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Revision: 1.36
Committed: Tue Apr 24 12:32:14 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +6 -8 lines
Log Message:
server crashed this morning because a freed golem tried to follow
his owner, triggering the assertion failure.

the golem had no owner, but the owner still had him in his range slots.

I refactored a bit of the code and rearranged it to hopefully increase
chances of this not occuring again.

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 root 1.36 *
824     * July 95 - inserted stuff to handle new skills/exp system - b.t.
825     * spell system split, grace points now added to system --peterm
826 elmex 1.1 */
827 root 1.9 void
828 root 1.19 object::update_stats ()
829 root 1.9 {
830     int i, j;
831     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
832     int weapon_weight = 0, weapon_speed = 0;
833     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 root 1.24 float old_speed = speed;
837 root 1.9
838     /* First task is to clear all the values back to their original values */
839 root 1.19 if (type == PLAYER)
840 root 1.9 {
841     for (i = 0; i < NUM_STATS; i++)
842 root 1.19 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
843    
844 root 1.9 if (settings.spell_encumbrance == TRUE)
845 root 1.19 contr->encumbrance = 0;
846 root 1.9
847 root 1.19 attacktype = 0;
848     contr->digestion = 0;
849     contr->gen_hp = 0;
850     contr->gen_sp = 0;
851     contr->gen_grace = 0;
852     contr->gen_sp_armour = 10;
853     contr->item_power = 0;
854 root 1.9
855     /* Don't clobber all the range_ values. range_golem otherwise
856     * gets reset for no good reason, and we don't want to reset
857     * range_magic (what spell is readied). These three below
858     * well get filled in based on what the player has equipped.
859     */
860 root 1.36 contr->ranges[range_bow] = 0;
861     contr->ranges[range_misc] = 0;
862     contr->ranges[range_skill] = 0;
863 root 1.9 }
864    
865 root 1.19 memcpy (body_used, body_info, sizeof (body_info));
866    
867     slaying = 0;
868 root 1.9
869 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
870 root 1.9 {
871 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
872     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 root 1.9 }
874    
875 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
876     CLEAR_FLAG (this, FLAG_STEALTH);
877     CLEAR_FLAG (this, FLAG_BLIND);
878    
879     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883    
884     path_attuned = arch->clone.path_attuned;
885     path_repelled = arch->clone.path_repelled;
886     path_denied = arch->clone.path_denied;
887     glow_radius = arch->clone.glow_radius;
888     move_type = arch->clone.move_type;
889     chosen_skill = NULL;
890 root 1.9
891     /* initializing resistances from the values in player/monster's
892     * archetype clone
893     */
894 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
895 root 1.9
896     for (i = 0; i < NROFATTACKS; i++)
897     {
898 root 1.19 if (resist[i] > 0)
899     prot[i] = resist[i], vuln[i] = 0;
900 root 1.9 else
901 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
902 root 1.9 potion_resist[i] = 0;
903     }
904    
905 root 1.19 wc = arch->clone.stats.wc;
906     stats.dam = arch->clone.stats.dam;
907 root 1.9
908     /* for players which cannot use armour, they gain AC -1 per 3 levels,
909     * plus a small amount of physical resist, those poor suckers. ;)
910     * the fact that maxlevel is factored in could be considered sort of bogus -
911     * we should probably give them some bonus and cap it off - otherwise,
912     * basically, if a server updates its max level, these playes may find
913     * that their protection from physical goes down
914     */
915 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 root 1.9 {
917 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
918     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 elmex 1.1 }
920 root 1.9 else
921 root 1.19 ac = arch->clone.stats.ac;
922 root 1.9
923 root 1.19 stats.luck = arch->clone.stats.luck;
924     speed = arch->clone.speed;
925 root 1.9
926     /* OK - we've reset most all the objects attributes to sane values.
927     * now go through and make adjustments for what the player has equipped.
928     */
929 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
930 root 1.9 {
931     /* See note in map.c:update_position about making this additive
932     * since light sources are never applied, need to put check here.
933     */
934 root 1.19 if (tmp->glow_radius > glow_radius)
935     glow_radius = tmp->glow_radius;
936 root 1.3
937 root 1.9 /* This happens because apply_potion calls change_abil with the potion
938     * applied so we can tell the player what chagned. But change_abil
939     * then calls this function.
940     */
941     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 root 1.19 continue;
943 root 1.3
944 root 1.9 /* For some things, we don't care what is equipped */
945     if (tmp->type == SKILL)
946     {
947     /* Want to take the highest skill here. */
948     if (IS_MANA_SKILL (tmp->subtype))
949     {
950     if (!mana_obj)
951     mana_obj = tmp;
952     else if (tmp->level > mana_obj->level)
953     mana_obj = tmp;
954     }
955 root 1.19
956 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
957     {
958     if (!grace_obj)
959     grace_obj = tmp;
960     else if (tmp->level > grace_obj->level)
961     grace_obj = tmp;
962 root 1.3 }
963     }
964    
965 root 1.9 /* Container objects are not meant to adjust a players, but other applied
966     * objects need to make adjustments.
967     * This block should handle all player specific changes
968     * The check for Praying is a bit of a hack - god given bonuses are put
969     * in the praying skill, and the player should always get those.
970     * It also means we need to put in additional checks for applied below,
971     * because the skill shouldn't count against body positions being used
972     * up, etc.
973     */
974     if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
975     (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
976     {
977 root 1.19 if (type == PLAYER)
978 root 1.9 {
979     if (tmp->type == BOW)
980 root 1.19 contr->ranges[range_bow] = tmp;
981 root 1.9
982     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
983 root 1.19 contr->ranges[range_misc] = tmp;
984 root 1.9
985     for (i = 0; i < NUM_STATS; i++)
986 root 1.19 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
987 root 1.9
988     /* these are the items that currently can change digestion, regeneration,
989     * spell point recovery and mana point recovery. Seems sort of an arbitary
990     * list, but other items store other info into stats array.
991     */
992 elmex 1.18 if ((tmp->type == WEAPON) ||
993     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994     (tmp->type == SHIELD) || (tmp->type == RING) ||
995     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
998     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
999 elmex 1.14 (tmp->type == SKILL))
1000 root 1.9 {
1001 root 1.19 contr->digestion += tmp->stats.food;
1002     contr->gen_hp += tmp->stats.hp;
1003     contr->gen_sp += tmp->stats.sp;
1004     contr->gen_grace += tmp->stats.grace;
1005     contr->gen_sp_armour += tmp->gen_sp_armour;
1006     contr->item_power += tmp->item_power;
1007 root 1.3 }
1008 root 1.9 } /* if this is a player */
1009 root 1.3
1010 root 1.9 /* Update slots used for items */
1011     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013     body_used[i] += tmp->body_info[i];
1014 root 1.3
1015 root 1.9 if (tmp->type == SYMPTOM)
1016     {
1017     speed_reduce_from_disease = tmp->last_sp / 100.0;
1018     if (speed_reduce_from_disease == 0)
1019     speed_reduce_from_disease = 1;
1020 root 1.3 }
1021    
1022 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1023 root 1.34 * (Negative protections are calculated exactly like positive.)
1024 root 1.9 * Resistance from potions are treated special as well. If there's
1025     * more than one potion-effect, the bigger prot.-value is taken.
1026     */
1027     if (tmp->type != POTION)
1028     {
1029     for (i = 0; i < NROFATTACKS; i++)
1030     {
1031     /* Potential for cursed potions, in which case we just can use
1032 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1033 root 1.9 */
1034     if (tmp->type == POTION_EFFECT)
1035     {
1036     if (potion_resist[i])
1037     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1038     else
1039     potion_resist[i] = tmp->resist[i];
1040 root 1.3 }
1041 root 1.9 else if (tmp->resist[i] > 0)
1042 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1043 root 1.9 else if (tmp->resist[i] < 0)
1044 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 root 1.9 }
1046     }
1047    
1048     /* There may be other things that should not adjust the attacktype */
1049     if (tmp->type != BOW && tmp->type != SYMPTOM)
1050 root 1.19 attacktype |= tmp->attacktype;
1051 root 1.9
1052 root 1.19 path_attuned |= tmp->path_attuned;
1053     path_repelled |= tmp->path_repelled;
1054     path_denied |= tmp->path_denied;
1055     stats.luck += tmp->stats.luck;
1056     move_type |= tmp->move_type;
1057    
1058     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1059     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1060     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1062     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1063     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1064     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1065 root 1.9
1066 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1067     SET_FLAG (this, FLAG_UNDEAD);
1068 root 1.9
1069     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070     {
1071 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1072     invisible = 1;
1073 root 1.9 }
1074    
1075     if (tmp->stats.exp && tmp->type != SKILL)
1076     {
1077     if (tmp->stats.exp > 0)
1078     {
1079     added_speed += (float) tmp->stats.exp / 3.0;
1080     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1081 root 1.3 }
1082 root 1.9 else
1083     added_speed += (float) tmp->stats.exp;
1084 root 1.3 }
1085    
1086 root 1.9 switch (tmp->type)
1087     {
1088 root 1.10 /* skills modifying the character -b.t. */
1089     /* for all skills and skill granting objects */
1090     case SKILL:
1091     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1092     break;
1093 root 1.3
1094 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1095     wc_obj = tmp;
1096 root 1.3
1097 root 1.19 if (chosen_skill)
1098     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1099 root 1.10
1100 root 1.19 chosen_skill = tmp;
1101 root 1.10
1102     if (tmp->stats.dam > 0)
1103     { /* skill is a 'weapon' */
1104 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 root 1.10 weapon_speed = (int) WEAPON_SPEED (tmp);
1106 root 1.19
1107 root 1.10 if (weapon_speed < 0)
1108     weapon_speed = 0;
1109 root 1.19
1110 root 1.10 weapon_weight = tmp->weight;
1111 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1112    
1113 root 1.10 if (tmp->magic)
1114 root 1.19 stats.dam += tmp->magic;
1115 root 1.10 }
1116 root 1.3
1117 root 1.10 if (tmp->stats.wc)
1118     wc -= (tmp->stats.wc + tmp->magic);
1119 root 1.3
1120 root 1.10 if (tmp->slaying != NULL)
1121 root 1.19 slaying = tmp->slaying;
1122 root 1.9
1123 root 1.10 if (tmp->stats.ac)
1124     ac -= (tmp->stats.ac + tmp->magic);
1125 root 1.3
1126 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128    
1129     if (type == PLAYER)
1130     contr->ranges[range_skill] = this;
1131    
1132 root 1.10 break;
1133 root 1.3
1134 root 1.10 case SKILL_TOOL:
1135 root 1.19 if (chosen_skill)
1136     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137    
1138     chosen_skill = tmp;
1139    
1140     if (type == PLAYER)
1141     contr->ranges[range_skill] = this;
1142 root 1.10 break;
1143 root 1.3
1144 root 1.10 case SHIELD:
1145 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146     contr->encumbrance += (int) tmp->weight / 2000;
1147 root 1.10 case RING:
1148     case AMULET:
1149     case GIRDLE:
1150     case HELMET:
1151     case BOOTS:
1152     case GLOVES:
1153     case CLOAK:
1154     if (tmp->stats.wc)
1155 root 1.9 wc -= (tmp->stats.wc + tmp->magic);
1156 root 1.19
1157 root 1.10 if (tmp->stats.dam)
1158 root 1.19 stats.dam += (tmp->stats.dam + tmp->magic);
1159    
1160 root 1.10 if (tmp->stats.ac)
1161     ac -= (tmp->stats.ac + tmp->magic);
1162 root 1.19
1163 root 1.10 break;
1164    
1165     case WEAPON:
1166     wc -= (tmp->stats.wc + tmp->magic);
1167 root 1.19
1168 root 1.10 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169     ac -= tmp->stats.ac + tmp->magic;
1170 root 1.19
1171     stats.dam += (tmp->stats.dam + tmp->magic);
1172 root 1.10 weapon_weight = tmp->weight;
1173     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174 root 1.19
1175 root 1.10 if (weapon_speed < 0)
1176     weapon_speed = 0;
1177 root 1.19
1178     slaying = tmp->slaying;
1179 root 1.10 /* If there is desire that two handed weapons should do
1180     * extra strength damage, this is where the code should
1181     * go.
1182     */
1183 root 1.19 current_weapon = tmp;
1184     if (settings.spell_encumbrance == TRUE && type == PLAYER)
1185     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186 root 1.9
1187 root 1.10 break;
1188 root 1.9
1189 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1190 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191     contr->encumbrance += (int) tmp->weight / 1000;
1192 root 1.10
1193     case BRACERS:
1194     case FORCE:
1195     if (tmp->stats.wc)
1196     {
1197     if (best_wc < tmp->stats.wc + tmp->magic)
1198     {
1199     wc += best_wc;
1200     best_wc = tmp->stats.wc + tmp->magic;
1201     }
1202     else
1203     wc += tmp->stats.wc + tmp->magic;
1204     }
1205 root 1.19
1206 root 1.10 if (tmp->stats.ac)
1207     {
1208     if (best_ac < tmp->stats.ac + tmp->magic)
1209     {
1210     ac += best_ac; /* Remove last bonus */
1211     best_ac = tmp->stats.ac + tmp->magic;
1212     }
1213     else /* To nullify the below effect */
1214     ac += tmp->stats.ac + tmp->magic;
1215     }
1216 root 1.19
1217 root 1.10 if (tmp->stats.wc)
1218     wc -= (tmp->stats.wc + tmp->magic);
1219 root 1.19
1220 root 1.10 if (tmp->stats.ac)
1221     ac -= (tmp->stats.ac + tmp->magic);
1222 root 1.19
1223 root 1.10 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1224     max = ARMOUR_SPEED (tmp) / 10.0;
1225 root 1.19
1226 root 1.10 break;
1227 root 1.9 } /* switch tmp->type */
1228     } /* item is equipped */
1229     } /* for loop of items */
1230    
1231     /* We've gone through all the objects the player has equipped. For many things, we
1232     * have generated intermediate values which we now need to assign.
1233     */
1234    
1235     /* 'total resistance = total protections - total vulnerabilities'.
1236     * If there is an uncursed potion in effect, granting more protection
1237     * than that, we take: 'total resistance = resistance from potion'.
1238     * If there is a cursed (and no uncursed) potion in effect, we take
1239     * 'total resistance = vulnerability from cursed potion'.
1240     */
1241     for (i = 0; i < NROFATTACKS; i++)
1242     {
1243 root 1.19 resist[i] = prot[i] - vuln[i];
1244    
1245     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1246     resist[i] = potion_resist[i];
1247 elmex 1.1 }
1248    
1249 root 1.9 /* Figure out the players sp/mana/hp totals. */
1250 root 1.19 if (type == PLAYER)
1251 root 1.9 {
1252     int pl_level;
1253    
1254 root 1.19 check_stat_bounds (&(stats));
1255     pl_level = level;
1256 root 1.9
1257     if (pl_level < 1)
1258     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1259    
1260     /* You basically get half a con bonus/level. But we do take into account rounding,
1261     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1262     */
1263 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1264 root 1.9 {
1265 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266    
1267     if (i % 2 && con_bonus[stats.Con] % 2)
1268 root 1.9 {
1269 root 1.19 if (con_bonus[stats.Con] > 0)
1270 root 1.9 j++;
1271     else
1272     j--;
1273     }
1274 root 1.19
1275     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1276 root 1.9 }
1277    
1278 root 1.19 for (i = 11; i <= level; i++)
1279     stats.maxhp += 2;
1280 elmex 1.1
1281 root 1.19 if (stats.hp > stats.maxhp)
1282     stats.hp = stats.maxhp;
1283 elmex 1.1
1284 root 1.9 /* Sp gain is controlled by the level of the player's
1285     * relevant experience object (mana_obj, see above)
1286     */
1287     /* following happen when skills system is not used */
1288     if (!mana_obj)
1289 root 1.19 mana_obj = this;
1290    
1291 root 1.9 if (!grace_obj)
1292 root 1.19 grace_obj = this;
1293    
1294 root 1.9 /* set maxsp */
1295 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1296     mana_obj = this;
1297 root 1.9
1298 root 1.19 if (mana_obj == this && type == PLAYER)
1299     stats.maxsp = 1;
1300 root 1.9 else
1301     {
1302     sp_tmp = 0.0;
1303 root 1.19
1304 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1305     {
1306     float stmp;
1307    
1308     /* Got some extra bonus at first level */
1309     if (i < 2)
1310 root 1.19 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1311 root 1.9 else
1312 root 1.19 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1313    
1314 root 1.9 if (stmp < 1.0)
1315     stmp = 1.0;
1316 root 1.19
1317 root 1.9 sp_tmp += stmp;
1318 root 1.3 }
1319 root 1.19
1320     stats.maxsp = (int) sp_tmp;
1321 root 1.3
1322 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1323 root 1.19 stats.maxsp += 2;
1324 root 1.3 }
1325 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1326 root 1.19 if (stats.sp > stats.maxsp * 2)
1327     stats.sp = stats.maxsp * 2;
1328 root 1.9
1329     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1330 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1331     grace_obj = this;
1332 root 1.9
1333 root 1.19 if (grace_obj == this && type == PLAYER)
1334     stats.maxgrace = 1;
1335 root 1.9 else
1336     {
1337     /* store grace in a float - this way, the divisions below don't create
1338     * big jumps when you go from level to level - with int's, it then
1339     * becomes big jumps when the sums of the bonuses jump to the next
1340     * step of 8 - with floats, even fractional ones are useful.
1341     */
1342     sp_tmp = 0.0;
1343 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1344 root 1.9 {
1345     float grace_tmp = 0.0;
1346    
1347     /* Got some extra bonus at first level */
1348     if (i < 2)
1349 root 1.19 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1350     2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1351 root 1.9 else
1352 root 1.19 grace_tmp = (float) contr->levgrace[i]
1353     + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1354    
1355 root 1.9 if (grace_tmp < 1.0)
1356     grace_tmp = 1.0;
1357 root 1.19
1358 root 1.9 sp_tmp += grace_tmp;
1359 root 1.3 }
1360 root 1.19
1361     stats.maxgrace = (int) sp_tmp;
1362 root 1.3
1363 root 1.9 /* two grace points per level after 11 */
1364     for (i = 11; i <= grace_obj->level; i++)
1365 root 1.19 stats.maxgrace += 2;
1366 root 1.3 }
1367 root 1.9 /* No limit on grace vs maxgrace */
1368 root 1.3
1369 root 1.19 if (contr->braced)
1370 root 1.9 {
1371     ac += 2;
1372     wc += 4;
1373 root 1.3 }
1374 root 1.9 else
1375 root 1.19 ac -= dex_bonus[stats.Dex];
1376 root 1.9
1377     /* In new exp/skills system, wc bonuses are related to
1378     * the players level in a relevant exp object (wc_obj)
1379     * not the general player level -b.t.
1380     * I changed this slightly so that wc bonuses are better
1381     * than before. This is to balance out the fact that
1382     * the player no longer gets a personal weapon w/ 1
1383     * improvement every level, now its fighterlevel/5. So
1384     * we give the player a bonus here in wc and dam
1385     * to make up for the change. Note that I left the
1386     * monster bonus the same as before. -b.t.
1387     */
1388    
1389 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1390 root 1.9 {
1391 root 1.19 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1392 root 1.9 for (i = 1; i < wc_obj->level; i++)
1393     {
1394     /* addtional wc every 6 levels */
1395     if (!(i % 6))
1396     wc--;
1397     /* addtional dam every 4 levels. */
1398 root 1.19 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1399     stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1400 root 1.9 }
1401     }
1402     else
1403 root 1.19 wc -= (level + thaco_bonus[stats.Str]);
1404 root 1.9
1405 root 1.19 stats.dam += dam_bonus[stats.Str];
1406 root 1.9
1407 root 1.19 if (stats.dam < 1)
1408     stats.dam = 1;
1409 root 1.9
1410 root 1.19 speed = 1.0 + speed_bonus[stats.Dex];
1411    
1412     if (settings.search_items && contr->search_str[0])
1413     speed -= 1;
1414    
1415     if (attacktype == 0)
1416     attacktype = arch->clone.attacktype;
1417 root 1.9
1418     } /* End if player */
1419    
1420     if (added_speed >= 0)
1421 root 1.19 speed += added_speed / 10.0;
1422 root 1.9 else /* Something wrong here...: */
1423 root 1.19 speed /= (float) (1.0 - added_speed);
1424 root 1.3
1425 root 1.9 /* Max is determined by armour */
1426 root 1.19 if (speed > max)
1427     speed = max;
1428 elmex 1.1
1429 root 1.19 if (type == PLAYER)
1430 root 1.9 {
1431     /* f is a number the represents the number of kg above (positive num)
1432     * or below (negative number) that the player is carrying. If above
1433     * weight limit, then player suffers a speed reduction based on how
1434     * much above he is, and what is max carry is
1435     */
1436 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1437 root 1.9 if (f > 0)
1438 root 1.19 speed = speed / (1.0 + f / max_carry[stats.Str]);
1439 elmex 1.1 }
1440    
1441 root 1.19 speed += bonus_speed / 10.0; /* Not affected by limits */
1442 root 1.9
1443     /* Put a lower limit on speed. Note with this speed, you move once every
1444     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445     */
1446 root 1.19 speed = speed * speed_reduce_from_disease;
1447 elmex 1.1
1448 root 1.19 if (speed < 0.01 && type == PLAYER)
1449     speed = 0.01;
1450 root 1.9
1451 root 1.19 if (type == PLAYER)
1452 root 1.9 {
1453     float M, W, s, D, K, S, M2;
1454 elmex 1.1
1455 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1456     * Note that we never used these values again - basically
1457     * all of these could be subbed into one big equation, but
1458     * that would just be a real pain to read.
1459     */
1460 root 1.19 M = (max_carry[stats.Str] - 121) / 121.0;
1461     M2 = max_carry[stats.Str] / 100.0;
1462 root 1.9 W = weapon_weight / 20000.0;
1463     s = 2 - weapon_speed / 10.0;
1464 root 1.19 D = (stats.Dex - 14) / 14.0;
1465     K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1466     K *= (4 + level) / (float) (6 + level) * 1.2;
1467 root 1.9 if (K <= 0)
1468     K = 0.01;
1469 root 1.19 S = speed / (K * s);
1470     contr->weapon_sp = S;
1471 root 1.9 }
1472 root 1.19
1473 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1474 root 1.19 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1475     stats.dam = arch->clone.stats.dam * 3;
1476 root 1.9
1477     /* Prevent overflows of wc - best you can get is ABS(120) - this
1478     * should be more than enough - remember, AC is also in 8 bits,
1479     * so its value is the same.
1480     */
1481     if (wc > 120)
1482     wc = 120;
1483     else if (wc < -120)
1484     wc = -120;
1485 root 1.19
1486     stats.wc = wc;
1487 root 1.9
1488     if (ac > 120)
1489     ac = 120;
1490     else if (ac < -120)
1491     ac = -120;
1492 root 1.19
1493     stats.ac = ac;
1494 root 1.9
1495     /* if for some reason the creature doesn't have any move type,
1496     * give them walking as a default.
1497     * The second case is a special case - to more closely mimic the
1498     * old behaviour - if your flying, your not walking - just
1499     * one or the other.
1500     */
1501 root 1.19 if (move_type == 0)
1502     move_type = MOVE_WALK;
1503     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1504     move_type &= ~MOVE_WALK;
1505 elmex 1.1
1506 root 1.24 if (speed != old_speed)
1507     set_speed (speed);
1508 elmex 1.1
1509 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1510     * so we will check that now.
1511     */
1512 root 1.19 if (type == PLAYER)
1513     {
1514     esrv_update_stats (contr);
1515     esrv_update_spells (contr);
1516     }
1517 root 1.35
1518     // update the mapspace, if we are on a map
1519     if (!flag [FLAG_REMOVED] && map)
1520     map->at (x, y).flags_ = 0;
1521 elmex 1.1 }
1522    
1523     /*
1524     * Returns true if the given player is a legal class.
1525     * The function to add and remove class-bonuses to the stats doesn't
1526     * check if the stat becomes negative, thus this function
1527     * merely checks that all stats are 1 or more, and returns
1528     * false otherwise.
1529     */
1530 root 1.9 int
1531     allowed_class (const object *op)
1532     {
1533     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1534     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1535 elmex 1.1 }
1536    
1537     /*
1538     * set the new dragon name after gaining levels or
1539     * changing ability focus (later this can be extended to
1540     * eventually change the player's face and animation)
1541     *
1542     * Note that the title is written to 'own_title' in the
1543     * player struct. This should be changed to 'ext_title'
1544     * as soon as clients support this!
1545     * Please, anyone, write support for 'ext_title'.
1546     */
1547 root 1.9 void
1548     set_dragon_name (object *pl, const object *abil, const object *skin)
1549     {
1550     int atnr = -1; /* attacknumber of highest level */
1551     int level = 0; /* highest level */
1552 elmex 1.1 int i;
1553    
1554     /* Perhaps do something more clever? */
1555 root 1.9 if (!abil || !skin)
1556     return;
1557    
1558 elmex 1.1 /* first, look for the highest level */
1559 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1560     {
1561     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1562     {
1563     level = abil->resist[i];
1564     atnr = i;
1565     }
1566 elmex 1.1 }
1567 root 1.9
1568 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1569     or else at random */
1570 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1571 elmex 1.1 atnr = abil->stats.exp;
1572 root 1.9
1573     level = (int) (level / 5.);
1574    
1575 elmex 1.1 /* now set the new title */
1576 root 1.9 if (pl->contr != NULL)
1577     {
1578     if (level == 0)
1579     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1580     else if (level == 1)
1581     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1582     else if (level == 2)
1583     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1584     else if (level == 3)
1585     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1586 elmex 1.1 else
1587 root 1.9 {
1588     /* special titles for extra high resistance! */
1589     if (skin->resist[atnr] > 80)
1590     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1591     else if (skin->resist[atnr] > 50)
1592     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1593     else
1594     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1595     }
1596 elmex 1.1 }
1597 root 1.9
1598     strcpy (pl->contr->own_title, "");
1599 elmex 1.1 }
1600    
1601     /*
1602     * This function is called when a dragon-player gains
1603     * an overall level. Here, the dragon might gain new abilities
1604     * or change the ability-focus.
1605     */
1606 root 1.9 void
1607     dragon_level_gain (object *who)
1608     {
1609     object *abil = NULL; /* pointer to dragon ability force */
1610     object *skin = NULL; /* pointer to dragon skin force */
1611     object *tmp = NULL; /* tmp. object */
1612     char buf[MAX_BUF]; /* tmp. string buffer */
1613    
1614     /* now grab the 'dragon_ability'-forces from the player's inventory */
1615 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1616     shstr_cmp dragon_skin_force ("dragon_skin_force");
1617    
1618     for (tmp = who->inv; tmp; tmp = tmp->below)
1619     if (tmp->type == FORCE)
1620     if (tmp->arch->name == dragon_ability_force)
1621     abil = tmp;
1622     else if (tmp->arch->name == dragon_skin_force)
1623     skin = tmp;
1624    
1625 root 1.9 /* if the force is missing -> bail out */
1626     if (abil == NULL)
1627     return;
1628    
1629     /* The ability_force keeps track of maximum level ever achieved.
1630     * New abilties can only be gained by surpassing this max level
1631     */
1632     if (who->level > abil->level)
1633     {
1634     /* increase our focused ability */
1635     abil->resist[abil->stats.exp]++;
1636    
1637    
1638     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1639     {
1640     /* time to hand out a new ability-gift */
1641     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1642     }
1643    
1644     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1645     {
1646     /* apply new ability focus */
1647     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1648     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1649    
1650     abil->stats.exp = abil->last_eat;
1651     abil->last_eat = 0;
1652     }
1653    
1654     abil->level = who->level;
1655     }
1656    
1657     /* last but not least, set the new title for the dragon */
1658     set_dragon_name (who, abil, skin);
1659 elmex 1.1 }
1660    
1661     /* Handy function - given the skill name skill_name, we find the skill
1662     * archetype/object, set appropriate values, and insert it into
1663     * the object (op) that is passed.
1664     * We return the skill - this makes it easier for calling functions that
1665     * want to do something with it immediately.
1666     */
1667 root 1.9 object *
1668     give_skill_by_name (object *op, const char *skill_name)
1669 elmex 1.1 {
1670 root 1.9 object *skill_obj;
1671 elmex 1.1
1672 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1673     if (!skill_obj)
1674     {
1675     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1676     return NULL;
1677     }
1678     /* clear the flag - exp goes into this bucket, but player
1679     * still doesn't know it.
1680     */
1681     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1682     skill_obj->stats.exp = 0;
1683     skill_obj->level = 1;
1684     insert_ob_in_ob (skill_obj, op);
1685 root 1.26
1686 root 1.9 if (op->contr)
1687     {
1688 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1689     if (op->contr->ns)
1690     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1691 elmex 1.1 }
1692 root 1.26
1693 root 1.9 return skill_obj;
1694 elmex 1.1 }
1695    
1696    
1697     /* player_lvl_adj() - for the new exp system. we are concerned with
1698     * whether the player gets more hp, sp and new levels.
1699     * Note this this function should only be called for players. Monstes
1700     * don't really gain levels
1701     * who is the player, op is what we are checking to gain the level
1702     * (eg, skill)
1703     */
1704 root 1.9 void
1705     player_lvl_adj (object *who, object *op)
1706     {
1707     char buf[MAX_BUF];
1708    
1709     if (!op) /* when rolling stats */
1710     op = who;
1711    
1712     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1713     {
1714     op->level++;
1715    
1716     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1717     dragon_level_gain (who);
1718    
1719     /* Only roll these if it is the player (who) that gained the level */
1720     if (op == who && (who->level < 11) && who->type == PLAYER)
1721     {
1722     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1723     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1724     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1725     }
1726    
1727 root 1.19 who->update_stats ();
1728 root 1.9 if (op->level > 1)
1729     {
1730     if (op->type != PLAYER)
1731     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1732     else
1733     sprintf (buf, "You are now level %d.", op->level);
1734     if (who)
1735     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1736     }
1737     player_lvl_adj (who, op); /* To increase more levels */
1738     }
1739     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1740     {
1741     op->level--;
1742 root 1.19 who->update_stats ();
1743 root 1.9 if (op->type != PLAYER)
1744     {
1745     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1746     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1747 root 1.3 }
1748 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1749 elmex 1.1 }
1750 root 1.19
1751 root 1.9 /* check if the spell data has changed */
1752 root 1.19 esrv_update_stats (who->contr);
1753 root 1.9 esrv_update_spells (who->contr);
1754 elmex 1.1 }
1755    
1756     /*
1757     * Returns how much experience is needed for a player to become
1758     * the given level. level should really never exceed max_level
1759     */
1760    
1761 root 1.9 sint64
1762     level_exp (int level, double expmul)
1763     {
1764     if (level > settings.max_level)
1765     return (sint64) (expmul * levels[settings.max_level]);
1766     return (sint64) (expmul * levels[level]);
1767 elmex 1.1 }
1768    
1769     /*
1770     * Ensure that the permanent experience requirements in an exp object are met.
1771     * This really just checks 'op to make sure the perm_exp value is within
1772     * proper range. Note that the checking of what is passed through
1773     * has been reduced. Since there is now a proper field for perm_exp,
1774     * this can now work on a much larger set of objects.
1775     */
1776 root 1.9 void
1777     calc_perm_exp (object *op)
1778 elmex 1.1 {
1779 root 1.9 int p_exp_min;
1780    
1781     /* Ensure that our permanent experience minimum is met.
1782     * permenent_exp_ratio is an integer percentage, we divide by 100
1783     * to get the fraction */
1784     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1785    
1786     if (op->perm_exp < p_exp_min)
1787     op->perm_exp = p_exp_min;
1788    
1789     /* Cap permanent experience. */
1790     if (op->perm_exp < 0)
1791     op->perm_exp = 0;
1792     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1793     op->perm_exp = MAX_EXPERIENCE;
1794 elmex 1.1 }
1795    
1796     /* Add experience to a player - exp should only be positive.
1797     * Updates permanent exp for the skill we are adding to.
1798     * skill_name is the skill to add exp to. Skill name can be
1799     * NULL, in which case exp increases the players general
1800     * total, but not any particular skill.
1801     * flag is what to do if the player doesn't have the skill:
1802     */
1803 root 1.9 static void
1804     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1805 elmex 1.1 {
1806 elmex 1.4 object *skill_obj = NULL;
1807     sint64 limit, exp_to_add;
1808     int i;
1809    
1810     /* prevents some forms of abuse. */
1811     if (op->contr->braced)
1812     exp = exp / 5;
1813    
1814     /* Try to find the matching skill.
1815     * We do a shortcut/time saving mechanism first - see if it matches
1816     * chosen_skill. This means we don't need to search through
1817     * the players inventory.
1818     */
1819     if (skill_name)
1820     {
1821 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1822 elmex 1.4 skill_obj = op->chosen_skill;
1823     else
1824     {
1825     for (i = 0; i < NUM_SKILLS; i++)
1826 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1827 elmex 1.4 {
1828     skill_obj = op->contr->last_skill_ob[i];
1829     break;
1830     }
1831 root 1.3
1832 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1833     * it to the player if necessary
1834     */
1835     if (!skill_obj)
1836     {
1837     if (flag == SK_EXP_NONE)
1838     return;
1839     else if (flag == SK_EXP_ADD_SKILL)
1840     give_skill_by_name (op, skill_name);
1841 root 1.3 }
1842     }
1843 elmex 1.1 }
1844    
1845 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1846     {
1847     /* Basically, you can never gain more experience in one shot
1848     * than half what you need to gain for next level.
1849     */
1850     exp_to_add = exp;
1851     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1852     if (exp_to_add > limit)
1853     exp_to_add = limit;
1854    
1855 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1856 elmex 1.4 if (settings.permanent_exp_ratio)
1857     {
1858 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1859 elmex 1.4 calc_perm_exp (op);
1860     }
1861    
1862     player_lvl_adj (op, NULL);
1863     }
1864    
1865     if (skill_obj)
1866     {
1867     exp_to_add = exp;
1868     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1869     if (exp_to_add > limit)
1870     exp_to_add = limit;
1871    
1872     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1873     if (settings.permanent_exp_ratio)
1874     {
1875 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1876 elmex 1.4 calc_perm_exp (skill_obj);
1877     }
1878 elmex 1.1
1879 elmex 1.4 player_lvl_adj (op, skill_obj);
1880 elmex 1.1 }
1881     }
1882    
1883     /* This function checks to make sure that object 'op' can
1884     * lost 'exp' experience. It returns the amount of exp
1885     * object 'op' can in fact lose - it basically makes
1886     * adjustments based on permanent exp and the like.
1887     * This function should always be used for losing experience -
1888     * the 'exp' value passed should be positive - this is the
1889     * amount that should get subtract from the player.
1890     */
1891 root 1.9 sint64
1892     check_exp_loss (const object *op, sint64 exp)
1893 elmex 1.1 {
1894 root 1.9 sint64 del_exp;
1895 elmex 1.1
1896 root 1.9 if (exp > op->stats.exp)
1897     exp = op->stats.exp;
1898     if (settings.permanent_exp_ratio)
1899     {
1900     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1901     if (del_exp < 0)
1902     del_exp = 0;
1903     if (exp > del_exp)
1904     exp = del_exp;
1905 elmex 1.1 }
1906 root 1.9 return exp;
1907 elmex 1.1 }
1908    
1909 root 1.9 sint64
1910     check_exp_adjust (const object *op, sint64 exp)
1911 elmex 1.1 {
1912 root 1.9 if (exp < 0)
1913     return check_exp_loss (op, exp);
1914     else
1915     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1916 elmex 1.1 }
1917    
1918    
1919     /* Subtracts experience from player.
1920     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1921     * only subtract from the matching skill. Otherwise,
1922     * this subtracts a portion from all
1923     * skills the player has. Eg, if we figure the player is losing 10%
1924     * of his total exp, what happens is he loses 10% from all his skills.
1925     * Note that if permanent exp is used, player may not in fact lose
1926     * as much as listed. Eg, if player has gotten reduced to the point
1927     * where everything is at the minimum perm exp, he would lose nothing.
1928     * exp is the amount of exp to subtract - thus, it should be
1929     * a postive number.
1930     */
1931 root 1.9 static void
1932     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1933 elmex 1.1 {
1934 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1935     object *tmp;
1936     sint64 del_exp;
1937    
1938     for (tmp = op->inv; tmp; tmp = tmp->below)
1939     if (tmp->type == SKILL && tmp->stats.exp)
1940     {
1941     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1942     {
1943     del_exp = check_exp_loss (tmp, exp);
1944     tmp->stats.exp -= del_exp;
1945     player_lvl_adj (op, tmp);
1946     }
1947     else if (flag != SK_SUBTRACT_SKILL_EXP)
1948     {
1949     /* only want to process other skills if we are not trying
1950     * to match a specific skill.
1951     */
1952     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1953     tmp->stats.exp -= del_exp;
1954     player_lvl_adj (op, tmp);
1955     }
1956     }
1957 root 1.35
1958 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1959     {
1960     del_exp = check_exp_loss (op, exp);
1961     op->stats.exp -= del_exp;
1962     player_lvl_adj (op, NULL);
1963 elmex 1.1 }
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 void
1976     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977     {
1978 elmex 1.1
1979     #ifdef EXP_DEBUG
1980 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981 elmex 1.1 #endif
1982    
1983 root 1.9 /* safety */
1984     if (!op)
1985     {
1986     LOG (llevError, "change_exp() called for null object!\n");
1987     return;
1988     }
1989    
1990     /* if no change in exp, just return - most of the below code
1991     * won't do anything if the value is 0 anyways.
1992     */
1993     if (exp == 0)
1994     return;
1995    
1996     /* Monsters are easy - we just adjust their exp - we
1997     * don't adjust level, since in most cases it is unrelated to
1998     * the exp they have - the monsters exp represents what its
1999     * worth.
2000     */
2001     if (op->type != PLAYER)
2002     {
2003     /* Sanity check */
2004     if (!QUERY_FLAG (op, FLAG_ALIVE))
2005     return;
2006    
2007     /* reset exp to max allowed value. We subtract from
2008     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2009     * more than max exp, just return.
2010     */
2011     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2012     {
2013     exp = MAX_EXPERIENCE - op->stats.exp;
2014     if (exp < 0)
2015     return;
2016 root 1.3 }
2017 elmex 1.1
2018 root 1.9 op->stats.exp += exp;
2019 elmex 1.1 }
2020 root 1.9 else
2021     { /* Players only */
2022     if (exp > 0)
2023     add_player_exp (op, exp, skill_name, flag);
2024     else
2025     /* note that when you lose exp, it doesn't go against
2026     * a particular skill, so we don't need to pass that
2027     * along.
2028     */
2029 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2030 elmex 1.1 }
2031     }
2032    
2033     /* Applies a death penalty experience, the size of this is defined by the
2034     * settings death_penalty_percentage and death_penalty_levels, and by the
2035     * amount of permenent experience, whichever gives the lowest loss.
2036     */
2037    
2038 root 1.9 void
2039     apply_death_exp_penalty (object *op)
2040     {
2041     object *tmp;
2042     sint64 loss;
2043     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2044     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2045    
2046     for (tmp = op->inv; tmp; tmp = tmp->below)
2047     if (tmp->type == SKILL && tmp->stats.exp)
2048     {
2049    
2050     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2051     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2052    
2053     /* With the revised exp system, you can get cases where
2054     * losing several levels would still require that you have more
2055     * exp than you currently have - this is true if the levels
2056     * tables is a lot harder.
2057     */
2058     if (level_loss < 0)
2059     level_loss = 0;
2060 root 1.3
2061 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2062 root 1.3
2063 root 1.9 tmp->stats.exp -= loss;
2064     player_lvl_adj (op, tmp);
2065     }
2066 elmex 1.1
2067 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2068     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2069     if (level_loss < 0)
2070     level_loss = 0;
2071     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2072 elmex 1.1
2073 root 1.9 op->stats.exp -= loss;
2074     player_lvl_adj (op, NULL);
2075 elmex 1.1 }
2076    
2077     /* This function takes an object (monster/player, op), and
2078     * determines if it makes a basic save throw by looking at the
2079     * save_throw table. level is the effective level to make
2080     * the save at, and bonus is any plus/bonus (typically based on
2081     * resistance to particular attacktype.
2082     * Returns 1 if op makes his save, 0 if he failed
2083     */
2084 root 1.9 int
2085     did_make_save (const object *op, int level, int bonus)
2086 elmex 1.1 {
2087 root 1.9 if (level > MAX_SAVE_LEVEL)
2088     level = MAX_SAVE_LEVEL;
2089 elmex 1.1
2090 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2091     return 0;
2092 root 1.19
2093 root 1.9 return 1;
2094 elmex 1.1 }