ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.39
Committed: Sun Apr 29 14:39:55 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +22 -16 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.37 * CrossFire, A Multiplayer game
3 pippijn 1.30 *
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 root 1.39
849     contr->digestion = 0;
850     contr->gen_hp = 0;
851     contr->gen_sp = 0;
852     contr->gen_grace = 0;
853 root 1.19 contr->gen_sp_armour = 10;
854 root 1.39 contr->item_power = 0;
855 root 1.9
856     /* Don't clobber all the range_ values. range_golem otherwise
857     * gets reset for no good reason, and we don't want to reset
858     * range_magic (what spell is readied). These three below
859     * well get filled in based on what the player has equipped.
860     */
861 root 1.36 contr->ranges[range_bow] = 0;
862     contr->ranges[range_misc] = 0;
863     contr->ranges[range_skill] = 0;
864 root 1.9 }
865    
866 root 1.19 memcpy (body_used, body_info, sizeof (body_info));
867    
868     slaying = 0;
869 root 1.9
870 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
871 root 1.9 {
872 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
873     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
874 root 1.9 }
875    
876 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
877     CLEAR_FLAG (this, FLAG_STEALTH);
878     CLEAR_FLAG (this, FLAG_BLIND);
879    
880     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884    
885 root 1.39 path_attuned = arch->clone.path_attuned;
886 root 1.19 path_repelled = arch->clone.path_repelled;
887 root 1.39 path_denied = arch->clone.path_denied;
888     glow_radius = arch->clone.glow_radius;
889     move_type = arch->clone.move_type;
890    
891 root 1.19 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 root 1.39 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
977     && tmp->type != CONTAINER
978     && tmp->type != CLOSE_CON)
979     || (tmp->type == SKILL
980     && tmp->subtype == SK_PRAYING))
981 root 1.9 {
982 root 1.19 if (type == PLAYER)
983 root 1.9 {
984     if (tmp->type == BOW)
985 root 1.19 contr->ranges[range_bow] = tmp;
986 root 1.9
987     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
988 root 1.19 contr->ranges[range_misc] = tmp;
989 root 1.9
990     for (i = 0; i < NUM_STATS; i++)
991 root 1.39 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
992 root 1.9
993     /* these are the items that currently can change digestion, regeneration,
994     * spell point recovery and mana point recovery. Seems sort of an arbitary
995     * list, but other items store other info into stats array.
996     */
997 root 1.38 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
998 elmex 1.18 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
999     (tmp->type == SHIELD) || (tmp->type == RING) ||
1000     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1001     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1002     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1003     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1004 elmex 1.14 (tmp->type == SKILL))
1005 root 1.9 {
1006 root 1.19 contr->digestion += tmp->stats.food;
1007     contr->gen_hp += tmp->stats.hp;
1008     contr->gen_sp += tmp->stats.sp;
1009     contr->gen_grace += tmp->stats.grace;
1010     contr->gen_sp_armour += tmp->gen_sp_armour;
1011     contr->item_power += tmp->item_power;
1012 root 1.3 }
1013 root 1.9 } /* if this is a player */
1014 root 1.3
1015 root 1.9 /* Update slots used for items */
1016     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1018     body_used[i] += tmp->body_info[i];
1019 root 1.3
1020 root 1.9 if (tmp->type == SYMPTOM)
1021     {
1022     speed_reduce_from_disease = tmp->last_sp / 100.0;
1023 root 1.39
1024 root 1.9 if (speed_reduce_from_disease == 0)
1025     speed_reduce_from_disease = 1;
1026 root 1.3 }
1027    
1028 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1029 root 1.34 * (Negative protections are calculated exactly like positive.)
1030 root 1.9 * Resistance from potions are treated special as well. If there's
1031     * more than one potion-effect, the bigger prot.-value is taken.
1032     */
1033     if (tmp->type != POTION)
1034     {
1035     for (i = 0; i < NROFATTACKS; i++)
1036     {
1037     /* Potential for cursed potions, in which case we just can use
1038 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1039 root 1.9 */
1040     if (tmp->type == POTION_EFFECT)
1041     {
1042     if (potion_resist[i])
1043     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1044     else
1045     potion_resist[i] = tmp->resist[i];
1046 root 1.3 }
1047 root 1.9 else if (tmp->resist[i] > 0)
1048 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1049 root 1.9 else if (tmp->resist[i] < 0)
1050 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 root 1.9 }
1052     }
1053    
1054     /* There may be other things that should not adjust the attacktype */
1055     if (tmp->type != BOW && tmp->type != SYMPTOM)
1056 root 1.19 attacktype |= tmp->attacktype;
1057 root 1.9
1058 root 1.39 path_attuned |= tmp->path_attuned;
1059 root 1.19 path_repelled |= tmp->path_repelled;
1060 root 1.39 path_denied |= tmp->path_denied;
1061     move_type |= tmp->move_type;
1062     stats.luck += tmp->stats.luck;
1063 root 1.19
1064     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1065     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1068     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1069     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1070     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1071 root 1.9
1072 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1073     SET_FLAG (this, FLAG_UNDEAD);
1074 root 1.9
1075     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1076     {
1077 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1078     invisible = 1;
1079 root 1.9 }
1080    
1081     if (tmp->stats.exp && tmp->type != SKILL)
1082     {
1083     if (tmp->stats.exp > 0)
1084     {
1085     added_speed += (float) tmp->stats.exp / 3.0;
1086     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1087 root 1.3 }
1088 root 1.9 else
1089     added_speed += (float) tmp->stats.exp;
1090 root 1.3 }
1091    
1092 root 1.9 switch (tmp->type)
1093     {
1094 root 1.10 /* skills modifying the character -b.t. */
1095     /* for all skills and skill granting objects */
1096     case SKILL:
1097     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1098     break;
1099 root 1.3
1100 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1101     wc_obj = tmp;
1102 root 1.3
1103 root 1.19 if (chosen_skill)
1104     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1105 root 1.10
1106 root 1.19 chosen_skill = tmp;
1107 root 1.10
1108     if (tmp->stats.dam > 0)
1109     { /* skill is a 'weapon' */
1110 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1111 root 1.10 weapon_speed = (int) WEAPON_SPEED (tmp);
1112 root 1.19
1113 root 1.10 if (weapon_speed < 0)
1114     weapon_speed = 0;
1115 root 1.19
1116 root 1.10 weapon_weight = tmp->weight;
1117 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1118    
1119 root 1.10 if (tmp->magic)
1120 root 1.19 stats.dam += tmp->magic;
1121 root 1.10 }
1122 root 1.3
1123 root 1.10 if (tmp->stats.wc)
1124     wc -= (tmp->stats.wc + tmp->magic);
1125 root 1.3
1126 root 1.10 if (tmp->slaying != NULL)
1127 root 1.19 slaying = tmp->slaying;
1128 root 1.9
1129 root 1.10 if (tmp->stats.ac)
1130     ac -= (tmp->stats.ac + tmp->magic);
1131 root 1.3
1132 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134    
1135     if (type == PLAYER)
1136     contr->ranges[range_skill] = this;
1137    
1138 root 1.10 break;
1139 root 1.3
1140 root 1.10 case SKILL_TOOL:
1141 root 1.19 if (chosen_skill)
1142     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143    
1144     chosen_skill = tmp;
1145    
1146     if (type == PLAYER)
1147     contr->ranges[range_skill] = this;
1148 root 1.10 break;
1149 root 1.3
1150 root 1.10 case SHIELD:
1151 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152     contr->encumbrance += (int) tmp->weight / 2000;
1153 root 1.10 case RING:
1154     case AMULET:
1155     case GIRDLE:
1156     case HELMET:
1157     case BOOTS:
1158     case GLOVES:
1159     case CLOAK:
1160     if (tmp->stats.wc)
1161 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1162 root 1.19
1163 root 1.10 if (tmp->stats.dam)
1164 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1165 root 1.19
1166 root 1.10 if (tmp->stats.ac)
1167 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1168 root 1.19
1169 root 1.10 break;
1170    
1171 root 1.37 case BOW:
1172 root 1.10 case WEAPON:
1173 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1174 root 1.19
1175 root 1.10 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1176     ac -= tmp->stats.ac + tmp->magic;
1177 root 1.19
1178 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1179 root 1.10 weapon_weight = tmp->weight;
1180     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1181 root 1.19
1182 root 1.10 if (weapon_speed < 0)
1183     weapon_speed = 0;
1184 root 1.19
1185     slaying = tmp->slaying;
1186 root 1.10 /* If there is desire that two handed weapons should do
1187     * extra strength damage, this is where the code should
1188     * go.
1189     */
1190 root 1.19 current_weapon = tmp;
1191     if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193 root 1.9
1194 root 1.10 break;
1195 root 1.9
1196 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1197 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198     contr->encumbrance += (int) tmp->weight / 1000;
1199 root 1.10
1200     case BRACERS:
1201     case FORCE:
1202     if (tmp->stats.wc)
1203     {
1204     if (best_wc < tmp->stats.wc + tmp->magic)
1205     {
1206     wc += best_wc;
1207     best_wc = tmp->stats.wc + tmp->magic;
1208     }
1209     else
1210     wc += tmp->stats.wc + tmp->magic;
1211     }
1212 root 1.19
1213 root 1.10 if (tmp->stats.ac)
1214     {
1215     if (best_ac < tmp->stats.ac + tmp->magic)
1216     {
1217     ac += best_ac; /* Remove last bonus */
1218     best_ac = tmp->stats.ac + tmp->magic;
1219     }
1220     else /* To nullify the below effect */
1221     ac += tmp->stats.ac + tmp->magic;
1222     }
1223 root 1.19
1224 root 1.10 if (tmp->stats.wc)
1225     wc -= (tmp->stats.wc + tmp->magic);
1226 root 1.19
1227 root 1.10 if (tmp->stats.ac)
1228     ac -= (tmp->stats.ac + tmp->magic);
1229 root 1.19
1230 root 1.10 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1231     max = ARMOUR_SPEED (tmp) / 10.0;
1232 root 1.19
1233 root 1.10 break;
1234 root 1.9 } /* switch tmp->type */
1235     } /* item is equipped */
1236     } /* for loop of items */
1237    
1238     /* We've gone through all the objects the player has equipped. For many things, we
1239     * have generated intermediate values which we now need to assign.
1240     */
1241    
1242     /* 'total resistance = total protections - total vulnerabilities'.
1243     * If there is an uncursed potion in effect, granting more protection
1244     * than that, we take: 'total resistance = resistance from potion'.
1245     * If there is a cursed (and no uncursed) potion in effect, we take
1246     * 'total resistance = vulnerability from cursed potion'.
1247     */
1248     for (i = 0; i < NROFATTACKS; i++)
1249     {
1250 root 1.19 resist[i] = prot[i] - vuln[i];
1251    
1252     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1253     resist[i] = potion_resist[i];
1254 elmex 1.1 }
1255    
1256 root 1.9 /* Figure out the players sp/mana/hp totals. */
1257 root 1.19 if (type == PLAYER)
1258 root 1.9 {
1259     int pl_level;
1260    
1261 root 1.19 check_stat_bounds (&(stats));
1262     pl_level = level;
1263 root 1.9
1264     if (pl_level < 1)
1265     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1266    
1267     /* You basically get half a con bonus/level. But we do take into account rounding,
1268     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1269     */
1270 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1271 root 1.9 {
1272 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1273    
1274     if (i % 2 && con_bonus[stats.Con] % 2)
1275 root 1.9 {
1276 root 1.19 if (con_bonus[stats.Con] > 0)
1277 root 1.9 j++;
1278     else
1279     j--;
1280     }
1281 root 1.19
1282     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1283 root 1.9 }
1284    
1285 root 1.19 for (i = 11; i <= level; i++)
1286     stats.maxhp += 2;
1287 elmex 1.1
1288 root 1.19 if (stats.hp > stats.maxhp)
1289     stats.hp = stats.maxhp;
1290 elmex 1.1
1291 root 1.9 /* Sp gain is controlled by the level of the player's
1292     * relevant experience object (mana_obj, see above)
1293     */
1294     /* following happen when skills system is not used */
1295     if (!mana_obj)
1296 root 1.19 mana_obj = this;
1297    
1298 root 1.9 if (!grace_obj)
1299 root 1.19 grace_obj = this;
1300    
1301 root 1.9 /* set maxsp */
1302 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1303     mana_obj = this;
1304 root 1.9
1305 root 1.19 if (mana_obj == this && type == PLAYER)
1306     stats.maxsp = 1;
1307 root 1.9 else
1308     {
1309     sp_tmp = 0.0;
1310 root 1.19
1311 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1312     {
1313     float stmp;
1314    
1315     /* Got some extra bonus at first level */
1316     if (i < 2)
1317 root 1.19 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1318 root 1.9 else
1319 root 1.19 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1320    
1321 root 1.9 if (stmp < 1.0)
1322     stmp = 1.0;
1323 root 1.19
1324 root 1.9 sp_tmp += stmp;
1325 root 1.3 }
1326 root 1.19
1327     stats.maxsp = (int) sp_tmp;
1328 root 1.3
1329 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1330 root 1.19 stats.maxsp += 2;
1331 root 1.3 }
1332 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1333 root 1.19 if (stats.sp > stats.maxsp * 2)
1334     stats.sp = stats.maxsp * 2;
1335 root 1.9
1336     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1337 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1338     grace_obj = this;
1339 root 1.9
1340 root 1.19 if (grace_obj == this && type == PLAYER)
1341     stats.maxgrace = 1;
1342 root 1.9 else
1343     {
1344     /* store grace in a float - this way, the divisions below don't create
1345     * big jumps when you go from level to level - with int's, it then
1346     * becomes big jumps when the sums of the bonuses jump to the next
1347     * step of 8 - with floats, even fractional ones are useful.
1348     */
1349     sp_tmp = 0.0;
1350 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1351 root 1.9 {
1352     float grace_tmp = 0.0;
1353    
1354     /* Got some extra bonus at first level */
1355     if (i < 2)
1356 root 1.19 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1357     2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1358 root 1.9 else
1359 root 1.19 grace_tmp = (float) contr->levgrace[i]
1360     + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1361    
1362 root 1.9 if (grace_tmp < 1.0)
1363     grace_tmp = 1.0;
1364 root 1.19
1365 root 1.9 sp_tmp += grace_tmp;
1366 root 1.3 }
1367 root 1.19
1368     stats.maxgrace = (int) sp_tmp;
1369 root 1.3
1370 root 1.9 /* two grace points per level after 11 */
1371     for (i = 11; i <= grace_obj->level; i++)
1372 root 1.19 stats.maxgrace += 2;
1373 root 1.3 }
1374 root 1.9 /* No limit on grace vs maxgrace */
1375 root 1.3
1376 root 1.19 if (contr->braced)
1377 root 1.9 {
1378     ac += 2;
1379     wc += 4;
1380 root 1.3 }
1381 root 1.9 else
1382 root 1.19 ac -= dex_bonus[stats.Dex];
1383 root 1.9
1384     /* In new exp/skills system, wc bonuses are related to
1385     * the players level in a relevant exp object (wc_obj)
1386     * not the general player level -b.t.
1387     * I changed this slightly so that wc bonuses are better
1388     * than before. This is to balance out the fact that
1389     * the player no longer gets a personal weapon w/ 1
1390     * improvement every level, now its fighterlevel/5. So
1391     * we give the player a bonus here in wc and dam
1392     * to make up for the change. Note that I left the
1393     * monster bonus the same as before. -b.t.
1394     */
1395    
1396 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1397 root 1.9 {
1398 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399    
1400 root 1.9 for (i = 1; i < wc_obj->level; i++)
1401     {
1402     /* addtional wc every 6 levels */
1403     if (!(i % 6))
1404     wc--;
1405 root 1.37
1406 root 1.9 /* addtional dam every 4 levels. */
1407 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1408     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1409 root 1.9 }
1410     }
1411     else
1412 root 1.37 wc -= level + thaco_bonus[stats.Str];
1413 root 1.9
1414 root 1.19 stats.dam += dam_bonus[stats.Str];
1415 root 1.9
1416 root 1.19 if (stats.dam < 1)
1417     stats.dam = 1;
1418 root 1.9
1419 root 1.19 speed = 1.0 + speed_bonus[stats.Dex];
1420    
1421     if (settings.search_items && contr->search_str[0])
1422     speed -= 1;
1423    
1424     if (attacktype == 0)
1425     attacktype = arch->clone.attacktype;
1426 root 1.9
1427     } /* End if player */
1428    
1429     if (added_speed >= 0)
1430 root 1.19 speed += added_speed / 10.0;
1431 root 1.9 else /* Something wrong here...: */
1432 root 1.19 speed /= (float) (1.0 - added_speed);
1433 root 1.3
1434 root 1.9 /* Max is determined by armour */
1435 root 1.19 if (speed > max)
1436     speed = max;
1437 elmex 1.1
1438 root 1.19 if (type == PLAYER)
1439 root 1.9 {
1440     /* f is a number the represents the number of kg above (positive num)
1441     * or below (negative number) that the player is carrying. If above
1442     * weight limit, then player suffers a speed reduction based on how
1443     * much above he is, and what is max carry is
1444     */
1445 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1446 root 1.9 if (f > 0)
1447 root 1.19 speed = speed / (1.0 + f / max_carry[stats.Str]);
1448 elmex 1.1 }
1449    
1450 root 1.19 speed += bonus_speed / 10.0; /* Not affected by limits */
1451 root 1.9
1452     /* Put a lower limit on speed. Note with this speed, you move once every
1453     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1454     */
1455 root 1.19 speed = speed * speed_reduce_from_disease;
1456 elmex 1.1
1457 root 1.19 if (speed < 0.01 && type == PLAYER)
1458     speed = 0.01;
1459 root 1.9
1460 root 1.19 if (type == PLAYER)
1461 root 1.9 {
1462     float M, W, s, D, K, S, M2;
1463 elmex 1.1
1464 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1465     * Note that we never used these values again - basically
1466     * all of these could be subbed into one big equation, but
1467     * that would just be a real pain to read.
1468     */
1469 root 1.19 M = (max_carry[stats.Str] - 121) / 121.0;
1470     M2 = max_carry[stats.Str] / 100.0;
1471 root 1.9 W = weapon_weight / 20000.0;
1472     s = 2 - weapon_speed / 10.0;
1473 root 1.19 D = (stats.Dex - 14) / 14.0;
1474     K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1475     K *= (4 + level) / (float) (6 + level) * 1.2;
1476 root 1.9 if (K <= 0)
1477     K = 0.01;
1478 root 1.19 S = speed / (K * s);
1479     contr->weapon_sp = S;
1480 root 1.9 }
1481 root 1.19
1482 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1483 root 1.19 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1484     stats.dam = arch->clone.stats.dam * 3;
1485 root 1.9
1486     /* Prevent overflows of wc - best you can get is ABS(120) - this
1487     * should be more than enough - remember, AC is also in 8 bits,
1488     * so its value is the same.
1489     */
1490     if (wc > 120)
1491     wc = 120;
1492     else if (wc < -120)
1493     wc = -120;
1494 root 1.19
1495     stats.wc = wc;
1496 root 1.9
1497     if (ac > 120)
1498     ac = 120;
1499     else if (ac < -120)
1500     ac = -120;
1501 root 1.19
1502     stats.ac = ac;
1503 root 1.9
1504     /* if for some reason the creature doesn't have any move type,
1505     * give them walking as a default.
1506     * The second case is a special case - to more closely mimic the
1507     * old behaviour - if your flying, your not walking - just
1508     * one or the other.
1509     */
1510 root 1.19 if (move_type == 0)
1511     move_type = MOVE_WALK;
1512     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1513     move_type &= ~MOVE_WALK;
1514 elmex 1.1
1515 root 1.24 if (speed != old_speed)
1516     set_speed (speed);
1517 elmex 1.1
1518 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1519     * so we will check that now.
1520     */
1521 root 1.19 if (type == PLAYER)
1522     {
1523     esrv_update_stats (contr);
1524     esrv_update_spells (contr);
1525     }
1526 root 1.35
1527     // update the mapspace, if we are on a map
1528     if (!flag [FLAG_REMOVED] && map)
1529     map->at (x, y).flags_ = 0;
1530 elmex 1.1 }
1531    
1532     /*
1533     * Returns true if the given player is a legal class.
1534     * The function to add and remove class-bonuses to the stats doesn't
1535     * check if the stat becomes negative, thus this function
1536     * merely checks that all stats are 1 or more, and returns
1537     * false otherwise.
1538     */
1539 root 1.9 int
1540     allowed_class (const object *op)
1541     {
1542     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1543     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1544 elmex 1.1 }
1545    
1546     /*
1547     * set the new dragon name after gaining levels or
1548     * changing ability focus (later this can be extended to
1549     * eventually change the player's face and animation)
1550     *
1551     * Note that the title is written to 'own_title' in the
1552     * player struct. This should be changed to 'ext_title'
1553     * as soon as clients support this!
1554     * Please, anyone, write support for 'ext_title'.
1555     */
1556 root 1.9 void
1557     set_dragon_name (object *pl, const object *abil, const object *skin)
1558     {
1559     int atnr = -1; /* attacknumber of highest level */
1560     int level = 0; /* highest level */
1561 elmex 1.1 int i;
1562    
1563     /* Perhaps do something more clever? */
1564 root 1.9 if (!abil || !skin)
1565     return;
1566    
1567 elmex 1.1 /* first, look for the highest level */
1568 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1569     {
1570     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1571     {
1572     level = abil->resist[i];
1573     atnr = i;
1574     }
1575 elmex 1.1 }
1576 root 1.9
1577 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1578     or else at random */
1579 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1580 elmex 1.1 atnr = abil->stats.exp;
1581 root 1.9
1582     level = (int) (level / 5.);
1583    
1584 elmex 1.1 /* now set the new title */
1585 root 1.9 if (pl->contr != NULL)
1586     {
1587     if (level == 0)
1588     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1589     else if (level == 1)
1590     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1591     else if (level == 2)
1592     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1593     else if (level == 3)
1594     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1595 elmex 1.1 else
1596 root 1.9 {
1597     /* special titles for extra high resistance! */
1598     if (skin->resist[atnr] > 80)
1599     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1600     else if (skin->resist[atnr] > 50)
1601     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1602     else
1603     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1604     }
1605 elmex 1.1 }
1606 root 1.9
1607     strcpy (pl->contr->own_title, "");
1608 elmex 1.1 }
1609    
1610     /*
1611     * This function is called when a dragon-player gains
1612     * an overall level. Here, the dragon might gain new abilities
1613     * or change the ability-focus.
1614     */
1615 root 1.9 void
1616     dragon_level_gain (object *who)
1617     {
1618     object *abil = NULL; /* pointer to dragon ability force */
1619     object *skin = NULL; /* pointer to dragon skin force */
1620     object *tmp = NULL; /* tmp. object */
1621     char buf[MAX_BUF]; /* tmp. string buffer */
1622    
1623     /* now grab the 'dragon_ability'-forces from the player's inventory */
1624 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1625     shstr_cmp dragon_skin_force ("dragon_skin_force");
1626    
1627     for (tmp = who->inv; tmp; tmp = tmp->below)
1628     if (tmp->type == FORCE)
1629     if (tmp->arch->name == dragon_ability_force)
1630     abil = tmp;
1631     else if (tmp->arch->name == dragon_skin_force)
1632     skin = tmp;
1633    
1634 root 1.9 /* if the force is missing -> bail out */
1635     if (abil == NULL)
1636     return;
1637    
1638     /* The ability_force keeps track of maximum level ever achieved.
1639     * New abilties can only be gained by surpassing this max level
1640     */
1641     if (who->level > abil->level)
1642     {
1643     /* increase our focused ability */
1644     abil->resist[abil->stats.exp]++;
1645    
1646    
1647     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1648     {
1649     /* time to hand out a new ability-gift */
1650     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1651     }
1652    
1653     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1654     {
1655     /* apply new ability focus */
1656     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1657     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1658    
1659     abil->stats.exp = abil->last_eat;
1660     abil->last_eat = 0;
1661     }
1662    
1663     abil->level = who->level;
1664     }
1665    
1666     /* last but not least, set the new title for the dragon */
1667     set_dragon_name (who, abil, skin);
1668 elmex 1.1 }
1669    
1670     /* Handy function - given the skill name skill_name, we find the skill
1671     * archetype/object, set appropriate values, and insert it into
1672     * the object (op) that is passed.
1673     * We return the skill - this makes it easier for calling functions that
1674     * want to do something with it immediately.
1675     */
1676 root 1.9 object *
1677     give_skill_by_name (object *op, const char *skill_name)
1678 elmex 1.1 {
1679 root 1.9 object *skill_obj;
1680 elmex 1.1
1681 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1682     if (!skill_obj)
1683     {
1684     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1685     return NULL;
1686     }
1687     /* clear the flag - exp goes into this bucket, but player
1688     * still doesn't know it.
1689     */
1690     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1691     skill_obj->stats.exp = 0;
1692     skill_obj->level = 1;
1693     insert_ob_in_ob (skill_obj, op);
1694 root 1.26
1695 root 1.9 if (op->contr)
1696     {
1697 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1698     if (op->contr->ns)
1699     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1700 elmex 1.1 }
1701 root 1.26
1702 root 1.9 return skill_obj;
1703 elmex 1.1 }
1704    
1705    
1706     /* player_lvl_adj() - for the new exp system. we are concerned with
1707     * whether the player gets more hp, sp and new levels.
1708     * Note this this function should only be called for players. Monstes
1709     * don't really gain levels
1710     * who is the player, op is what we are checking to gain the level
1711     * (eg, skill)
1712     */
1713 root 1.9 void
1714     player_lvl_adj (object *who, object *op)
1715     {
1716     char buf[MAX_BUF];
1717    
1718     if (!op) /* when rolling stats */
1719     op = who;
1720    
1721     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1722     {
1723     op->level++;
1724    
1725     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1726     dragon_level_gain (who);
1727    
1728     /* Only roll these if it is the player (who) that gained the level */
1729     if (op == who && (who->level < 11) && who->type == PLAYER)
1730     {
1731     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1732     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1733     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1734     }
1735    
1736 root 1.19 who->update_stats ();
1737 root 1.9 if (op->level > 1)
1738     {
1739     if (op->type != PLAYER)
1740     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741     else
1742     sprintf (buf, "You are now level %d.", op->level);
1743     if (who)
1744     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1745     }
1746     player_lvl_adj (who, op); /* To increase more levels */
1747     }
1748     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1749     {
1750     op->level--;
1751 root 1.19 who->update_stats ();
1752 root 1.9 if (op->type != PLAYER)
1753     {
1754     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1755     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1756 root 1.3 }
1757 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1758 elmex 1.1 }
1759 root 1.19
1760 root 1.9 /* check if the spell data has changed */
1761 root 1.19 esrv_update_stats (who->contr);
1762 root 1.9 esrv_update_spells (who->contr);
1763 elmex 1.1 }
1764    
1765     /*
1766     * Returns how much experience is needed for a player to become
1767     * the given level. level should really never exceed max_level
1768     */
1769    
1770 root 1.9 sint64
1771     level_exp (int level, double expmul)
1772     {
1773     if (level > settings.max_level)
1774     return (sint64) (expmul * levels[settings.max_level]);
1775     return (sint64) (expmul * levels[level]);
1776 elmex 1.1 }
1777    
1778     /*
1779     * Ensure that the permanent experience requirements in an exp object are met.
1780     * This really just checks 'op to make sure the perm_exp value is within
1781     * proper range. Note that the checking of what is passed through
1782     * has been reduced. Since there is now a proper field for perm_exp,
1783     * this can now work on a much larger set of objects.
1784     */
1785 root 1.9 void
1786     calc_perm_exp (object *op)
1787 elmex 1.1 {
1788 root 1.9 int p_exp_min;
1789    
1790     /* Ensure that our permanent experience minimum is met.
1791     * permenent_exp_ratio is an integer percentage, we divide by 100
1792     * to get the fraction */
1793     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1794    
1795     if (op->perm_exp < p_exp_min)
1796     op->perm_exp = p_exp_min;
1797    
1798     /* Cap permanent experience. */
1799     if (op->perm_exp < 0)
1800     op->perm_exp = 0;
1801     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1802     op->perm_exp = MAX_EXPERIENCE;
1803 elmex 1.1 }
1804    
1805     /* Add experience to a player - exp should only be positive.
1806     * Updates permanent exp for the skill we are adding to.
1807     * skill_name is the skill to add exp to. Skill name can be
1808     * NULL, in which case exp increases the players general
1809     * total, but not any particular skill.
1810     * flag is what to do if the player doesn't have the skill:
1811     */
1812 root 1.9 static void
1813     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1814 elmex 1.1 {
1815 elmex 1.4 object *skill_obj = NULL;
1816     sint64 limit, exp_to_add;
1817     int i;
1818    
1819     /* prevents some forms of abuse. */
1820     if (op->contr->braced)
1821     exp = exp / 5;
1822    
1823     /* Try to find the matching skill.
1824     * We do a shortcut/time saving mechanism first - see if it matches
1825     * chosen_skill. This means we don't need to search through
1826     * the players inventory.
1827     */
1828     if (skill_name)
1829     {
1830 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1831 elmex 1.4 skill_obj = op->chosen_skill;
1832     else
1833     {
1834     for (i = 0; i < NUM_SKILLS; i++)
1835 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1836 elmex 1.4 {
1837     skill_obj = op->contr->last_skill_ob[i];
1838     break;
1839     }
1840 root 1.3
1841 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1842     * it to the player if necessary
1843     */
1844     if (!skill_obj)
1845     {
1846     if (flag == SK_EXP_NONE)
1847     return;
1848     else if (flag == SK_EXP_ADD_SKILL)
1849     give_skill_by_name (op, skill_name);
1850 root 1.3 }
1851     }
1852 elmex 1.1 }
1853    
1854 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1855     {
1856     /* Basically, you can never gain more experience in one shot
1857     * than half what you need to gain for next level.
1858     */
1859     exp_to_add = exp;
1860     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1861     if (exp_to_add > limit)
1862     exp_to_add = limit;
1863    
1864 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1865 elmex 1.4 if (settings.permanent_exp_ratio)
1866     {
1867 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1868 elmex 1.4 calc_perm_exp (op);
1869     }
1870    
1871     player_lvl_adj (op, NULL);
1872     }
1873    
1874     if (skill_obj)
1875     {
1876     exp_to_add = exp;
1877     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1878     if (exp_to_add > limit)
1879     exp_to_add = limit;
1880    
1881     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1882     if (settings.permanent_exp_ratio)
1883     {
1884 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1885 elmex 1.4 calc_perm_exp (skill_obj);
1886     }
1887 elmex 1.1
1888 elmex 1.4 player_lvl_adj (op, skill_obj);
1889 elmex 1.1 }
1890     }
1891    
1892     /* This function checks to make sure that object 'op' can
1893     * lost 'exp' experience. It returns the amount of exp
1894     * object 'op' can in fact lose - it basically makes
1895     * adjustments based on permanent exp and the like.
1896     * This function should always be used for losing experience -
1897     * the 'exp' value passed should be positive - this is the
1898     * amount that should get subtract from the player.
1899     */
1900 root 1.9 sint64
1901     check_exp_loss (const object *op, sint64 exp)
1902 elmex 1.1 {
1903 root 1.9 sint64 del_exp;
1904 elmex 1.1
1905 root 1.9 if (exp > op->stats.exp)
1906     exp = op->stats.exp;
1907     if (settings.permanent_exp_ratio)
1908     {
1909     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1910     if (del_exp < 0)
1911     del_exp = 0;
1912     if (exp > del_exp)
1913     exp = del_exp;
1914 elmex 1.1 }
1915 root 1.9 return exp;
1916 elmex 1.1 }
1917    
1918 root 1.9 sint64
1919     check_exp_adjust (const object *op, sint64 exp)
1920 elmex 1.1 {
1921 root 1.9 if (exp < 0)
1922     return check_exp_loss (op, exp);
1923     else
1924     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1925 elmex 1.1 }
1926    
1927    
1928     /* Subtracts experience from player.
1929     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1930     * only subtract from the matching skill. Otherwise,
1931     * this subtracts a portion from all
1932     * skills the player has. Eg, if we figure the player is losing 10%
1933     * of his total exp, what happens is he loses 10% from all his skills.
1934     * Note that if permanent exp is used, player may not in fact lose
1935     * as much as listed. Eg, if player has gotten reduced to the point
1936     * where everything is at the minimum perm exp, he would lose nothing.
1937     * exp is the amount of exp to subtract - thus, it should be
1938     * a postive number.
1939     */
1940 root 1.9 static void
1941     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1942 elmex 1.1 {
1943 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1944     object *tmp;
1945     sint64 del_exp;
1946    
1947     for (tmp = op->inv; tmp; tmp = tmp->below)
1948     if (tmp->type == SKILL && tmp->stats.exp)
1949     {
1950     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1951     {
1952     del_exp = check_exp_loss (tmp, exp);
1953     tmp->stats.exp -= del_exp;
1954     player_lvl_adj (op, tmp);
1955     }
1956     else if (flag != SK_SUBTRACT_SKILL_EXP)
1957     {
1958     /* only want to process other skills if we are not trying
1959     * to match a specific skill.
1960     */
1961     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1962     tmp->stats.exp -= del_exp;
1963     player_lvl_adj (op, tmp);
1964     }
1965     }
1966 root 1.35
1967 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1968     {
1969     del_exp = check_exp_loss (op, exp);
1970     op->stats.exp -= del_exp;
1971     player_lvl_adj (op, NULL);
1972 elmex 1.1 }
1973     }
1974    
1975     /* change_exp() - changes experience to a player/monster. This
1976     * does bounds checking to make sure we don't overflow the max exp.
1977     *
1978     * The exp passed is typically not modified much by this function -
1979     * it is assumed the caller has modified the exp as needed.
1980     * skill_name is the skill that should get the exp added.
1981     * flag is what to do if player doesn't have the skill.
1982     * these last two values are only used for players.
1983     */
1984 root 1.9 void
1985     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1986     {
1987 elmex 1.1 #ifdef EXP_DEBUG
1988 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1989 elmex 1.1 #endif
1990    
1991 root 1.9 /* safety */
1992     if (!op)
1993     {
1994     LOG (llevError, "change_exp() called for null object!\n");
1995     return;
1996     }
1997    
1998     /* if no change in exp, just return - most of the below code
1999     * won't do anything if the value is 0 anyways.
2000     */
2001     if (exp == 0)
2002     return;
2003    
2004     /* Monsters are easy - we just adjust their exp - we
2005     * don't adjust level, since in most cases it is unrelated to
2006     * the exp they have - the monsters exp represents what its
2007     * worth.
2008     */
2009     if (op->type != PLAYER)
2010     {
2011     /* Sanity check */
2012     if (!QUERY_FLAG (op, FLAG_ALIVE))
2013     return;
2014    
2015     /* reset exp to max allowed value. We subtract from
2016     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2017     * more than max exp, just return.
2018     */
2019     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2020     {
2021     exp = MAX_EXPERIENCE - op->stats.exp;
2022     if (exp < 0)
2023     return;
2024 root 1.3 }
2025 elmex 1.1
2026 root 1.9 op->stats.exp += exp;
2027 elmex 1.1 }
2028 root 1.9 else
2029     { /* Players only */
2030     if (exp > 0)
2031     add_player_exp (op, exp, skill_name, flag);
2032     else
2033     /* note that when you lose exp, it doesn't go against
2034     * a particular skill, so we don't need to pass that
2035     * along.
2036     */
2037 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2038 elmex 1.1 }
2039     }
2040    
2041     /* Applies a death penalty experience, the size of this is defined by the
2042     * settings death_penalty_percentage and death_penalty_levels, and by the
2043     * amount of permenent experience, whichever gives the lowest loss.
2044     */
2045 root 1.9 void
2046     apply_death_exp_penalty (object *op)
2047     {
2048     object *tmp;
2049     sint64 loss;
2050     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2051     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2052    
2053     for (tmp = op->inv; tmp; tmp = tmp->below)
2054     if (tmp->type == SKILL && tmp->stats.exp)
2055     {
2056    
2057     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2058     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2059    
2060     /* With the revised exp system, you can get cases where
2061     * losing several levels would still require that you have more
2062     * exp than you currently have - this is true if the levels
2063     * tables is a lot harder.
2064     */
2065     if (level_loss < 0)
2066     level_loss = 0;
2067 root 1.3
2068 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2069 root 1.3
2070 root 1.9 tmp->stats.exp -= loss;
2071     player_lvl_adj (op, tmp);
2072     }
2073 elmex 1.1
2074 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2075     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2076     if (level_loss < 0)
2077     level_loss = 0;
2078     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2079 elmex 1.1
2080 root 1.9 op->stats.exp -= loss;
2081     player_lvl_adj (op, NULL);
2082 elmex 1.1 }
2083    
2084     /* This function takes an object (monster/player, op), and
2085     * determines if it makes a basic save throw by looking at the
2086     * save_throw table. level is the effective level to make
2087     * the save at, and bonus is any plus/bonus (typically based on
2088     * resistance to particular attacktype.
2089     * Returns 1 if op makes his save, 0 if he failed
2090     */
2091 root 1.9 int
2092     did_make_save (const object *op, int level, int bonus)
2093 elmex 1.1 {
2094 root 1.9 if (level > MAX_SAVE_LEVEL)
2095     level = MAX_SAVE_LEVEL;
2096 elmex 1.1
2097 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2098     return 0;
2099 root 1.19
2100 root 1.9 return 1;
2101 elmex 1.1 }