ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.47
Committed: Mon May 7 03:05:57 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +3 -2 lines
Log Message:
- add two new slots for shields and combat weapons
- make slots into bitfields, they are not too speed-critical and this
  saves 16 bytes in the object structure.
- add accessors to body lcoation names etc. to perl
- use those in the body command

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 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
858     slot[i].used = slot[i].info;
859 root 1.19
860     slaying = 0;
861 root 1.9
862 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
863 root 1.9 {
864 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
865     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
866 root 1.9 }
867    
868 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
869     CLEAR_FLAG (this, FLAG_STEALTH);
870     CLEAR_FLAG (this, FLAG_BLIND);
871    
872     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
873     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
874     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
875     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
876    
877 root 1.39 path_attuned = arch->clone.path_attuned;
878 root 1.19 path_repelled = arch->clone.path_repelled;
879 root 1.39 path_denied = arch->clone.path_denied;
880     glow_radius = arch->clone.glow_radius;
881     move_type = arch->clone.move_type;
882    
883 root 1.46 chosen_skill = 0;
884 root 1.9
885     /* initializing resistances from the values in player/monster's
886     * archetype clone
887     */
888 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
889 root 1.9
890     for (i = 0; i < NROFATTACKS; i++)
891     {
892 root 1.19 if (resist[i] > 0)
893     prot[i] = resist[i], vuln[i] = 0;
894 root 1.9 else
895 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
896 root 1.46
897 root 1.9 potion_resist[i] = 0;
898     }
899    
900 root 1.19 wc = arch->clone.stats.wc;
901     stats.dam = arch->clone.stats.dam;
902 root 1.9
903     /* for players which cannot use armour, they gain AC -1 per 3 levels,
904     * plus a small amount of physical resist, those poor suckers. ;)
905     * the fact that maxlevel is factored in could be considered sort of bogus -
906     * we should probably give them some bonus and cap it off - otherwise,
907     * basically, if a server updates its max level, these playes may find
908     * that their protection from physical goes down
909     */
910 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
911 root 1.9 {
912 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
913     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
914 elmex 1.1 }
915 root 1.9 else
916 root 1.19 ac = arch->clone.stats.ac;
917 root 1.9
918 root 1.19 stats.luck = arch->clone.stats.luck;
919     speed = arch->clone.speed;
920 root 1.9
921     /* OK - we've reset most all the objects attributes to sane values.
922     * now go through and make adjustments for what the player has equipped.
923     */
924 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
925 root 1.9 {
926     /* See note in map.c:update_position about making this additive
927     * since light sources are never applied, need to put check here.
928     */
929 root 1.19 if (tmp->glow_radius > glow_radius)
930     glow_radius = tmp->glow_radius;
931 root 1.3
932 root 1.9 /* This happens because apply_potion calls change_abil with the potion
933 root 1.40 * applied so we can tell the player what changed. But change_abil
934 root 1.9 * then calls this function.
935     */
936     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
937 root 1.19 continue;
938 root 1.3
939 root 1.9 /* For some things, we don't care what is equipped */
940     if (tmp->type == SKILL)
941     {
942     /* Want to take the highest skill here. */
943     if (IS_MANA_SKILL (tmp->subtype))
944     {
945     if (!mana_obj)
946     mana_obj = tmp;
947     else if (tmp->level > mana_obj->level)
948     mana_obj = tmp;
949     }
950 root 1.19
951 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
952     {
953     if (!grace_obj)
954     grace_obj = tmp;
955     else if (tmp->level > grace_obj->level)
956     grace_obj = tmp;
957 root 1.3 }
958     }
959    
960 root 1.9 /* Container objects are not meant to adjust a players, but other applied
961     * objects need to make adjustments.
962     * This block should handle all player specific changes
963     * The check for Praying is a bit of a hack - god given bonuses are put
964     * in the praying skill, and the player should always get those.
965     * It also means we need to put in additional checks for applied below,
966     * because the skill shouldn't count against body positions being used
967     * up, etc.
968     */
969 root 1.39 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
970     && tmp->type != CONTAINER
971     && tmp->type != CLOSE_CON)
972     || (tmp->type == SKILL
973     && tmp->subtype == SK_PRAYING))
974 root 1.9 {
975 root 1.19 if (type == PLAYER)
976 root 1.9 {
977 root 1.46 if ((tmp->type == WEAPON || tmp->type == BOW)
978     && tmp != current_weapon)
979     continue;
980    
981 root 1.9 for (i = 0; i < NUM_STATS; i++)
982 root 1.39 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
983 root 1.9
984     /* these are the items that currently can change digestion, regeneration,
985     * spell point recovery and mana point recovery. Seems sort of an arbitary
986     * list, but other items store other info into stats array.
987     */
988 root 1.38 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
989 elmex 1.18 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
990     (tmp->type == SHIELD) || (tmp->type == RING) ||
991     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
992     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
993     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
994     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
995 elmex 1.14 (tmp->type == SKILL))
996 root 1.9 {
997 root 1.19 contr->digestion += tmp->stats.food;
998     contr->gen_hp += tmp->stats.hp;
999     contr->gen_sp += tmp->stats.sp;
1000     contr->gen_grace += tmp->stats.grace;
1001     contr->gen_sp_armour += tmp->gen_sp_armour;
1002     contr->item_power += tmp->item_power;
1003 root 1.3 }
1004 root 1.9 } /* if this is a player */
1005 root 1.46 else
1006     {
1007     if (tmp->type == WEAPON)
1008     current_weapon = tmp;
1009     }
1010 root 1.3
1011 root 1.9 /* Update slots used for items */
1012     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 root 1.47 slot[i].used += tmp->slot[i].info;
1015 root 1.3
1016 root 1.9 if (tmp->type == SYMPTOM)
1017     {
1018 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019 root 1.39
1020 root 1.9 if (speed_reduce_from_disease == 0)
1021     speed_reduce_from_disease = 1;
1022 root 1.3 }
1023    
1024 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 root 1.34 * (Negative protections are calculated exactly like positive.)
1026 root 1.9 * Resistance from potions are treated special as well. If there's
1027     * more than one potion-effect, the bigger prot.-value is taken.
1028     */
1029     if (tmp->type != POTION)
1030     {
1031     for (i = 0; i < NROFATTACKS; i++)
1032     {
1033     /* Potential for cursed potions, in which case we just can use
1034 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1035 root 1.9 */
1036     if (tmp->type == POTION_EFFECT)
1037     {
1038     if (potion_resist[i])
1039     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040     else
1041     potion_resist[i] = tmp->resist[i];
1042 root 1.3 }
1043 root 1.9 else if (tmp->resist[i] > 0)
1044 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 root 1.9 else if (tmp->resist[i] < 0)
1046 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 root 1.9 }
1048     }
1049    
1050     /* There may be other things that should not adjust the attacktype */
1051 root 1.46 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052     || current_weapon == tmp)
1053     {
1054     attacktype |= tmp->attacktype;
1055     path_attuned |= tmp->path_attuned;
1056     path_repelled |= tmp->path_repelled;
1057     path_denied |= tmp->path_denied;
1058     move_type |= tmp->move_type;
1059     stats.luck += tmp->stats.luck;
1060     }
1061 root 1.19
1062     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1063     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1064     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1065     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1066     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1067     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1068     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1069 root 1.9
1070 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1071     SET_FLAG (this, FLAG_UNDEAD);
1072 root 1.9
1073     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1074     {
1075 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1076     invisible = 1;
1077 root 1.9 }
1078    
1079     if (tmp->stats.exp && tmp->type != SKILL)
1080     {
1081     if (tmp->stats.exp > 0)
1082     {
1083 root 1.40 added_speed += tmp->stats.exp / 3.f;
1084 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1085 root 1.3 }
1086 root 1.9 else
1087 root 1.40 added_speed += tmp->stats.exp;
1088 root 1.3 }
1089    
1090 root 1.9 switch (tmp->type)
1091     {
1092 root 1.46 #if 0
1093 root 1.45 case WAND:
1094     case ROD:
1095     case HORN:
1096 root 1.46 if (type != PLAYER || current_weapon == tmp)
1097     chosen_skill = tmp;
1098 root 1.45 break;
1099 root 1.46 #endif
1100 root 1.45
1101 root 1.10 /* skills modifying the character -b.t. */
1102     /* for all skills and skill granting objects */
1103     case SKILL:
1104     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1105     break;
1106 root 1.3
1107 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1108     wc_obj = tmp;
1109 root 1.3
1110 root 1.19 if (chosen_skill)
1111     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1112 root 1.10
1113 root 1.19 chosen_skill = tmp;
1114 root 1.10
1115     if (tmp->stats.dam > 0)
1116     { /* skill is a 'weapon' */
1117 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1118 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1119 root 1.19
1120 root 1.10 if (weapon_speed < 0)
1121     weapon_speed = 0;
1122 root 1.19
1123 root 1.10 weapon_weight = tmp->weight;
1124 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1125    
1126 root 1.10 if (tmp->magic)
1127 root 1.19 stats.dam += tmp->magic;
1128 root 1.10 }
1129 root 1.3
1130 root 1.10 if (tmp->stats.wc)
1131 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1132 root 1.3
1133 root 1.42 if (tmp->slaying)
1134 root 1.19 slaying = tmp->slaying;
1135 root 1.9
1136 root 1.10 if (tmp->stats.ac)
1137 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1138 root 1.3
1139 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1140     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1141    
1142 root 1.10 break;
1143 root 1.3
1144 root 1.10 case SKILL_TOOL:
1145 root 1.19 if (chosen_skill)
1146     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147    
1148     chosen_skill = tmp;
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 1.46 if (type != PLAYER || current_weapon == tmp)
1175 root 1.45 {
1176     wc -= tmp->stats.wc + tmp->magic;
1177    
1178     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179     ac -= tmp->stats.ac + tmp->magic;
1180    
1181     stats.dam += tmp->stats.dam + tmp->magic;
1182     weapon_weight = tmp->weight;
1183     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1184    
1185     if (weapon_speed < 0)
1186     weapon_speed = 0;
1187 root 1.19
1188 root 1.45 slaying = tmp->slaying;
1189    
1190     /* If there is desire that two handed weapons should do
1191     * extra strength damage, this is where the code should
1192     * go.
1193     */
1194    
1195     if (type == PLAYER)
1196 root 1.46 if (settings.spell_encumbrance)
1197     contr->encumbrance += tmp->weight * 3 / 1000;
1198 root 1.45 }
1199 root 1.9
1200 root 1.10 break;
1201 root 1.9
1202 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1203 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1204 root 1.40 contr->encumbrance += tmp->weight / 1000;
1205 root 1.10
1206     case BRACERS:
1207     case FORCE:
1208     if (tmp->stats.wc)
1209     {
1210     if (best_wc < tmp->stats.wc + tmp->magic)
1211     {
1212     wc += best_wc;
1213     best_wc = tmp->stats.wc + tmp->magic;
1214     }
1215     else
1216     wc += tmp->stats.wc + tmp->magic;
1217     }
1218 root 1.19
1219 root 1.10 if (tmp->stats.ac)
1220     {
1221     if (best_ac < tmp->stats.ac + tmp->magic)
1222     {
1223     ac += best_ac; /* Remove last bonus */
1224     best_ac = tmp->stats.ac + tmp->magic;
1225     }
1226     else /* To nullify the below effect */
1227     ac += tmp->stats.ac + tmp->magic;
1228     }
1229 root 1.19
1230 root 1.10 if (tmp->stats.wc)
1231     wc -= (tmp->stats.wc + tmp->magic);
1232 root 1.19
1233 root 1.10 if (tmp->stats.ac)
1234     ac -= (tmp->stats.ac + tmp->magic);
1235 root 1.19
1236 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1237     max = ARMOUR_SPEED (tmp) / 10.f;
1238 root 1.19
1239 root 1.10 break;
1240 root 1.9 } /* switch tmp->type */
1241     } /* item is equipped */
1242     } /* for loop of items */
1243    
1244     /* We've gone through all the objects the player has equipped. For many things, we
1245     * have generated intermediate values which we now need to assign.
1246     */
1247    
1248     /* 'total resistance = total protections - total vulnerabilities'.
1249     * If there is an uncursed potion in effect, granting more protection
1250     * than that, we take: 'total resistance = resistance from potion'.
1251     * If there is a cursed (and no uncursed) potion in effect, we take
1252     * 'total resistance = vulnerability from cursed potion'.
1253     */
1254     for (i = 0; i < NROFATTACKS; i++)
1255     {
1256 root 1.19 resist[i] = prot[i] - vuln[i];
1257    
1258     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1259     resist[i] = potion_resist[i];
1260 elmex 1.1 }
1261    
1262 root 1.9 /* Figure out the players sp/mana/hp totals. */
1263 root 1.19 if (type == PLAYER)
1264 root 1.9 {
1265     int pl_level;
1266    
1267 root 1.19 check_stat_bounds (&(stats));
1268     pl_level = level;
1269 root 1.9
1270     if (pl_level < 1)
1271     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1272    
1273     /* You basically get half a con bonus/level. But we do take into account rounding,
1274     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1275     */
1276 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1277 root 1.9 {
1278 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1279    
1280     if (i % 2 && con_bonus[stats.Con] % 2)
1281 root 1.9 {
1282 root 1.19 if (con_bonus[stats.Con] > 0)
1283 root 1.9 j++;
1284     else
1285     j--;
1286     }
1287 root 1.19
1288     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1289 root 1.9 }
1290    
1291 root 1.19 for (i = 11; i <= level; i++)
1292     stats.maxhp += 2;
1293 elmex 1.1
1294 root 1.19 if (stats.hp > stats.maxhp)
1295     stats.hp = stats.maxhp;
1296 elmex 1.1
1297 root 1.9 /* Sp gain is controlled by the level of the player's
1298     * relevant experience object (mana_obj, see above)
1299     */
1300     /* following happen when skills system is not used */
1301     if (!mana_obj)
1302 root 1.19 mana_obj = this;
1303    
1304 root 1.9 if (!grace_obj)
1305 root 1.19 grace_obj = this;
1306    
1307 root 1.9 /* set maxsp */
1308 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1309     mana_obj = this;
1310 root 1.9
1311 root 1.19 if (mana_obj == this && type == PLAYER)
1312     stats.maxsp = 1;
1313 root 1.9 else
1314     {
1315 root 1.40 sp_tmp = 0.f;
1316 root 1.19
1317 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1318     {
1319     float stmp;
1320    
1321     /* Got some extra bonus at first level */
1322     if (i < 2)
1323 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1324 root 1.9 else
1325 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1326 root 1.19
1327 root 1.40 if (stmp < 1.f)
1328     stmp = 1.f;
1329 root 1.19
1330 root 1.9 sp_tmp += stmp;
1331 root 1.3 }
1332 root 1.19
1333 root 1.40 stats.maxsp = (sint16)sp_tmp;
1334 root 1.3
1335 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1336 root 1.19 stats.maxsp += 2;
1337 root 1.3 }
1338 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1339 root 1.19 if (stats.sp > stats.maxsp * 2)
1340     stats.sp = stats.maxsp * 2;
1341 root 1.9
1342     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1343 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1344     grace_obj = this;
1345 root 1.9
1346 root 1.19 if (grace_obj == this && type == PLAYER)
1347     stats.maxgrace = 1;
1348 root 1.9 else
1349     {
1350     /* store grace in a float - this way, the divisions below don't create
1351     * big jumps when you go from level to level - with int's, it then
1352     * becomes big jumps when the sums of the bonuses jump to the next
1353     * step of 8 - with floats, even fractional ones are useful.
1354     */
1355 root 1.40 sp_tmp = 0.f;
1356 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1357 root 1.9 {
1358 root 1.40 float grace_tmp = 0.f;
1359 root 1.9
1360     /* Got some extra bonus at first level */
1361     if (i < 2)
1362 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1363 root 1.9 else
1364 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1365 root 1.19
1366 root 1.40 if (grace_tmp < 1.f)
1367     grace_tmp = 1.f;
1368 root 1.19
1369 root 1.9 sp_tmp += grace_tmp;
1370 root 1.3 }
1371 root 1.19
1372 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1373 root 1.3
1374 root 1.9 /* two grace points per level after 11 */
1375     for (i = 11; i <= grace_obj->level; i++)
1376 root 1.19 stats.maxgrace += 2;
1377 root 1.3 }
1378 root 1.9 /* No limit on grace vs maxgrace */
1379 root 1.3
1380 root 1.19 if (contr->braced)
1381 root 1.9 {
1382     ac += 2;
1383     wc += 4;
1384 root 1.3 }
1385 root 1.9 else
1386 root 1.19 ac -= dex_bonus[stats.Dex];
1387 root 1.9
1388     /* In new exp/skills system, wc bonuses are related to
1389     * the players level in a relevant exp object (wc_obj)
1390     * not the general player level -b.t.
1391     * I changed this slightly so that wc bonuses are better
1392     * than before. This is to balance out the fact that
1393     * the player no longer gets a personal weapon w/ 1
1394     * improvement every level, now its fighterlevel/5. So
1395     * we give the player a bonus here in wc and dam
1396     * to make up for the change. Note that I left the
1397     * monster bonus the same as before. -b.t.
1398     */
1399    
1400 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1401 root 1.9 {
1402 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403    
1404 root 1.9 for (i = 1; i < wc_obj->level; i++)
1405     {
1406     /* addtional wc every 6 levels */
1407     if (!(i % 6))
1408     wc--;
1409 root 1.37
1410 root 1.9 /* addtional dam every 4 levels. */
1411 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1412     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1413 root 1.9 }
1414     }
1415     else
1416 root 1.37 wc -= level + thaco_bonus[stats.Str];
1417 root 1.9
1418 root 1.19 stats.dam += dam_bonus[stats.Str];
1419 root 1.9
1420 root 1.19 if (stats.dam < 1)
1421     stats.dam = 1;
1422 root 1.9
1423 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1424 root 1.19
1425     if (settings.search_items && contr->search_str[0])
1426     speed -= 1;
1427    
1428     if (attacktype == 0)
1429     attacktype = arch->clone.attacktype;
1430 root 1.9
1431     } /* End if player */
1432    
1433     if (added_speed >= 0)
1434 root 1.40 speed += added_speed / 10.f;
1435 root 1.9 else /* Something wrong here...: */
1436 root 1.40 speed /= 1.f - added_speed;
1437 root 1.3
1438 root 1.9 /* Max is determined by armour */
1439 root 1.19 if (speed > max)
1440     speed = max;
1441 elmex 1.1
1442 root 1.19 if (type == PLAYER)
1443 root 1.9 {
1444     /* f is a number the represents the number of kg above (positive num)
1445     * or below (negative number) that the player is carrying. If above
1446     * weight limit, then player suffers a speed reduction based on how
1447     * much above he is, and what is max carry is
1448     */
1449 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1450 root 1.9 if (f > 0)
1451 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1452 elmex 1.1 }
1453    
1454 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1455 root 1.9
1456     /* Put a lower limit on speed. Note with this speed, you move once every
1457     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1458     */
1459 root 1.19 speed = speed * speed_reduce_from_disease;
1460 elmex 1.1
1461 root 1.40 if (speed < 0.01f && type == PLAYER)
1462     speed = 0.01f;
1463 root 1.9
1464 root 1.19 if (type == PLAYER)
1465 root 1.9 {
1466     /* (This formula was made by vidarl@ifi.uio.no)
1467     * Note that we never used these values again - basically
1468     * all of these could be subbed into one big equation, but
1469     * that would just be a real pain to read.
1470     */
1471 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1472     float M2 = max_carry[stats.Str] / 100.f;
1473     float W = weapon_weight / 20000.f;
1474     float s = 2 - weapon_speed / 10.f;
1475     float D = (stats.Dex - 14) / 14.f;
1476     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1477    
1478     K *= (4 + level) *1.2f / (6 + level);
1479    
1480     if (K <= 0.f)
1481     K = 0.01f;
1482    
1483     float S = speed / (K * s);
1484    
1485 root 1.19 contr->weapon_sp = S;
1486 root 1.9 }
1487 root 1.19
1488 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1489 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1490 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1491 root 1.9
1492     /* Prevent overflows of wc - best you can get is ABS(120) - this
1493     * should be more than enough - remember, AC is also in 8 bits,
1494     * so its value is the same.
1495     */
1496     if (wc > 120)
1497     wc = 120;
1498     else if (wc < -120)
1499     wc = -120;
1500 root 1.19
1501     stats.wc = wc;
1502 root 1.9
1503     if (ac > 120)
1504     ac = 120;
1505     else if (ac < -120)
1506     ac = -120;
1507 root 1.19
1508     stats.ac = ac;
1509 root 1.9
1510     /* if for some reason the creature doesn't have any move type,
1511     * give them walking as a default.
1512     * The second case is a special case - to more closely mimic the
1513     * old behaviour - if your flying, your not walking - just
1514     * one or the other.
1515     */
1516 root 1.19 if (move_type == 0)
1517     move_type = MOVE_WALK;
1518     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1519     move_type &= ~MOVE_WALK;
1520 elmex 1.1
1521 root 1.24 if (speed != old_speed)
1522     set_speed (speed);
1523 elmex 1.1
1524 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1525     * so we will check that now.
1526     */
1527 root 1.19 if (type == PLAYER)
1528     {
1529     esrv_update_stats (contr);
1530     esrv_update_spells (contr);
1531     }
1532 root 1.35
1533     // update the mapspace, if we are on a map
1534     if (!flag [FLAG_REMOVED] && map)
1535     map->at (x, y).flags_ = 0;
1536 elmex 1.1 }
1537    
1538     /*
1539     * Returns true if the given player is a legal class.
1540     * The function to add and remove class-bonuses to the stats doesn't
1541     * check if the stat becomes negative, thus this function
1542     * merely checks that all stats are 1 or more, and returns
1543     * false otherwise.
1544     */
1545 root 1.9 int
1546     allowed_class (const object *op)
1547     {
1548 root 1.40 return op->stats.Dex > 0
1549     && op->stats.Str > 0
1550     && op->stats.Con > 0
1551     && op->stats.Int > 0
1552     && op->stats.Wis > 0
1553     && op->stats.Pow > 0
1554     && op->stats.Cha > 0;
1555 elmex 1.1 }
1556    
1557     /*
1558     * set the new dragon name after gaining levels or
1559     * changing ability focus (later this can be extended to
1560     * eventually change the player's face and animation)
1561     *
1562     * Note that the title is written to 'own_title' in the
1563     * player struct. This should be changed to 'ext_title'
1564     * as soon as clients support this!
1565     * Please, anyone, write support for 'ext_title'.
1566     */
1567 root 1.9 void
1568     set_dragon_name (object *pl, const object *abil, const object *skin)
1569     {
1570     int atnr = -1; /* attacknumber of highest level */
1571     int level = 0; /* highest level */
1572 elmex 1.1 int i;
1573    
1574     /* Perhaps do something more clever? */
1575 root 1.9 if (!abil || !skin)
1576     return;
1577    
1578 elmex 1.1 /* first, look for the highest level */
1579 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1580     {
1581     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1582     {
1583     level = abil->resist[i];
1584     atnr = i;
1585     }
1586 elmex 1.1 }
1587 root 1.9
1588 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1589     or else at random */
1590 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1591 elmex 1.1 atnr = abil->stats.exp;
1592 root 1.9
1593     level = (int) (level / 5.);
1594    
1595 elmex 1.1 /* now set the new title */
1596 root 1.9 if (pl->contr != NULL)
1597     {
1598     if (level == 0)
1599     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1600     else if (level == 1)
1601     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1602     else if (level == 2)
1603     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1604     else if (level == 3)
1605     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1606 elmex 1.1 else
1607 root 1.9 {
1608     /* special titles for extra high resistance! */
1609     if (skin->resist[atnr] > 80)
1610     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1611     else if (skin->resist[atnr] > 50)
1612     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1613     else
1614     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1615     }
1616 elmex 1.1 }
1617 root 1.9
1618     strcpy (pl->contr->own_title, "");
1619 elmex 1.1 }
1620    
1621     /*
1622     * This function is called when a dragon-player gains
1623     * an overall level. Here, the dragon might gain new abilities
1624     * or change the ability-focus.
1625     */
1626 root 1.9 void
1627     dragon_level_gain (object *who)
1628     {
1629     object *abil = NULL; /* pointer to dragon ability force */
1630     object *skin = NULL; /* pointer to dragon skin force */
1631     object *tmp = NULL; /* tmp. object */
1632     char buf[MAX_BUF]; /* tmp. string buffer */
1633    
1634     /* now grab the 'dragon_ability'-forces from the player's inventory */
1635 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1636     shstr_cmp dragon_skin_force ("dragon_skin_force");
1637    
1638     for (tmp = who->inv; tmp; tmp = tmp->below)
1639     if (tmp->type == FORCE)
1640     if (tmp->arch->name == dragon_ability_force)
1641     abil = tmp;
1642     else if (tmp->arch->name == dragon_skin_force)
1643     skin = tmp;
1644    
1645 root 1.9 /* if the force is missing -> bail out */
1646     if (abil == NULL)
1647     return;
1648    
1649     /* The ability_force keeps track of maximum level ever achieved.
1650     * New abilties can only be gained by surpassing this max level
1651     */
1652     if (who->level > abil->level)
1653     {
1654     /* increase our focused ability */
1655     abil->resist[abil->stats.exp]++;
1656    
1657    
1658     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1659     {
1660     /* time to hand out a new ability-gift */
1661     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1662     }
1663    
1664     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1665     {
1666     /* apply new ability focus */
1667     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1668     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1669    
1670     abil->stats.exp = abil->last_eat;
1671     abil->last_eat = 0;
1672     }
1673    
1674     abil->level = who->level;
1675     }
1676    
1677     /* last but not least, set the new title for the dragon */
1678     set_dragon_name (who, abil, skin);
1679 elmex 1.1 }
1680    
1681     /* Handy function - given the skill name skill_name, we find the skill
1682     * archetype/object, set appropriate values, and insert it into
1683     * the object (op) that is passed.
1684     * We return the skill - this makes it easier for calling functions that
1685     * want to do something with it immediately.
1686     */
1687 root 1.9 object *
1688     give_skill_by_name (object *op, const char *skill_name)
1689 elmex 1.1 {
1690 root 1.9 object *skill_obj;
1691 elmex 1.1
1692 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1693     if (!skill_obj)
1694     {
1695     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1696     return NULL;
1697     }
1698     /* clear the flag - exp goes into this bucket, but player
1699     * still doesn't know it.
1700     */
1701     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1702     skill_obj->stats.exp = 0;
1703     skill_obj->level = 1;
1704     insert_ob_in_ob (skill_obj, op);
1705 root 1.26
1706 root 1.9 if (op->contr)
1707     {
1708 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1709     if (op->contr->ns)
1710     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1711 elmex 1.1 }
1712 root 1.26
1713 root 1.9 return skill_obj;
1714 elmex 1.1 }
1715    
1716    
1717     /* player_lvl_adj() - for the new exp system. we are concerned with
1718     * whether the player gets more hp, sp and new levels.
1719     * Note this this function should only be called for players. Monstes
1720     * don't really gain levels
1721     * who is the player, op is what we are checking to gain the level
1722     * (eg, skill)
1723     */
1724 root 1.9 void
1725     player_lvl_adj (object *who, object *op)
1726     {
1727     char buf[MAX_BUF];
1728    
1729     if (!op) /* when rolling stats */
1730     op = who;
1731    
1732     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1733     {
1734     op->level++;
1735    
1736     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1737     dragon_level_gain (who);
1738    
1739     /* Only roll these if it is the player (who) that gained the level */
1740     if (op == who && (who->level < 11) && who->type == PLAYER)
1741     {
1742     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1743     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1744     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1745     }
1746    
1747 root 1.19 who->update_stats ();
1748 root 1.9 if (op->level > 1)
1749     {
1750     if (op->type != PLAYER)
1751     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1752     else
1753     sprintf (buf, "You are now level %d.", op->level);
1754     if (who)
1755     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1756     }
1757     player_lvl_adj (who, op); /* To increase more levels */
1758     }
1759     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1760     {
1761     op->level--;
1762 root 1.19 who->update_stats ();
1763 root 1.9 if (op->type != PLAYER)
1764     {
1765     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1766     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1767 root 1.3 }
1768 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1769 elmex 1.1 }
1770 root 1.19
1771 root 1.9 /* check if the spell data has changed */
1772 root 1.19 esrv_update_stats (who->contr);
1773 root 1.9 esrv_update_spells (who->contr);
1774 elmex 1.1 }
1775    
1776     /*
1777     * Returns how much experience is needed for a player to become
1778     * the given level. level should really never exceed max_level
1779     */
1780    
1781 root 1.9 sint64
1782     level_exp (int level, double expmul)
1783     {
1784     if (level > settings.max_level)
1785     return (sint64) (expmul * levels[settings.max_level]);
1786 root 1.40
1787 root 1.9 return (sint64) (expmul * levels[level]);
1788 elmex 1.1 }
1789    
1790     /*
1791     * Ensure that the permanent experience requirements in an exp object are met.
1792     * This really just checks 'op to make sure the perm_exp value is within
1793     * proper range. Note that the checking of what is passed through
1794     * has been reduced. Since there is now a proper field for perm_exp,
1795     * this can now work on a much larger set of objects.
1796     */
1797 root 1.9 void
1798     calc_perm_exp (object *op)
1799 elmex 1.1 {
1800 root 1.9 int p_exp_min;
1801    
1802     /* Ensure that our permanent experience minimum is met.
1803     * permenent_exp_ratio is an integer percentage, we divide by 100
1804     * to get the fraction */
1805     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1806    
1807     if (op->perm_exp < p_exp_min)
1808     op->perm_exp = p_exp_min;
1809    
1810     /* Cap permanent experience. */
1811     if (op->perm_exp < 0)
1812     op->perm_exp = 0;
1813     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1814     op->perm_exp = MAX_EXPERIENCE;
1815 elmex 1.1 }
1816    
1817     /* Add experience to a player - exp should only be positive.
1818     * Updates permanent exp for the skill we are adding to.
1819     * skill_name is the skill to add exp to. Skill name can be
1820     * NULL, in which case exp increases the players general
1821     * total, but not any particular skill.
1822     * flag is what to do if the player doesn't have the skill:
1823     */
1824 root 1.9 static void
1825     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1826 elmex 1.1 {
1827 elmex 1.4 object *skill_obj = NULL;
1828     sint64 limit, exp_to_add;
1829     int i;
1830    
1831     /* prevents some forms of abuse. */
1832     if (op->contr->braced)
1833 root 1.46 exp /= 5;
1834 elmex 1.4
1835     /* Try to find the matching skill.
1836     * We do a shortcut/time saving mechanism first - see if it matches
1837 root 1.46 * chosen_skill. This means we don't need to search through
1838 elmex 1.4 * the players inventory.
1839     */
1840     if (skill_name)
1841     {
1842 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1843 elmex 1.4 skill_obj = op->chosen_skill;
1844     else
1845     {
1846     for (i = 0; i < NUM_SKILLS; i++)
1847 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1848 elmex 1.4 {
1849     skill_obj = op->contr->last_skill_ob[i];
1850     break;
1851     }
1852 root 1.3
1853 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1854     * it to the player if necessary
1855     */
1856     if (!skill_obj)
1857     {
1858     if (flag == SK_EXP_NONE)
1859     return;
1860     else if (flag == SK_EXP_ADD_SKILL)
1861     give_skill_by_name (op, skill_name);
1862 root 1.3 }
1863     }
1864 elmex 1.1 }
1865    
1866 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1867     {
1868     /* Basically, you can never gain more experience in one shot
1869     * than half what you need to gain for next level.
1870     */
1871     exp_to_add = exp;
1872     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1873     if (exp_to_add > limit)
1874     exp_to_add = limit;
1875    
1876 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1877 elmex 1.4 if (settings.permanent_exp_ratio)
1878     {
1879 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1880 elmex 1.4 calc_perm_exp (op);
1881     }
1882    
1883     player_lvl_adj (op, NULL);
1884     }
1885    
1886     if (skill_obj)
1887     {
1888     exp_to_add = exp;
1889     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1890     if (exp_to_add > limit)
1891     exp_to_add = limit;
1892    
1893     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1894     if (settings.permanent_exp_ratio)
1895     {
1896 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1897 elmex 1.4 calc_perm_exp (skill_obj);
1898     }
1899 elmex 1.1
1900 elmex 1.4 player_lvl_adj (op, skill_obj);
1901 elmex 1.1 }
1902     }
1903    
1904     /* This function checks to make sure that object 'op' can
1905     * lost 'exp' experience. It returns the amount of exp
1906     * object 'op' can in fact lose - it basically makes
1907     * adjustments based on permanent exp and the like.
1908     * This function should always be used for losing experience -
1909     * the 'exp' value passed should be positive - this is the
1910     * amount that should get subtract from the player.
1911     */
1912 root 1.9 sint64
1913     check_exp_loss (const object *op, sint64 exp)
1914 elmex 1.1 {
1915 root 1.9 sint64 del_exp;
1916 elmex 1.1
1917 root 1.9 if (exp > op->stats.exp)
1918     exp = op->stats.exp;
1919     if (settings.permanent_exp_ratio)
1920     {
1921     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1922     if (del_exp < 0)
1923     del_exp = 0;
1924     if (exp > del_exp)
1925     exp = del_exp;
1926 elmex 1.1 }
1927 root 1.9 return exp;
1928 elmex 1.1 }
1929    
1930 root 1.9 sint64
1931     check_exp_adjust (const object *op, sint64 exp)
1932 elmex 1.1 {
1933 root 1.9 if (exp < 0)
1934     return check_exp_loss (op, exp);
1935     else
1936     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1937 elmex 1.1 }
1938    
1939    
1940     /* Subtracts experience from player.
1941     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1942     * only subtract from the matching skill. Otherwise,
1943     * this subtracts a portion from all
1944     * skills the player has. Eg, if we figure the player is losing 10%
1945     * of his total exp, what happens is he loses 10% from all his skills.
1946     * Note that if permanent exp is used, player may not in fact lose
1947     * as much as listed. Eg, if player has gotten reduced to the point
1948     * where everything is at the minimum perm exp, he would lose nothing.
1949     * exp is the amount of exp to subtract - thus, it should be
1950     * a postive number.
1951     */
1952 root 1.9 static void
1953     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1954 elmex 1.1 {
1955 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1956     object *tmp;
1957     sint64 del_exp;
1958    
1959     for (tmp = op->inv; tmp; tmp = tmp->below)
1960     if (tmp->type == SKILL && tmp->stats.exp)
1961     {
1962     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1963     {
1964     del_exp = check_exp_loss (tmp, exp);
1965     tmp->stats.exp -= del_exp;
1966     player_lvl_adj (op, tmp);
1967     }
1968     else if (flag != SK_SUBTRACT_SKILL_EXP)
1969     {
1970     /* only want to process other skills if we are not trying
1971     * to match a specific skill.
1972     */
1973     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1974     tmp->stats.exp -= del_exp;
1975     player_lvl_adj (op, tmp);
1976     }
1977     }
1978 root 1.35
1979 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1980     {
1981     del_exp = check_exp_loss (op, exp);
1982     op->stats.exp -= del_exp;
1983     player_lvl_adj (op, NULL);
1984 elmex 1.1 }
1985     }
1986    
1987     /* change_exp() - changes experience to a player/monster. This
1988     * does bounds checking to make sure we don't overflow the max exp.
1989     *
1990     * The exp passed is typically not modified much by this function -
1991     * it is assumed the caller has modified the exp as needed.
1992     * skill_name is the skill that should get the exp added.
1993     * flag is what to do if player doesn't have the skill.
1994     * these last two values are only used for players.
1995     */
1996 root 1.9 void
1997     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1998     {
1999 elmex 1.1 #ifdef EXP_DEBUG
2000 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
2001 elmex 1.1 #endif
2002    
2003 root 1.9 /* safety */
2004     if (!op)
2005     {
2006     LOG (llevError, "change_exp() called for null object!\n");
2007     return;
2008     }
2009    
2010     /* if no change in exp, just return - most of the below code
2011     * won't do anything if the value is 0 anyways.
2012     */
2013     if (exp == 0)
2014     return;
2015    
2016     /* Monsters are easy - we just adjust their exp - we
2017     * don't adjust level, since in most cases it is unrelated to
2018     * the exp they have - the monsters exp represents what its
2019     * worth.
2020     */
2021     if (op->type != PLAYER)
2022     {
2023     /* Sanity check */
2024     if (!QUERY_FLAG (op, FLAG_ALIVE))
2025     return;
2026    
2027     /* reset exp to max allowed value. We subtract from
2028     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2029     * more than max exp, just return.
2030     */
2031     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2032     {
2033     exp = MAX_EXPERIENCE - op->stats.exp;
2034     if (exp < 0)
2035     return;
2036 root 1.3 }
2037 elmex 1.1
2038 root 1.9 op->stats.exp += exp;
2039 elmex 1.1 }
2040 root 1.9 else
2041     { /* Players only */
2042     if (exp > 0)
2043     add_player_exp (op, exp, skill_name, flag);
2044     else
2045     /* note that when you lose exp, it doesn't go against
2046     * a particular skill, so we don't need to pass that
2047     * along.
2048     */
2049 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2050 elmex 1.1 }
2051     }
2052    
2053     /* Applies a death penalty experience, the size of this is defined by the
2054     * settings death_penalty_percentage and death_penalty_levels, and by the
2055     * amount of permenent experience, whichever gives the lowest loss.
2056     */
2057 root 1.9 void
2058     apply_death_exp_penalty (object *op)
2059     {
2060     object *tmp;
2061     sint64 loss;
2062     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2063     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2064    
2065     for (tmp = op->inv; tmp; tmp = tmp->below)
2066     if (tmp->type == SKILL && tmp->stats.exp)
2067     {
2068    
2069     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2070     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2071    
2072     /* With the revised exp system, you can get cases where
2073     * losing several levels would still require that you have more
2074     * exp than you currently have - this is true if the levels
2075     * tables is a lot harder.
2076     */
2077     if (level_loss < 0)
2078     level_loss = 0;
2079 root 1.3
2080 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2081 root 1.3
2082 root 1.9 tmp->stats.exp -= loss;
2083     player_lvl_adj (op, tmp);
2084     }
2085 elmex 1.1
2086 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2087     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2088     if (level_loss < 0)
2089     level_loss = 0;
2090     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2091 elmex 1.1
2092 root 1.9 op->stats.exp -= loss;
2093     player_lvl_adj (op, NULL);
2094 elmex 1.1 }
2095    
2096     /* This function takes an object (monster/player, op), and
2097     * determines if it makes a basic save throw by looking at the
2098     * save_throw table. level is the effective level to make
2099     * the save at, and bonus is any plus/bonus (typically based on
2100     * resistance to particular attacktype.
2101     * Returns 1 if op makes his save, 0 if he failed
2102     */
2103 root 1.9 int
2104     did_make_save (const object *op, int level, int bonus)
2105 elmex 1.1 {
2106 root 1.9 if (level > MAX_SAVE_LEVEL)
2107     level = MAX_SAVE_LEVEL;
2108 elmex 1.1
2109 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2110     return 0;
2111 root 1.19
2112 root 1.9 return 1;
2113 elmex 1.1 }