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Revision: 1.45
Committed: Mon Apr 30 04:25:29 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +52 -39 lines
Log Message:
This is the first rough cut of the skill use system (use the STABLE tag).

Details will likely change, and combat skills do not work very well, but
it works quite well.

Players no longer have a shoottype or range slots, instead, each player
has these members:

   combat_skill/combat_ob  the currently selected skill (and weapon)
                           for direct attacks.
   ranged_skill/ranged_ob  the currently selected ranged skill (and
                           bow/spell/item)
   golem                   the currently-controlled golem, if any.

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    
857 root 1.19 memcpy (body_used, body_info, sizeof (body_info));
858    
859     slaying = 0;
860 root 1.9
861 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
862 root 1.9 {
863 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
864     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
865 root 1.9 }
866    
867 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
868     CLEAR_FLAG (this, FLAG_STEALTH);
869     CLEAR_FLAG (this, FLAG_BLIND);
870    
871     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
872     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
873     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
874     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
875    
876 root 1.39 path_attuned = arch->clone.path_attuned;
877 root 1.19 path_repelled = arch->clone.path_repelled;
878 root 1.39 path_denied = arch->clone.path_denied;
879     glow_radius = arch->clone.glow_radius;
880     move_type = arch->clone.move_type;
881    
882 root 1.19 chosen_skill = NULL;
883 root 1.9
884     /* initializing resistances from the values in player/monster's
885     * archetype clone
886     */
887 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
888 root 1.9
889     for (i = 0; i < NROFATTACKS; i++)
890     {
891 root 1.19 if (resist[i] > 0)
892     prot[i] = resist[i], vuln[i] = 0;
893 root 1.9 else
894 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
895 root 1.9 potion_resist[i] = 0;
896     }
897    
898 root 1.19 wc = arch->clone.stats.wc;
899     stats.dam = arch->clone.stats.dam;
900 root 1.9
901     /* for players which cannot use armour, they gain AC -1 per 3 levels,
902     * plus a small amount of physical resist, those poor suckers. ;)
903     * the fact that maxlevel is factored in could be considered sort of bogus -
904     * we should probably give them some bonus and cap it off - otherwise,
905     * basically, if a server updates its max level, these playes may find
906     * that their protection from physical goes down
907     */
908 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 root 1.9 {
910 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
911     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
912 elmex 1.1 }
913 root 1.9 else
914 root 1.19 ac = arch->clone.stats.ac;
915 root 1.9
916 root 1.19 stats.luck = arch->clone.stats.luck;
917     speed = arch->clone.speed;
918 root 1.9
919     /* OK - we've reset most all the objects attributes to sane values.
920     * now go through and make adjustments for what the player has equipped.
921     */
922 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
923 root 1.9 {
924     /* See note in map.c:update_position about making this additive
925     * since light sources are never applied, need to put check here.
926     */
927 root 1.19 if (tmp->glow_radius > glow_radius)
928     glow_radius = tmp->glow_radius;
929 root 1.3
930 root 1.9 /* This happens because apply_potion calls change_abil with the potion
931 root 1.40 * applied so we can tell the player what changed. But change_abil
932 root 1.9 * then calls this function.
933     */
934     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
935 root 1.19 continue;
936 root 1.3
937 root 1.9 /* For some things, we don't care what is equipped */
938     if (tmp->type == SKILL)
939     {
940     /* Want to take the highest skill here. */
941     if (IS_MANA_SKILL (tmp->subtype))
942     {
943     if (!mana_obj)
944     mana_obj = tmp;
945     else if (tmp->level > mana_obj->level)
946     mana_obj = tmp;
947     }
948 root 1.19
949 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
950     {
951     if (!grace_obj)
952     grace_obj = tmp;
953     else if (tmp->level > grace_obj->level)
954     grace_obj = tmp;
955 root 1.3 }
956     }
957    
958 root 1.9 /* Container objects are not meant to adjust a players, but other applied
959     * objects need to make adjustments.
960     * This block should handle all player specific changes
961     * The check for Praying is a bit of a hack - god given bonuses are put
962     * in the praying skill, and the player should always get those.
963     * It also means we need to put in additional checks for applied below,
964     * because the skill shouldn't count against body positions being used
965     * up, etc.
966     */
967 root 1.39 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968     && tmp->type != CONTAINER
969     && tmp->type != CLOSE_CON)
970     || (tmp->type == SKILL
971     && tmp->subtype == SK_PRAYING))
972 root 1.9 {
973 root 1.19 if (type == PLAYER)
974 root 1.9 {
975     for (i = 0; i < NUM_STATS; i++)
976 root 1.39 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
977 root 1.9
978     /* these are the items that currently can change digestion, regeneration,
979     * spell point recovery and mana point recovery. Seems sort of an arbitary
980     * list, but other items store other info into stats array.
981     */
982 root 1.38 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
983 elmex 1.18 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
984     (tmp->type == SHIELD) || (tmp->type == RING) ||
985     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
986     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
987     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
988     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
989 elmex 1.14 (tmp->type == SKILL))
990 root 1.9 {
991 root 1.19 contr->digestion += tmp->stats.food;
992     contr->gen_hp += tmp->stats.hp;
993     contr->gen_sp += tmp->stats.sp;
994     contr->gen_grace += tmp->stats.grace;
995     contr->gen_sp_armour += tmp->gen_sp_armour;
996     contr->item_power += tmp->item_power;
997 root 1.3 }
998 root 1.9 } /* if this is a player */
999 root 1.3
1000 root 1.9 /* Update slots used for items */
1001     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1002 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1003     body_used[i] += tmp->body_info[i];
1004 root 1.3
1005 root 1.9 if (tmp->type == SYMPTOM)
1006     {
1007 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
1008 root 1.39
1009 root 1.9 if (speed_reduce_from_disease == 0)
1010     speed_reduce_from_disease = 1;
1011 root 1.3 }
1012    
1013 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 root 1.34 * (Negative protections are calculated exactly like positive.)
1015 root 1.9 * Resistance from potions are treated special as well. If there's
1016     * more than one potion-effect, the bigger prot.-value is taken.
1017     */
1018     if (tmp->type != POTION)
1019     {
1020     for (i = 0; i < NROFATTACKS; i++)
1021     {
1022     /* Potential for cursed potions, in which case we just can use
1023 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1024 root 1.9 */
1025     if (tmp->type == POTION_EFFECT)
1026     {
1027     if (potion_resist[i])
1028     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029     else
1030     potion_resist[i] = tmp->resist[i];
1031 root 1.3 }
1032 root 1.9 else if (tmp->resist[i] > 0)
1033 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 root 1.9 else if (tmp->resist[i] < 0)
1035 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 root 1.9 }
1037     }
1038    
1039     /* There may be other things that should not adjust the attacktype */
1040 root 1.43 if (tmp->type != BOW && tmp->type != SYMPTOM)
1041 root 1.19 attacktype |= tmp->attacktype;
1042 root 1.9
1043 root 1.39 path_attuned |= tmp->path_attuned;
1044 root 1.19 path_repelled |= tmp->path_repelled;
1045 root 1.39 path_denied |= tmp->path_denied;
1046     move_type |= tmp->move_type;
1047     stats.luck += tmp->stats.luck;
1048 root 1.19
1049     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1053     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1054     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1055     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1056 root 1.9
1057 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1058     SET_FLAG (this, FLAG_UNDEAD);
1059 root 1.9
1060     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061     {
1062 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1063     invisible = 1;
1064 root 1.9 }
1065    
1066     if (tmp->stats.exp && tmp->type != SKILL)
1067     {
1068     if (tmp->stats.exp > 0)
1069     {
1070 root 1.40 added_speed += tmp->stats.exp / 3.f;
1071 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 root 1.3 }
1073 root 1.9 else
1074 root 1.40 added_speed += tmp->stats.exp;
1075 root 1.3 }
1076    
1077 root 1.9 switch (tmp->type)
1078     {
1079 root 1.45 case WAND:
1080     case ROD:
1081     case HORN:
1082     if (type == PLAYER)
1083     {
1084     contr->ranged_skill = this;
1085     contr->ranged_ob = tmp;
1086     }
1087     break;
1088    
1089 root 1.10 /* skills modifying the character -b.t. */
1090     /* for all skills and skill granting objects */
1091     case SKILL:
1092     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093     break;
1094 root 1.3
1095 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1096     wc_obj = tmp;
1097 root 1.3
1098 root 1.19 if (chosen_skill)
1099     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1100 root 1.10
1101 root 1.19 chosen_skill = tmp;
1102 root 1.10
1103     if (tmp->stats.dam > 0)
1104     { /* skill is a 'weapon' */
1105 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1107 root 1.19
1108 root 1.10 if (weapon_speed < 0)
1109     weapon_speed = 0;
1110 root 1.19
1111 root 1.10 weapon_weight = tmp->weight;
1112 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1113    
1114 root 1.10 if (tmp->magic)
1115 root 1.19 stats.dam += tmp->magic;
1116 root 1.10 }
1117 root 1.3
1118 root 1.10 if (tmp->stats.wc)
1119 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1120 root 1.3
1121 root 1.42 if (tmp->slaying)
1122 root 1.19 slaying = tmp->slaying;
1123 root 1.9
1124 root 1.10 if (tmp->stats.ac)
1125 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1126 root 1.3
1127 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129    
1130     if (type == PLAYER)
1131 root 1.45 {
1132     contr->ranged_skill = this;
1133     contr->ranged_ob = tmp;
1134     }
1135 root 1.19
1136 root 1.10 break;
1137 root 1.3
1138 root 1.10 case SKILL_TOOL:
1139 root 1.19 if (chosen_skill)
1140     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1141    
1142     chosen_skill = tmp;
1143    
1144     if (type == PLAYER)
1145 root 1.45 {
1146     contr->ranged_skill = this;
1147     contr->ranged_ob = tmp;
1148     }
1149 root 1.10 break;
1150 root 1.3
1151 root 1.10 case SHIELD:
1152 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153     contr->encumbrance += (int) tmp->weight / 2000;
1154 root 1.10 case RING:
1155     case AMULET:
1156     case GIRDLE:
1157     case HELMET:
1158     case BOOTS:
1159     case GLOVES:
1160     case CLOAK:
1161     if (tmp->stats.wc)
1162 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1163 root 1.19
1164 root 1.10 if (tmp->stats.dam)
1165 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1166 root 1.19
1167 root 1.10 if (tmp->stats.ac)
1168 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1169 root 1.19
1170 root 1.10 break;
1171    
1172 root 1.45 case BOW:
1173 root 1.10 case WEAPON:
1174 root 1.45 if (type != PLAYER
1175     || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176     || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177     {
1178     wc -= tmp->stats.wc + tmp->magic;
1179    
1180     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1181     ac -= tmp->stats.ac + tmp->magic;
1182    
1183     stats.dam += tmp->stats.dam + tmp->magic;
1184     weapon_weight = tmp->weight;
1185     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1186    
1187     if (weapon_speed < 0)
1188     weapon_speed = 0;
1189 root 1.19
1190 root 1.45 slaying = tmp->slaying;
1191    
1192     /* If there is desire that two handed weapons should do
1193     * extra strength damage, this is where the code should
1194     * go.
1195     */
1196    
1197     current_weapon = tmp;
1198    
1199     if (type == PLAYER)
1200     {
1201     contr->combat_ob = tmp;
1202 root 1.19
1203 root 1.45 if (settings.spell_encumbrance)
1204     contr->encumbrance += tmp->weight * 3 / 1000;
1205     }
1206     }
1207 root 1.9
1208 root 1.10 break;
1209 root 1.9
1210 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1211 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1212 root 1.40 contr->encumbrance += tmp->weight / 1000;
1213 root 1.10
1214     case BRACERS:
1215     case FORCE:
1216     if (tmp->stats.wc)
1217     {
1218     if (best_wc < tmp->stats.wc + tmp->magic)
1219     {
1220     wc += best_wc;
1221     best_wc = tmp->stats.wc + tmp->magic;
1222     }
1223     else
1224     wc += tmp->stats.wc + tmp->magic;
1225     }
1226 root 1.19
1227 root 1.10 if (tmp->stats.ac)
1228     {
1229     if (best_ac < tmp->stats.ac + tmp->magic)
1230     {
1231     ac += best_ac; /* Remove last bonus */
1232     best_ac = tmp->stats.ac + tmp->magic;
1233     }
1234     else /* To nullify the below effect */
1235     ac += tmp->stats.ac + tmp->magic;
1236     }
1237 root 1.19
1238 root 1.10 if (tmp->stats.wc)
1239     wc -= (tmp->stats.wc + tmp->magic);
1240 root 1.19
1241 root 1.10 if (tmp->stats.ac)
1242     ac -= (tmp->stats.ac + tmp->magic);
1243 root 1.19
1244 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1245     max = ARMOUR_SPEED (tmp) / 10.f;
1246 root 1.19
1247 root 1.10 break;
1248 root 1.9 } /* switch tmp->type */
1249     } /* item is equipped */
1250     } /* for loop of items */
1251    
1252     /* We've gone through all the objects the player has equipped. For many things, we
1253     * have generated intermediate values which we now need to assign.
1254     */
1255    
1256     /* 'total resistance = total protections - total vulnerabilities'.
1257     * If there is an uncursed potion in effect, granting more protection
1258     * than that, we take: 'total resistance = resistance from potion'.
1259     * If there is a cursed (and no uncursed) potion in effect, we take
1260     * 'total resistance = vulnerability from cursed potion'.
1261     */
1262     for (i = 0; i < NROFATTACKS; i++)
1263     {
1264 root 1.19 resist[i] = prot[i] - vuln[i];
1265    
1266     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1267     resist[i] = potion_resist[i];
1268 elmex 1.1 }
1269    
1270 root 1.9 /* Figure out the players sp/mana/hp totals. */
1271 root 1.19 if (type == PLAYER)
1272 root 1.9 {
1273     int pl_level;
1274    
1275 root 1.19 check_stat_bounds (&(stats));
1276     pl_level = level;
1277 root 1.9
1278     if (pl_level < 1)
1279     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1280    
1281     /* You basically get half a con bonus/level. But we do take into account rounding,
1282     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1283     */
1284 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1285 root 1.9 {
1286 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1287    
1288     if (i % 2 && con_bonus[stats.Con] % 2)
1289 root 1.9 {
1290 root 1.19 if (con_bonus[stats.Con] > 0)
1291 root 1.9 j++;
1292     else
1293     j--;
1294     }
1295 root 1.19
1296     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1297 root 1.9 }
1298    
1299 root 1.19 for (i = 11; i <= level; i++)
1300     stats.maxhp += 2;
1301 elmex 1.1
1302 root 1.19 if (stats.hp > stats.maxhp)
1303     stats.hp = stats.maxhp;
1304 elmex 1.1
1305 root 1.9 /* Sp gain is controlled by the level of the player's
1306     * relevant experience object (mana_obj, see above)
1307     */
1308     /* following happen when skills system is not used */
1309     if (!mana_obj)
1310 root 1.19 mana_obj = this;
1311    
1312 root 1.9 if (!grace_obj)
1313 root 1.19 grace_obj = this;
1314    
1315 root 1.9 /* set maxsp */
1316 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1317     mana_obj = this;
1318 root 1.9
1319 root 1.19 if (mana_obj == this && type == PLAYER)
1320     stats.maxsp = 1;
1321 root 1.9 else
1322     {
1323 root 1.40 sp_tmp = 0.f;
1324 root 1.19
1325 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1326     {
1327     float stmp;
1328    
1329     /* Got some extra bonus at first level */
1330     if (i < 2)
1331 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1332 root 1.9 else
1333 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1334 root 1.19
1335 root 1.40 if (stmp < 1.f)
1336     stmp = 1.f;
1337 root 1.19
1338 root 1.9 sp_tmp += stmp;
1339 root 1.3 }
1340 root 1.19
1341 root 1.40 stats.maxsp = (sint16)sp_tmp;
1342 root 1.3
1343 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1344 root 1.19 stats.maxsp += 2;
1345 root 1.3 }
1346 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1347 root 1.19 if (stats.sp > stats.maxsp * 2)
1348     stats.sp = stats.maxsp * 2;
1349 root 1.9
1350     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1351 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1352     grace_obj = this;
1353 root 1.9
1354 root 1.19 if (grace_obj == this && type == PLAYER)
1355     stats.maxgrace = 1;
1356 root 1.9 else
1357     {
1358     /* store grace in a float - this way, the divisions below don't create
1359     * big jumps when you go from level to level - with int's, it then
1360     * becomes big jumps when the sums of the bonuses jump to the next
1361     * step of 8 - with floats, even fractional ones are useful.
1362     */
1363 root 1.40 sp_tmp = 0.f;
1364 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1365 root 1.9 {
1366 root 1.40 float grace_tmp = 0.f;
1367 root 1.9
1368     /* Got some extra bonus at first level */
1369     if (i < 2)
1370 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1371 root 1.9 else
1372 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1373 root 1.19
1374 root 1.40 if (grace_tmp < 1.f)
1375     grace_tmp = 1.f;
1376 root 1.19
1377 root 1.9 sp_tmp += grace_tmp;
1378 root 1.3 }
1379 root 1.19
1380 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1381 root 1.3
1382 root 1.9 /* two grace points per level after 11 */
1383     for (i = 11; i <= grace_obj->level; i++)
1384 root 1.19 stats.maxgrace += 2;
1385 root 1.3 }
1386 root 1.9 /* No limit on grace vs maxgrace */
1387 root 1.3
1388 root 1.19 if (contr->braced)
1389 root 1.9 {
1390     ac += 2;
1391     wc += 4;
1392 root 1.3 }
1393 root 1.9 else
1394 root 1.19 ac -= dex_bonus[stats.Dex];
1395 root 1.9
1396     /* In new exp/skills system, wc bonuses are related to
1397     * the players level in a relevant exp object (wc_obj)
1398     * not the general player level -b.t.
1399     * I changed this slightly so that wc bonuses are better
1400     * than before. This is to balance out the fact that
1401     * the player no longer gets a personal weapon w/ 1
1402     * improvement every level, now its fighterlevel/5. So
1403     * we give the player a bonus here in wc and dam
1404     * to make up for the change. Note that I left the
1405     * monster bonus the same as before. -b.t.
1406     */
1407    
1408 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1409 root 1.9 {
1410 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1411    
1412 root 1.9 for (i = 1; i < wc_obj->level; i++)
1413     {
1414     /* addtional wc every 6 levels */
1415     if (!(i % 6))
1416     wc--;
1417 root 1.37
1418 root 1.9 /* addtional dam every 4 levels. */
1419 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1420     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1421 root 1.9 }
1422     }
1423     else
1424 root 1.37 wc -= level + thaco_bonus[stats.Str];
1425 root 1.9
1426 root 1.19 stats.dam += dam_bonus[stats.Str];
1427 root 1.9
1428 root 1.19 if (stats.dam < 1)
1429     stats.dam = 1;
1430 root 1.9
1431 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1432 root 1.19
1433     if (settings.search_items && contr->search_str[0])
1434     speed -= 1;
1435    
1436     if (attacktype == 0)
1437     attacktype = arch->clone.attacktype;
1438 root 1.9
1439     } /* End if player */
1440    
1441     if (added_speed >= 0)
1442 root 1.40 speed += added_speed / 10.f;
1443 root 1.9 else /* Something wrong here...: */
1444 root 1.40 speed /= 1.f - added_speed;
1445 root 1.3
1446 root 1.9 /* Max is determined by armour */
1447 root 1.19 if (speed > max)
1448     speed = max;
1449 elmex 1.1
1450 root 1.19 if (type == PLAYER)
1451 root 1.9 {
1452     /* f is a number the represents the number of kg above (positive num)
1453     * or below (negative number) that the player is carrying. If above
1454     * weight limit, then player suffers a speed reduction based on how
1455     * much above he is, and what is max carry is
1456     */
1457 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1458 root 1.9 if (f > 0)
1459 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1460 elmex 1.1 }
1461    
1462 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1463 root 1.9
1464     /* Put a lower limit on speed. Note with this speed, you move once every
1465     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1466     */
1467 root 1.19 speed = speed * speed_reduce_from_disease;
1468 elmex 1.1
1469 root 1.40 if (speed < 0.01f && type == PLAYER)
1470     speed = 0.01f;
1471 root 1.9
1472 root 1.19 if (type == PLAYER)
1473 root 1.9 {
1474     /* (This formula was made by vidarl@ifi.uio.no)
1475     * Note that we never used these values again - basically
1476     * all of these could be subbed into one big equation, but
1477     * that would just be a real pain to read.
1478     */
1479 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1480     float M2 = max_carry[stats.Str] / 100.f;
1481     float W = weapon_weight / 20000.f;
1482     float s = 2 - weapon_speed / 10.f;
1483     float D = (stats.Dex - 14) / 14.f;
1484     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1485    
1486     K *= (4 + level) *1.2f / (6 + level);
1487    
1488     if (K <= 0.f)
1489     K = 0.01f;
1490    
1491     float S = speed / (K * s);
1492    
1493 root 1.19 contr->weapon_sp = S;
1494 root 1.9 }
1495 root 1.19
1496 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1497 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1498 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1499 root 1.9
1500     /* Prevent overflows of wc - best you can get is ABS(120) - this
1501     * should be more than enough - remember, AC is also in 8 bits,
1502     * so its value is the same.
1503     */
1504     if (wc > 120)
1505     wc = 120;
1506     else if (wc < -120)
1507     wc = -120;
1508 root 1.19
1509     stats.wc = wc;
1510 root 1.9
1511     if (ac > 120)
1512     ac = 120;
1513     else if (ac < -120)
1514     ac = -120;
1515 root 1.19
1516     stats.ac = ac;
1517 root 1.9
1518     /* if for some reason the creature doesn't have any move type,
1519     * give them walking as a default.
1520     * The second case is a special case - to more closely mimic the
1521     * old behaviour - if your flying, your not walking - just
1522     * one or the other.
1523     */
1524 root 1.19 if (move_type == 0)
1525     move_type = MOVE_WALK;
1526     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1527     move_type &= ~MOVE_WALK;
1528 elmex 1.1
1529 root 1.24 if (speed != old_speed)
1530     set_speed (speed);
1531 elmex 1.1
1532 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1533     * so we will check that now.
1534     */
1535 root 1.19 if (type == PLAYER)
1536     {
1537     esrv_update_stats (contr);
1538     esrv_update_spells (contr);
1539     }
1540 root 1.35
1541     // update the mapspace, if we are on a map
1542     if (!flag [FLAG_REMOVED] && map)
1543     map->at (x, y).flags_ = 0;
1544 elmex 1.1 }
1545    
1546     /*
1547     * Returns true if the given player is a legal class.
1548     * The function to add and remove class-bonuses to the stats doesn't
1549     * check if the stat becomes negative, thus this function
1550     * merely checks that all stats are 1 or more, and returns
1551     * false otherwise.
1552     */
1553 root 1.9 int
1554     allowed_class (const object *op)
1555     {
1556 root 1.40 return op->stats.Dex > 0
1557     && op->stats.Str > 0
1558     && op->stats.Con > 0
1559     && op->stats.Int > 0
1560     && op->stats.Wis > 0
1561     && op->stats.Pow > 0
1562     && op->stats.Cha > 0;
1563 elmex 1.1 }
1564    
1565     /*
1566     * set the new dragon name after gaining levels or
1567     * changing ability focus (later this can be extended to
1568     * eventually change the player's face and animation)
1569     *
1570     * Note that the title is written to 'own_title' in the
1571     * player struct. This should be changed to 'ext_title'
1572     * as soon as clients support this!
1573     * Please, anyone, write support for 'ext_title'.
1574     */
1575 root 1.9 void
1576     set_dragon_name (object *pl, const object *abil, const object *skin)
1577     {
1578     int atnr = -1; /* attacknumber of highest level */
1579     int level = 0; /* highest level */
1580 elmex 1.1 int i;
1581    
1582     /* Perhaps do something more clever? */
1583 root 1.9 if (!abil || !skin)
1584     return;
1585    
1586 elmex 1.1 /* first, look for the highest level */
1587 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1588     {
1589     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1590     {
1591     level = abil->resist[i];
1592     atnr = i;
1593     }
1594 elmex 1.1 }
1595 root 1.9
1596 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1597     or else at random */
1598 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1599 elmex 1.1 atnr = abil->stats.exp;
1600 root 1.9
1601     level = (int) (level / 5.);
1602    
1603 elmex 1.1 /* now set the new title */
1604 root 1.9 if (pl->contr != NULL)
1605     {
1606     if (level == 0)
1607     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1608     else if (level == 1)
1609     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1610     else if (level == 2)
1611     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1612     else if (level == 3)
1613     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1614 elmex 1.1 else
1615 root 1.9 {
1616     /* special titles for extra high resistance! */
1617     if (skin->resist[atnr] > 80)
1618     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1619     else if (skin->resist[atnr] > 50)
1620     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1621     else
1622     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1623     }
1624 elmex 1.1 }
1625 root 1.9
1626     strcpy (pl->contr->own_title, "");
1627 elmex 1.1 }
1628    
1629     /*
1630     * This function is called when a dragon-player gains
1631     * an overall level. Here, the dragon might gain new abilities
1632     * or change the ability-focus.
1633     */
1634 root 1.9 void
1635     dragon_level_gain (object *who)
1636     {
1637     object *abil = NULL; /* pointer to dragon ability force */
1638     object *skin = NULL; /* pointer to dragon skin force */
1639     object *tmp = NULL; /* tmp. object */
1640     char buf[MAX_BUF]; /* tmp. string buffer */
1641    
1642     /* now grab the 'dragon_ability'-forces from the player's inventory */
1643 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1644     shstr_cmp dragon_skin_force ("dragon_skin_force");
1645    
1646     for (tmp = who->inv; tmp; tmp = tmp->below)
1647     if (tmp->type == FORCE)
1648     if (tmp->arch->name == dragon_ability_force)
1649     abil = tmp;
1650     else if (tmp->arch->name == dragon_skin_force)
1651     skin = tmp;
1652    
1653 root 1.9 /* if the force is missing -> bail out */
1654     if (abil == NULL)
1655     return;
1656    
1657     /* The ability_force keeps track of maximum level ever achieved.
1658     * New abilties can only be gained by surpassing this max level
1659     */
1660     if (who->level > abil->level)
1661     {
1662     /* increase our focused ability */
1663     abil->resist[abil->stats.exp]++;
1664    
1665    
1666     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1667     {
1668     /* time to hand out a new ability-gift */
1669     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1670     }
1671    
1672     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1673     {
1674     /* apply new ability focus */
1675     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1676     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1677    
1678     abil->stats.exp = abil->last_eat;
1679     abil->last_eat = 0;
1680     }
1681    
1682     abil->level = who->level;
1683     }
1684    
1685     /* last but not least, set the new title for the dragon */
1686     set_dragon_name (who, abil, skin);
1687 elmex 1.1 }
1688    
1689     /* Handy function - given the skill name skill_name, we find the skill
1690     * archetype/object, set appropriate values, and insert it into
1691     * the object (op) that is passed.
1692     * We return the skill - this makes it easier for calling functions that
1693     * want to do something with it immediately.
1694     */
1695 root 1.9 object *
1696     give_skill_by_name (object *op, const char *skill_name)
1697 elmex 1.1 {
1698 root 1.9 object *skill_obj;
1699 elmex 1.1
1700 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1701     if (!skill_obj)
1702     {
1703     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1704     return NULL;
1705     }
1706     /* clear the flag - exp goes into this bucket, but player
1707     * still doesn't know it.
1708     */
1709     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1710     skill_obj->stats.exp = 0;
1711     skill_obj->level = 1;
1712     insert_ob_in_ob (skill_obj, op);
1713 root 1.26
1714 root 1.9 if (op->contr)
1715     {
1716 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1717     if (op->contr->ns)
1718     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1719 elmex 1.1 }
1720 root 1.26
1721 root 1.9 return skill_obj;
1722 elmex 1.1 }
1723    
1724    
1725     /* player_lvl_adj() - for the new exp system. we are concerned with
1726     * whether the player gets more hp, sp and new levels.
1727     * Note this this function should only be called for players. Monstes
1728     * don't really gain levels
1729     * who is the player, op is what we are checking to gain the level
1730     * (eg, skill)
1731     */
1732 root 1.9 void
1733     player_lvl_adj (object *who, object *op)
1734     {
1735     char buf[MAX_BUF];
1736    
1737     if (!op) /* when rolling stats */
1738     op = who;
1739    
1740     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1741     {
1742     op->level++;
1743    
1744     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1745     dragon_level_gain (who);
1746    
1747     /* Only roll these if it is the player (who) that gained the level */
1748     if (op == who && (who->level < 11) && who->type == PLAYER)
1749     {
1750     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1751     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1752     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1753     }
1754    
1755 root 1.19 who->update_stats ();
1756 root 1.9 if (op->level > 1)
1757     {
1758     if (op->type != PLAYER)
1759     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1760     else
1761     sprintf (buf, "You are now level %d.", op->level);
1762     if (who)
1763     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1764     }
1765     player_lvl_adj (who, op); /* To increase more levels */
1766     }
1767     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1768     {
1769     op->level--;
1770 root 1.19 who->update_stats ();
1771 root 1.9 if (op->type != PLAYER)
1772     {
1773     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1774     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1775 root 1.3 }
1776 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1777 elmex 1.1 }
1778 root 1.19
1779 root 1.9 /* check if the spell data has changed */
1780 root 1.19 esrv_update_stats (who->contr);
1781 root 1.9 esrv_update_spells (who->contr);
1782 elmex 1.1 }
1783    
1784     /*
1785     * Returns how much experience is needed for a player to become
1786     * the given level. level should really never exceed max_level
1787     */
1788    
1789 root 1.9 sint64
1790     level_exp (int level, double expmul)
1791     {
1792     if (level > settings.max_level)
1793     return (sint64) (expmul * levels[settings.max_level]);
1794 root 1.40
1795 root 1.9 return (sint64) (expmul * levels[level]);
1796 elmex 1.1 }
1797    
1798     /*
1799     * Ensure that the permanent experience requirements in an exp object are met.
1800     * This really just checks 'op to make sure the perm_exp value is within
1801     * proper range. Note that the checking of what is passed through
1802     * has been reduced. Since there is now a proper field for perm_exp,
1803     * this can now work on a much larger set of objects.
1804     */
1805 root 1.9 void
1806     calc_perm_exp (object *op)
1807 elmex 1.1 {
1808 root 1.9 int p_exp_min;
1809    
1810     /* Ensure that our permanent experience minimum is met.
1811     * permenent_exp_ratio is an integer percentage, we divide by 100
1812     * to get the fraction */
1813     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1814    
1815     if (op->perm_exp < p_exp_min)
1816     op->perm_exp = p_exp_min;
1817    
1818     /* Cap permanent experience. */
1819     if (op->perm_exp < 0)
1820     op->perm_exp = 0;
1821     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1822     op->perm_exp = MAX_EXPERIENCE;
1823 elmex 1.1 }
1824    
1825     /* Add experience to a player - exp should only be positive.
1826     * Updates permanent exp for the skill we are adding to.
1827     * skill_name is the skill to add exp to. Skill name can be
1828     * NULL, in which case exp increases the players general
1829     * total, but not any particular skill.
1830     * flag is what to do if the player doesn't have the skill:
1831     */
1832 root 1.9 static void
1833     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1834 elmex 1.1 {
1835 elmex 1.4 object *skill_obj = NULL;
1836     sint64 limit, exp_to_add;
1837     int i;
1838    
1839     /* prevents some forms of abuse. */
1840     if (op->contr->braced)
1841     exp = exp / 5;
1842    
1843     /* Try to find the matching skill.
1844     * We do a shortcut/time saving mechanism first - see if it matches
1845     * chosen_skill. This means we don't need to search through
1846     * the players inventory.
1847     */
1848     if (skill_name)
1849     {
1850 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1851 elmex 1.4 skill_obj = op->chosen_skill;
1852     else
1853     {
1854     for (i = 0; i < NUM_SKILLS; i++)
1855 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1856 elmex 1.4 {
1857     skill_obj = op->contr->last_skill_ob[i];
1858     break;
1859     }
1860 root 1.3
1861 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1862     * it to the player if necessary
1863     */
1864     if (!skill_obj)
1865     {
1866     if (flag == SK_EXP_NONE)
1867     return;
1868     else if (flag == SK_EXP_ADD_SKILL)
1869     give_skill_by_name (op, skill_name);
1870 root 1.3 }
1871     }
1872 elmex 1.1 }
1873    
1874 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1875     {
1876     /* Basically, you can never gain more experience in one shot
1877     * than half what you need to gain for next level.
1878     */
1879     exp_to_add = exp;
1880     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1881     if (exp_to_add > limit)
1882     exp_to_add = limit;
1883    
1884 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1885 elmex 1.4 if (settings.permanent_exp_ratio)
1886     {
1887 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1888 elmex 1.4 calc_perm_exp (op);
1889     }
1890    
1891     player_lvl_adj (op, NULL);
1892     }
1893    
1894     if (skill_obj)
1895     {
1896     exp_to_add = exp;
1897     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1898     if (exp_to_add > limit)
1899     exp_to_add = limit;
1900    
1901     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1902     if (settings.permanent_exp_ratio)
1903     {
1904 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1905 elmex 1.4 calc_perm_exp (skill_obj);
1906     }
1907 elmex 1.1
1908 elmex 1.4 player_lvl_adj (op, skill_obj);
1909 elmex 1.1 }
1910     }
1911    
1912     /* This function checks to make sure that object 'op' can
1913     * lost 'exp' experience. It returns the amount of exp
1914     * object 'op' can in fact lose - it basically makes
1915     * adjustments based on permanent exp and the like.
1916     * This function should always be used for losing experience -
1917     * the 'exp' value passed should be positive - this is the
1918     * amount that should get subtract from the player.
1919     */
1920 root 1.9 sint64
1921     check_exp_loss (const object *op, sint64 exp)
1922 elmex 1.1 {
1923 root 1.9 sint64 del_exp;
1924 elmex 1.1
1925 root 1.9 if (exp > op->stats.exp)
1926     exp = op->stats.exp;
1927     if (settings.permanent_exp_ratio)
1928     {
1929     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1930     if (del_exp < 0)
1931     del_exp = 0;
1932     if (exp > del_exp)
1933     exp = del_exp;
1934 elmex 1.1 }
1935 root 1.9 return exp;
1936 elmex 1.1 }
1937    
1938 root 1.9 sint64
1939     check_exp_adjust (const object *op, sint64 exp)
1940 elmex 1.1 {
1941 root 1.9 if (exp < 0)
1942     return check_exp_loss (op, exp);
1943     else
1944     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1945 elmex 1.1 }
1946    
1947    
1948     /* Subtracts experience from player.
1949     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1950     * only subtract from the matching skill. Otherwise,
1951     * this subtracts a portion from all
1952     * skills the player has. Eg, if we figure the player is losing 10%
1953     * of his total exp, what happens is he loses 10% from all his skills.
1954     * Note that if permanent exp is used, player may not in fact lose
1955     * as much as listed. Eg, if player has gotten reduced to the point
1956     * where everything is at the minimum perm exp, he would lose nothing.
1957     * exp is the amount of exp to subtract - thus, it should be
1958     * a postive number.
1959     */
1960 root 1.9 static void
1961     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1962 elmex 1.1 {
1963 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1964     object *tmp;
1965     sint64 del_exp;
1966    
1967     for (tmp = op->inv; tmp; tmp = tmp->below)
1968     if (tmp->type == SKILL && tmp->stats.exp)
1969     {
1970     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1971     {
1972     del_exp = check_exp_loss (tmp, exp);
1973     tmp->stats.exp -= del_exp;
1974     player_lvl_adj (op, tmp);
1975     }
1976     else if (flag != SK_SUBTRACT_SKILL_EXP)
1977     {
1978     /* only want to process other skills if we are not trying
1979     * to match a specific skill.
1980     */
1981     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1982     tmp->stats.exp -= del_exp;
1983     player_lvl_adj (op, tmp);
1984     }
1985     }
1986 root 1.35
1987 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1988     {
1989     del_exp = check_exp_loss (op, exp);
1990     op->stats.exp -= del_exp;
1991     player_lvl_adj (op, NULL);
1992 elmex 1.1 }
1993     }
1994    
1995     /* change_exp() - changes experience to a player/monster. This
1996     * does bounds checking to make sure we don't overflow the max exp.
1997     *
1998     * The exp passed is typically not modified much by this function -
1999     * it is assumed the caller has modified the exp as needed.
2000     * skill_name is the skill that should get the exp added.
2001     * flag is what to do if player doesn't have the skill.
2002     * these last two values are only used for players.
2003     */
2004 root 1.9 void
2005     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
2006     {
2007 elmex 1.1 #ifdef EXP_DEBUG
2008 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
2009 elmex 1.1 #endif
2010    
2011 root 1.9 /* safety */
2012     if (!op)
2013     {
2014     LOG (llevError, "change_exp() called for null object!\n");
2015     return;
2016     }
2017    
2018     /* if no change in exp, just return - most of the below code
2019     * won't do anything if the value is 0 anyways.
2020     */
2021     if (exp == 0)
2022     return;
2023    
2024     /* Monsters are easy - we just adjust their exp - we
2025     * don't adjust level, since in most cases it is unrelated to
2026     * the exp they have - the monsters exp represents what its
2027     * worth.
2028     */
2029     if (op->type != PLAYER)
2030     {
2031     /* Sanity check */
2032     if (!QUERY_FLAG (op, FLAG_ALIVE))
2033     return;
2034    
2035     /* reset exp to max allowed value. We subtract from
2036     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2037     * more than max exp, just return.
2038     */
2039     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2040     {
2041     exp = MAX_EXPERIENCE - op->stats.exp;
2042     if (exp < 0)
2043     return;
2044 root 1.3 }
2045 elmex 1.1
2046 root 1.9 op->stats.exp += exp;
2047 elmex 1.1 }
2048 root 1.9 else
2049     { /* Players only */
2050     if (exp > 0)
2051     add_player_exp (op, exp, skill_name, flag);
2052     else
2053     /* note that when you lose exp, it doesn't go against
2054     * a particular skill, so we don't need to pass that
2055     * along.
2056     */
2057 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2058 elmex 1.1 }
2059     }
2060    
2061     /* Applies a death penalty experience, the size of this is defined by the
2062     * settings death_penalty_percentage and death_penalty_levels, and by the
2063     * amount of permenent experience, whichever gives the lowest loss.
2064     */
2065 root 1.9 void
2066     apply_death_exp_penalty (object *op)
2067     {
2068     object *tmp;
2069     sint64 loss;
2070     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2071     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2072    
2073     for (tmp = op->inv; tmp; tmp = tmp->below)
2074     if (tmp->type == SKILL && tmp->stats.exp)
2075     {
2076    
2077     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2078     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2079    
2080     /* With the revised exp system, you can get cases where
2081     * losing several levels would still require that you have more
2082     * exp than you currently have - this is true if the levels
2083     * tables is a lot harder.
2084     */
2085     if (level_loss < 0)
2086     level_loss = 0;
2087 root 1.3
2088 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2089 root 1.3
2090 root 1.9 tmp->stats.exp -= loss;
2091     player_lvl_adj (op, tmp);
2092     }
2093 elmex 1.1
2094 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2095     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2096     if (level_loss < 0)
2097     level_loss = 0;
2098     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2099 elmex 1.1
2100 root 1.9 op->stats.exp -= loss;
2101     player_lvl_adj (op, NULL);
2102 elmex 1.1 }
2103    
2104     /* This function takes an object (monster/player, op), and
2105     * determines if it makes a basic save throw by looking at the
2106     * save_throw table. level is the effective level to make
2107     * the save at, and bonus is any plus/bonus (typically based on
2108     * resistance to particular attacktype.
2109     * Returns 1 if op makes his save, 0 if he failed
2110     */
2111 root 1.9 int
2112     did_make_save (const object *op, int level, int bonus)
2113 elmex 1.1 {
2114 root 1.9 if (level > MAX_SAVE_LEVEL)
2115     level = MAX_SAVE_LEVEL;
2116 elmex 1.1
2117 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2118     return 0;
2119 root 1.19
2120 root 1.9 return 1;
2121 elmex 1.1 }