */
1429 root 1.19 if (speed > max)
1430     speed = max;
1431 elmex 1.1
1432 root 1.19 if (type == PLAYER)
1433 root 1.9 {
1434     /* f is a number the represents the number of kg above (positive num)
1435     * or below (negative number) that the player is carrying. If above
1436     * weight limit, then player suffers a speed reduction based on how
1437     * much above he is, and what is max carry is
1438     */
1439 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1440 root 1.9 if (f > 0)
1441 root 1.19 speed = speed / (1.0 + f / max_carry[stats.Str]);
1442 elmex 1.1 }
1443    
1444 root 1.19 speed += bonus_speed / 10.0; /* Not affected by limits */
1445 root 1.9
1446     /* Put a lower limit on speed. Note with this speed, you move once every
1447     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448     */
1449 root 1.19 speed = speed * speed_reduce_from_disease;
1450 elmex 1.1
1451 root 1.19 if (speed < 0.01 && type == PLAYER)
1452     speed = 0.01;
1453 root 1.9
1454 root 1.19 if (type == PLAYER)
1455 root 1.9 {
1456     float M, W, s, D, K, S, M2;
1457 elmex 1.1
1458 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1459     * Note that we never used these values again - basically
1460     * all of these could be subbed into one big equation, but
1461     * that would just be a real pain to read.
1462     */
1463 root 1.19 M = (max_carry[stats.Str] - 121) / 121.0;
1464     M2 = max_carry[stats.Str] / 100.0;
1465 root 1.9 W = weapon_weight / 20000.0;
1466     s = 2 - weapon_speed / 10.0;
1467 root 1.19 D = (stats.Dex - 14) / 14.0;
1468     K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1469     K *= (4 + level) / (float) (6 + level) * 1.2;
1470 root 1.9 if (K <= 0)
1471     K = 0.01;
1472 root 1.19 S = speed / (K * s);
1473     contr->weapon_sp = S;
1474 root 1.9 }
1475 root 1.19
1476 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1477 root 1.19 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1478     stats.dam = arch->clone.stats.dam * 3;
1479 root 1.9
1480     /* Prevent overflows of wc - best you can get is ABS(120) - this
1481     * should be more than enough - remember, AC is also in 8 bits,
1482     * so its value is the same.
1483     */
1484     if (wc > 120)
1485     wc = 120;
1486     else if (wc < -120)
1487     wc = -120;
1488 root 1.19
1489     stats.wc = wc;
1490 root 1.9
1491     if (ac > 120)
1492     ac = 120;
1493     else if (ac < -120)
1494     ac = -120;
1495 root 1.19
1496     stats.ac = ac;
1497 root 1.9
1498     /* if for some reason the creature doesn't have any move type,
1499     * give them walking as a default.
1500     * The second case is a special case - to more closely mimic the
1501     * old behaviour - if your flying, your not walking - just
1502     * one or the other.
1503     */
1504 root 1.19 if (move_type == 0)
1505     move_type = MOVE_WALK;
1506     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507     move_type &= ~MOVE_WALK;
1508 elmex 1.1
1509 root 1.24 if (speed != old_speed)
1510     set_speed (speed);
1511 elmex 1.1
1512 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1513     * so we will check that now.
1514     */
1515 root 1.19 if (type == PLAYER)
1516     {
1517     esrv_update_stats (contr);
1518     esrv_update_spells (contr);
1519     }
1520 elmex 1.1 }
1521    
1522     /*
1523     * Returns true if the given player is a legal class.
1524     * The function to add and remove class-bonuses to the stats doesn't
1525     * check if the stat becomes negative, thus this function
1526     * merely checks that all stats are 1 or more, and returns
1527     * false otherwise.
1528     */
1529 root 1.9 int
1530     allowed_class (const object *op)
1531     {
1532     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1533     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1534 elmex 1.1 }
1535    
1536     /*
1537     * set the new dragon name after gaining levels or
1538     * changing ability focus (later this can be extended to
1539     * eventually change the player's face and animation)
1540     *
1541     * Note that the title is written to 'own_title' in the
1542     * player struct. This should be changed to 'ext_title'
1543     * as soon as clients support this!
1544     * Please, anyone, write support for 'ext_title'.
1545     */
1546 root 1.9 void
1547     set_dragon_name (object *pl, const object *abil, const object *skin)
1548     {
1549     int atnr = -1; /* attacknumber of highest level */
1550     int level = 0; /* highest level */
1551 elmex 1.1 int i;
1552    
1553     /* Perhaps do something more clever? */
1554 root 1.9 if (!abil || !skin)
1555     return;
1556    
1557 elmex 1.1 /* first, look for the highest level */
1558 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1559     {
1560     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1561     {
1562     level = abil->resist[i];
1563     atnr = i;
1564     }
1565 elmex 1.1 }
1566 root 1.9
1567 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1568     or else at random */
1569 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 elmex 1.1 atnr = abil->stats.exp;
1571 root 1.9
1572     level = (int) (level / 5.);
1573    
1574 elmex 1.1 /* now set the new title */
1575 root 1.9 if (pl->contr != NULL)
1576     {
1577     if (level == 0)
1578     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1579     else if (level == 1)
1580     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1581     else if (level == 2)
1582     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1583     else if (level == 3)
1584     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1585 elmex 1.1 else
1586 root 1.9 {
1587     /* special titles for extra high resistance! */
1588     if (skin->resist[atnr] > 80)
1589     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1590     else if (skin->resist[atnr] > 50)
1591     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1592     else
1593     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1594     }
1595 elmex 1.1 }
1596 root 1.9
1597     strcpy (pl->contr->own_title, "");
1598 elmex 1.1 }
1599    
1600     /*
1601     * This function is called when a dragon-player gains
1602     * an overall level. Here, the dragon might gain new abilities
1603     * or change the ability-focus.
1604     */
1605 root 1.9 void
1606     dragon_level_gain (object *who)
1607     {
1608     object *abil = NULL; /* pointer to dragon ability force */
1609     object *skin = NULL; /* pointer to dragon skin force */
1610     object *tmp = NULL; /* tmp. object */
1611     char buf[MAX_BUF]; /* tmp. string buffer */
1612    
1613     /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1615     shstr_cmp dragon_skin_force ("dragon_skin_force");
1616    
1617     for (tmp = who->inv; tmp; tmp = tmp->below)
1618     if (tmp->type == FORCE)
1619     if (tmp->arch->name == dragon_ability_force)
1620     abil = tmp;
1621     else if (tmp->arch->name == dragon_skin_force)
1622     skin = tmp;
1623    
1624 root 1.9 /* if the force is missing -> bail out */
1625     if (abil == NULL)
1626     return;
1627    
1628     /* The ability_force keeps track of maximum level ever achieved.
1629     * New abilties can only be gained by surpassing this max level
1630     */
1631     if (who->level > abil->level)
1632     {
1633     /* increase our focused ability */
1634     abil->resist[abil->stats.exp]++;
1635    
1636    
1637     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1638     {
1639     /* time to hand out a new ability-gift */
1640     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1641     }
1642    
1643     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1644     {
1645     /* apply new ability focus */
1646     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1647     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1648    
1649     abil->stats.exp = abil->last_eat;
1650     abil->last_eat = 0;
1651     }
1652    
1653     abil->level = who->level;
1654     }
1655    
1656     /* last but not least, set the new title for the dragon */
1657     set_dragon_name (who, abil, skin);
1658 elmex 1.1 }
1659    
1660     /* Handy function - given the skill name skill_name, we find the skill
1661     * archetype/object, set appropriate values, and insert it into
1662     * the object (op) that is passed.
1663     * We return the skill - this makes it easier for calling functions that
1664     * want to do something with it immediately.
1665     */
1666 root 1.9 object *
1667     give_skill_by_name (object *op, const char *skill_name)
1668 elmex 1.1 {
1669 root 1.9 object *skill_obj;
1670 elmex 1.1
1671 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672     if (!skill_obj)
1673     {
1674     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1675     return NULL;
1676     }
1677     /* clear the flag - exp goes into this bucket, but player
1678     * still doesn't know it.
1679     */
1680     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681     skill_obj->stats.exp = 0;
1682     skill_obj->level = 1;
1683     insert_ob_in_ob (skill_obj, op);
1684 root 1.26
1685 root 1.9 if (op->contr)
1686     {
1687 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1688     if (op->contr->ns)
1689     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 elmex 1.1 }
1691 root 1.26
1692 root 1.9 return skill_obj;
1693 elmex 1.1 }
1694    
1695    
1696     /* player_lvl_adj() - for the new exp system. we are concerned with
1697     * whether the player gets more hp, sp and new levels.
1698     * Note this this function should only be called for players. Monstes
1699     * don't really gain levels
1700     * who is the player, op is what we are checking to gain the level
1701     * (eg, skill)
1702     */
1703 root 1.9 void
1704     player_lvl_adj (object *who, object *op)
1705     {
1706     char buf[MAX_BUF];
1707    
1708     if (!op) /* when rolling stats */
1709     op = who;
1710    
1711     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712     {
1713     op->level++;
1714    
1715     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1716     dragon_level_gain (who);
1717    
1718     /* Only roll these if it is the player (who) that gained the level */
1719     if (op == who && (who->level < 11) && who->type == PLAYER)
1720     {
1721     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1722     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1723     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1724     }
1725    
1726 root 1.19 who->update_stats ();
1727 root 1.9 if (op->level > 1)
1728     {
1729     if (op->type != PLAYER)
1730     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1731     else
1732     sprintf (buf, "You are now level %d.", op->level);
1733     if (who)
1734     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735     }
1736     player_lvl_adj (who, op); /* To increase more levels */
1737     }
1738     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739     {
1740     op->level--;
1741 root 1.19 who->update_stats ();
1742 root 1.9 if (op->type != PLAYER)
1743     {
1744     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1745     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 root 1.3 }
1747 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1748 elmex 1.1 }
1749 root 1.19
1750 root 1.9 /* check if the spell data has changed */
1751 root 1.19 esrv_update_stats (who->contr);
1752 root 1.9 esrv_update_spells (who->contr);
1753 elmex 1.1 }
1754    
1755     /*
1756     * Returns how much experience is needed for a player to become
1757     * the given level. level should really never exceed max_level
1758     */
1759    
1760 root 1.9 sint64
1761     level_exp (int level, double expmul)
1762     {
1763     if (level > settings.max_level)
1764     return (sint64) (expmul * levels[settings.max_level]);
1765     return (sint64) (expmul * levels[level]);
1766 elmex 1.1 }
1767    
1768     /*
1769     * Ensure that the permanent experience requirements in an exp object are met.
1770     * This really just checks 'op to make sure the perm_exp value is within
1771     * proper range. Note that the checking of what is passed through
1772     * has been reduced. Since there is now a proper field for perm_exp,
1773     * this can now work on a much larger set of objects.
1774     */
1775 root 1.9 void
1776     calc_perm_exp (object *op)
1777 elmex 1.1 {
1778 root 1.9 int p_exp_min;
1779    
1780     /* Ensure that our permanent experience minimum is met.
1781     * permenent_exp_ratio is an integer percentage, we divide by 100
1782     * to get the fraction */
1783     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1784    
1785     if (op->perm_exp < p_exp_min)
1786     op->perm_exp = p_exp_min;
1787    
1788     /* Cap permanent experience. */
1789     if (op->perm_exp < 0)
1790     op->perm_exp = 0;
1791     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1792     op->perm_exp = MAX_EXPERIENCE;
1793 elmex 1.1 }
1794    
1795     /* Add experience to a player - exp should only be positive.
1796     * Updates permanent exp for the skill we are adding to.
1797     * skill_name is the skill to add exp to. Skill name can be
1798     * NULL, in which case exp increases the players general
1799     * total, but not any particular skill.
1800     * flag is what to do if the player doesn't have the skill:
1801     */
1802 root 1.9 static void
1803     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1804 elmex 1.1 {
1805 elmex 1.4 object *skill_obj = NULL;
1806     sint64 limit, exp_to_add;
1807     int i;
1808    
1809     /* prevents some forms of abuse. */
1810     if (op->contr->braced)
1811     exp = exp / 5;
1812    
1813     /* Try to find the matching skill.
1814     * We do a shortcut/time saving mechanism first - see if it matches
1815     * chosen_skill. This means we don't need to search through
1816     * the players inventory.
1817     */
1818     if (skill_name)
1819     {
1820 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1821 elmex 1.4 skill_obj = op->chosen_skill;
1822     else
1823     {
1824     for (i = 0; i < NUM_SKILLS; i++)
1825 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1826 elmex 1.4 {
1827     skill_obj = op->contr->last_skill_ob[i];
1828     break;
1829     }
1830 root 1.3
1831 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1832     * it to the player if necessary
1833     */
1834     if (!skill_obj)
1835     {
1836     if (flag == SK_EXP_NONE)
1837     return;
1838     else if (flag == SK_EXP_ADD_SKILL)
1839     give_skill_by_name (op, skill_name);
1840 root 1.3 }
1841     }
1842 elmex 1.1 }
1843    
1844 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1845     {
1846     /* Basically, you can never gain more experience in one shot
1847     * than half what you need to gain for next level.
1848     */
1849     exp_to_add = exp;
1850     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1851     if (exp_to_add > limit)
1852     exp_to_add = limit;
1853    
1854 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1855 elmex 1.4 if (settings.permanent_exp_ratio)
1856     {
1857 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1858 elmex 1.4 calc_perm_exp (op);
1859     }
1860    
1861     player_lvl_adj (op, NULL);
1862     }
1863    
1864     if (skill_obj)
1865     {
1866     exp_to_add = exp;
1867     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1868     if (exp_to_add > limit)
1869     exp_to_add = limit;
1870    
1871     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1872     if (settings.permanent_exp_ratio)
1873     {
1874 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1875 elmex 1.4 calc_perm_exp (skill_obj);
1876     }
1877 elmex 1.1
1878 elmex 1.4 player_lvl_adj (op, skill_obj);
1879 elmex 1.1 }
1880     }
1881    
1882     /* This function checks to make sure that object 'op' can
1883     * lost 'exp' experience. It returns the amount of exp
1884     * object 'op' can in fact lose - it basically makes
1885     * adjustments based on permanent exp and the like.
1886     * This function should always be used for losing experience -
1887     * the 'exp' value passed should be positive - this is the
1888     * amount that should get subtract from the player.
1889     */
1890 root 1.9 sint64
1891     check_exp_loss (const object *op, sint64 exp)
1892 elmex 1.1 {
1893 root 1.9 sint64 del_exp;
1894 elmex 1.1
1895 root 1.9 if (exp > op->stats.exp)
1896     exp = op->stats.exp;
1897     if (settings.permanent_exp_ratio)
1898     {
1899     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1900     if (del_exp < 0)
1901     del_exp = 0;
1902     if (exp > del_exp)
1903     exp = del_exp;
1904 elmex 1.1 }
1905 root 1.9 return exp;
1906 elmex 1.1 }
1907    
1908 root 1.9 sint64
1909     check_exp_adjust (const object *op, sint64 exp)
1910 elmex 1.1 {
1911 root 1.9 if (exp < 0)
1912     return check_exp_loss (op, exp);
1913     else
1914     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1915 elmex 1.1 }
1916    
1917    
1918     /* Subtracts experience from player.
1919     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1920     * only subtract from the matching skill. Otherwise,
1921     * this subtracts a portion from all
1922     * skills the player has. Eg, if we figure the player is losing 10%
1923     * of his total exp, what happens is he loses 10% from all his skills.
1924     * Note that if permanent exp is used, player may not in fact lose
1925     * as much as listed. Eg, if player has gotten reduced to the point
1926     * where everything is at the minimum perm exp, he would lose nothing.
1927     * exp is the amount of exp to subtract - thus, it should be
1928     * a postive number.
1929     */
1930 root 1.9 static void
1931     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1932 elmex 1.1 {
1933 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1934     object *tmp;
1935     sint64 del_exp;
1936    
1937     for (tmp = op->inv; tmp; tmp = tmp->below)
1938     if (tmp->type == SKILL && tmp->stats.exp)
1939     {
1940     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1941     {
1942     del_exp = check_exp_loss (tmp, exp);
1943     tmp->stats.exp -= del_exp;
1944     player_lvl_adj (op, tmp);
1945     }
1946     else if (flag != SK_SUBTRACT_SKILL_EXP)
1947     {
1948     /* only want to process other skills if we are not trying
1949     * to match a specific skill.
1950     */
1951     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952     tmp->stats.exp -= del_exp;
1953     player_lvl_adj (op, tmp);
1954     }
1955     }
1956     if (flag != SK_SUBTRACT_SKILL_EXP)
1957     {
1958     del_exp = check_exp_loss (op, exp);
1959     op->stats.exp -= del_exp;
1960     player_lvl_adj (op, NULL);
1961 elmex 1.1 }
1962     }
1963    
1964    
1965    
1966     /* change_exp() - changes experience to a player/monster. This
1967     * does bounds checking to make sure we don't overflow the max exp.
1968     *
1969     * The exp passed is typically not modified much by this function -
1970     * it is assumed the caller has modified the exp as needed.
1971     * skill_name is the skill that should get the exp added.
1972     * flag is what to do if player doesn't have the skill.
1973     * these last two values are only used for players.
1974     */
1975 root 1.9
1976     void
1977     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978     {
1979 elmex 1.1
1980     #ifdef EXP_DEBUG
1981 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982 elmex 1.1 #endif
1983    
1984 root 1.9 /* safety */
1985     if (!op)
1986     {
1987     LOG (llevError, "change_exp() called for null object!\n");
1988     return;
1989     }
1990    
1991     /* if no change in exp, just return - most of the below code
1992     * won't do anything if the value is 0 anyways.
1993     */
1994     if (exp == 0)
1995     return;
1996    
1997     /* Monsters are easy - we just adjust their exp - we
1998     * don't adjust level, since in most cases it is unrelated to
1999     * the exp they have - the monsters exp represents what its
2000     * worth.
2001     */
2002     if (op->type != PLAYER)
2003     {
2004     /* Sanity check */
2005     if (!QUERY_FLAG (op, FLAG_ALIVE))
2006     return;
2007    
2008     /* reset exp to max allowed value. We subtract from
2009     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2010     * more than max exp, just return.
2011     */
2012     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2013     {
2014     exp = MAX_EXPERIENCE - op->stats.exp;
2015     if (exp < 0)
2016     return;
2017 root 1.3 }
2018 elmex 1.1
2019 root 1.9 op->stats.exp += exp;
2020 elmex 1.1 }
2021 root 1.9 else
2022     { /* Players only */
2023     if (exp > 0)
2024     add_player_exp (op, exp, skill_name, flag);
2025     else
2026     /* note that when you lose exp, it doesn't go against
2027     * a particular skill, so we don't need to pass that
2028     * along.
2029     */
2030 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2031 elmex 1.1 }
2032     }
2033    
2034     /* Applies a death penalty experience, the size of this is defined by the
2035     * settings death_penalty_percentage and death_penalty_levels, and by the
2036     * amount of permenent experience, whichever gives the lowest loss.
2037     */
2038    
2039 root 1.9 void
2040     apply_death_exp_penalty (object *op)
2041     {
2042     object *tmp;
2043     sint64 loss;
2044     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2045     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2046    
2047     for (tmp = op->inv; tmp; tmp = tmp->below)
2048     if (tmp->type == SKILL && tmp->stats.exp)
2049     {
2050    
2051     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2052     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2053    
2054     /* With the revised exp system, you can get cases where
2055     * losing several levels would still require that you have more
2056     * exp than you currently have - this is true if the levels
2057     * tables is a lot harder.
2058     */
2059     if (level_loss < 0)
2060     level_loss = 0;
2061 root 1.3
2062 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2063 root 1.3
2064 root 1.9 tmp->stats.exp -= loss;
2065     player_lvl_adj (op, tmp);
2066     }
2067 elmex 1.1
2068 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2069     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2070     if (level_loss < 0)
2071     level_loss = 0;
2072     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2073 elmex 1.1
2074 root 1.9 op->stats.exp -= loss;
2075     player_lvl_adj (op, NULL);
2076 elmex 1.1 }
2077    
2078     /* This function takes an object (monster/player, op), and
2079     * determines if it makes a basic save throw by looking at the
2080     * save_throw table. level is the effective level to make
2081     * the save at, and bonus is any plus/bonus (typically based on
2082     * resistance to particular attacktype.
2083     * Returns 1 if op makes his save, 0 if he failed
2084     */
2085 root 1.9 int
2086     did_make_save (const object *op, int level, int bonus)
2087 elmex 1.1 {
2088 root 1.9 if (level > MAX_SAVE_LEVEL)
2089     level = MAX_SAVE_LEVEL;
2090 elmex 1.1
2091 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2092     return 0;
2093 root 1.19
2094 root 1.9 return 1;
2095 elmex 1.1 }