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Revision: 1.35
Committed: Wed Mar 14 04:12:27 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +5 -3 lines
Log Message:
- rewrote more face handling code
- automatically send smooth faces, as the client will need them anyways
  and it makes little sense to wait for the client to axk for it. of course,
  gcfclient suffers from weird ordering problems again.
- UP_OBJ_FACE was often abused in situations where other things changed,
  updated lots of spaces, probably more to be done.
- update_smooth became so small that inlining it actually clarified
  the code. similar for update_space, which is not inlined for other reasons.
- faces were not initialised properly
- add versioncheck for face data
- rewrite invisibility handling a bit: god finger etc. now makes you blink,
  blinking routine has changed to be less annoying and more useful while
  still indicating invisibleness.

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 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 root 1.34 * (Negative protections are calculated exactly like positive.)
1026 root 1.9 * 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 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 root 1.9 else if (tmp->resist[i] < 0)
1046 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 root 1.9 }
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 root 1.35
1520     // update the mapspace, if we are on a map
1521     if (!flag [FLAG_REMOVED] && map)
1522     map->at (x, y).flags_ = 0;
1523 elmex 1.1 }
1524    
1525     /*
1526     * Returns true if the given player is a legal class.
1527     * The function to add and remove class-bonuses to the stats doesn't
1528     * check if the stat becomes negative, thus this function
1529     * merely checks that all stats are 1 or more, and returns
1530     * false otherwise.
1531     */
1532 root 1.9 int
1533     allowed_class (const object *op)
1534     {
1535     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1536     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1537 elmex 1.1 }
1538    
1539     /*
1540     * set the new dragon name after gaining levels or
1541     * changing ability focus (later this can be extended to
1542     * eventually change the player's face and animation)
1543     *
1544     * Note that the title is written to 'own_title' in the
1545     * player struct. This should be changed to 'ext_title'
1546     * as soon as clients support this!
1547     * Please, anyone, write support for 'ext_title'.
1548     */
1549 root 1.9 void
1550     set_dragon_name (object *pl, const object *abil, const object *skin)
1551     {
1552     int atnr = -1; /* attacknumber of highest level */
1553     int level = 0; /* highest level */
1554 elmex 1.1 int i;
1555    
1556     /* Perhaps do something more clever? */
1557 root 1.9 if (!abil || !skin)
1558     return;
1559    
1560 elmex 1.1 /* first, look for the highest level */
1561 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1562     {
1563     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1564     {
1565     level = abil->resist[i];
1566     atnr = i;
1567     }
1568 elmex 1.1 }
1569 root 1.9
1570 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1571     or else at random */
1572 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1573 elmex 1.1 atnr = abil->stats.exp;
1574 root 1.9
1575     level = (int) (level / 5.);
1576    
1577 elmex 1.1 /* now set the new title */
1578 root 1.9 if (pl->contr != NULL)
1579     {
1580     if (level == 0)
1581     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1582     else if (level == 1)
1583     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1584     else if (level == 2)
1585     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1586     else if (level == 3)
1587     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1588 elmex 1.1 else
1589 root 1.9 {
1590     /* special titles for extra high resistance! */
1591     if (skin->resist[atnr] > 80)
1592     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1593     else if (skin->resist[atnr] > 50)
1594     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1595     else
1596     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1597     }
1598 elmex 1.1 }
1599 root 1.9
1600     strcpy (pl->contr->own_title, "");
1601 elmex 1.1 }
1602    
1603     /*
1604     * This function is called when a dragon-player gains
1605     * an overall level. Here, the dragon might gain new abilities
1606     * or change the ability-focus.
1607     */
1608 root 1.9 void
1609     dragon_level_gain (object *who)
1610     {
1611     object *abil = NULL; /* pointer to dragon ability force */
1612     object *skin = NULL; /* pointer to dragon skin force */
1613     object *tmp = NULL; /* tmp. object */
1614     char buf[MAX_BUF]; /* tmp. string buffer */
1615    
1616     /* now grab the 'dragon_ability'-forces from the player's inventory */
1617 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1618     shstr_cmp dragon_skin_force ("dragon_skin_force");
1619    
1620     for (tmp = who->inv; tmp; tmp = tmp->below)
1621     if (tmp->type == FORCE)
1622     if (tmp->arch->name == dragon_ability_force)
1623     abil = tmp;
1624     else if (tmp->arch->name == dragon_skin_force)
1625     skin = tmp;
1626    
1627 root 1.9 /* if the force is missing -> bail out */
1628     if (abil == NULL)
1629     return;
1630    
1631     /* The ability_force keeps track of maximum level ever achieved.
1632     * New abilties can only be gained by surpassing this max level
1633     */
1634     if (who->level > abil->level)
1635     {
1636     /* increase our focused ability */
1637     abil->resist[abil->stats.exp]++;
1638    
1639    
1640     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1641     {
1642     /* time to hand out a new ability-gift */
1643     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1644     }
1645    
1646     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1647     {
1648     /* apply new ability focus */
1649     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1650     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1651    
1652     abil->stats.exp = abil->last_eat;
1653     abil->last_eat = 0;
1654     }
1655    
1656     abil->level = who->level;
1657     }
1658    
1659     /* last but not least, set the new title for the dragon */
1660     set_dragon_name (who, abil, skin);
1661 elmex 1.1 }
1662    
1663     /* Handy function - given the skill name skill_name, we find the skill
1664     * archetype/object, set appropriate values, and insert it into
1665     * the object (op) that is passed.
1666     * We return the skill - this makes it easier for calling functions that
1667     * want to do something with it immediately.
1668     */
1669 root 1.9 object *
1670     give_skill_by_name (object *op, const char *skill_name)
1671 elmex 1.1 {
1672 root 1.9 object *skill_obj;
1673 elmex 1.1
1674 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1675     if (!skill_obj)
1676     {
1677     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1678     return NULL;
1679     }
1680     /* clear the flag - exp goes into this bucket, but player
1681     * still doesn't know it.
1682     */
1683     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1684     skill_obj->stats.exp = 0;
1685     skill_obj->level = 1;
1686     insert_ob_in_ob (skill_obj, op);
1687 root 1.26
1688 root 1.9 if (op->contr)
1689     {
1690 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1691     if (op->contr->ns)
1692     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1693 elmex 1.1 }
1694 root 1.26
1695 root 1.9 return skill_obj;
1696 elmex 1.1 }
1697    
1698    
1699     /* player_lvl_adj() - for the new exp system. we are concerned with
1700     * whether the player gets more hp, sp and new levels.
1701     * Note this this function should only be called for players. Monstes
1702     * don't really gain levels
1703     * who is the player, op is what we are checking to gain the level
1704     * (eg, skill)
1705     */
1706 root 1.9 void
1707     player_lvl_adj (object *who, object *op)
1708     {
1709     char buf[MAX_BUF];
1710    
1711     if (!op) /* when rolling stats */
1712     op = who;
1713    
1714     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1715     {
1716     op->level++;
1717    
1718     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1719     dragon_level_gain (who);
1720    
1721     /* Only roll these if it is the player (who) that gained the level */
1722     if (op == who && (who->level < 11) && who->type == PLAYER)
1723     {
1724     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1725     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1726     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1727     }
1728    
1729 root 1.19 who->update_stats ();
1730 root 1.9 if (op->level > 1)
1731     {
1732     if (op->type != PLAYER)
1733     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1734     else
1735     sprintf (buf, "You are now level %d.", op->level);
1736     if (who)
1737     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1738     }
1739     player_lvl_adj (who, op); /* To increase more levels */
1740     }
1741     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1742     {
1743     op->level--;
1744 root 1.19 who->update_stats ();
1745 root 1.9 if (op->type != PLAYER)
1746     {
1747     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1748     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1749 root 1.3 }
1750 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1751 elmex 1.1 }
1752 root 1.19
1753 root 1.9 /* check if the spell data has changed */
1754 root 1.19 esrv_update_stats (who->contr);
1755 root 1.9 esrv_update_spells (who->contr);
1756 elmex 1.1 }
1757    
1758     /*
1759     * Returns how much experience is needed for a player to become
1760     * the given level. level should really never exceed max_level
1761     */
1762    
1763 root 1.9 sint64
1764     level_exp (int level, double expmul)
1765     {
1766     if (level > settings.max_level)
1767     return (sint64) (expmul * levels[settings.max_level]);
1768     return (sint64) (expmul * levels[level]);
1769 elmex 1.1 }
1770    
1771     /*
1772     * Ensure that the permanent experience requirements in an exp object are met.
1773     * This really just checks 'op to make sure the perm_exp value is within
1774     * proper range. Note that the checking of what is passed through
1775     * has been reduced. Since there is now a proper field for perm_exp,
1776     * this can now work on a much larger set of objects.
1777     */
1778 root 1.9 void
1779     calc_perm_exp (object *op)
1780 elmex 1.1 {
1781 root 1.9 int p_exp_min;
1782    
1783     /* Ensure that our permanent experience minimum is met.
1784     * permenent_exp_ratio is an integer percentage, we divide by 100
1785     * to get the fraction */
1786     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1787    
1788     if (op->perm_exp < p_exp_min)
1789     op->perm_exp = p_exp_min;
1790    
1791     /* Cap permanent experience. */
1792     if (op->perm_exp < 0)
1793     op->perm_exp = 0;
1794     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1795     op->perm_exp = MAX_EXPERIENCE;
1796 elmex 1.1 }
1797    
1798     /* Add experience to a player - exp should only be positive.
1799     * Updates permanent exp for the skill we are adding to.
1800     * skill_name is the skill to add exp to. Skill name can be
1801     * NULL, in which case exp increases the players general
1802     * total, but not any particular skill.
1803     * flag is what to do if the player doesn't have the skill:
1804     */
1805 root 1.9 static void
1806     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1807 elmex 1.1 {
1808 elmex 1.4 object *skill_obj = NULL;
1809     sint64 limit, exp_to_add;
1810     int i;
1811    
1812     /* prevents some forms of abuse. */
1813     if (op->contr->braced)
1814     exp = exp / 5;
1815    
1816     /* Try to find the matching skill.
1817     * We do a shortcut/time saving mechanism first - see if it matches
1818     * chosen_skill. This means we don't need to search through
1819     * the players inventory.
1820     */
1821     if (skill_name)
1822     {
1823 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1824 elmex 1.4 skill_obj = op->chosen_skill;
1825     else
1826     {
1827     for (i = 0; i < NUM_SKILLS; i++)
1828 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1829 elmex 1.4 {
1830     skill_obj = op->contr->last_skill_ob[i];
1831     break;
1832     }
1833 root 1.3
1834 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1835     * it to the player if necessary
1836     */
1837     if (!skill_obj)
1838     {
1839     if (flag == SK_EXP_NONE)
1840     return;
1841     else if (flag == SK_EXP_ADD_SKILL)
1842     give_skill_by_name (op, skill_name);
1843 root 1.3 }
1844     }
1845 elmex 1.1 }
1846    
1847 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1848     {
1849     /* Basically, you can never gain more experience in one shot
1850     * than half what you need to gain for next level.
1851     */
1852     exp_to_add = exp;
1853     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1854     if (exp_to_add > limit)
1855     exp_to_add = limit;
1856    
1857 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1858 elmex 1.4 if (settings.permanent_exp_ratio)
1859     {
1860 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1861 elmex 1.4 calc_perm_exp (op);
1862     }
1863    
1864     player_lvl_adj (op, NULL);
1865     }
1866    
1867     if (skill_obj)
1868     {
1869     exp_to_add = exp;
1870     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1871     if (exp_to_add > limit)
1872     exp_to_add = limit;
1873    
1874     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1875     if (settings.permanent_exp_ratio)
1876     {
1877 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1878 elmex 1.4 calc_perm_exp (skill_obj);
1879     }
1880 elmex 1.1
1881 elmex 1.4 player_lvl_adj (op, skill_obj);
1882 elmex 1.1 }
1883     }
1884    
1885     /* This function checks to make sure that object 'op' can
1886     * lost 'exp' experience. It returns the amount of exp
1887     * object 'op' can in fact lose - it basically makes
1888     * adjustments based on permanent exp and the like.
1889     * This function should always be used for losing experience -
1890     * the 'exp' value passed should be positive - this is the
1891     * amount that should get subtract from the player.
1892     */
1893 root 1.9 sint64
1894     check_exp_loss (const object *op, sint64 exp)
1895 elmex 1.1 {
1896 root 1.9 sint64 del_exp;
1897 elmex 1.1
1898 root 1.9 if (exp > op->stats.exp)
1899     exp = op->stats.exp;
1900     if (settings.permanent_exp_ratio)
1901     {
1902     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1903     if (del_exp < 0)
1904     del_exp = 0;
1905     if (exp > del_exp)
1906     exp = del_exp;
1907 elmex 1.1 }
1908 root 1.9 return exp;
1909 elmex 1.1 }
1910    
1911 root 1.9 sint64
1912     check_exp_adjust (const object *op, sint64 exp)
1913 elmex 1.1 {
1914 root 1.9 if (exp < 0)
1915     return check_exp_loss (op, exp);
1916     else
1917     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1918 elmex 1.1 }
1919    
1920    
1921     /* Subtracts experience from player.
1922     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1923     * only subtract from the matching skill. Otherwise,
1924     * this subtracts a portion from all
1925     * skills the player has. Eg, if we figure the player is losing 10%
1926     * of his total exp, what happens is he loses 10% from all his skills.
1927     * Note that if permanent exp is used, player may not in fact lose
1928     * as much as listed. Eg, if player has gotten reduced to the point
1929     * where everything is at the minimum perm exp, he would lose nothing.
1930     * exp is the amount of exp to subtract - thus, it should be
1931     * a postive number.
1932     */
1933 root 1.9 static void
1934     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1935 elmex 1.1 {
1936 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1937     object *tmp;
1938     sint64 del_exp;
1939    
1940     for (tmp = op->inv; tmp; tmp = tmp->below)
1941     if (tmp->type == SKILL && tmp->stats.exp)
1942     {
1943     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1944     {
1945     del_exp = check_exp_loss (tmp, exp);
1946     tmp->stats.exp -= del_exp;
1947     player_lvl_adj (op, tmp);
1948     }
1949     else if (flag != SK_SUBTRACT_SKILL_EXP)
1950     {
1951     /* only want to process other skills if we are not trying
1952     * to match a specific skill.
1953     */
1954     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1955     tmp->stats.exp -= del_exp;
1956     player_lvl_adj (op, tmp);
1957     }
1958     }
1959 root 1.35
1960 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1961     {
1962     del_exp = check_exp_loss (op, exp);
1963     op->stats.exp -= del_exp;
1964     player_lvl_adj (op, NULL);
1965 elmex 1.1 }
1966     }
1967    
1968     /* change_exp() - changes experience to a player/monster. This
1969     * does bounds checking to make sure we don't overflow the max exp.
1970     *
1971     * The exp passed is typically not modified much by this function -
1972     * it is assumed the caller has modified the exp as needed.
1973     * skill_name is the skill that should get the exp added.
1974     * flag is what to do if player doesn't have the skill.
1975     * these last two values are only used for players.
1976     */
1977 root 1.9 void
1978     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1979     {
1980 elmex 1.1
1981     #ifdef EXP_DEBUG
1982 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1983 elmex 1.1 #endif
1984    
1985 root 1.9 /* safety */
1986     if (!op)
1987     {
1988     LOG (llevError, "change_exp() called for null object!\n");
1989     return;
1990     }
1991    
1992     /* if no change in exp, just return - most of the below code
1993     * won't do anything if the value is 0 anyways.
1994     */
1995     if (exp == 0)
1996     return;
1997    
1998     /* Monsters are easy - we just adjust their exp - we
1999     * don't adjust level, since in most cases it is unrelated to
2000     * the exp they have - the monsters exp represents what its
2001     * worth.
2002     */
2003     if (op->type != PLAYER)
2004     {
2005     /* Sanity check */
2006     if (!QUERY_FLAG (op, FLAG_ALIVE))
2007     return;
2008    
2009     /* reset exp to max allowed value. We subtract from
2010     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2011     * more than max exp, just return.
2012     */
2013     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2014     {
2015     exp = MAX_EXPERIENCE - op->stats.exp;
2016     if (exp < 0)
2017     return;
2018 root 1.3 }
2019 elmex 1.1
2020 root 1.9 op->stats.exp += exp;
2021 elmex 1.1 }
2022 root 1.9 else
2023     { /* Players only */
2024     if (exp > 0)
2025     add_player_exp (op, exp, skill_name, flag);
2026     else
2027     /* note that when you lose exp, it doesn't go against
2028     * a particular skill, so we don't need to pass that
2029     * along.
2030     */
2031 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2032 elmex 1.1 }
2033     }
2034    
2035     /* Applies a death penalty experience, the size of this is defined by the
2036     * settings death_penalty_percentage and death_penalty_levels, and by the
2037     * amount of permenent experience, whichever gives the lowest loss.
2038     */
2039    
2040 root 1.9 void
2041     apply_death_exp_penalty (object *op)
2042     {
2043     object *tmp;
2044     sint64 loss;
2045     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2046     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2047    
2048     for (tmp = op->inv; tmp; tmp = tmp->below)
2049     if (tmp->type == SKILL && tmp->stats.exp)
2050     {
2051    
2052     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2053     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2054    
2055     /* With the revised exp system, you can get cases where
2056     * losing several levels would still require that you have more
2057     * exp than you currently have - this is true if the levels
2058     * tables is a lot harder.
2059     */
2060     if (level_loss < 0)
2061     level_loss = 0;
2062 root 1.3
2063 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2064 root 1.3
2065 root 1.9 tmp->stats.exp -= loss;
2066     player_lvl_adj (op, tmp);
2067     }
2068 elmex 1.1
2069 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2070     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2071     if (level_loss < 0)
2072     level_loss = 0;
2073     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2074 elmex 1.1
2075 root 1.9 op->stats.exp -= loss;
2076     player_lvl_adj (op, NULL);
2077 elmex 1.1 }
2078    
2079     /* This function takes an object (monster/player, op), and
2080     * determines if it makes a basic save throw by looking at the
2081     * save_throw table. level is the effective level to make
2082     * the save at, and bonus is any plus/bonus (typically based on
2083     * resistance to particular attacktype.
2084     * Returns 1 if op makes his save, 0 if he failed
2085     */
2086 root 1.9 int
2087     did_make_save (const object *op, int level, int bonus)
2088 elmex 1.1 {
2089 root 1.9 if (level > MAX_SAVE_LEVEL)
2090     level = MAX_SAVE_LEVEL;
2091 elmex 1.1
2092 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2093     return 0;
2094 root 1.19
2095 root 1.9 return 1;
2096 elmex 1.1 }