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Revision: 1.46
Committed: Tue May 1 05:48:19 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +30 -39 lines
Log Message:
big simplification, still doesn't work, but feels cleaner

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 1.46 chosen_skill = 0;
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 1.46
896 root 1.9 potion_resist[i] = 0;
897     }
898    
899 root 1.19 wc = arch->clone.stats.wc;
900     stats.dam = arch->clone.stats.dam;
901 root 1.9
902     /* for players which cannot use armour, they gain AC -1 per 3 levels,
903     * plus a small amount of physical resist, those poor suckers. ;)
904     * the fact that maxlevel is factored in could be considered sort of bogus -
905     * we should probably give them some bonus and cap it off - otherwise,
906     * basically, if a server updates its max level, these playes may find
907     * that their protection from physical goes down
908     */
909 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
910 root 1.9 {
911 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
912     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
913 elmex 1.1 }
914 root 1.9 else
915 root 1.19 ac = arch->clone.stats.ac;
916 root 1.9
917 root 1.19 stats.luck = arch->clone.stats.luck;
918     speed = arch->clone.speed;
919 root 1.9
920     /* OK - we've reset most all the objects attributes to sane values.
921     * now go through and make adjustments for what the player has equipped.
922     */
923 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
924 root 1.9 {
925     /* See note in map.c:update_position about making this additive
926     * since light sources are never applied, need to put check here.
927     */
928 root 1.19 if (tmp->glow_radius > glow_radius)
929     glow_radius = tmp->glow_radius;
930 root 1.3
931 root 1.9 /* This happens because apply_potion calls change_abil with the potion
932 root 1.40 * applied so we can tell the player what changed. But change_abil
933 root 1.9 * then calls this function.
934     */
935     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
936 root 1.19 continue;
937 root 1.3
938 root 1.9 /* For some things, we don't care what is equipped */
939     if (tmp->type == SKILL)
940     {
941     /* Want to take the highest skill here. */
942     if (IS_MANA_SKILL (tmp->subtype))
943     {
944     if (!mana_obj)
945     mana_obj = tmp;
946     else if (tmp->level > mana_obj->level)
947     mana_obj = tmp;
948     }
949 root 1.19
950 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
951     {
952     if (!grace_obj)
953     grace_obj = tmp;
954     else if (tmp->level > grace_obj->level)
955     grace_obj = tmp;
956 root 1.3 }
957     }
958    
959 root 1.9 /* Container objects are not meant to adjust a players, but other applied
960     * objects need to make adjustments.
961     * This block should handle all player specific changes
962     * The check for Praying is a bit of a hack - god given bonuses are put
963     * in the praying skill, and the player should always get those.
964     * It also means we need to put in additional checks for applied below,
965     * because the skill shouldn't count against body positions being used
966     * up, etc.
967     */
968 root 1.39 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
969     && tmp->type != CONTAINER
970     && tmp->type != CLOSE_CON)
971     || (tmp->type == SKILL
972     && tmp->subtype == SK_PRAYING))
973 root 1.9 {
974 root 1.19 if (type == PLAYER)
975 root 1.9 {
976 root 1.46 if ((tmp->type == WEAPON || tmp->type == BOW)
977     && tmp != current_weapon)
978     continue;
979    
980 root 1.9 for (i = 0; i < NUM_STATS; i++)
981 root 1.39 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
982 root 1.9
983     /* these are the items that currently can change digestion, regeneration,
984     * spell point recovery and mana point recovery. Seems sort of an arbitary
985     * list, but other items store other info into stats array.
986     */
987 root 1.38 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
988 elmex 1.18 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
989     (tmp->type == SHIELD) || (tmp->type == RING) ||
990     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
991     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
992     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
993     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
994 elmex 1.14 (tmp->type == SKILL))
995 root 1.9 {
996 root 1.19 contr->digestion += tmp->stats.food;
997     contr->gen_hp += tmp->stats.hp;
998     contr->gen_sp += tmp->stats.sp;
999     contr->gen_grace += tmp->stats.grace;
1000     contr->gen_sp_armour += tmp->gen_sp_armour;
1001     contr->item_power += tmp->item_power;
1002 root 1.3 }
1003 root 1.9 } /* if this is a player */
1004 root 1.46 else
1005     {
1006     if (tmp->type == WEAPON)
1007     current_weapon = tmp;
1008     }
1009 root 1.3
1010 root 1.9 /* Update slots used for items */
1011     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013     body_used[i] += tmp->body_info[i];
1014 root 1.3
1015 root 1.9 if (tmp->type == SYMPTOM)
1016     {
1017 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
1018 root 1.39
1019 root 1.9 if (speed_reduce_from_disease == 0)
1020     speed_reduce_from_disease = 1;
1021 root 1.3 }
1022    
1023 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 root 1.34 * (Negative protections are calculated exactly like positive.)
1025 root 1.9 * Resistance from potions are treated special as well. If there's
1026     * more than one potion-effect, the bigger prot.-value is taken.
1027     */
1028     if (tmp->type != POTION)
1029     {
1030     for (i = 0; i < NROFATTACKS; i++)
1031     {
1032     /* Potential for cursed potions, in which case we just can use
1033 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1034 root 1.9 */
1035     if (tmp->type == POTION_EFFECT)
1036     {
1037     if (potion_resist[i])
1038     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039     else
1040     potion_resist[i] = tmp->resist[i];
1041 root 1.3 }
1042 root 1.9 else if (tmp->resist[i] > 0)
1043 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 root 1.9 else if (tmp->resist[i] < 0)
1045 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 root 1.9 }
1047     }
1048    
1049     /* There may be other things that should not adjust the attacktype */
1050 root 1.46 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051     || current_weapon == tmp)
1052     {
1053     attacktype |= tmp->attacktype;
1054     path_attuned |= tmp->path_attuned;
1055     path_repelled |= tmp->path_repelled;
1056     path_denied |= tmp->path_denied;
1057     move_type |= tmp->move_type;
1058     stats.luck += tmp->stats.luck;
1059     }
1060 root 1.19
1061     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 root 1.9
1069 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1070     SET_FLAG (this, FLAG_UNDEAD);
1071 root 1.9
1072     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073     {
1074 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1075     invisible = 1;
1076 root 1.9 }
1077    
1078     if (tmp->stats.exp && tmp->type != SKILL)
1079     {
1080     if (tmp->stats.exp > 0)
1081     {
1082 root 1.40 added_speed += tmp->stats.exp / 3.f;
1083 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 root 1.3 }
1085 root 1.9 else
1086 root 1.40 added_speed += tmp->stats.exp;
1087 root 1.3 }
1088    
1089 root 1.9 switch (tmp->type)
1090     {
1091 root 1.46 #if 0
1092 root 1.45 case WAND:
1093     case ROD:
1094     case HORN:
1095 root 1.46 if (type != PLAYER || current_weapon == tmp)
1096     chosen_skill = tmp;
1097 root 1.45 break;
1098 root 1.46 #endif
1099 root 1.45
1100 root 1.10 /* skills modifying the character -b.t. */
1101     /* for all skills and skill granting objects */
1102     case SKILL:
1103     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1104     break;
1105 root 1.3
1106 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1107     wc_obj = tmp;
1108 root 1.3
1109 root 1.19 if (chosen_skill)
1110     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1111 root 1.10
1112 root 1.19 chosen_skill = tmp;
1113 root 1.10
1114     if (tmp->stats.dam > 0)
1115     { /* skill is a 'weapon' */
1116 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1118 root 1.19
1119 root 1.10 if (weapon_speed < 0)
1120     weapon_speed = 0;
1121 root 1.19
1122 root 1.10 weapon_weight = tmp->weight;
1123 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1124    
1125 root 1.10 if (tmp->magic)
1126 root 1.19 stats.dam += tmp->magic;
1127 root 1.10 }
1128 root 1.3
1129 root 1.10 if (tmp->stats.wc)
1130 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1131 root 1.3
1132 root 1.42 if (tmp->slaying)
1133 root 1.19 slaying = tmp->slaying;
1134 root 1.9
1135 root 1.10 if (tmp->stats.ac)
1136 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1137 root 1.3
1138 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1139     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1140    
1141 root 1.10 break;
1142 root 1.3
1143 root 1.10 case SKILL_TOOL:
1144 root 1.19 if (chosen_skill)
1145     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1146    
1147     chosen_skill = tmp;
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 1.45 case BOW:
1172 root 1.10 case WEAPON:
1173 root 1.46 if (type != PLAYER || current_weapon == tmp)
1174 root 1.45 {
1175     wc -= tmp->stats.wc + tmp->magic;
1176    
1177     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1178     ac -= tmp->stats.ac + tmp->magic;
1179    
1180     stats.dam += tmp->stats.dam + tmp->magic;
1181     weapon_weight = tmp->weight;
1182     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183    
1184     if (weapon_speed < 0)
1185     weapon_speed = 0;
1186 root 1.19
1187 root 1.45 slaying = tmp->slaying;
1188    
1189     /* If there is desire that two handed weapons should do
1190     * extra strength damage, this is where the code should
1191     * go.
1192     */
1193    
1194     if (type == PLAYER)
1195 root 1.46 if (settings.spell_encumbrance)
1196     contr->encumbrance += tmp->weight * 3 / 1000;
1197 root 1.45 }
1198 root 1.9
1199 root 1.10 break;
1200 root 1.9
1201 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1202 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1203 root 1.40 contr->encumbrance += tmp->weight / 1000;
1204 root 1.10
1205     case BRACERS:
1206     case FORCE:
1207     if (tmp->stats.wc)
1208     {
1209     if (best_wc < tmp->stats.wc + tmp->magic)
1210     {
1211     wc += best_wc;
1212     best_wc = tmp->stats.wc + tmp->magic;
1213     }
1214     else
1215     wc += tmp->stats.wc + tmp->magic;
1216     }
1217 root 1.19
1218 root 1.10 if (tmp->stats.ac)
1219     {
1220     if (best_ac < tmp->stats.ac + tmp->magic)
1221     {
1222     ac += best_ac; /* Remove last bonus */
1223     best_ac = tmp->stats.ac + tmp->magic;
1224     }
1225     else /* To nullify the below effect */
1226     ac += tmp->stats.ac + tmp->magic;
1227     }
1228 root 1.19
1229 root 1.10 if (tmp->stats.wc)
1230     wc -= (tmp->stats.wc + tmp->magic);
1231 root 1.19
1232 root 1.10 if (tmp->stats.ac)
1233     ac -= (tmp->stats.ac + tmp->magic);
1234 root 1.19
1235 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1236     max = ARMOUR_SPEED (tmp) / 10.f;
1237 root 1.19
1238 root 1.10 break;
1239 root 1.9 } /* switch tmp->type */
1240     } /* item is equipped */
1241     } /* for loop of items */
1242    
1243     /* We've gone through all the objects the player has equipped. For many things, we
1244     * have generated intermediate values which we now need to assign.
1245     */
1246    
1247     /* 'total resistance = total protections - total vulnerabilities'.
1248     * If there is an uncursed potion in effect, granting more protection
1249     * than that, we take: 'total resistance = resistance from potion'.
1250     * If there is a cursed (and no uncursed) potion in effect, we take
1251     * 'total resistance = vulnerability from cursed potion'.
1252     */
1253     for (i = 0; i < NROFATTACKS; i++)
1254     {
1255 root 1.19 resist[i] = prot[i] - vuln[i];
1256    
1257     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1258     resist[i] = potion_resist[i];
1259 elmex 1.1 }
1260    
1261 root 1.9 /* Figure out the players sp/mana/hp totals. */
1262 root 1.19 if (type == PLAYER)
1263 root 1.9 {
1264     int pl_level;
1265    
1266 root 1.19 check_stat_bounds (&(stats));
1267     pl_level = level;
1268 root 1.9
1269     if (pl_level < 1)
1270     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1271    
1272     /* You basically get half a con bonus/level. But we do take into account rounding,
1273     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1274     */
1275 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1276 root 1.9 {
1277 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1278    
1279     if (i % 2 && con_bonus[stats.Con] % 2)
1280 root 1.9 {
1281 root 1.19 if (con_bonus[stats.Con] > 0)
1282 root 1.9 j++;
1283     else
1284     j--;
1285     }
1286 root 1.19
1287     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1288 root 1.9 }
1289    
1290 root 1.19 for (i = 11; i <= level; i++)
1291     stats.maxhp += 2;
1292 elmex 1.1
1293 root 1.19 if (stats.hp > stats.maxhp)
1294     stats.hp = stats.maxhp;
1295 elmex 1.1
1296 root 1.9 /* Sp gain is controlled by the level of the player's
1297     * relevant experience object (mana_obj, see above)
1298     */
1299     /* following happen when skills system is not used */
1300     if (!mana_obj)
1301 root 1.19 mana_obj = this;
1302    
1303 root 1.9 if (!grace_obj)
1304 root 1.19 grace_obj = this;
1305    
1306 root 1.9 /* set maxsp */
1307 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1308     mana_obj = this;
1309 root 1.9
1310 root 1.19 if (mana_obj == this && type == PLAYER)
1311     stats.maxsp = 1;
1312 root 1.9 else
1313     {
1314 root 1.40 sp_tmp = 0.f;
1315 root 1.19
1316 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1317     {
1318     float stmp;
1319    
1320     /* Got some extra bonus at first level */
1321     if (i < 2)
1322 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1323 root 1.9 else
1324 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1325 root 1.19
1326 root 1.40 if (stmp < 1.f)
1327     stmp = 1.f;
1328 root 1.19
1329 root 1.9 sp_tmp += stmp;
1330 root 1.3 }
1331 root 1.19
1332 root 1.40 stats.maxsp = (sint16)sp_tmp;
1333 root 1.3
1334 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1335 root 1.19 stats.maxsp += 2;
1336 root 1.3 }
1337 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1338 root 1.19 if (stats.sp > stats.maxsp * 2)
1339     stats.sp = stats.maxsp * 2;
1340 root 1.9
1341     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1342 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1343     grace_obj = this;
1344 root 1.9
1345 root 1.19 if (grace_obj == this && type == PLAYER)
1346     stats.maxgrace = 1;
1347 root 1.9 else
1348     {
1349     /* store grace in a float - this way, the divisions below don't create
1350     * big jumps when you go from level to level - with int's, it then
1351     * becomes big jumps when the sums of the bonuses jump to the next
1352     * step of 8 - with floats, even fractional ones are useful.
1353     */
1354 root 1.40 sp_tmp = 0.f;
1355 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1356 root 1.9 {
1357 root 1.40 float grace_tmp = 0.f;
1358 root 1.9
1359     /* Got some extra bonus at first level */
1360     if (i < 2)
1361 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1362 root 1.9 else
1363 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1364 root 1.19
1365 root 1.40 if (grace_tmp < 1.f)
1366     grace_tmp = 1.f;
1367 root 1.19
1368 root 1.9 sp_tmp += grace_tmp;
1369 root 1.3 }
1370 root 1.19
1371 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1372 root 1.3
1373 root 1.9 /* two grace points per level after 11 */
1374     for (i = 11; i <= grace_obj->level; i++)
1375 root 1.19 stats.maxgrace += 2;
1376 root 1.3 }
1377 root 1.9 /* No limit on grace vs maxgrace */
1378 root 1.3
1379 root 1.19 if (contr->braced)
1380 root 1.9 {
1381     ac += 2;
1382     wc += 4;
1383 root 1.3 }
1384 root 1.9 else
1385 root 1.19 ac -= dex_bonus[stats.Dex];
1386 root 1.9
1387     /* In new exp/skills system, wc bonuses are related to
1388     * the players level in a relevant exp object (wc_obj)
1389     * not the general player level -b.t.
1390     * I changed this slightly so that wc bonuses are better
1391     * than before. This is to balance out the fact that
1392     * the player no longer gets a personal weapon w/ 1
1393     * improvement every level, now its fighterlevel/5. So
1394     * we give the player a bonus here in wc and dam
1395     * to make up for the change. Note that I left the
1396     * monster bonus the same as before. -b.t.
1397     */
1398    
1399 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1400 root 1.9 {
1401 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402    
1403 root 1.9 for (i = 1; i < wc_obj->level; i++)
1404     {
1405     /* addtional wc every 6 levels */
1406     if (!(i % 6))
1407     wc--;
1408 root 1.37
1409 root 1.9 /* addtional dam every 4 levels. */
1410 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1411     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1412 root 1.9 }
1413     }
1414     else
1415 root 1.37 wc -= level + thaco_bonus[stats.Str];
1416 root 1.9
1417 root 1.19 stats.dam += dam_bonus[stats.Str];
1418 root 1.9
1419 root 1.19 if (stats.dam < 1)
1420     stats.dam = 1;
1421 root 1.9
1422 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1423 root 1.19
1424     if (settings.search_items && contr->search_str[0])
1425     speed -= 1;
1426    
1427     if (attacktype == 0)
1428     attacktype = arch->clone.attacktype;
1429 root 1.9
1430     } /* End if player */
1431    
1432     if (added_speed >= 0)
1433 root 1.40 speed += added_speed / 10.f;
1434 root 1.9 else /* Something wrong here...: */
1435 root 1.40 speed /= 1.f - added_speed;
1436 root 1.3
1437 root 1.9 /* Max is determined by armour */
1438 root 1.19 if (speed > max)
1439     speed = max;
1440 elmex 1.1
1441 root 1.19 if (type == PLAYER)
1442 root 1.9 {
1443     /* f is a number the represents the number of kg above (positive num)
1444     * or below (negative number) that the player is carrying. If above
1445     * weight limit, then player suffers a speed reduction based on how
1446     * much above he is, and what is max carry is
1447     */
1448 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1449 root 1.9 if (f > 0)
1450 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1451 elmex 1.1 }
1452    
1453 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1454 root 1.9
1455     /* Put a lower limit on speed. Note with this speed, you move once every
1456     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1457     */
1458 root 1.19 speed = speed * speed_reduce_from_disease;
1459 elmex 1.1
1460 root 1.40 if (speed < 0.01f && type == PLAYER)
1461     speed = 0.01f;
1462 root 1.9
1463 root 1.19 if (type == PLAYER)
1464 root 1.9 {
1465     /* (This formula was made by vidarl@ifi.uio.no)
1466     * Note that we never used these values again - basically
1467     * all of these could be subbed into one big equation, but
1468     * that would just be a real pain to read.
1469     */
1470 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1471     float M2 = max_carry[stats.Str] / 100.f;
1472     float W = weapon_weight / 20000.f;
1473     float s = 2 - weapon_speed / 10.f;
1474     float D = (stats.Dex - 14) / 14.f;
1475     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476    
1477     K *= (4 + level) *1.2f / (6 + level);
1478    
1479     if (K <= 0.f)
1480     K = 0.01f;
1481    
1482     float S = speed / (K * s);
1483    
1484 root 1.19 contr->weapon_sp = S;
1485 root 1.9 }
1486 root 1.19
1487 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1488 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1489 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1490 root 1.9
1491     /* Prevent overflows of wc - best you can get is ABS(120) - this
1492     * should be more than enough - remember, AC is also in 8 bits,
1493     * so its value is the same.
1494     */
1495     if (wc > 120)
1496     wc = 120;
1497     else if (wc < -120)
1498     wc = -120;
1499 root 1.19
1500     stats.wc = wc;
1501 root 1.9
1502     if (ac > 120)
1503     ac = 120;
1504     else if (ac < -120)
1505     ac = -120;
1506 root 1.19
1507     stats.ac = ac;
1508 root 1.9
1509     /* if for some reason the creature doesn't have any move type,
1510     * give them walking as a default.
1511     * The second case is a special case - to more closely mimic the
1512     * old behaviour - if your flying, your not walking - just
1513     * one or the other.
1514     */
1515 root 1.19 if (move_type == 0)
1516     move_type = MOVE_WALK;
1517     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1518     move_type &= ~MOVE_WALK;
1519 elmex 1.1
1520 root 1.24 if (speed != old_speed)
1521     set_speed (speed);
1522 elmex 1.1
1523 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1524     * so we will check that now.
1525     */
1526 root 1.19 if (type == PLAYER)
1527     {
1528     esrv_update_stats (contr);
1529     esrv_update_spells (contr);
1530     }
1531 root 1.35
1532     // update the mapspace, if we are on a map
1533     if (!flag [FLAG_REMOVED] && map)
1534     map->at (x, y).flags_ = 0;
1535 elmex 1.1 }
1536    
1537     /*
1538     * Returns true if the given player is a legal class.
1539     * The function to add and remove class-bonuses to the stats doesn't
1540     * check if the stat becomes negative, thus this function
1541     * merely checks that all stats are 1 or more, and returns
1542     * false otherwise.
1543     */
1544 root 1.9 int
1545     allowed_class (const object *op)
1546     {
1547 root 1.40 return op->stats.Dex > 0
1548     && op->stats.Str > 0
1549     && op->stats.Con > 0
1550     && op->stats.Int > 0
1551     && op->stats.Wis > 0
1552     && op->stats.Pow > 0
1553     && op->stats.Cha > 0;
1554 elmex 1.1 }
1555    
1556     /*
1557     * set the new dragon name after gaining levels or
1558     * changing ability focus (later this can be extended to
1559     * eventually change the player's face and animation)
1560     *
1561     * Note that the title is written to 'own_title' in the
1562     * player struct. This should be changed to 'ext_title'
1563     * as soon as clients support this!
1564     * Please, anyone, write support for 'ext_title'.
1565     */
1566 root 1.9 void
1567     set_dragon_name (object *pl, const object *abil, const object *skin)
1568     {
1569     int atnr = -1; /* attacknumber of highest level */
1570     int level = 0; /* highest level */
1571 elmex 1.1 int i;
1572    
1573     /* Perhaps do something more clever? */
1574 root 1.9 if (!abil || !skin)
1575     return;
1576    
1577 elmex 1.1 /* first, look for the highest level */
1578 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1579     {
1580     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1581     {
1582     level = abil->resist[i];
1583     atnr = i;
1584     }
1585 elmex 1.1 }
1586 root 1.9
1587 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1588     or else at random */
1589 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1590 elmex 1.1 atnr = abil->stats.exp;
1591 root 1.9
1592     level = (int) (level / 5.);
1593    
1594 elmex 1.1 /* now set the new title */
1595 root 1.9 if (pl->contr != NULL)
1596     {
1597     if (level == 0)
1598     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1599     else if (level == 1)
1600     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1601     else if (level == 2)
1602     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1603     else if (level == 3)
1604     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1605 elmex 1.1 else
1606 root 1.9 {
1607     /* special titles for extra high resistance! */
1608     if (skin->resist[atnr] > 80)
1609     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1610     else if (skin->resist[atnr] > 50)
1611     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1612     else
1613     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1614     }
1615 elmex 1.1 }
1616 root 1.9
1617     strcpy (pl->contr->own_title, "");
1618 elmex 1.1 }
1619    
1620     /*
1621     * This function is called when a dragon-player gains
1622     * an overall level. Here, the dragon might gain new abilities
1623     * or change the ability-focus.
1624     */
1625 root 1.9 void
1626     dragon_level_gain (object *who)
1627     {
1628     object *abil = NULL; /* pointer to dragon ability force */
1629     object *skin = NULL; /* pointer to dragon skin force */
1630     object *tmp = NULL; /* tmp. object */
1631     char buf[MAX_BUF]; /* tmp. string buffer */
1632    
1633     /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635     shstr_cmp dragon_skin_force ("dragon_skin_force");
1636    
1637     for (tmp = who->inv; tmp; tmp = tmp->below)
1638     if (tmp->type == FORCE)
1639     if (tmp->arch->name == dragon_ability_force)
1640     abil = tmp;
1641     else if (tmp->arch->name == dragon_skin_force)
1642     skin = tmp;
1643    
1644 root 1.9 /* if the force is missing -> bail out */
1645     if (abil == NULL)
1646     return;
1647    
1648     /* The ability_force keeps track of maximum level ever achieved.
1649     * New abilties can only be gained by surpassing this max level
1650     */
1651     if (who->level > abil->level)
1652     {
1653     /* increase our focused ability */
1654     abil->resist[abil->stats.exp]++;
1655    
1656    
1657     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1658     {
1659     /* time to hand out a new ability-gift */
1660     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1661     }
1662    
1663     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1664     {
1665     /* apply new ability focus */
1666     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1667     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1668    
1669     abil->stats.exp = abil->last_eat;
1670     abil->last_eat = 0;
1671     }
1672    
1673     abil->level = who->level;
1674     }
1675    
1676     /* last but not least, set the new title for the dragon */
1677     set_dragon_name (who, abil, skin);
1678 elmex 1.1 }
1679    
1680     /* Handy function - given the skill name skill_name, we find the skill
1681     * archetype/object, set appropriate values, and insert it into
1682     * the object (op) that is passed.
1683     * We return the skill - this makes it easier for calling functions that
1684     * want to do something with it immediately.
1685     */
1686 root 1.9 object *
1687     give_skill_by_name (object *op, const char *skill_name)
1688 elmex 1.1 {
1689 root 1.9 object *skill_obj;
1690 elmex 1.1
1691 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1692     if (!skill_obj)
1693     {
1694     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1695     return NULL;
1696     }
1697     /* clear the flag - exp goes into this bucket, but player
1698     * still doesn't know it.
1699     */
1700     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1701     skill_obj->stats.exp = 0;
1702     skill_obj->level = 1;
1703     insert_ob_in_ob (skill_obj, op);
1704 root 1.26
1705 root 1.9 if (op->contr)
1706     {
1707 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1708     if (op->contr->ns)
1709     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1710 elmex 1.1 }
1711 root 1.26
1712 root 1.9 return skill_obj;
1713 elmex 1.1 }
1714    
1715    
1716     /* player_lvl_adj() - for the new exp system. we are concerned with
1717     * whether the player gets more hp, sp and new levels.
1718     * Note this this function should only be called for players. Monstes
1719     * don't really gain levels
1720     * who is the player, op is what we are checking to gain the level
1721     * (eg, skill)
1722     */
1723 root 1.9 void
1724     player_lvl_adj (object *who, object *op)
1725     {
1726     char buf[MAX_BUF];
1727    
1728     if (!op) /* when rolling stats */
1729     op = who;
1730    
1731     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1732     {
1733     op->level++;
1734    
1735     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1736     dragon_level_gain (who);
1737    
1738     /* Only roll these if it is the player (who) that gained the level */
1739     if (op == who && (who->level < 11) && who->type == PLAYER)
1740     {
1741     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1742     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1743     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1744     }
1745    
1746 root 1.19 who->update_stats ();
1747 root 1.9 if (op->level > 1)
1748     {
1749     if (op->type != PLAYER)
1750     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1751     else
1752     sprintf (buf, "You are now level %d.", op->level);
1753     if (who)
1754     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1755     }
1756     player_lvl_adj (who, op); /* To increase more levels */
1757     }
1758     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1759     {
1760     op->level--;
1761 root 1.19 who->update_stats ();
1762 root 1.9 if (op->type != PLAYER)
1763     {
1764     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1765     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1766 root 1.3 }
1767 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1768 elmex 1.1 }
1769 root 1.19
1770 root 1.9 /* check if the spell data has changed */
1771 root 1.19 esrv_update_stats (who->contr);
1772 root 1.9 esrv_update_spells (who->contr);
1773 elmex 1.1 }
1774    
1775     /*
1776     * Returns how much experience is needed for a player to become
1777     * the given level. level should really never exceed max_level
1778     */
1779    
1780 root 1.9 sint64
1781     level_exp (int level, double expmul)
1782     {
1783     if (level > settings.max_level)
1784     return (sint64) (expmul * levels[settings.max_level]);
1785 root 1.40
1786 root 1.9 return (sint64) (expmul * levels[level]);
1787 elmex 1.1 }
1788    
1789     /*
1790     * Ensure that the permanent experience requirements in an exp object are met.
1791     * This really just checks 'op to make sure the perm_exp value is within
1792     * proper range. Note that the checking of what is passed through
1793     * has been reduced. Since there is now a proper field for perm_exp,
1794     * this can now work on a much larger set of objects.
1795     */
1796 root 1.9 void
1797     calc_perm_exp (object *op)
1798 elmex 1.1 {
1799 root 1.9 int p_exp_min;
1800    
1801     /* Ensure that our permanent experience minimum is met.
1802     * permenent_exp_ratio is an integer percentage, we divide by 100
1803     * to get the fraction */
1804     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1805    
1806     if (op->perm_exp < p_exp_min)
1807     op->perm_exp = p_exp_min;
1808    
1809     /* Cap permanent experience. */
1810     if (op->perm_exp < 0)
1811     op->perm_exp = 0;
1812     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1813     op->perm_exp = MAX_EXPERIENCE;
1814 elmex 1.1 }
1815    
1816     /* Add experience to a player - exp should only be positive.
1817     * Updates permanent exp for the skill we are adding to.
1818     * skill_name is the skill to add exp to. Skill name can be
1819     * NULL, in which case exp increases the players general
1820     * total, but not any particular skill.
1821     * flag is what to do if the player doesn't have the skill:
1822     */
1823 root 1.9 static void
1824     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1825 elmex 1.1 {
1826 elmex 1.4 object *skill_obj = NULL;
1827     sint64 limit, exp_to_add;
1828     int i;
1829    
1830     /* prevents some forms of abuse. */
1831     if (op->contr->braced)
1832 root 1.46 exp /= 5;
1833 elmex 1.4
1834     /* Try to find the matching skill.
1835     * We do a shortcut/time saving mechanism first - see if it matches
1836 root 1.46 * chosen_skill. This means we don't need to search through
1837 elmex 1.4 * the players inventory.
1838     */
1839     if (skill_name)
1840     {
1841 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1842 elmex 1.4 skill_obj = op->chosen_skill;
1843     else
1844     {
1845     for (i = 0; i < NUM_SKILLS; i++)
1846 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1847 elmex 1.4 {
1848     skill_obj = op->contr->last_skill_ob[i];
1849     break;
1850     }
1851 root 1.3
1852 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1853     * it to the player if necessary
1854     */
1855     if (!skill_obj)
1856     {
1857     if (flag == SK_EXP_NONE)
1858     return;
1859     else if (flag == SK_EXP_ADD_SKILL)
1860     give_skill_by_name (op, skill_name);
1861 root 1.3 }
1862     }
1863 elmex 1.1 }
1864    
1865 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1866     {
1867     /* Basically, you can never gain more experience in one shot
1868     * than half what you need to gain for next level.
1869     */
1870     exp_to_add = exp;
1871     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1872     if (exp_to_add > limit)
1873     exp_to_add = limit;
1874    
1875 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1876 elmex 1.4 if (settings.permanent_exp_ratio)
1877     {
1878 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1879 elmex 1.4 calc_perm_exp (op);
1880     }
1881    
1882     player_lvl_adj (op, NULL);
1883     }
1884    
1885     if (skill_obj)
1886     {
1887     exp_to_add = exp;
1888     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1889     if (exp_to_add > limit)
1890     exp_to_add = limit;
1891    
1892     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1893     if (settings.permanent_exp_ratio)
1894     {
1895 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1896 elmex 1.4 calc_perm_exp (skill_obj);
1897     }
1898 elmex 1.1
1899 elmex 1.4 player_lvl_adj (op, skill_obj);
1900 elmex 1.1 }
1901     }
1902    
1903     /* This function checks to make sure that object 'op' can
1904     * lost 'exp' experience. It returns the amount of exp
1905     * object 'op' can in fact lose - it basically makes
1906     * adjustments based on permanent exp and the like.
1907     * This function should always be used for losing experience -
1908     * the 'exp' value passed should be positive - this is the
1909     * amount that should get subtract from the player.
1910     */
1911 root 1.9 sint64
1912     check_exp_loss (const object *op, sint64 exp)
1913 elmex 1.1 {
1914 root 1.9 sint64 del_exp;
1915 elmex 1.1
1916 root 1.9 if (exp > op->stats.exp)
1917     exp = op->stats.exp;
1918     if (settings.permanent_exp_ratio)
1919     {
1920     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1921     if (del_exp < 0)
1922     del_exp = 0;
1923     if (exp > del_exp)
1924     exp = del_exp;
1925 elmex 1.1 }
1926 root 1.9 return exp;
1927 elmex 1.1 }
1928    
1929 root 1.9 sint64
1930     check_exp_adjust (const object *op, sint64 exp)
1931 elmex 1.1 {
1932 root 1.9 if (exp < 0)
1933     return check_exp_loss (op, exp);
1934     else
1935     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1936 elmex 1.1 }
1937    
1938    
1939     /* Subtracts experience from player.
1940     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1941     * only subtract from the matching skill. Otherwise,
1942     * this subtracts a portion from all
1943     * skills the player has. Eg, if we figure the player is losing 10%
1944     * of his total exp, what happens is he loses 10% from all his skills.
1945     * Note that if permanent exp is used, player may not in fact lose
1946     * as much as listed. Eg, if player has gotten reduced to the point
1947     * where everything is at the minimum perm exp, he would lose nothing.
1948     * exp is the amount of exp to subtract - thus, it should be
1949     * a postive number.
1950     */
1951 root 1.9 static void
1952     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1953 elmex 1.1 {
1954 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1955     object *tmp;
1956     sint64 del_exp;
1957    
1958     for (tmp = op->inv; tmp; tmp = tmp->below)
1959     if (tmp->type == SKILL && tmp->stats.exp)
1960     {
1961     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1962     {
1963     del_exp = check_exp_loss (tmp, exp);
1964     tmp->stats.exp -= del_exp;
1965     player_lvl_adj (op, tmp);
1966     }
1967     else if (flag != SK_SUBTRACT_SKILL_EXP)
1968     {
1969     /* only want to process other skills if we are not trying
1970     * to match a specific skill.
1971     */
1972     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1973     tmp->stats.exp -= del_exp;
1974     player_lvl_adj (op, tmp);
1975     }
1976     }
1977 root 1.35
1978 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1979     {
1980     del_exp = check_exp_loss (op, exp);
1981     op->stats.exp -= del_exp;
1982     player_lvl_adj (op, NULL);
1983 elmex 1.1 }
1984     }
1985    
1986     /* change_exp() - changes experience to a player/monster. This
1987     * does bounds checking to make sure we don't overflow the max exp.
1988     *
1989     * The exp passed is typically not modified much by this function -
1990     * it is assumed the caller has modified the exp as needed.
1991     * skill_name is the skill that should get the exp added.
1992     * flag is what to do if player doesn't have the skill.
1993     * these last two values are only used for players.
1994     */
1995 root 1.9 void
1996     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1997     {
1998 elmex 1.1 #ifdef EXP_DEBUG
1999 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
2000 elmex 1.1 #endif
2001    
2002 root 1.9 /* safety */
2003     if (!op)
2004     {
2005     LOG (llevError, "change_exp() called for null object!\n");
2006     return;
2007     }
2008    
2009     /* if no change in exp, just return - most of the below code
2010     * won't do anything if the value is 0 anyways.
2011     */
2012     if (exp == 0)
2013     return;
2014    
2015     /* Monsters are easy - we just adjust their exp - we
2016     * don't adjust level, since in most cases it is unrelated to
2017     * the exp they have - the monsters exp represents what its
2018     * worth.
2019     */
2020     if (op->type != PLAYER)
2021     {
2022     /* Sanity check */
2023     if (!QUERY_FLAG (op, FLAG_ALIVE))
2024     return;
2025    
2026     /* reset exp to max allowed value. We subtract from
2027     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2028     * more than max exp, just return.
2029     */
2030     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2031     {
2032     exp = MAX_EXPERIENCE - op->stats.exp;
2033     if (exp < 0)
2034     return;
2035 root 1.3 }
2036 elmex 1.1
2037 root 1.9 op->stats.exp += exp;
2038 elmex 1.1 }
2039 root 1.9 else
2040     { /* Players only */
2041     if (exp > 0)
2042     add_player_exp (op, exp, skill_name, flag);
2043     else
2044     /* note that when you lose exp, it doesn't go against
2045     * a particular skill, so we don't need to pass that
2046     * along.
2047     */
2048 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2049 elmex 1.1 }
2050     }
2051    
2052     /* Applies a death penalty experience, the size of this is defined by the
2053     * settings death_penalty_percentage and death_penalty_levels, and by the
2054     * amount of permenent experience, whichever gives the lowest loss.
2055     */
2056 root 1.9 void
2057     apply_death_exp_penalty (object *op)
2058     {
2059     object *tmp;
2060     sint64 loss;
2061     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2062     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2063    
2064     for (tmp = op->inv; tmp; tmp = tmp->below)
2065     if (tmp->type == SKILL && tmp->stats.exp)
2066     {
2067    
2068     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2069     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2070    
2071     /* With the revised exp system, you can get cases where
2072     * losing several levels would still require that you have more
2073     * exp than you currently have - this is true if the levels
2074     * tables is a lot harder.
2075     */
2076     if (level_loss < 0)
2077     level_loss = 0;
2078 root 1.3
2079 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2080 root 1.3
2081 root 1.9 tmp->stats.exp -= loss;
2082     player_lvl_adj (op, tmp);
2083     }
2084 elmex 1.1
2085 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2086     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2087     if (level_loss < 0)
2088     level_loss = 0;
2089     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2090 elmex 1.1
2091 root 1.9 op->stats.exp -= loss;
2092     player_lvl_adj (op, NULL);
2093 elmex 1.1 }
2094    
2095     /* This function takes an object (monster/player, op), and
2096     * determines if it makes a basic save throw by looking at the
2097     * save_throw table. level is the effective level to make
2098     * the save at, and bonus is any plus/bonus (typically based on
2099     * resistance to particular attacktype.
2100     * Returns 1 if op makes his save, 0 if he failed
2101     */
2102 root 1.9 int
2103     did_make_save (const object *op, int level, int bonus)
2104 elmex 1.1 {
2105 root 1.9 if (level > MAX_SAVE_LEVEL)
2106     level = MAX_SAVE_LEVEL;
2107 elmex 1.1
2108 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2109     return 0;
2110 root 1.19
2111 root 1.9 return 1;
2112 elmex 1.1 }