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Revision: 1.48
Committed: Fri May 11 19:41:05 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +12 -14 lines
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# 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 root 1.48 * displayed - update_stats should really always be called after this when
363 elmex 1.1 * 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 root 1.48 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j))
404     nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
405 root 1.20
406 root 1.9 if (nstat != ostat)
407     {
408 root 1.48 set_attr_value (&op->contr->orig_stats, j, nstat);
409 root 1.9 potion_max = 0;
410 root 1.3 }
411 root 1.9 else if (i)
412     {
413     /* potion is useless - player has already hit the natural maximum */
414     potion_max = 1;
415 root 1.3 }
416     }
417 root 1.20
418 root 1.9 /* This section of code ups the characters normal stats also. I am not
419     * sure if this is strictly necessary, being that fix_player probably
420     * recalculates this anyway.
421     */
422     for (j = 0; j < NUM_STATS; j++)
423 root 1.48 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
424 root 1.20
425 root 1.48 check_stat_bounds (&op->stats);
426 root 1.9 } /* end of potion handling code */
427     }
428    
429     /* reset attributes that fix_player doesn't reset since it doesn't search
430     * everything to set
431     */
432     if (flag == -1)
433     {
434 root 1.48 op->attacktype &= ~tmp->attacktype;
435     op->path_attuned &= ~tmp->path_attuned;
436 root 1.9 op->path_repelled &= ~tmp->path_repelled;
437 root 1.48 op->path_denied &= ~tmp->path_denied;
438 root 1.9 /* Presuming here that creatures only have move_type,
439     * and not the other move_ fields.
440     */
441 root 1.48 op->move_type &= ~tmp->move_type;
442 elmex 1.1 }
443    
444 root 1.9 /* call fix_player since op object could have whatever attribute due
445 root 1.48 * to multiple items. if fix_player always has to be called after
446 root 1.9 * change_ability then might as well call it from here
447     */
448 root 1.19 op->update_stats ();
449 root 1.9
450     /* Fix player won't add the bows ability to the player, so don't
451     * print out message if this is a bow.
452     */
453     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454     {
455     success = 1;
456     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
457     }
458 root 1.20
459 root 1.9 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
460     {
461     success = 1;
462     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
463     }
464 root 1.20
465 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
466     {
467     success = 1;
468     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
469     }
470 root 1.20
471 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
472     {
473     success = 1;
474     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
475     }
476 root 1.20
477 root 1.9 /* movement type has changed. We don't care about cases where
478     * user has multiple items giving the same type appled like we
479     * used to - that is more work than what we gain, plus messages
480     * can be misleading (a little higher could be miscontrued from
481     * from fly high)
482     */
483     if (tmp->move_type && op->move_type != refop.move_type)
484     {
485     success = 1;
486 elmex 1.1
487 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
488     * status doesn't make a difference if you are flying high
489     */
490     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
491     {
492     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
493 root 1.3 }
494    
495 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
496     {
497     /* double conditional - second case covers if you have move_fly_low -
498     * in that case, you don't actually land
499     */
500     DIFF_MSG (flag, "You soar into the air air!.",
501     (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
502 root 1.3 }
503 root 1.48
504 root 1.9 if (tmp->move_type & MOVE_SWIM)
505     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 elmex 1.1
507 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
508     check_move_on (op, op);
509 elmex 1.1 }
510    
511 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
512     * originally undead may change their status
513     */
514     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
515     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516     {
517     success = 1;
518     if (flag > 0)
519     {
520     op->race = "undead";
521     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522     }
523     else
524     {
525     op->race = op->arch->clone.race;
526     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527     }
528     }
529 elmex 1.1
530 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531     {
532     success = 1;
533     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 elmex 1.1 }
535 root 1.20
536 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
537     {
538     success = 1;
539     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 elmex 1.1 }
541 root 1.20
542 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
543     * vision
544     */
545     if (QUERY_FLAG (tmp, FLAG_BLIND))
546     {
547     success = 1;
548     if (flag > 0)
549     {
550     if (QUERY_FLAG (op, FLAG_WIZ))
551     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552     else
553     {
554     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555     SET_FLAG (op, FLAG_BLIND);
556     if (op->type == PLAYER)
557     op->contr->do_los = 1;
558 root 1.3 }
559 root 1.9 }
560     else
561     {
562     if (QUERY_FLAG (op, FLAG_WIZ))
563     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564     else
565     {
566     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567     CLEAR_FLAG (op, FLAG_BLIND);
568     if (op->type == PLAYER)
569     op->contr->do_los = 1;
570 root 1.3 }
571     }
572 elmex 1.1 }
573    
574 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
575     {
576     success = 1;
577     if (op->type == PLAYER)
578     op->contr->do_los = 1;
579     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 elmex 1.1 }
581    
582 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
583     {
584     success = 1;
585     if (flag > 0)
586     {
587     if (QUERY_FLAG (op, FLAG_WIZ))
588     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589     else
590     {
591     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592     if (op->type == PLAYER)
593     op->contr->do_los = 1;
594 root 1.3 }
595 root 1.9 }
596     else
597     {
598     if (QUERY_FLAG (op, FLAG_WIZ))
599     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600     else
601     {
602     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603     if (op->type == PLAYER)
604     op->contr->do_los = 1;
605 root 1.3 }
606     }
607 elmex 1.1 }
608    
609 root 1.9 if (tmp->stats.luck)
610     {
611     success = 1;
612     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 elmex 1.1 }
614    
615 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
616     {
617     success = 1;
618     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 elmex 1.1 }
620    
621 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
622     {
623     success = 1;
624     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 elmex 1.1 }
626    
627 root 1.9 /* for the future when artifacts set this -b.t. */
628     if (tmp->stats.grace && op->type == PLAYER)
629     {
630     success = 1;
631     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 elmex 1.1 }
633    
634 root 1.9 if (tmp->stats.food && op->type == PLAYER)
635     {
636     success = 1;
637     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 elmex 1.1 }
639    
640 root 1.9 /* Messages for changed resistance */
641     for (i = 0; i < NROFATTACKS; i++)
642     {
643     if (i == ATNR_PHYSICAL)
644     continue; /* Don't display about armour */
645    
646     if (op->resist[i] != refop.resist[i])
647     {
648     success = 1;
649     if (op->resist[i] > refop.resist[i])
650     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
651     else
652     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
653    
654     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 root 1.3 }
656 elmex 1.1 }
657    
658 elmex 1.18 if (!potion_max)
659 root 1.9 {
660     for (j = 0; j < NUM_STATS; j++)
661     {
662     if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663     {
664     success = 1;
665     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 root 1.3 }
667     }
668 elmex 1.1 }
669 root 1.20
670 root 1.9 return success;
671 elmex 1.1 }
672    
673     /*
674     * Stat draining by Vick 930307
675     * (Feeling evil, I made it work as well now. -Frank 8)
676     */
677 root 1.9 void
678 root 1.19 object::drain_stat ()
679 root 1.9 {
680 root 1.33 drain_specific_stat (rndm (NUM_STATS));
681 elmex 1.1 }
682    
683 root 1.9 void
684 root 1.19 object::drain_specific_stat (int deplete_stats)
685 root 1.9 {
686 elmex 1.1 object *tmp;
687     archetype *at;
688    
689 root 1.11 at = archetype::find (ARCH_DEPLETION);
690 root 1.9 if (!at)
691     {
692     LOG (llevError, "Couldn't find archetype depletion.\n");
693     return;
694     }
695     else
696     {
697 root 1.19 tmp = present_arch_in_ob (at, this);
698    
699 root 1.9 if (!tmp)
700     {
701     tmp = arch_to_object (at);
702 root 1.19 tmp = insert_ob_in_ob (tmp, this);
703 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
704     }
705     }
706    
707 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
708 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
709 root 1.19 update_stats ();
710 elmex 1.1 }
711    
712     /*
713     * A value of 0 indicates timeout, otherwise change the luck of the object.
714     * via an applied bad_luck object.
715     */
716 root 1.9 void
717 root 1.19 object::change_luck (int value)
718 root 1.9 {
719 root 1.19 archetype *at = archetype::find ("luck");
720 elmex 1.1 if (!at)
721 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
722     else
723     {
724 root 1.19 object *tmp = present_arch_in_ob (at, this);
725    
726 root 1.9 if (!tmp)
727     {
728     if (!value)
729     return;
730 root 1.19
731 root 1.9 tmp = arch_to_object (at);
732 root 1.19 tmp = insert_ob_in_ob (tmp, this);
733 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
734     }
735 root 1.19
736 root 1.9 if (value)
737     {
738     /* Limit the luck value of the bad luck object to +/-100. This
739     * (arbitrary) value prevents overflows (both in the bad luck object and
740     * in op itself).
741     */
742 root 1.19 int new_luck = tmp->stats.luck + value;
743    
744 root 1.9 if (new_luck >= -100 && new_luck <= 100)
745     {
746 root 1.19 stats.luck += value;
747 root 1.9 tmp->stats.luck = new_luck;
748     }
749     }
750     else
751     {
752     if (!tmp->stats.luck)
753 root 1.19 return;
754    
755 root 1.9 /* Randomly change the players luck. Basically, we move it
756     * back neutral (if greater>0, subtract, otherwise add)
757     */
758 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
759 root 1.9 {
760     int diff = tmp->stats.luck > 0 ? -1 : 1;
761    
762 root 1.19 stats.luck += diff;
763 root 1.9 tmp->stats.luck += diff;
764     }
765     }
766 elmex 1.1 }
767     }
768    
769     /*
770     * Subtracts stat-bonuses given by the class which the player has chosen.
771     */
772 root 1.9 void
773 root 1.19 object::remove_statbonus ()
774 root 1.9 {
775 root 1.19 stats.Str -= arch->clone.stats.Str;
776     stats.Dex -= arch->clone.stats.Dex;
777     stats.Con -= arch->clone.stats.Con;
778     stats.Wis -= arch->clone.stats.Wis;
779     stats.Pow -= arch->clone.stats.Pow;
780     stats.Cha -= arch->clone.stats.Cha;
781     stats.Int -= arch->clone.stats.Int;
782    
783     contr->orig_stats.Str -= arch->clone.stats.Str;
784     contr->orig_stats.Dex -= arch->clone.stats.Dex;
785     contr->orig_stats.Con -= arch->clone.stats.Con;
786     contr->orig_stats.Wis -= arch->clone.stats.Wis;
787     contr->orig_stats.Pow -= arch->clone.stats.Pow;
788     contr->orig_stats.Cha -= arch->clone.stats.Cha;
789     contr->orig_stats.Int -= arch->clone.stats.Int;
790 elmex 1.1 }
791    
792     /*
793     * Adds stat-bonuses given by the class which the player has chosen.
794     */
795 root 1.9 void
796 root 1.19 object::add_statbonus ()
797 root 1.9 {
798 root 1.19 stats.Str += arch->clone.stats.Str;
799     stats.Dex += arch->clone.stats.Dex;
800     stats.Con += arch->clone.stats.Con;
801     stats.Wis += arch->clone.stats.Wis;
802     stats.Pow += arch->clone.stats.Pow;
803     stats.Cha += arch->clone.stats.Cha;
804     stats.Int += arch->clone.stats.Int;
805    
806     contr->orig_stats.Str += arch->clone.stats.Str;
807     contr->orig_stats.Dex += arch->clone.stats.Dex;
808     contr->orig_stats.Con += arch->clone.stats.Con;
809     contr->orig_stats.Wis += arch->clone.stats.Wis;
810     contr->orig_stats.Pow += arch->clone.stats.Pow;
811     contr->orig_stats.Cha += arch->clone.stats.Cha;
812     contr->orig_stats.Int += arch->clone.stats.Int;
813 elmex 1.1 }
814    
815     /*
816     * Updates all abilities given by applied objects in the inventory
817     * of the given object. Note: This function works for both monsters
818     * and players; the "player" in the name is purely an archaic inheritance.
819     * This functions starts from base values (archetype or player object)
820     * and then adjusts them according to what the player has equipped.
821 root 1.36 *
822     * July 95 - inserted stuff to handle new skills/exp system - b.t.
823     * spell system split, grace points now added to system --peterm
824 elmex 1.1 */
825 root 1.9 void
826 root 1.19 object::update_stats ()
827 root 1.9 {
828     int i, j;
829     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
830     int weapon_weight = 0, weapon_speed = 0;
831     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
832     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
833     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 root 1.24 float old_speed = speed;
835 root 1.9
836     /* First task is to clear all the values back to their original values */
837 root 1.19 if (type == PLAYER)
838 root 1.9 {
839     for (i = 0; i < NUM_STATS; i++)
840 root 1.19 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
841    
842 root 1.9 if (settings.spell_encumbrance == TRUE)
843 root 1.19 contr->encumbrance = 0;
844 root 1.9
845 root 1.19 attacktype = 0;
846 root 1.39
847     contr->digestion = 0;
848     contr->gen_hp = 0;
849     contr->gen_sp = 0;
850     contr->gen_grace = 0;
851 root 1.19 contr->gen_sp_armour = 10;
852 root 1.39 contr->item_power = 0;
853 root 1.9 }
854    
855 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
856     slot[i].used = slot[i].info;
857 root 1.19
858     slaying = 0;
859 root 1.9
860 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
861 root 1.9 {
862 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
863     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
864 root 1.9 }
865    
866 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
867     CLEAR_FLAG (this, FLAG_STEALTH);
868     CLEAR_FLAG (this, FLAG_BLIND);
869    
870     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874    
875 root 1.39 path_attuned = arch->clone.path_attuned;
876 root 1.19 path_repelled = arch->clone.path_repelled;
877 root 1.39 path_denied = arch->clone.path_denied;
878     glow_radius = arch->clone.glow_radius;
879     move_type = arch->clone.move_type;
880    
881 root 1.46 chosen_skill = 0;
882 root 1.9
883     /* initializing resistances from the values in player/monster's
884     * archetype clone
885     */
886 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
887 root 1.9
888     for (i = 0; i < NROFATTACKS; i++)
889     {
890 root 1.19 if (resist[i] > 0)
891     prot[i] = resist[i], vuln[i] = 0;
892 root 1.9 else
893 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
894 root 1.46
895 root 1.9 potion_resist[i] = 0;
896     }
897    
898 root 1.19 wc = arch->clone.stats.wc;
899     stats.dam = arch->clone.stats.dam;
900 root 1.9
901     /* for players which cannot use armour, they gain AC -1 per 3 levels,
902     * plus a small amount of physical resist, those poor suckers. ;)
903     * the fact that maxlevel is factored in could be considered sort of bogus -
904     * we should probably give them some bonus and cap it off - otherwise,
905     * basically, if a server updates its max level, these playes may find
906     * that their protection from physical goes down
907     */
908 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 root 1.9 {
910 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
911     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
912 elmex 1.1 }
913 root 1.9 else
914 root 1.19 ac = arch->clone.stats.ac;
915 root 1.9
916 root 1.19 stats.luck = arch->clone.stats.luck;
917     speed = arch->clone.speed;
918 root 1.9
919     /* OK - we've reset most all the objects attributes to sane values.
920     * now go through and make adjustments for what the player has equipped.
921     */
922 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
923 root 1.9 {
924     /* See note in map.c:update_position about making this additive
925     * since light sources are never applied, need to put check here.
926     */
927 root 1.19 if (tmp->glow_radius > glow_radius)
928     glow_radius = tmp->glow_radius;
929 root 1.3
930 root 1.9 /* This happens because apply_potion calls change_abil with the potion
931 root 1.40 * applied so we can tell the player what changed. But change_abil
932 root 1.9 * then calls this function.
933     */
934     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
935 root 1.19 continue;
936 root 1.3
937 root 1.9 /* For some things, we don't care what is equipped */
938     if (tmp->type == SKILL)
939     {
940     /* Want to take the highest skill here. */
941     if (IS_MANA_SKILL (tmp->subtype))
942     {
943     if (!mana_obj)
944     mana_obj = tmp;
945     else if (tmp->level > mana_obj->level)
946     mana_obj = tmp;
947     }
948 root 1.19
949 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
950     {
951     if (!grace_obj)
952     grace_obj = tmp;
953     else if (tmp->level > grace_obj->level)
954     grace_obj = tmp;
955 root 1.3 }
956     }
957    
958 root 1.9 /* Container objects are not meant to adjust a players, but other applied
959     * objects need to make adjustments.
960     * This block should handle all player specific changes
961     * The check for Praying is a bit of a hack - god given bonuses are put
962     * in the praying skill, and the player should always get those.
963     * It also means we need to put in additional checks for applied below,
964     * because the skill shouldn't count against body positions being used
965     * up, etc.
966     */
967 root 1.39 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968     && tmp->type != CONTAINER
969     && tmp->type != CLOSE_CON)
970     || (tmp->type == SKILL
971     && tmp->subtype == SK_PRAYING))
972 root 1.9 {
973 root 1.19 if (type == PLAYER)
974 root 1.9 {
975 root 1.46 if ((tmp->type == WEAPON || tmp->type == BOW)
976     && tmp != current_weapon)
977     continue;
978    
979 root 1.9 for (i = 0; i < NUM_STATS; i++)
980 root 1.39 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
981 root 1.9
982     /* these are the items that currently can change digestion, regeneration,
983     * spell point recovery and mana point recovery. Seems sort of an arbitary
984     * list, but other items store other info into stats array.
985     */
986 root 1.38 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
987 elmex 1.18 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
988     (tmp->type == SHIELD) || (tmp->type == RING) ||
989     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
990     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
991     (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
992     (tmp->type == DISEASE) || (tmp->type == FORCE) ||
993 elmex 1.14 (tmp->type == SKILL))
994 root 1.9 {
995 root 1.19 contr->digestion += tmp->stats.food;
996     contr->gen_hp += tmp->stats.hp;
997     contr->gen_sp += tmp->stats.sp;
998     contr->gen_grace += tmp->stats.grace;
999     contr->gen_sp_armour += tmp->gen_sp_armour;
1000     contr->item_power += tmp->item_power;
1001 root 1.3 }
1002 root 1.9 } /* if this is a player */
1003 root 1.46 else
1004     {
1005     if (tmp->type == WEAPON)
1006     current_weapon = tmp;
1007     }
1008 root 1.3
1009 root 1.9 /* Update slots used for items */
1010     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1011 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1012 root 1.47 slot[i].used += tmp->slot[i].info;
1013 root 1.3
1014 root 1.9 if (tmp->type == SYMPTOM)
1015     {
1016 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017 root 1.39
1018 root 1.9 if (speed_reduce_from_disease == 0)
1019     speed_reduce_from_disease = 1;
1020 root 1.3 }
1021    
1022 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1023 root 1.34 * (Negative protections are calculated exactly like positive.)
1024 root 1.9 * Resistance from potions are treated special as well. If there's
1025     * more than one potion-effect, the bigger prot.-value is taken.
1026     */
1027     if (tmp->type != POTION)
1028     {
1029     for (i = 0; i < NROFATTACKS; i++)
1030     {
1031     /* Potential for cursed potions, in which case we just can use
1032 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
1033 root 1.9 */
1034     if (tmp->type == POTION_EFFECT)
1035     {
1036     if (potion_resist[i])
1037     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1038     else
1039     potion_resist[i] = tmp->resist[i];
1040 root 1.3 }
1041 root 1.9 else if (tmp->resist[i] > 0)
1042 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1043 root 1.9 else if (tmp->resist[i] < 0)
1044 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 root 1.9 }
1046     }
1047    
1048     /* There may be other things that should not adjust the attacktype */
1049 root 1.46 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050     || current_weapon == tmp)
1051     {
1052     attacktype |= tmp->attacktype;
1053     path_attuned |= tmp->path_attuned;
1054     path_repelled |= tmp->path_repelled;
1055     path_denied |= tmp->path_denied;
1056     move_type |= tmp->move_type;
1057     stats.luck += tmp->stats.luck;
1058     }
1059 root 1.19
1060     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 root 1.9
1068 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1069     SET_FLAG (this, FLAG_UNDEAD);
1070 root 1.9
1071     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072     {
1073 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1074     invisible = 1;
1075 root 1.9 }
1076    
1077     if (tmp->stats.exp && tmp->type != SKILL)
1078     {
1079     if (tmp->stats.exp > 0)
1080     {
1081 root 1.40 added_speed += tmp->stats.exp / 3.f;
1082 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 root 1.3 }
1084 root 1.9 else
1085 root 1.40 added_speed += tmp->stats.exp;
1086 root 1.3 }
1087    
1088 root 1.9 switch (tmp->type)
1089     {
1090 root 1.46 #if 0
1091 root 1.45 case WAND:
1092     case ROD:
1093     case HORN:
1094 root 1.46 if (type != PLAYER || current_weapon == tmp)
1095     chosen_skill = tmp;
1096 root 1.45 break;
1097 root 1.46 #endif
1098 root 1.45
1099 root 1.10 /* skills modifying the character -b.t. */
1100     /* for all skills and skill granting objects */
1101     case SKILL:
1102     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1103     break;
1104 root 1.3
1105 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1106     wc_obj = tmp;
1107 root 1.3
1108 root 1.19 if (chosen_skill)
1109     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1110 root 1.10
1111 root 1.19 chosen_skill = tmp;
1112 root 1.10
1113     if (tmp->stats.dam > 0)
1114     { /* skill is a 'weapon' */
1115 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1116 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1117 root 1.19
1118 root 1.10 if (weapon_speed < 0)
1119     weapon_speed = 0;
1120 root 1.19
1121 root 1.10 weapon_weight = tmp->weight;
1122 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1123    
1124 root 1.10 if (tmp->magic)
1125 root 1.19 stats.dam += tmp->magic;
1126 root 1.10 }
1127 root 1.3
1128 root 1.10 if (tmp->stats.wc)
1129 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1130 root 1.3
1131 root 1.42 if (tmp->slaying)
1132 root 1.19 slaying = tmp->slaying;
1133 root 1.9
1134 root 1.10 if (tmp->stats.ac)
1135 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1136 root 1.3
1137 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1139    
1140 root 1.10 break;
1141 root 1.3
1142 root 1.10 case SKILL_TOOL:
1143 root 1.19 if (chosen_skill)
1144     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145    
1146     chosen_skill = tmp;
1147 root 1.10 break;
1148 root 1.3
1149 root 1.10 case SHIELD:
1150 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151     contr->encumbrance += (int) tmp->weight / 2000;
1152 root 1.10 case RING:
1153     case AMULET:
1154     case GIRDLE:
1155     case HELMET:
1156     case BOOTS:
1157     case GLOVES:
1158     case CLOAK:
1159     if (tmp->stats.wc)
1160 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1161 root 1.19
1162 root 1.10 if (tmp->stats.dam)
1163 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1164 root 1.19
1165 root 1.10 if (tmp->stats.ac)
1166 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1167 root 1.19
1168 root 1.10 break;
1169    
1170 root 1.45 case BOW:
1171 root 1.10 case WEAPON:
1172 root 1.46 if (type != PLAYER || current_weapon == tmp)
1173 root 1.45 {
1174     wc -= tmp->stats.wc + tmp->magic;
1175    
1176     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1177     ac -= tmp->stats.ac + tmp->magic;
1178    
1179     stats.dam += tmp->stats.dam + tmp->magic;
1180     weapon_weight = tmp->weight;
1181     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182    
1183     if (weapon_speed < 0)
1184     weapon_speed = 0;
1185 root 1.19
1186 root 1.45 slaying = tmp->slaying;
1187    
1188     /* If there is desire that two handed weapons should do
1189     * extra strength damage, this is where the code should
1190     * go.
1191     */
1192    
1193     if (type == PLAYER)
1194 root 1.46 if (settings.spell_encumbrance)
1195     contr->encumbrance += tmp->weight * 3 / 1000;
1196 root 1.45 }
1197 root 1.9
1198 root 1.10 break;
1199 root 1.9
1200 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1201 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1202 root 1.40 contr->encumbrance += tmp->weight / 1000;
1203 root 1.10
1204     case BRACERS:
1205     case FORCE:
1206     if (tmp->stats.wc)
1207     {
1208     if (best_wc < tmp->stats.wc + tmp->magic)
1209     {
1210     wc += best_wc;
1211     best_wc = tmp->stats.wc + tmp->magic;
1212     }
1213     else
1214     wc += tmp->stats.wc + tmp->magic;
1215     }
1216 root 1.19
1217 root 1.10 if (tmp->stats.ac)
1218     {
1219     if (best_ac < tmp->stats.ac + tmp->magic)
1220     {
1221     ac += best_ac; /* Remove last bonus */
1222     best_ac = tmp->stats.ac + tmp->magic;
1223     }
1224     else /* To nullify the below effect */
1225     ac += tmp->stats.ac + tmp->magic;
1226     }
1227 root 1.19
1228 root 1.10 if (tmp->stats.wc)
1229     wc -= (tmp->stats.wc + tmp->magic);
1230 root 1.19
1231 root 1.10 if (tmp->stats.ac)
1232     ac -= (tmp->stats.ac + tmp->magic);
1233 root 1.19
1234 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1235     max = ARMOUR_SPEED (tmp) / 10.f;
1236 root 1.19
1237 root 1.10 break;
1238 root 1.9 } /* switch tmp->type */
1239     } /* item is equipped */
1240     } /* for loop of items */
1241    
1242     /* We've gone through all the objects the player has equipped. For many things, we
1243     * have generated intermediate values which we now need to assign.
1244     */
1245    
1246     /* 'total resistance = total protections - total vulnerabilities'.
1247     * If there is an uncursed potion in effect, granting more protection
1248     * than that, we take: 'total resistance = resistance from potion'.
1249     * If there is a cursed (and no uncursed) potion in effect, we take
1250     * 'total resistance = vulnerability from cursed potion'.
1251     */
1252     for (i = 0; i < NROFATTACKS; i++)
1253     {
1254 root 1.19 resist[i] = prot[i] - vuln[i];
1255    
1256     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1257     resist[i] = potion_resist[i];
1258 elmex 1.1 }
1259    
1260 root 1.9 /* Figure out the players sp/mana/hp totals. */
1261 root 1.19 if (type == PLAYER)
1262 root 1.9 {
1263     int pl_level;
1264    
1265 root 1.19 check_stat_bounds (&(stats));
1266     pl_level = level;
1267 root 1.9
1268     if (pl_level < 1)
1269     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1270    
1271     /* You basically get half a con bonus/level. But we do take into account rounding,
1272     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1273     */
1274 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1275 root 1.9 {
1276 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277    
1278     if (i % 2 && con_bonus[stats.Con] % 2)
1279 root 1.9 {
1280 root 1.19 if (con_bonus[stats.Con] > 0)
1281 root 1.9 j++;
1282     else
1283     j--;
1284     }
1285 root 1.19
1286     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1287 root 1.9 }
1288    
1289 root 1.19 for (i = 11; i <= level; i++)
1290     stats.maxhp += 2;
1291 elmex 1.1
1292 root 1.19 if (stats.hp > stats.maxhp)
1293     stats.hp = stats.maxhp;
1294 elmex 1.1
1295 root 1.9 /* Sp gain is controlled by the level of the player's
1296     * relevant experience object (mana_obj, see above)
1297     */
1298     /* following happen when skills system is not used */
1299     if (!mana_obj)
1300 root 1.19 mana_obj = this;
1301    
1302 root 1.9 if (!grace_obj)
1303 root 1.19 grace_obj = this;
1304    
1305 root 1.9 /* set maxsp */
1306 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1307     mana_obj = this;
1308 root 1.9
1309 root 1.19 if (mana_obj == this && type == PLAYER)
1310     stats.maxsp = 1;
1311 root 1.9 else
1312     {
1313 root 1.40 sp_tmp = 0.f;
1314 root 1.19
1315 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1316     {
1317     float stmp;
1318    
1319     /* Got some extra bonus at first level */
1320     if (i < 2)
1321 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1322 root 1.9 else
1323 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1324 root 1.19
1325 root 1.40 if (stmp < 1.f)
1326     stmp = 1.f;
1327 root 1.19
1328 root 1.9 sp_tmp += stmp;
1329 root 1.3 }
1330 root 1.19
1331 root 1.40 stats.maxsp = (sint16)sp_tmp;
1332 root 1.3
1333 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1334 root 1.19 stats.maxsp += 2;
1335 root 1.3 }
1336 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1337 root 1.19 if (stats.sp > stats.maxsp * 2)
1338     stats.sp = stats.maxsp * 2;
1339 root 1.9
1340     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1341 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342     grace_obj = this;
1343 root 1.9
1344 root 1.19 if (grace_obj == this && type == PLAYER)
1345     stats.maxgrace = 1;
1346 root 1.9 else
1347     {
1348     /* store grace in a float - this way, the divisions below don't create
1349     * big jumps when you go from level to level - with int's, it then
1350     * becomes big jumps when the sums of the bonuses jump to the next
1351     * step of 8 - with floats, even fractional ones are useful.
1352     */
1353 root 1.40 sp_tmp = 0.f;
1354 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1355 root 1.9 {
1356 root 1.40 float grace_tmp = 0.f;
1357 root 1.9
1358     /* Got some extra bonus at first level */
1359     if (i < 2)
1360 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1361 root 1.9 else
1362 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1363 root 1.19
1364 root 1.40 if (grace_tmp < 1.f)
1365     grace_tmp = 1.f;
1366 root 1.19
1367 root 1.9 sp_tmp += grace_tmp;
1368 root 1.3 }
1369 root 1.19
1370 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1371 root 1.3
1372 root 1.9 /* two grace points per level after 11 */
1373     for (i = 11; i <= grace_obj->level; i++)
1374 root 1.19 stats.maxgrace += 2;
1375 root 1.3 }
1376 root 1.9 /* No limit on grace vs maxgrace */
1377 root 1.3
1378 root 1.19 if (contr->braced)
1379 root 1.9 {
1380     ac += 2;
1381     wc += 4;
1382 root 1.3 }
1383 root 1.9 else
1384 root 1.19 ac -= dex_bonus[stats.Dex];
1385 root 1.9
1386     /* In new exp/skills system, wc bonuses are related to
1387     * the players level in a relevant exp object (wc_obj)
1388     * not the general player level -b.t.
1389     * I changed this slightly so that wc bonuses are better
1390     * than before. This is to balance out the fact that
1391     * the player no longer gets a personal weapon w/ 1
1392     * improvement every level, now its fighterlevel/5. So
1393     * we give the player a bonus here in wc and dam
1394     * to make up for the change. Note that I left the
1395     * monster bonus the same as before. -b.t.
1396     */
1397    
1398 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1399 root 1.9 {
1400 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401    
1402 root 1.9 for (i = 1; i < wc_obj->level; i++)
1403     {
1404     /* addtional wc every 6 levels */
1405     if (!(i % 6))
1406     wc--;
1407 root 1.37
1408 root 1.9 /* addtional dam every 4 levels. */
1409 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1410     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1411 root 1.9 }
1412     }
1413     else
1414 root 1.37 wc -= level + thaco_bonus[stats.Str];
1415 root 1.9
1416 root 1.19 stats.dam += dam_bonus[stats.Str];
1417 root 1.9
1418 root 1.19 if (stats.dam < 1)
1419     stats.dam = 1;
1420 root 1.9
1421 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1422 root 1.19
1423     if (settings.search_items && contr->search_str[0])
1424     speed -= 1;
1425    
1426     if (attacktype == 0)
1427     attacktype = arch->clone.attacktype;
1428 root 1.9
1429     } /* End if player */
1430    
1431     if (added_speed >= 0)
1432 root 1.40 speed += added_speed / 10.f;
1433 root 1.9 else /* Something wrong here...: */
1434 root 1.40 speed /= 1.f - added_speed;
1435 root 1.3
1436 root 1.9 /* Max is determined by armour */
1437 root 1.19 if (speed > max)
1438     speed = max;
1439 elmex 1.1
1440 root 1.19 if (type == PLAYER)
1441 root 1.9 {
1442     /* f is a number the represents the number of kg above (positive num)
1443     * or below (negative number) that the player is carrying. If above
1444     * weight limit, then player suffers a speed reduction based on how
1445     * much above he is, and what is max carry is
1446     */
1447 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1448 root 1.9 if (f > 0)
1449 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1450 elmex 1.1 }
1451    
1452 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1453 root 1.9
1454     /* Put a lower limit on speed. Note with this speed, you move once every
1455     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1456     */
1457 root 1.19 speed = speed * speed_reduce_from_disease;
1458 elmex 1.1
1459 root 1.40 if (speed < 0.01f && type == PLAYER)
1460     speed = 0.01f;
1461 root 1.9
1462 root 1.19 if (type == PLAYER)
1463 root 1.9 {
1464     /* (This formula was made by vidarl@ifi.uio.no)
1465     * Note that we never used these values again - basically
1466     * all of these could be subbed into one big equation, but
1467     * that would just be a real pain to read.
1468     */
1469 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1470     float M2 = max_carry[stats.Str] / 100.f;
1471     float W = weapon_weight / 20000.f;
1472     float s = 2 - weapon_speed / 10.f;
1473     float D = (stats.Dex - 14) / 14.f;
1474     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475    
1476     K *= (4 + level) *1.2f / (6 + level);
1477    
1478     if (K <= 0.f)
1479     K = 0.01f;
1480    
1481     float S = speed / (K * s);
1482    
1483 root 1.19 contr->weapon_sp = S;
1484 root 1.9 }
1485 root 1.19
1486 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1487 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1488 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1489 root 1.9
1490     /* Prevent overflows of wc - best you can get is ABS(120) - this
1491     * should be more than enough - remember, AC is also in 8 bits,
1492     * so its value is the same.
1493     */
1494     if (wc > 120)
1495     wc = 120;
1496     else if (wc < -120)
1497     wc = -120;
1498 root 1.19
1499     stats.wc = wc;
1500 root 1.9
1501     if (ac > 120)
1502     ac = 120;
1503     else if (ac < -120)
1504     ac = -120;
1505 root 1.19
1506     stats.ac = ac;
1507 root 1.9
1508     /* if for some reason the creature doesn't have any move type,
1509     * give them walking as a default.
1510     * The second case is a special case - to more closely mimic the
1511     * old behaviour - if your flying, your not walking - just
1512     * one or the other.
1513     */
1514 root 1.19 if (move_type == 0)
1515     move_type = MOVE_WALK;
1516     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517     move_type &= ~MOVE_WALK;
1518 elmex 1.1
1519 root 1.24 if (speed != old_speed)
1520     set_speed (speed);
1521 elmex 1.1
1522 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1523     * so we will check that now.
1524     */
1525 root 1.19 if (type == PLAYER)
1526     {
1527     esrv_update_stats (contr);
1528     esrv_update_spells (contr);
1529     }
1530 root 1.35
1531     // update the mapspace, if we are on a map
1532     if (!flag [FLAG_REMOVED] && map)
1533     map->at (x, y).flags_ = 0;
1534 elmex 1.1 }
1535    
1536     /*
1537     * Returns true if the given player is a legal class.
1538     * The function to add and remove class-bonuses to the stats doesn't
1539     * check if the stat becomes negative, thus this function
1540     * merely checks that all stats are 1 or more, and returns
1541     * false otherwise.
1542     */
1543 root 1.9 int
1544     allowed_class (const object *op)
1545     {
1546 root 1.40 return op->stats.Dex > 0
1547     && op->stats.Str > 0
1548     && op->stats.Con > 0
1549     && op->stats.Int > 0
1550     && op->stats.Wis > 0
1551     && op->stats.Pow > 0
1552     && op->stats.Cha > 0;
1553 elmex 1.1 }
1554    
1555     /*
1556     * set the new dragon name after gaining levels or
1557     * changing ability focus (later this can be extended to
1558     * eventually change the player's face and animation)
1559     *
1560     * Note that the title is written to 'own_title' in the
1561     * player struct. This should be changed to 'ext_title'
1562     * as soon as clients support this!
1563     * Please, anyone, write support for 'ext_title'.
1564     */
1565 root 1.9 void
1566     set_dragon_name (object *pl, const object *abil, const object *skin)
1567     {
1568     int atnr = -1; /* attacknumber of highest level */
1569     int level = 0; /* highest level */
1570 elmex 1.1 int i;
1571    
1572     /* Perhaps do something more clever? */
1573 root 1.9 if (!abil || !skin)
1574     return;
1575    
1576 elmex 1.1 /* first, look for the highest level */
1577 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1578     {
1579     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1580     {
1581     level = abil->resist[i];
1582     atnr = i;
1583     }
1584 elmex 1.1 }
1585 root 1.9
1586 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1587     or else at random */
1588 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1589 elmex 1.1 atnr = abil->stats.exp;
1590 root 1.9
1591     level = (int) (level / 5.);
1592    
1593 elmex 1.1 /* now set the new title */
1594 root 1.9 if (pl->contr != NULL)
1595     {
1596     if (level == 0)
1597     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1598     else if (level == 1)
1599     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1600     else if (level == 2)
1601     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1602     else if (level == 3)
1603     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1604 elmex 1.1 else
1605 root 1.9 {
1606     /* special titles for extra high resistance! */
1607     if (skin->resist[atnr] > 80)
1608     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609     else if (skin->resist[atnr] > 50)
1610     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1611     else
1612     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1613     }
1614 elmex 1.1 }
1615 root 1.9
1616     strcpy (pl->contr->own_title, "");
1617 elmex 1.1 }
1618    
1619     /*
1620     * This function is called when a dragon-player gains
1621     * an overall level. Here, the dragon might gain new abilities
1622     * or change the ability-focus.
1623     */
1624 root 1.9 void
1625     dragon_level_gain (object *who)
1626     {
1627     object *abil = NULL; /* pointer to dragon ability force */
1628     object *skin = NULL; /* pointer to dragon skin force */
1629     object *tmp = NULL; /* tmp. object */
1630     char buf[MAX_BUF]; /* tmp. string buffer */
1631    
1632     /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634     shstr_cmp dragon_skin_force ("dragon_skin_force");
1635    
1636     for (tmp = who->inv; tmp; tmp = tmp->below)
1637     if (tmp->type == FORCE)
1638     if (tmp->arch->name == dragon_ability_force)
1639     abil = tmp;
1640     else if (tmp->arch->name == dragon_skin_force)
1641     skin = tmp;
1642    
1643 root 1.9 /* if the force is missing -> bail out */
1644     if (abil == NULL)
1645     return;
1646    
1647     /* The ability_force keeps track of maximum level ever achieved.
1648     * New abilties can only be gained by surpassing this max level
1649     */
1650     if (who->level > abil->level)
1651     {
1652     /* increase our focused ability */
1653     abil->resist[abil->stats.exp]++;
1654    
1655    
1656     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1657     {
1658     /* time to hand out a new ability-gift */
1659     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1660     }
1661    
1662     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1663     {
1664     /* apply new ability focus */
1665     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1666     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1667    
1668     abil->stats.exp = abil->last_eat;
1669     abil->last_eat = 0;
1670     }
1671    
1672     abil->level = who->level;
1673     }
1674    
1675     /* last but not least, set the new title for the dragon */
1676     set_dragon_name (who, abil, skin);
1677 elmex 1.1 }
1678    
1679     /* Handy function - given the skill name skill_name, we find the skill
1680     * archetype/object, set appropriate values, and insert it into
1681     * the object (op) that is passed.
1682     * We return the skill - this makes it easier for calling functions that
1683     * want to do something with it immediately.
1684     */
1685 root 1.9 object *
1686     give_skill_by_name (object *op, const char *skill_name)
1687 elmex 1.1 {
1688 root 1.9 object *skill_obj;
1689 elmex 1.1
1690 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1691     if (!skill_obj)
1692     {
1693     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1694     return NULL;
1695     }
1696     /* clear the flag - exp goes into this bucket, but player
1697     * still doesn't know it.
1698     */
1699     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1700     skill_obj->stats.exp = 0;
1701     skill_obj->level = 1;
1702     insert_ob_in_ob (skill_obj, op);
1703 root 1.26
1704 root 1.9 if (op->contr)
1705     {
1706 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1707     if (op->contr->ns)
1708     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1709 elmex 1.1 }
1710 root 1.26
1711 root 1.9 return skill_obj;
1712 elmex 1.1 }
1713    
1714    
1715     /* player_lvl_adj() - for the new exp system. we are concerned with
1716     * whether the player gets more hp, sp and new levels.
1717     * Note this this function should only be called for players. Monstes
1718     * don't really gain levels
1719     * who is the player, op is what we are checking to gain the level
1720     * (eg, skill)
1721     */
1722 root 1.9 void
1723     player_lvl_adj (object *who, object *op)
1724     {
1725     char buf[MAX_BUF];
1726    
1727     if (!op) /* when rolling stats */
1728     op = who;
1729    
1730     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731     {
1732     op->level++;
1733    
1734     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1735     dragon_level_gain (who);
1736    
1737     /* Only roll these if it is the player (who) that gained the level */
1738     if (op == who && (who->level < 11) && who->type == PLAYER)
1739     {
1740     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1741     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1742     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1743     }
1744    
1745 root 1.19 who->update_stats ();
1746 root 1.9 if (op->level > 1)
1747     {
1748     if (op->type != PLAYER)
1749     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1750     else
1751     sprintf (buf, "You are now level %d.", op->level);
1752     if (who)
1753     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754     }
1755     player_lvl_adj (who, op); /* To increase more levels */
1756     }
1757     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758     {
1759     op->level--;
1760 root 1.19 who->update_stats ();
1761 root 1.9 if (op->type != PLAYER)
1762     {
1763     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 root 1.3 }
1766 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1767 elmex 1.1 }
1768 root 1.19
1769 root 1.9 /* check if the spell data has changed */
1770 root 1.19 esrv_update_stats (who->contr);
1771 root 1.9 esrv_update_spells (who->contr);
1772 elmex 1.1 }
1773    
1774     /*
1775     * Returns how much experience is needed for a player to become
1776     * the given level. level should really never exceed max_level
1777     */
1778    
1779 root 1.9 sint64
1780     level_exp (int level, double expmul)
1781     {
1782     if (level > settings.max_level)
1783     return (sint64) (expmul * levels[settings.max_level]);
1784 root 1.40
1785 root 1.9 return (sint64) (expmul * levels[level]);
1786 elmex 1.1 }
1787    
1788     /*
1789     * Ensure that the permanent experience requirements in an exp object are met.
1790     * This really just checks 'op to make sure the perm_exp value is within
1791     * proper range. Note that the checking of what is passed through
1792     * has been reduced. Since there is now a proper field for perm_exp,
1793     * this can now work on a much larger set of objects.
1794     */
1795 root 1.9 void
1796     calc_perm_exp (object *op)
1797 elmex 1.1 {
1798 root 1.9 int p_exp_min;
1799    
1800     /* Ensure that our permanent experience minimum is met.
1801     * permenent_exp_ratio is an integer percentage, we divide by 100
1802     * to get the fraction */
1803     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1804    
1805     if (op->perm_exp < p_exp_min)
1806     op->perm_exp = p_exp_min;
1807    
1808     /* Cap permanent experience. */
1809     if (op->perm_exp < 0)
1810     op->perm_exp = 0;
1811     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1812     op->perm_exp = MAX_EXPERIENCE;
1813 elmex 1.1 }
1814    
1815     /* Add experience to a player - exp should only be positive.
1816     * Updates permanent exp for the skill we are adding to.
1817     * skill_name is the skill to add exp to. Skill name can be
1818     * NULL, in which case exp increases the players general
1819     * total, but not any particular skill.
1820     * flag is what to do if the player doesn't have the skill:
1821     */
1822 root 1.9 static void
1823     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1824 elmex 1.1 {
1825 elmex 1.4 object *skill_obj = NULL;
1826     sint64 limit, exp_to_add;
1827     int i;
1828    
1829     /* prevents some forms of abuse. */
1830     if (op->contr->braced)
1831 root 1.46 exp /= 5;
1832 elmex 1.4
1833     /* Try to find the matching skill.
1834     * We do a shortcut/time saving mechanism first - see if it matches
1835 root 1.46 * chosen_skill. This means we don't need to search through
1836 elmex 1.4 * the players inventory.
1837     */
1838     if (skill_name)
1839     {
1840 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1841 elmex 1.4 skill_obj = op->chosen_skill;
1842     else
1843     {
1844     for (i = 0; i < NUM_SKILLS; i++)
1845 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1846 elmex 1.4 {
1847     skill_obj = op->contr->last_skill_ob[i];
1848     break;
1849     }
1850 root 1.3
1851 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1852     * it to the player if necessary
1853     */
1854     if (!skill_obj)
1855     {
1856     if (flag == SK_EXP_NONE)
1857     return;
1858     else if (flag == SK_EXP_ADD_SKILL)
1859     give_skill_by_name (op, skill_name);
1860 root 1.3 }
1861     }
1862 elmex 1.1 }
1863    
1864 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1865     {
1866     /* Basically, you can never gain more experience in one shot
1867     * than half what you need to gain for next level.
1868     */
1869     exp_to_add = exp;
1870     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1871     if (exp_to_add > limit)
1872     exp_to_add = limit;
1873    
1874 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1875 elmex 1.4 if (settings.permanent_exp_ratio)
1876     {
1877 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1878 elmex 1.4 calc_perm_exp (op);
1879     }
1880    
1881     player_lvl_adj (op, NULL);
1882     }
1883    
1884     if (skill_obj)
1885     {
1886     exp_to_add = exp;
1887     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1888     if (exp_to_add > limit)
1889     exp_to_add = limit;
1890    
1891     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1892     if (settings.permanent_exp_ratio)
1893     {
1894 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1895 elmex 1.4 calc_perm_exp (skill_obj);
1896     }
1897 elmex 1.1
1898 elmex 1.4 player_lvl_adj (op, skill_obj);
1899 elmex 1.1 }
1900     }
1901    
1902     /* This function checks to make sure that object 'op' can
1903     * lost 'exp' experience. It returns the amount of exp
1904     * object 'op' can in fact lose - it basically makes
1905     * adjustments based on permanent exp and the like.
1906     * This function should always be used for losing experience -
1907     * the 'exp' value passed should be positive - this is the
1908     * amount that should get subtract from the player.
1909     */
1910 root 1.9 sint64
1911     check_exp_loss (const object *op, sint64 exp)
1912 elmex 1.1 {
1913 root 1.9 sint64 del_exp;
1914 elmex 1.1
1915 root 1.9 if (exp > op->stats.exp)
1916     exp = op->stats.exp;
1917     if (settings.permanent_exp_ratio)
1918     {
1919     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1920     if (del_exp < 0)
1921     del_exp = 0;
1922     if (exp > del_exp)
1923     exp = del_exp;
1924 elmex 1.1 }
1925 root 1.9 return exp;
1926 elmex 1.1 }
1927    
1928 root 1.9 sint64
1929     check_exp_adjust (const object *op, sint64 exp)
1930 elmex 1.1 {
1931 root 1.9 if (exp < 0)
1932     return check_exp_loss (op, exp);
1933     else
1934     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1935 elmex 1.1 }
1936    
1937    
1938     /* Subtracts experience from player.
1939     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1940     * only subtract from the matching skill. Otherwise,
1941     * this subtracts a portion from all
1942     * skills the player has. Eg, if we figure the player is losing 10%
1943     * of his total exp, what happens is he loses 10% from all his skills.
1944     * Note that if permanent exp is used, player may not in fact lose
1945     * as much as listed. Eg, if player has gotten reduced to the point
1946     * where everything is at the minimum perm exp, he would lose nothing.
1947     * exp is the amount of exp to subtract - thus, it should be
1948     * a postive number.
1949     */
1950 root 1.9 static void
1951     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1952 elmex 1.1 {
1953 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1954     object *tmp;
1955     sint64 del_exp;
1956    
1957     for (tmp = op->inv; tmp; tmp = tmp->below)
1958     if (tmp->type == SKILL && tmp->stats.exp)
1959     {
1960     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1961     {
1962     del_exp = check_exp_loss (tmp, exp);
1963     tmp->stats.exp -= del_exp;
1964     player_lvl_adj (op, tmp);
1965     }
1966     else if (flag != SK_SUBTRACT_SKILL_EXP)
1967     {
1968     /* only want to process other skills if we are not trying
1969     * to match a specific skill.
1970     */
1971     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1972     tmp->stats.exp -= del_exp;
1973     player_lvl_adj (op, tmp);
1974     }
1975     }
1976 root 1.35
1977 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1978     {
1979     del_exp = check_exp_loss (op, exp);
1980     op->stats.exp -= del_exp;
1981     player_lvl_adj (op, NULL);
1982 elmex 1.1 }
1983     }
1984    
1985     /* change_exp() - changes experience to a player/monster. This
1986     * does bounds checking to make sure we don't overflow the max exp.
1987     *
1988     * The exp passed is typically not modified much by this function -
1989     * it is assumed the caller has modified the exp as needed.
1990     * skill_name is the skill that should get the exp added.
1991     * flag is what to do if player doesn't have the skill.
1992     * these last two values are only used for players.
1993     */
1994 root 1.9 void
1995     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1996     {
1997 elmex 1.1 #ifdef EXP_DEBUG
1998 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1999 elmex 1.1 #endif
2000    
2001 root 1.9 /* safety */
2002     if (!op)
2003     {
2004     LOG (llevError, "change_exp() called for null object!\n");
2005     return;
2006     }
2007    
2008     /* if no change in exp, just return - most of the below code
2009     * won't do anything if the value is 0 anyways.
2010     */
2011     if (exp == 0)
2012     return;
2013    
2014     /* Monsters are easy - we just adjust their exp - we
2015     * don't adjust level, since in most cases it is unrelated to
2016     * the exp they have - the monsters exp represents what its
2017     * worth.
2018     */
2019     if (op->type != PLAYER)
2020     {
2021     /* Sanity check */
2022     if (!QUERY_FLAG (op, FLAG_ALIVE))
2023     return;
2024    
2025     /* reset exp to max allowed value. We subtract from
2026     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2027     * more than max exp, just return.
2028     */
2029     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2030     {
2031     exp = MAX_EXPERIENCE - op->stats.exp;
2032     if (exp < 0)
2033     return;
2034 root 1.3 }
2035 elmex 1.1
2036 root 1.9 op->stats.exp += exp;
2037 elmex 1.1 }
2038 root 1.9 else
2039     { /* Players only */
2040     if (exp > 0)
2041     add_player_exp (op, exp, skill_name, flag);
2042     else
2043     /* note that when you lose exp, it doesn't go against
2044     * a particular skill, so we don't need to pass that
2045     * along.
2046     */
2047 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2048 elmex 1.1 }
2049     }
2050    
2051     /* Applies a death penalty experience, the size of this is defined by the
2052     * settings death_penalty_percentage and death_penalty_levels, and by the
2053     * amount of permenent experience, whichever gives the lowest loss.
2054     */
2055 root 1.9 void
2056     apply_death_exp_penalty (object *op)
2057     {
2058     object *tmp;
2059     sint64 loss;
2060     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2061     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2062    
2063     for (tmp = op->inv; tmp; tmp = tmp->below)
2064     if (tmp->type == SKILL && tmp->stats.exp)
2065     {
2066    
2067     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2068     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2069    
2070     /* With the revised exp system, you can get cases where
2071     * losing several levels would still require that you have more
2072     * exp than you currently have - this is true if the levels
2073     * tables is a lot harder.
2074     */
2075     if (level_loss < 0)
2076     level_loss = 0;
2077 root 1.3
2078 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2079 root 1.3
2080 root 1.9 tmp->stats.exp -= loss;
2081     player_lvl_adj (op, tmp);
2082     }
2083 elmex 1.1
2084 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2085     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2086     if (level_loss < 0)
2087     level_loss = 0;
2088     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2089 elmex 1.1
2090 root 1.9 op->stats.exp -= loss;
2091     player_lvl_adj (op, NULL);
2092 elmex 1.1 }
2093    
2094     /* This function takes an object (monster/player, op), and
2095     * determines if it makes a basic save throw by looking at the
2096     * save_throw table. level is the effective level to make
2097     * the save at, and bonus is any plus/bonus (typically based on
2098     * resistance to particular attacktype.
2099     * Returns 1 if op makes his save, 0 if he failed
2100     */
2101 root 1.9 int
2102     did_make_save (const object *op, int level, int bonus)
2103 elmex 1.1 {
2104 root 1.9 if (level > MAX_SAVE_LEVEL)
2105     level = MAX_SAVE_LEVEL;
2106 elmex 1.1
2107 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2108     return 0;
2109 root 1.19
2110 root 1.9 return 1;
2111 elmex 1.1 }