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Revision: 1.40
Committed: Sun Apr 29 18:11:21 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +56 -48 lines
Log Message:
indent, avoid lots of double<=>float conversions

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 root 1.40 * applied so we can tell the player what changed. But change_abil
941 root 1.9 * 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 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
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 root 1.40 added_speed += tmp->stats.exp / 3.f;
1086     bonus_speed += 1.f + tmp->stats.exp / 3.f;
1087 root 1.3 }
1088 root 1.9 else
1089 root 1.40 added_speed += 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 1.40 weapon_speed = 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 1.40
1187 root 1.10 /* If there is desire that two handed weapons should do
1188     * extra strength damage, this is where the code should
1189     * go.
1190     */
1191 root 1.40
1192 root 1.19 current_weapon = tmp;
1193 root 1.40 if (type == PLAYER && settings.spell_encumbrance)
1194     contr->encumbrance += tmp->weight * 3 / 1000;
1195 root 1.9
1196 root 1.10 break;
1197 root 1.9
1198 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1199 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1200 root 1.40 contr->encumbrance += tmp->weight / 1000;
1201 root 1.10
1202     case BRACERS:
1203     case FORCE:
1204     if (tmp->stats.wc)
1205     {
1206     if (best_wc < tmp->stats.wc + tmp->magic)
1207     {
1208     wc += best_wc;
1209     best_wc = tmp->stats.wc + tmp->magic;
1210     }
1211     else
1212     wc += tmp->stats.wc + tmp->magic;
1213     }
1214 root 1.19
1215 root 1.10 if (tmp->stats.ac)
1216     {
1217     if (best_ac < tmp->stats.ac + tmp->magic)
1218     {
1219     ac += best_ac; /* Remove last bonus */
1220     best_ac = tmp->stats.ac + tmp->magic;
1221     }
1222     else /* To nullify the below effect */
1223     ac += tmp->stats.ac + tmp->magic;
1224     }
1225 root 1.19
1226 root 1.10 if (tmp->stats.wc)
1227     wc -= (tmp->stats.wc + tmp->magic);
1228 root 1.19
1229 root 1.10 if (tmp->stats.ac)
1230     ac -= (tmp->stats.ac + tmp->magic);
1231 root 1.19
1232 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1233     max = ARMOUR_SPEED (tmp) / 10.f;
1234 root 1.19
1235 root 1.10 break;
1236 root 1.9 } /* switch tmp->type */
1237     } /* item is equipped */
1238     } /* for loop of items */
1239    
1240     /* We've gone through all the objects the player has equipped. For many things, we
1241     * have generated intermediate values which we now need to assign.
1242     */
1243    
1244     /* 'total resistance = total protections - total vulnerabilities'.
1245     * If there is an uncursed potion in effect, granting more protection
1246     * than that, we take: 'total resistance = resistance from potion'.
1247     * If there is a cursed (and no uncursed) potion in effect, we take
1248     * 'total resistance = vulnerability from cursed potion'.
1249     */
1250     for (i = 0; i < NROFATTACKS; i++)
1251     {
1252 root 1.19 resist[i] = prot[i] - vuln[i];
1253    
1254     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1255     resist[i] = potion_resist[i];
1256 elmex 1.1 }
1257    
1258 root 1.9 /* Figure out the players sp/mana/hp totals. */
1259 root 1.19 if (type == PLAYER)
1260 root 1.9 {
1261     int pl_level;
1262    
1263 root 1.19 check_stat_bounds (&(stats));
1264     pl_level = level;
1265 root 1.9
1266     if (pl_level < 1)
1267     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1268    
1269     /* You basically get half a con bonus/level. But we do take into account rounding,
1270     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1271     */
1272 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1273 root 1.9 {
1274 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1275    
1276     if (i % 2 && con_bonus[stats.Con] % 2)
1277 root 1.9 {
1278 root 1.19 if (con_bonus[stats.Con] > 0)
1279 root 1.9 j++;
1280     else
1281     j--;
1282     }
1283 root 1.19
1284     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1285 root 1.9 }
1286    
1287 root 1.19 for (i = 11; i <= level; i++)
1288     stats.maxhp += 2;
1289 elmex 1.1
1290 root 1.19 if (stats.hp > stats.maxhp)
1291     stats.hp = stats.maxhp;
1292 elmex 1.1
1293 root 1.9 /* Sp gain is controlled by the level of the player's
1294     * relevant experience object (mana_obj, see above)
1295     */
1296     /* following happen when skills system is not used */
1297     if (!mana_obj)
1298 root 1.19 mana_obj = this;
1299    
1300 root 1.9 if (!grace_obj)
1301 root 1.19 grace_obj = this;
1302    
1303 root 1.9 /* set maxsp */
1304 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1305     mana_obj = this;
1306 root 1.9
1307 root 1.19 if (mana_obj == this && type == PLAYER)
1308     stats.maxsp = 1;
1309 root 1.9 else
1310     {
1311 root 1.40 sp_tmp = 0.f;
1312 root 1.19
1313 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1314     {
1315     float stmp;
1316    
1317     /* Got some extra bonus at first level */
1318     if (i < 2)
1319 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1320 root 1.9 else
1321 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1322 root 1.19
1323 root 1.40 if (stmp < 1.f)
1324     stmp = 1.f;
1325 root 1.19
1326 root 1.9 sp_tmp += stmp;
1327 root 1.3 }
1328 root 1.19
1329 root 1.40 stats.maxsp = (sint16)sp_tmp;
1330 root 1.3
1331 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1332 root 1.19 stats.maxsp += 2;
1333 root 1.3 }
1334 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1335 root 1.19 if (stats.sp > stats.maxsp * 2)
1336     stats.sp = stats.maxsp * 2;
1337 root 1.9
1338     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1339 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1340     grace_obj = this;
1341 root 1.9
1342 root 1.19 if (grace_obj == this && type == PLAYER)
1343     stats.maxgrace = 1;
1344 root 1.9 else
1345     {
1346     /* store grace in a float - this way, the divisions below don't create
1347     * big jumps when you go from level to level - with int's, it then
1348     * becomes big jumps when the sums of the bonuses jump to the next
1349     * step of 8 - with floats, even fractional ones are useful.
1350     */
1351 root 1.40 sp_tmp = 0.f;
1352 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1353 root 1.9 {
1354 root 1.40 float grace_tmp = 0.f;
1355 root 1.9
1356     /* Got some extra bonus at first level */
1357     if (i < 2)
1358 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1359 root 1.9 else
1360 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1361 root 1.19
1362 root 1.40 if (grace_tmp < 1.f)
1363     grace_tmp = 1.f;
1364 root 1.19
1365 root 1.9 sp_tmp += grace_tmp;
1366 root 1.3 }
1367 root 1.19
1368 root 1.40 stats.maxgrace = (sint16)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 1.40 speed = 1.f + speed_bonus[stats.Dex];
1420 root 1.19
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 1.40 speed += added_speed / 10.f;
1431 root 1.9 else /* Something wrong here...: */
1432 root 1.40 speed /= 1.f - 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 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1448 elmex 1.1 }
1449    
1450 root 1.40 speed += bonus_speed / 10.f; /* 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 1.40 if (speed < 0.01f && type == PLAYER)
1458     speed = 0.01f;
1459 root 1.9
1460 root 1.19 if (type == PLAYER)
1461 root 1.9 {
1462     /* (This formula was made by vidarl@ifi.uio.no)
1463     * Note that we never used these values again - basically
1464     * all of these could be subbed into one big equation, but
1465     * that would just be a real pain to read.
1466     */
1467 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1468     float M2 = max_carry[stats.Str] / 100.f;
1469     float W = weapon_weight / 20000.f;
1470     float s = 2 - weapon_speed / 10.f;
1471     float D = (stats.Dex - 14) / 14.f;
1472     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1473    
1474     K *= (4 + level) *1.2f / (6 + level);
1475    
1476     if (K <= 0.f)
1477     K = 0.01f;
1478    
1479     float S = speed / (K * s);
1480    
1481 root 1.19 contr->weapon_sp = S;
1482 root 1.9 }
1483 root 1.19
1484 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1485 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1486 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1487 root 1.9
1488     /* Prevent overflows of wc - best you can get is ABS(120) - this
1489     * should be more than enough - remember, AC is also in 8 bits,
1490     * so its value is the same.
1491     */
1492     if (wc > 120)
1493     wc = 120;
1494     else if (wc < -120)
1495     wc = -120;
1496 root 1.19
1497     stats.wc = wc;
1498 root 1.9
1499     if (ac > 120)
1500     ac = 120;
1501     else if (ac < -120)
1502     ac = -120;
1503 root 1.19
1504     stats.ac = ac;
1505 root 1.9
1506     /* if for some reason the creature doesn't have any move type,
1507     * give them walking as a default.
1508     * The second case is a special case - to more closely mimic the
1509     * old behaviour - if your flying, your not walking - just
1510     * one or the other.
1511     */
1512 root 1.19 if (move_type == 0)
1513     move_type = MOVE_WALK;
1514     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1515     move_type &= ~MOVE_WALK;
1516 elmex 1.1
1517 root 1.24 if (speed != old_speed)
1518     set_speed (speed);
1519 elmex 1.1
1520 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1521     * so we will check that now.
1522     */
1523 root 1.19 if (type == PLAYER)
1524     {
1525     esrv_update_stats (contr);
1526     esrv_update_spells (contr);
1527     }
1528 root 1.35
1529     // update the mapspace, if we are on a map
1530     if (!flag [FLAG_REMOVED] && map)
1531     map->at (x, y).flags_ = 0;
1532 elmex 1.1 }
1533    
1534     /*
1535     * Returns true if the given player is a legal class.
1536     * The function to add and remove class-bonuses to the stats doesn't
1537     * check if the stat becomes negative, thus this function
1538     * merely checks that all stats are 1 or more, and returns
1539     * false otherwise.
1540     */
1541 root 1.9 int
1542     allowed_class (const object *op)
1543     {
1544 root 1.40 return op->stats.Dex > 0
1545     && op->stats.Str > 0
1546     && op->stats.Con > 0
1547     && op->stats.Int > 0
1548     && op->stats.Wis > 0
1549     && op->stats.Pow > 0
1550     && op->stats.Cha > 0;
1551 elmex 1.1 }
1552    
1553     /*
1554     * set the new dragon name after gaining levels or
1555     * changing ability focus (later this can be extended to
1556     * eventually change the player's face and animation)
1557     *
1558     * Note that the title is written to 'own_title' in the
1559     * player struct. This should be changed to 'ext_title'
1560     * as soon as clients support this!
1561     * Please, anyone, write support for 'ext_title'.
1562     */
1563 root 1.9 void
1564     set_dragon_name (object *pl, const object *abil, const object *skin)
1565     {
1566     int atnr = -1; /* attacknumber of highest level */
1567     int level = 0; /* highest level */
1568 elmex 1.1 int i;
1569    
1570     /* Perhaps do something more clever? */
1571 root 1.9 if (!abil || !skin)
1572     return;
1573    
1574 elmex 1.1 /* first, look for the highest level */
1575 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1576     {
1577     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1578     {
1579     level = abil->resist[i];
1580     atnr = i;
1581     }
1582 elmex 1.1 }
1583 root 1.9
1584 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1585     or else at random */
1586 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1587 elmex 1.1 atnr = abil->stats.exp;
1588 root 1.9
1589     level = (int) (level / 5.);
1590    
1591 elmex 1.1 /* now set the new title */
1592 root 1.9 if (pl->contr != NULL)
1593     {
1594     if (level == 0)
1595     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1596     else if (level == 1)
1597     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1598     else if (level == 2)
1599     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1600     else if (level == 3)
1601     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1602 elmex 1.1 else
1603 root 1.9 {
1604     /* special titles for extra high resistance! */
1605     if (skin->resist[atnr] > 80)
1606     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1607     else if (skin->resist[atnr] > 50)
1608     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1609     else
1610     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1611     }
1612 elmex 1.1 }
1613 root 1.9
1614     strcpy (pl->contr->own_title, "");
1615 elmex 1.1 }
1616    
1617     /*
1618     * This function is called when a dragon-player gains
1619     * an overall level. Here, the dragon might gain new abilities
1620     * or change the ability-focus.
1621     */
1622 root 1.9 void
1623     dragon_level_gain (object *who)
1624     {
1625     object *abil = NULL; /* pointer to dragon ability force */
1626     object *skin = NULL; /* pointer to dragon skin force */
1627     object *tmp = NULL; /* tmp. object */
1628     char buf[MAX_BUF]; /* tmp. string buffer */
1629    
1630     /* now grab the 'dragon_ability'-forces from the player's inventory */
1631 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1632     shstr_cmp dragon_skin_force ("dragon_skin_force");
1633    
1634     for (tmp = who->inv; tmp; tmp = tmp->below)
1635     if (tmp->type == FORCE)
1636     if (tmp->arch->name == dragon_ability_force)
1637     abil = tmp;
1638     else if (tmp->arch->name == dragon_skin_force)
1639     skin = tmp;
1640    
1641 root 1.9 /* if the force is missing -> bail out */
1642     if (abil == NULL)
1643     return;
1644    
1645     /* The ability_force keeps track of maximum level ever achieved.
1646     * New abilties can only be gained by surpassing this max level
1647     */
1648     if (who->level > abil->level)
1649     {
1650     /* increase our focused ability */
1651     abil->resist[abil->stats.exp]++;
1652    
1653    
1654     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1655     {
1656     /* time to hand out a new ability-gift */
1657     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1658     }
1659    
1660     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1661     {
1662     /* apply new ability focus */
1663     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1664     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1665    
1666     abil->stats.exp = abil->last_eat;
1667     abil->last_eat = 0;
1668     }
1669    
1670     abil->level = who->level;
1671     }
1672    
1673     /* last but not least, set the new title for the dragon */
1674     set_dragon_name (who, abil, skin);
1675 elmex 1.1 }
1676    
1677     /* Handy function - given the skill name skill_name, we find the skill
1678     * archetype/object, set appropriate values, and insert it into
1679     * the object (op) that is passed.
1680     * We return the skill - this makes it easier for calling functions that
1681     * want to do something with it immediately.
1682     */
1683 root 1.9 object *
1684     give_skill_by_name (object *op, const char *skill_name)
1685 elmex 1.1 {
1686 root 1.9 object *skill_obj;
1687 elmex 1.1
1688 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1689     if (!skill_obj)
1690     {
1691     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1692     return NULL;
1693     }
1694     /* clear the flag - exp goes into this bucket, but player
1695     * still doesn't know it.
1696     */
1697     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1698     skill_obj->stats.exp = 0;
1699     skill_obj->level = 1;
1700     insert_ob_in_ob (skill_obj, op);
1701 root 1.26
1702 root 1.9 if (op->contr)
1703     {
1704 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1705     if (op->contr->ns)
1706     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1707 elmex 1.1 }
1708 root 1.26
1709 root 1.9 return skill_obj;
1710 elmex 1.1 }
1711    
1712    
1713     /* player_lvl_adj() - for the new exp system. we are concerned with
1714     * whether the player gets more hp, sp and new levels.
1715     * Note this this function should only be called for players. Monstes
1716     * don't really gain levels
1717     * who is the player, op is what we are checking to gain the level
1718     * (eg, skill)
1719     */
1720 root 1.9 void
1721     player_lvl_adj (object *who, object *op)
1722     {
1723     char buf[MAX_BUF];
1724    
1725     if (!op) /* when rolling stats */
1726     op = who;
1727    
1728     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1729     {
1730     op->level++;
1731    
1732     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1733     dragon_level_gain (who);
1734    
1735     /* Only roll these if it is the player (who) that gained the level */
1736     if (op == who && (who->level < 11) && who->type == PLAYER)
1737     {
1738     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1739     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1740     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1741     }
1742    
1743 root 1.19 who->update_stats ();
1744 root 1.9 if (op->level > 1)
1745     {
1746     if (op->type != PLAYER)
1747     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1748     else
1749     sprintf (buf, "You are now level %d.", op->level);
1750     if (who)
1751     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1752     }
1753     player_lvl_adj (who, op); /* To increase more levels */
1754     }
1755     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1756     {
1757     op->level--;
1758 root 1.19 who->update_stats ();
1759 root 1.9 if (op->type != PLAYER)
1760     {
1761     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1762     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1763 root 1.3 }
1764 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1765 elmex 1.1 }
1766 root 1.19
1767 root 1.9 /* check if the spell data has changed */
1768 root 1.19 esrv_update_stats (who->contr);
1769 root 1.9 esrv_update_spells (who->contr);
1770 elmex 1.1 }
1771    
1772     /*
1773     * Returns how much experience is needed for a player to become
1774     * the given level. level should really never exceed max_level
1775     */
1776    
1777 root 1.9 sint64
1778     level_exp (int level, double expmul)
1779     {
1780     if (level > settings.max_level)
1781     return (sint64) (expmul * levels[settings.max_level]);
1782 root 1.40
1783 root 1.9 return (sint64) (expmul * levels[level]);
1784 elmex 1.1 }
1785    
1786     /*
1787     * Ensure that the permanent experience requirements in an exp object are met.
1788     * This really just checks 'op to make sure the perm_exp value is within
1789     * proper range. Note that the checking of what is passed through
1790     * has been reduced. Since there is now a proper field for perm_exp,
1791     * this can now work on a much larger set of objects.
1792     */
1793 root 1.9 void
1794     calc_perm_exp (object *op)
1795 elmex 1.1 {
1796 root 1.9 int p_exp_min;
1797    
1798     /* Ensure that our permanent experience minimum is met.
1799     * permenent_exp_ratio is an integer percentage, we divide by 100
1800     * to get the fraction */
1801     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1802    
1803     if (op->perm_exp < p_exp_min)
1804     op->perm_exp = p_exp_min;
1805    
1806     /* Cap permanent experience. */
1807     if (op->perm_exp < 0)
1808     op->perm_exp = 0;
1809     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1810     op->perm_exp = MAX_EXPERIENCE;
1811 elmex 1.1 }
1812    
1813     /* Add experience to a player - exp should only be positive.
1814     * Updates permanent exp for the skill we are adding to.
1815     * skill_name is the skill to add exp to. Skill name can be
1816     * NULL, in which case exp increases the players general
1817     * total, but not any particular skill.
1818     * flag is what to do if the player doesn't have the skill:
1819     */
1820 root 1.9 static void
1821     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1822 elmex 1.1 {
1823 elmex 1.4 object *skill_obj = NULL;
1824     sint64 limit, exp_to_add;
1825     int i;
1826    
1827     /* prevents some forms of abuse. */
1828     if (op->contr->braced)
1829     exp = exp / 5;
1830    
1831     /* Try to find the matching skill.
1832     * We do a shortcut/time saving mechanism first - see if it matches
1833     * chosen_skill. This means we don't need to search through
1834     * the players inventory.
1835     */
1836     if (skill_name)
1837     {
1838 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1839 elmex 1.4 skill_obj = op->chosen_skill;
1840     else
1841     {
1842     for (i = 0; i < NUM_SKILLS; i++)
1843 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1844 elmex 1.4 {
1845     skill_obj = op->contr->last_skill_ob[i];
1846     break;
1847     }
1848 root 1.3
1849 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1850     * it to the player if necessary
1851     */
1852     if (!skill_obj)
1853     {
1854     if (flag == SK_EXP_NONE)
1855     return;
1856     else if (flag == SK_EXP_ADD_SKILL)
1857     give_skill_by_name (op, skill_name);
1858 root 1.3 }
1859     }
1860 elmex 1.1 }
1861    
1862 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1863     {
1864     /* Basically, you can never gain more experience in one shot
1865     * than half what you need to gain for next level.
1866     */
1867     exp_to_add = exp;
1868     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1869     if (exp_to_add > limit)
1870     exp_to_add = limit;
1871    
1872 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1873 elmex 1.4 if (settings.permanent_exp_ratio)
1874     {
1875 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1876 elmex 1.4 calc_perm_exp (op);
1877     }
1878    
1879     player_lvl_adj (op, NULL);
1880     }
1881    
1882     if (skill_obj)
1883     {
1884     exp_to_add = exp;
1885     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1886     if (exp_to_add > limit)
1887     exp_to_add = limit;
1888    
1889     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1890     if (settings.permanent_exp_ratio)
1891     {
1892 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1893 elmex 1.4 calc_perm_exp (skill_obj);
1894     }
1895 elmex 1.1
1896 elmex 1.4 player_lvl_adj (op, skill_obj);
1897 elmex 1.1 }
1898     }
1899    
1900     /* This function checks to make sure that object 'op' can
1901     * lost 'exp' experience. It returns the amount of exp
1902     * object 'op' can in fact lose - it basically makes
1903     * adjustments based on permanent exp and the like.
1904     * This function should always be used for losing experience -
1905     * the 'exp' value passed should be positive - this is the
1906     * amount that should get subtract from the player.
1907     */
1908 root 1.9 sint64
1909     check_exp_loss (const object *op, sint64 exp)
1910 elmex 1.1 {
1911 root 1.9 sint64 del_exp;
1912 elmex 1.1
1913 root 1.9 if (exp > op->stats.exp)
1914     exp = op->stats.exp;
1915     if (settings.permanent_exp_ratio)
1916     {
1917     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1918     if (del_exp < 0)
1919     del_exp = 0;
1920     if (exp > del_exp)
1921     exp = del_exp;
1922 elmex 1.1 }
1923 root 1.9 return exp;
1924 elmex 1.1 }
1925    
1926 root 1.9 sint64
1927     check_exp_adjust (const object *op, sint64 exp)
1928 elmex 1.1 {
1929 root 1.9 if (exp < 0)
1930     return check_exp_loss (op, exp);
1931     else
1932     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1933 elmex 1.1 }
1934    
1935    
1936     /* Subtracts experience from player.
1937     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1938     * only subtract from the matching skill. Otherwise,
1939     * this subtracts a portion from all
1940     * skills the player has. Eg, if we figure the player is losing 10%
1941     * of his total exp, what happens is he loses 10% from all his skills.
1942     * Note that if permanent exp is used, player may not in fact lose
1943     * as much as listed. Eg, if player has gotten reduced to the point
1944     * where everything is at the minimum perm exp, he would lose nothing.
1945     * exp is the amount of exp to subtract - thus, it should be
1946     * a postive number.
1947     */
1948 root 1.9 static void
1949     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1950 elmex 1.1 {
1951 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1952     object *tmp;
1953     sint64 del_exp;
1954    
1955     for (tmp = op->inv; tmp; tmp = tmp->below)
1956     if (tmp->type == SKILL && tmp->stats.exp)
1957     {
1958     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1959     {
1960     del_exp = check_exp_loss (tmp, exp);
1961     tmp->stats.exp -= del_exp;
1962     player_lvl_adj (op, tmp);
1963     }
1964     else if (flag != SK_SUBTRACT_SKILL_EXP)
1965     {
1966     /* only want to process other skills if we are not trying
1967     * to match a specific skill.
1968     */
1969     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1970     tmp->stats.exp -= del_exp;
1971     player_lvl_adj (op, tmp);
1972     }
1973     }
1974 root 1.35
1975 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1976     {
1977     del_exp = check_exp_loss (op, exp);
1978     op->stats.exp -= del_exp;
1979     player_lvl_adj (op, NULL);
1980 elmex 1.1 }
1981     }
1982    
1983     /* change_exp() - changes experience to a player/monster. This
1984     * does bounds checking to make sure we don't overflow the max exp.
1985     *
1986     * The exp passed is typically not modified much by this function -
1987     * it is assumed the caller has modified the exp as needed.
1988     * skill_name is the skill that should get the exp added.
1989     * flag is what to do if player doesn't have the skill.
1990     * these last two values are only used for players.
1991     */
1992 root 1.9 void
1993     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1994     {
1995 elmex 1.1 #ifdef EXP_DEBUG
1996 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1997 elmex 1.1 #endif
1998    
1999 root 1.9 /* safety */
2000     if (!op)
2001     {
2002     LOG (llevError, "change_exp() called for null object!\n");
2003     return;
2004     }
2005    
2006     /* if no change in exp, just return - most of the below code
2007     * won't do anything if the value is 0 anyways.
2008     */
2009     if (exp == 0)
2010     return;
2011    
2012     /* Monsters are easy - we just adjust their exp - we
2013     * don't adjust level, since in most cases it is unrelated to
2014     * the exp they have - the monsters exp represents what its
2015     * worth.
2016     */
2017     if (op->type != PLAYER)
2018     {
2019     /* Sanity check */
2020     if (!QUERY_FLAG (op, FLAG_ALIVE))
2021     return;
2022    
2023     /* reset exp to max allowed value. We subtract from
2024     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2025     * more than max exp, just return.
2026     */
2027     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2028     {
2029     exp = MAX_EXPERIENCE - op->stats.exp;
2030     if (exp < 0)
2031     return;
2032 root 1.3 }
2033 elmex 1.1
2034 root 1.9 op->stats.exp += exp;
2035 elmex 1.1 }
2036 root 1.9 else
2037     { /* Players only */
2038     if (exp > 0)
2039     add_player_exp (op, exp, skill_name, flag);
2040     else
2041     /* note that when you lose exp, it doesn't go against
2042     * a particular skill, so we don't need to pass that
2043     * along.
2044     */
2045 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2046 elmex 1.1 }
2047     }
2048    
2049     /* Applies a death penalty experience, the size of this is defined by the
2050     * settings death_penalty_percentage and death_penalty_levels, and by the
2051     * amount of permenent experience, whichever gives the lowest loss.
2052     */
2053 root 1.9 void
2054     apply_death_exp_penalty (object *op)
2055     {
2056     object *tmp;
2057     sint64 loss;
2058     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2059     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2060    
2061     for (tmp = op->inv; tmp; tmp = tmp->below)
2062     if (tmp->type == SKILL && tmp->stats.exp)
2063     {
2064    
2065     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2066     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2067    
2068     /* With the revised exp system, you can get cases where
2069     * losing several levels would still require that you have more
2070     * exp than you currently have - this is true if the levels
2071     * tables is a lot harder.
2072     */
2073     if (level_loss < 0)
2074     level_loss = 0;
2075 root 1.3
2076 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2077 root 1.3
2078 root 1.9 tmp->stats.exp -= loss;
2079     player_lvl_adj (op, tmp);
2080     }
2081 elmex 1.1
2082 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2083     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2084     if (level_loss < 0)
2085     level_loss = 0;
2086     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2087 elmex 1.1
2088 root 1.9 op->stats.exp -= loss;
2089     player_lvl_adj (op, NULL);
2090 elmex 1.1 }
2091    
2092     /* This function takes an object (monster/player, op), and
2093     * determines if it makes a basic save throw by looking at the
2094     * save_throw table. level is the effective level to make
2095     * the save at, and bonus is any plus/bonus (typically based on
2096     * resistance to particular attacktype.
2097     * Returns 1 if op makes his save, 0 if he failed
2098     */
2099 root 1.9 int
2100     did_make_save (const object *op, int level, int bonus)
2101 elmex 1.1 {
2102 root 1.9 if (level > MAX_SAVE_LEVEL)
2103     level = MAX_SAVE_LEVEL;
2104 elmex 1.1
2105 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2106     return 0;
2107 root 1.19
2108 root 1.9 return 1;
2109 elmex 1.1 }