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Revision: 1.50
Committed: Sat May 12 18:14:47 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +45 -92 lines
Log Message:
- unrelated change, replace get_attr_value/set_attr_value by a nicer to use
  stat member function. should really replace the struct values by an array.

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     * Like set_attr_value(), but instead the value (which can be negative)
239     * is added to the specified stat.
240     */
241     void
242 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
243 root 1.9 {
244 root 1.50 stats->stat (attr) += value;
245     }
246 root 1.19
247 root 1.50 sint8 &
248     living::stat (int index)
249     {
250     switch (index)
251 root 1.9 {
252 root 1.50 case STR: return Str;
253     case DEX: return Dex;
254     case CON: return Con;
255     case INT: return Int;
256     case WIS: return Wis;
257     case POW: return Pow;
258     case CHA: return Cha;
259 root 1.9 }
260 root 1.50
261     LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262     static sint8 dummy;
263     return dummy;
264 elmex 1.1 }
265    
266     sint8
267 root 1.50 living::stat (int index) const
268 root 1.9 {
269 root 1.50 switch (index)
270 root 1.9 {
271 root 1.50 case STR: return Str;
272     case DEX: return Dex;
273     case CON: return Con;
274     case INT: return Int;
275     case WIS: return Wis;
276     case POW: return Pow;
277     case CHA: return Cha;
278     }
279    
280     LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281     static sint8 dummy;
282     return dummy;
283 elmex 1.1 }
284    
285     /*
286     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287     * 1-30 stat limit.
288     */
289 root 1.9 void
290 root 1.19 check_stat_bounds (living *stats)
291 root 1.9 {
292 root 1.50 for (int i = 0; i < NUM_STATS; i++)
293     {
294     sint8 &v = stats->stat (i);
295     v = clamp (v, MIN_STAT, MAX_STAT);
296     }
297 elmex 1.1 }
298    
299     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
300    
301     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
302     * make this macro to clean those up. Not usuable outside change_abil
303     * function since some of the values passed to new_draw_info are hardcoded.
304     */
305     #define DIFF_MSG(flag, msg1, msg2) \
306     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
307    
308     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309 root 1.9
310 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
311     * the object.
312     * It is the calling functions responsibilty to check to see if the object
313     * can be applied or not.
314     * The main purpose of calling this function is the messages that are
315 root 1.48 * displayed - update_stats should really always be called after this when
316 elmex 1.1 * removing an object - that is because it is impossible to know if some object
317     * is the only source of an attacktype or spell attunement, so this function
318     * will clear the bits, but the player may still have some other object
319     * that gives them that ability.
320     */
321 root 1.9 int
322     change_abil (object *op, object *tmp)
323     {
324     int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
325     char message[MAX_BUF];
326     int potion_max = 0;
327    
328     /* remember what object was like before it was changed. note that
329     * refop is a local copy of op only to be used for detecting changes
330 root 1.20 * found by update_stats. refop is not a real object
331 root 1.9 */
332 root 1.20 object_copy refop = *op;
333 root 1.9
334     if (op->type == PLAYER)
335     {
336     if (tmp->type == POTION)
337     {
338     potion_max = 1;
339     for (j = 0; j < NUM_STATS; j++)
340     {
341     int nstat, ostat;
342    
343 root 1.50 ostat = op->contr->orig_stats.stat (j);
344     i = tmp->stats.stat (j);
345 root 1.9
346     /* nstat is what the stat will be after use of the potion */
347     nstat = flag * i + ostat;
348    
349     /* Do some bounds checking. While I don't think any
350     * potions do so right now, there is the potential for potions
351     * that adjust that stat by more than one point, so we need
352     * to allow for that.
353     */
354     if (nstat < 1 && i * flag < 0)
355     nstat = 1;
356 root 1.50 else if (nstat > 20 + op->arch->clone.stats.stat (j))
357     nstat = 20 + op->arch->clone.stats.stat (j);
358 root 1.20
359 root 1.9 if (nstat != ostat)
360     {
361 root 1.50 op->contr->orig_stats.stat (j) = nstat;
362 root 1.9 potion_max = 0;
363 root 1.3 }
364 root 1.9 else if (i)
365     {
366     /* potion is useless - player has already hit the natural maximum */
367     potion_max = 1;
368 root 1.3 }
369     }
370 root 1.20
371 root 1.9 /* This section of code ups the characters normal stats also. I am not
372     * sure if this is strictly necessary, being that fix_player probably
373     * recalculates this anyway.
374     */
375     for (j = 0; j < NUM_STATS; j++)
376 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377 root 1.20
378 root 1.48 check_stat_bounds (&op->stats);
379 root 1.9 } /* end of potion handling code */
380     }
381    
382     /* reset attributes that fix_player doesn't reset since it doesn't search
383     * everything to set
384     */
385     if (flag == -1)
386     {
387 root 1.48 op->attacktype &= ~tmp->attacktype;
388     op->path_attuned &= ~tmp->path_attuned;
389 root 1.9 op->path_repelled &= ~tmp->path_repelled;
390 root 1.48 op->path_denied &= ~tmp->path_denied;
391 root 1.9 /* Presuming here that creatures only have move_type,
392     * and not the other move_ fields.
393     */
394 root 1.48 op->move_type &= ~tmp->move_type;
395 elmex 1.1 }
396    
397 root 1.9 /* call fix_player since op object could have whatever attribute due
398 root 1.48 * to multiple items. if fix_player always has to be called after
399 root 1.9 * change_ability then might as well call it from here
400     */
401 root 1.19 op->update_stats ();
402 root 1.9
403     /* Fix player won't add the bows ability to the player, so don't
404     * print out message if this is a bow.
405     */
406     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
407     {
408     success = 1;
409     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
410     }
411 root 1.20
412 root 1.9 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
413     {
414     success = 1;
415     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
416     }
417 root 1.20
418 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
419     {
420     success = 1;
421     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
422     }
423 root 1.20
424 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
425     {
426     success = 1;
427     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
428     }
429 root 1.20
430 root 1.9 /* movement type has changed. We don't care about cases where
431     * user has multiple items giving the same type appled like we
432     * used to - that is more work than what we gain, plus messages
433     * can be misleading (a little higher could be miscontrued from
434     * from fly high)
435     */
436     if (tmp->move_type && op->move_type != refop.move_type)
437     {
438     success = 1;
439 elmex 1.1
440 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
441     * status doesn't make a difference if you are flying high
442     */
443     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
444     {
445     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
446 root 1.3 }
447    
448 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
449     {
450     /* double conditional - second case covers if you have move_fly_low -
451     * in that case, you don't actually land
452     */
453     DIFF_MSG (flag, "You soar into the air air!.",
454     (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
455 root 1.3 }
456 root 1.48
457 root 1.9 if (tmp->move_type & MOVE_SWIM)
458     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
459 elmex 1.1
460 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
461     check_move_on (op, op);
462 elmex 1.1 }
463    
464 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
465     * originally undead may change their status
466     */
467     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
468     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
469     {
470     success = 1;
471     if (flag > 0)
472     {
473     op->race = "undead";
474     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
475     }
476     else
477     {
478     op->race = op->arch->clone.race;
479     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
480     }
481     }
482 elmex 1.1
483 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
484     {
485     success = 1;
486     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
487 elmex 1.1 }
488 root 1.20
489 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
490     {
491     success = 1;
492     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
493 elmex 1.1 }
494 root 1.20
495 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
496     * vision
497     */
498     if (QUERY_FLAG (tmp, FLAG_BLIND))
499     {
500     success = 1;
501     if (flag > 0)
502     {
503     if (QUERY_FLAG (op, FLAG_WIZ))
504     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
505     else
506     {
507     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
508     SET_FLAG (op, FLAG_BLIND);
509     if (op->type == PLAYER)
510     op->contr->do_los = 1;
511 root 1.3 }
512 root 1.9 }
513     else
514     {
515     if (QUERY_FLAG (op, FLAG_WIZ))
516     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
517     else
518     {
519     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
520     CLEAR_FLAG (op, FLAG_BLIND);
521     if (op->type == PLAYER)
522     op->contr->do_los = 1;
523 root 1.3 }
524     }
525 elmex 1.1 }
526    
527 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
528     {
529     success = 1;
530     if (op->type == PLAYER)
531     op->contr->do_los = 1;
532     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
533 elmex 1.1 }
534    
535 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
536     {
537     success = 1;
538     if (flag > 0)
539     {
540     if (QUERY_FLAG (op, FLAG_WIZ))
541     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542     else
543     {
544     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545     if (op->type == PLAYER)
546     op->contr->do_los = 1;
547 root 1.3 }
548 root 1.9 }
549     else
550     {
551     if (QUERY_FLAG (op, FLAG_WIZ))
552     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
553     else
554     {
555     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
556     if (op->type == PLAYER)
557     op->contr->do_los = 1;
558 root 1.3 }
559     }
560 elmex 1.1 }
561    
562 root 1.9 if (tmp->stats.luck)
563     {
564     success = 1;
565     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
566 elmex 1.1 }
567    
568 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
569     {
570     success = 1;
571     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
572 elmex 1.1 }
573    
574 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
575     {
576     success = 1;
577     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
578 elmex 1.1 }
579    
580 root 1.9 /* for the future when artifacts set this -b.t. */
581     if (tmp->stats.grace && op->type == PLAYER)
582     {
583     success = 1;
584     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
585 elmex 1.1 }
586    
587 root 1.9 if (tmp->stats.food && op->type == PLAYER)
588     {
589     success = 1;
590     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
591 elmex 1.1 }
592    
593 root 1.9 /* Messages for changed resistance */
594     for (i = 0; i < NROFATTACKS; i++)
595     {
596     if (i == ATNR_PHYSICAL)
597     continue; /* Don't display about armour */
598    
599     if (op->resist[i] != refop.resist[i])
600     {
601     success = 1;
602     if (op->resist[i] > refop.resist[i])
603     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
604     else
605     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
606    
607     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
608 root 1.3 }
609 elmex 1.1 }
610    
611 elmex 1.18 if (!potion_max)
612 root 1.9 {
613     for (j = 0; j < NUM_STATS; j++)
614     {
615 root 1.50 if ((i = tmp->stats.stat (j)))
616 root 1.9 {
617     success = 1;
618     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
619 root 1.3 }
620     }
621 elmex 1.1 }
622 root 1.20
623 root 1.9 return success;
624 elmex 1.1 }
625    
626     /*
627     * Stat draining by Vick 930307
628     * (Feeling evil, I made it work as well now. -Frank 8)
629     */
630 root 1.9 void
631 root 1.19 object::drain_stat ()
632 root 1.9 {
633 root 1.33 drain_specific_stat (rndm (NUM_STATS));
634 elmex 1.1 }
635    
636 root 1.9 void
637 root 1.19 object::drain_specific_stat (int deplete_stats)
638 root 1.9 {
639 elmex 1.1 object *tmp;
640     archetype *at;
641    
642 root 1.11 at = archetype::find (ARCH_DEPLETION);
643 root 1.9 if (!at)
644     {
645     LOG (llevError, "Couldn't find archetype depletion.\n");
646     return;
647     }
648     else
649     {
650 root 1.19 tmp = present_arch_in_ob (at, this);
651    
652 root 1.9 if (!tmp)
653     {
654     tmp = arch_to_object (at);
655 root 1.19 tmp = insert_ob_in_ob (tmp, this);
656 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
657     }
658     }
659    
660 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
661 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
662 root 1.19 update_stats ();
663 elmex 1.1 }
664    
665     /*
666     * A value of 0 indicates timeout, otherwise change the luck of the object.
667     * via an applied bad_luck object.
668     */
669 root 1.9 void
670 root 1.19 object::change_luck (int value)
671 root 1.9 {
672 root 1.19 archetype *at = archetype::find ("luck");
673 elmex 1.1 if (!at)
674 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
675     else
676     {
677 root 1.19 object *tmp = present_arch_in_ob (at, this);
678    
679 root 1.9 if (!tmp)
680     {
681     if (!value)
682     return;
683 root 1.19
684 root 1.9 tmp = arch_to_object (at);
685 root 1.19 tmp = insert_ob_in_ob (tmp, this);
686 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
687     }
688 root 1.19
689 root 1.9 if (value)
690     {
691     /* Limit the luck value of the bad luck object to +/-100. This
692     * (arbitrary) value prevents overflows (both in the bad luck object and
693     * in op itself).
694     */
695 root 1.19 int new_luck = tmp->stats.luck + value;
696    
697 root 1.9 if (new_luck >= -100 && new_luck <= 100)
698     {
699 root 1.19 stats.luck += value;
700 root 1.9 tmp->stats.luck = new_luck;
701     }
702     }
703     else
704     {
705     if (!tmp->stats.luck)
706 root 1.19 return;
707    
708 root 1.9 /* Randomly change the players luck. Basically, we move it
709     * back neutral (if greater>0, subtract, otherwise add)
710     */
711 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
712 root 1.9 {
713     int diff = tmp->stats.luck > 0 ? -1 : 1;
714    
715 root 1.19 stats.luck += diff;
716 root 1.9 tmp->stats.luck += diff;
717     }
718     }
719 elmex 1.1 }
720     }
721    
722     /*
723     * Subtracts stat-bonuses given by the class which the player has chosen.
724     */
725 root 1.9 void
726 root 1.19 object::remove_statbonus ()
727 root 1.9 {
728 root 1.19 stats.Str -= arch->clone.stats.Str;
729     stats.Dex -= arch->clone.stats.Dex;
730     stats.Con -= arch->clone.stats.Con;
731     stats.Wis -= arch->clone.stats.Wis;
732     stats.Pow -= arch->clone.stats.Pow;
733     stats.Cha -= arch->clone.stats.Cha;
734     stats.Int -= arch->clone.stats.Int;
735    
736     contr->orig_stats.Str -= arch->clone.stats.Str;
737     contr->orig_stats.Dex -= arch->clone.stats.Dex;
738     contr->orig_stats.Con -= arch->clone.stats.Con;
739     contr->orig_stats.Wis -= arch->clone.stats.Wis;
740     contr->orig_stats.Pow -= arch->clone.stats.Pow;
741     contr->orig_stats.Cha -= arch->clone.stats.Cha;
742     contr->orig_stats.Int -= arch->clone.stats.Int;
743 elmex 1.1 }
744    
745     /*
746     * Adds stat-bonuses given by the class which the player has chosen.
747     */
748 root 1.9 void
749 root 1.19 object::add_statbonus ()
750 root 1.9 {
751 root 1.19 stats.Str += arch->clone.stats.Str;
752     stats.Dex += arch->clone.stats.Dex;
753     stats.Con += arch->clone.stats.Con;
754     stats.Wis += arch->clone.stats.Wis;
755     stats.Pow += arch->clone.stats.Pow;
756     stats.Cha += arch->clone.stats.Cha;
757     stats.Int += arch->clone.stats.Int;
758    
759     contr->orig_stats.Str += arch->clone.stats.Str;
760     contr->orig_stats.Dex += arch->clone.stats.Dex;
761     contr->orig_stats.Con += arch->clone.stats.Con;
762     contr->orig_stats.Wis += arch->clone.stats.Wis;
763     contr->orig_stats.Pow += arch->clone.stats.Pow;
764     contr->orig_stats.Cha += arch->clone.stats.Cha;
765     contr->orig_stats.Int += arch->clone.stats.Int;
766 elmex 1.1 }
767    
768     /*
769     * Updates all abilities given by applied objects in the inventory
770     * of the given object. Note: This function works for both monsters
771     * and players; the "player" in the name is purely an archaic inheritance.
772     * This functions starts from base values (archetype or player object)
773     * and then adjusts them according to what the player has equipped.
774 root 1.36 *
775     * July 95 - inserted stuff to handle new skills/exp system - b.t.
776     * spell system split, grace points now added to system --peterm
777 elmex 1.1 */
778 root 1.9 void
779 root 1.19 object::update_stats ()
780 root 1.9 {
781     int i, j;
782     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
783     int weapon_weight = 0, weapon_speed = 0;
784     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
785     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
786     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
787 root 1.24 float old_speed = speed;
788 root 1.9
789     /* First task is to clear all the values back to their original values */
790 root 1.19 if (type == PLAYER)
791 root 1.9 {
792     for (i = 0; i < NUM_STATS; i++)
793 root 1.50 stats.stat (i) = contr->orig_stats.stat (i);
794 root 1.19
795 root 1.9 if (settings.spell_encumbrance == TRUE)
796 root 1.19 contr->encumbrance = 0;
797 root 1.9
798 root 1.19 attacktype = 0;
799 root 1.39
800     contr->digestion = 0;
801     contr->gen_hp = 0;
802     contr->gen_sp = 0;
803     contr->gen_grace = 0;
804 root 1.19 contr->gen_sp_armour = 10;
805 root 1.39 contr->item_power = 0;
806 root 1.9 }
807    
808 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
809     slot[i].used = slot[i].info;
810 root 1.19
811     slaying = 0;
812 root 1.9
813 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
814 root 1.9 {
815 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
816     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
817 root 1.9 }
818    
819 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
820     CLEAR_FLAG (this, FLAG_STEALTH);
821     CLEAR_FLAG (this, FLAG_BLIND);
822    
823     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827    
828 root 1.39 path_attuned = arch->clone.path_attuned;
829 root 1.19 path_repelled = arch->clone.path_repelled;
830 root 1.39 path_denied = arch->clone.path_denied;
831     glow_radius = arch->clone.glow_radius;
832     move_type = arch->clone.move_type;
833    
834 root 1.46 chosen_skill = 0;
835 root 1.9
836     /* initializing resistances from the values in player/monster's
837     * archetype clone
838     */
839 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
840 root 1.9
841     for (i = 0; i < NROFATTACKS; i++)
842     {
843 root 1.19 if (resist[i] > 0)
844     prot[i] = resist[i], vuln[i] = 0;
845 root 1.9 else
846 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
847 root 1.46
848 root 1.9 potion_resist[i] = 0;
849     }
850    
851 root 1.19 wc = arch->clone.stats.wc;
852     stats.dam = arch->clone.stats.dam;
853 root 1.9
854     /* for players which cannot use armour, they gain AC -1 per 3 levels,
855     * plus a small amount of physical resist, those poor suckers. ;)
856     * the fact that maxlevel is factored in could be considered sort of bogus -
857     * we should probably give them some bonus and cap it off - otherwise,
858     * basically, if a server updates its max level, these playes may find
859     * that their protection from physical goes down
860     */
861 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
862 root 1.9 {
863 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
864     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
865 elmex 1.1 }
866 root 1.9 else
867 root 1.19 ac = arch->clone.stats.ac;
868 root 1.9
869 root 1.19 stats.luck = arch->clone.stats.luck;
870     speed = arch->clone.speed;
871 root 1.9
872     /* OK - we've reset most all the objects attributes to sane values.
873     * now go through and make adjustments for what the player has equipped.
874     */
875 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
876 root 1.9 {
877     /* See note in map.c:update_position about making this additive
878     * since light sources are never applied, need to put check here.
879     */
880 root 1.19 if (tmp->glow_radius > glow_radius)
881     glow_radius = tmp->glow_radius;
882 root 1.3
883 root 1.9 /* This happens because apply_potion calls change_abil with the potion
884 root 1.40 * applied so we can tell the player what changed. But change_abil
885 root 1.9 * then calls this function.
886     */
887     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
888 root 1.19 continue;
889 root 1.3
890 root 1.9 /* For some things, we don't care what is equipped */
891     if (tmp->type == SKILL)
892     {
893     /* Want to take the highest skill here. */
894     if (IS_MANA_SKILL (tmp->subtype))
895     {
896     if (!mana_obj)
897     mana_obj = tmp;
898     else if (tmp->level > mana_obj->level)
899     mana_obj = tmp;
900     }
901 root 1.19
902 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
903     {
904     if (!grace_obj)
905     grace_obj = tmp;
906     else if (tmp->level > grace_obj->level)
907     grace_obj = tmp;
908 root 1.3 }
909     }
910    
911 root 1.9 /* Container objects are not meant to adjust a players, but other applied
912     * objects need to make adjustments.
913     * This block should handle all player specific changes
914     * The check for Praying is a bit of a hack - god given bonuses are put
915     * in the praying skill, and the player should always get those.
916     * It also means we need to put in additional checks for applied below,
917     * because the skill shouldn't count against body positions being used
918     * up, etc.
919     */
920 root 1.49 if ((tmp->flag [FLAG_APPLIED]
921 root 1.39 && tmp->type != CONTAINER
922     && tmp->type != CLOSE_CON)
923     || (tmp->type == SKILL
924     && tmp->subtype == SK_PRAYING))
925 root 1.9 {
926 root 1.19 if (type == PLAYER)
927 root 1.9 {
928 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
929     if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
930     continue;
931 root 1.46
932 root 1.9 for (i = 0; i < NUM_STATS; i++)
933 root 1.50 change_attr_value (&stats, i, tmp->stats.stat (i));
934 root 1.9
935     /* these are the items that currently can change digestion, regeneration,
936     * spell point recovery and mana point recovery. Seems sort of an arbitary
937     * list, but other items store other info into stats array.
938     */
939 root 1.49 if (tmp->type == WEAPON || tmp->type == BOW ||
940     tmp->type == ARMOUR || tmp->type == HELMET ||
941     tmp->type == SHIELD || tmp->type == RING ||
942     tmp->type == BOOTS || tmp->type == GLOVES ||
943     tmp->type == AMULET || tmp->type == GIRDLE ||
944     tmp->type == BRACERS || tmp->type == CLOAK ||
945     tmp->type == DISEASE || tmp->type == FORCE ||
946     tmp->type == SKILL)
947 root 1.9 {
948 root 1.19 contr->digestion += tmp->stats.food;
949     contr->gen_hp += tmp->stats.hp;
950     contr->gen_sp += tmp->stats.sp;
951     contr->gen_grace += tmp->stats.grace;
952     contr->gen_sp_armour += tmp->gen_sp_armour;
953     contr->item_power += tmp->item_power;
954 root 1.3 }
955 root 1.9 } /* if this is a player */
956 root 1.46 else
957     {
958     if (tmp->type == WEAPON)
959     current_weapon = tmp;
960     }
961 root 1.3
962 root 1.9 /* Update slots used for items */
963     if (QUERY_FLAG (tmp, FLAG_APPLIED))
964 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
965 root 1.47 slot[i].used += tmp->slot[i].info;
966 root 1.3
967 root 1.9 if (tmp->type == SYMPTOM)
968     {
969 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
970 root 1.39
971 root 1.9 if (speed_reduce_from_disease == 0)
972     speed_reduce_from_disease = 1;
973 root 1.3 }
974    
975 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
976 root 1.34 * (Negative protections are calculated exactly like positive.)
977 root 1.9 * Resistance from potions are treated special as well. If there's
978     * more than one potion-effect, the bigger prot.-value is taken.
979     */
980     if (tmp->type != POTION)
981     {
982     for (i = 0; i < NROFATTACKS; i++)
983     {
984     /* Potential for cursed potions, in which case we just can use
985 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
986 root 1.9 */
987     if (tmp->type == POTION_EFFECT)
988     {
989     if (potion_resist[i])
990     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
991     else
992     potion_resist[i] = tmp->resist[i];
993 root 1.3 }
994 root 1.9 else if (tmp->resist[i] > 0)
995 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
996 root 1.9 else if (tmp->resist[i] < 0)
997 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
998 root 1.9 }
999     }
1000    
1001     /* There may be other things that should not adjust the attacktype */
1002 root 1.46 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003     || current_weapon == tmp)
1004     {
1005     attacktype |= tmp->attacktype;
1006     path_attuned |= tmp->path_attuned;
1007     path_repelled |= tmp->path_repelled;
1008     path_denied |= tmp->path_denied;
1009     move_type |= tmp->move_type;
1010     stats.luck += tmp->stats.luck;
1011     }
1012 root 1.19
1013     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1014     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1015     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1016     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1017     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1018     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1019     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1020 root 1.9
1021 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1022     SET_FLAG (this, FLAG_UNDEAD);
1023 root 1.9
1024     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1025     {
1026 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1027     invisible = 1;
1028 root 1.9 }
1029    
1030     if (tmp->stats.exp && tmp->type != SKILL)
1031     {
1032     if (tmp->stats.exp > 0)
1033     {
1034 root 1.40 added_speed += tmp->stats.exp / 3.f;
1035 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1036 root 1.3 }
1037 root 1.9 else
1038 root 1.40 added_speed += tmp->stats.exp;
1039 root 1.3 }
1040    
1041 root 1.9 switch (tmp->type)
1042     {
1043 root 1.46 #if 0
1044 root 1.45 case WAND:
1045     case ROD:
1046     case HORN:
1047 root 1.46 if (type != PLAYER || current_weapon == tmp)
1048     chosen_skill = tmp;
1049 root 1.45 break;
1050 root 1.46 #endif
1051 root 1.45
1052 root 1.10 /* skills modifying the character -b.t. */
1053     /* for all skills and skill granting objects */
1054     case SKILL:
1055     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1056     break;
1057 root 1.3
1058 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1059     wc_obj = tmp;
1060 root 1.3
1061 root 1.19 if (chosen_skill)
1062     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1063 root 1.10
1064 root 1.19 chosen_skill = tmp;
1065 root 1.10
1066     if (tmp->stats.dam > 0)
1067     { /* skill is a 'weapon' */
1068 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1069 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1070 root 1.19
1071 root 1.10 if (weapon_speed < 0)
1072     weapon_speed = 0;
1073 root 1.19
1074 root 1.10 weapon_weight = tmp->weight;
1075 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1076    
1077 root 1.10 if (tmp->magic)
1078 root 1.19 stats.dam += tmp->magic;
1079 root 1.10 }
1080 root 1.3
1081 root 1.10 if (tmp->stats.wc)
1082 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1083 root 1.3
1084 root 1.42 if (tmp->slaying)
1085 root 1.19 slaying = tmp->slaying;
1086 root 1.9
1087 root 1.10 if (tmp->stats.ac)
1088 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1089 root 1.3
1090 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1091     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1092    
1093 root 1.10 break;
1094 root 1.3
1095 root 1.10 case SKILL_TOOL:
1096 root 1.19 if (chosen_skill)
1097     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1098    
1099     chosen_skill = tmp;
1100 root 1.10 break;
1101 root 1.3
1102 root 1.10 case SHIELD:
1103 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1104     contr->encumbrance += (int) tmp->weight / 2000;
1105 root 1.10 case RING:
1106     case AMULET:
1107     case GIRDLE:
1108     case HELMET:
1109     case BOOTS:
1110     case GLOVES:
1111     case CLOAK:
1112     if (tmp->stats.wc)
1113 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1114 root 1.19
1115 root 1.10 if (tmp->stats.dam)
1116 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1117 root 1.19
1118 root 1.10 if (tmp->stats.ac)
1119 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1120 root 1.19
1121 root 1.10 break;
1122    
1123 root 1.45 case BOW:
1124 root 1.10 case WEAPON:
1125 root 1.46 if (type != PLAYER || current_weapon == tmp)
1126 root 1.45 {
1127     wc -= tmp->stats.wc + tmp->magic;
1128    
1129     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1130     ac -= tmp->stats.ac + tmp->magic;
1131    
1132     stats.dam += tmp->stats.dam + tmp->magic;
1133     weapon_weight = tmp->weight;
1134     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1135    
1136     if (weapon_speed < 0)
1137     weapon_speed = 0;
1138 root 1.19
1139 root 1.45 slaying = tmp->slaying;
1140    
1141     /* If there is desire that two handed weapons should do
1142     * extra strength damage, this is where the code should
1143     * go.
1144     */
1145    
1146     if (type == PLAYER)
1147 root 1.46 if (settings.spell_encumbrance)
1148     contr->encumbrance += tmp->weight * 3 / 1000;
1149 root 1.45 }
1150 root 1.9
1151 root 1.10 break;
1152 root 1.9
1153 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1154 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 root 1.40 contr->encumbrance += tmp->weight / 1000;
1156 root 1.10
1157     case BRACERS:
1158     case FORCE:
1159     if (tmp->stats.wc)
1160     {
1161     if (best_wc < tmp->stats.wc + tmp->magic)
1162     {
1163     wc += best_wc;
1164     best_wc = tmp->stats.wc + tmp->magic;
1165     }
1166     else
1167     wc += tmp->stats.wc + tmp->magic;
1168     }
1169 root 1.19
1170 root 1.10 if (tmp->stats.ac)
1171     {
1172     if (best_ac < tmp->stats.ac + tmp->magic)
1173     {
1174     ac += best_ac; /* Remove last bonus */
1175     best_ac = tmp->stats.ac + tmp->magic;
1176     }
1177     else /* To nullify the below effect */
1178     ac += tmp->stats.ac + tmp->magic;
1179     }
1180 root 1.19
1181 root 1.10 if (tmp->stats.wc)
1182     wc -= (tmp->stats.wc + tmp->magic);
1183 root 1.19
1184 root 1.10 if (tmp->stats.ac)
1185     ac -= (tmp->stats.ac + tmp->magic);
1186 root 1.19
1187 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1188     max = ARMOUR_SPEED (tmp) / 10.f;
1189 root 1.19
1190 root 1.10 break;
1191 root 1.9 } /* switch tmp->type */
1192     } /* item is equipped */
1193     } /* for loop of items */
1194    
1195     /* We've gone through all the objects the player has equipped. For many things, we
1196     * have generated intermediate values which we now need to assign.
1197     */
1198    
1199     /* 'total resistance = total protections - total vulnerabilities'.
1200     * If there is an uncursed potion in effect, granting more protection
1201     * than that, we take: 'total resistance = resistance from potion'.
1202     * If there is a cursed (and no uncursed) potion in effect, we take
1203     * 'total resistance = vulnerability from cursed potion'.
1204     */
1205     for (i = 0; i < NROFATTACKS; i++)
1206     {
1207 root 1.19 resist[i] = prot[i] - vuln[i];
1208    
1209     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1210     resist[i] = potion_resist[i];
1211 elmex 1.1 }
1212    
1213 root 1.9 /* Figure out the players sp/mana/hp totals. */
1214 root 1.19 if (type == PLAYER)
1215 root 1.9 {
1216     int pl_level;
1217    
1218 root 1.19 check_stat_bounds (&(stats));
1219     pl_level = level;
1220 root 1.9
1221     if (pl_level < 1)
1222     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1223    
1224     /* You basically get half a con bonus/level. But we do take into account rounding,
1225     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1226     */
1227 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1228 root 1.9 {
1229 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230    
1231     if (i % 2 && con_bonus[stats.Con] % 2)
1232 root 1.9 {
1233 root 1.19 if (con_bonus[stats.Con] > 0)
1234 root 1.9 j++;
1235     else
1236     j--;
1237     }
1238 root 1.19
1239     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1240 root 1.9 }
1241    
1242 root 1.19 for (i = 11; i <= level; i++)
1243     stats.maxhp += 2;
1244 elmex 1.1
1245 root 1.19 if (stats.hp > stats.maxhp)
1246     stats.hp = stats.maxhp;
1247 elmex 1.1
1248 root 1.9 /* Sp gain is controlled by the level of the player's
1249     * relevant experience object (mana_obj, see above)
1250     */
1251     /* following happen when skills system is not used */
1252     if (!mana_obj)
1253 root 1.19 mana_obj = this;
1254    
1255 root 1.9 if (!grace_obj)
1256 root 1.19 grace_obj = this;
1257    
1258 root 1.9 /* set maxsp */
1259 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1260     mana_obj = this;
1261 root 1.9
1262 root 1.19 if (mana_obj == this && type == PLAYER)
1263     stats.maxsp = 1;
1264 root 1.9 else
1265     {
1266 root 1.40 sp_tmp = 0.f;
1267 root 1.19
1268 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1269     {
1270     float stmp;
1271    
1272     /* Got some extra bonus at first level */
1273     if (i < 2)
1274 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1275 root 1.9 else
1276 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1277 root 1.19
1278 root 1.40 if (stmp < 1.f)
1279     stmp = 1.f;
1280 root 1.19
1281 root 1.9 sp_tmp += stmp;
1282 root 1.3 }
1283 root 1.19
1284 root 1.40 stats.maxsp = (sint16)sp_tmp;
1285 root 1.3
1286 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1287 root 1.19 stats.maxsp += 2;
1288 root 1.3 }
1289 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1290 root 1.19 if (stats.sp > stats.maxsp * 2)
1291     stats.sp = stats.maxsp * 2;
1292 root 1.9
1293     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1294 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1295     grace_obj = this;
1296 root 1.9
1297 root 1.19 if (grace_obj == this && type == PLAYER)
1298     stats.maxgrace = 1;
1299 root 1.9 else
1300     {
1301     /* store grace in a float - this way, the divisions below don't create
1302     * big jumps when you go from level to level - with int's, it then
1303     * becomes big jumps when the sums of the bonuses jump to the next
1304     * step of 8 - with floats, even fractional ones are useful.
1305     */
1306 root 1.40 sp_tmp = 0.f;
1307 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1308 root 1.9 {
1309 root 1.40 float grace_tmp = 0.f;
1310 root 1.9
1311     /* Got some extra bonus at first level */
1312     if (i < 2)
1313 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1314 root 1.9 else
1315 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1316 root 1.19
1317 root 1.40 if (grace_tmp < 1.f)
1318     grace_tmp = 1.f;
1319 root 1.19
1320 root 1.9 sp_tmp += grace_tmp;
1321 root 1.3 }
1322 root 1.19
1323 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1324 root 1.3
1325 root 1.9 /* two grace points per level after 11 */
1326     for (i = 11; i <= grace_obj->level; i++)
1327 root 1.19 stats.maxgrace += 2;
1328 root 1.3 }
1329 root 1.9 /* No limit on grace vs maxgrace */
1330 root 1.3
1331 root 1.19 if (contr->braced)
1332 root 1.9 {
1333     ac += 2;
1334     wc += 4;
1335 root 1.3 }
1336 root 1.9 else
1337 root 1.19 ac -= dex_bonus[stats.Dex];
1338 root 1.9
1339     /* In new exp/skills system, wc bonuses are related to
1340     * the players level in a relevant exp object (wc_obj)
1341     * not the general player level -b.t.
1342     * I changed this slightly so that wc bonuses are better
1343     * than before. This is to balance out the fact that
1344     * the player no longer gets a personal weapon w/ 1
1345     * improvement every level, now its fighterlevel/5. So
1346     * we give the player a bonus here in wc and dam
1347     * to make up for the change. Note that I left the
1348     * monster bonus the same as before. -b.t.
1349     */
1350    
1351 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1352 root 1.9 {
1353 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354    
1355 root 1.9 for (i = 1; i < wc_obj->level; i++)
1356     {
1357     /* addtional wc every 6 levels */
1358     if (!(i % 6))
1359     wc--;
1360 root 1.37
1361 root 1.9 /* addtional dam every 4 levels. */
1362 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1363     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1364 root 1.9 }
1365     }
1366     else
1367 root 1.37 wc -= level + thaco_bonus[stats.Str];
1368 root 1.9
1369 root 1.19 stats.dam += dam_bonus[stats.Str];
1370 root 1.9
1371 root 1.19 if (stats.dam < 1)
1372     stats.dam = 1;
1373 root 1.9
1374 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1375 root 1.19
1376     if (settings.search_items && contr->search_str[0])
1377     speed -= 1;
1378    
1379     if (attacktype == 0)
1380     attacktype = arch->clone.attacktype;
1381 root 1.9
1382     } /* End if player */
1383    
1384     if (added_speed >= 0)
1385 root 1.40 speed += added_speed / 10.f;
1386 root 1.9 else /* Something wrong here...: */
1387 root 1.40 speed /= 1.f - added_speed;
1388 root 1.3
1389 root 1.9 /* Max is determined by armour */
1390 root 1.19 if (speed > max)
1391     speed = max;
1392 elmex 1.1
1393 root 1.19 if (type == PLAYER)
1394 root 1.9 {
1395     /* f is a number the represents the number of kg above (positive num)
1396     * or below (negative number) that the player is carrying. If above
1397     * weight limit, then player suffers a speed reduction based on how
1398     * much above he is, and what is max carry is
1399     */
1400 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1401 root 1.9 if (f > 0)
1402 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1403 elmex 1.1 }
1404    
1405 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1406 root 1.9
1407     /* Put a lower limit on speed. Note with this speed, you move once every
1408     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1409     */
1410 root 1.19 speed = speed * speed_reduce_from_disease;
1411 elmex 1.1
1412 root 1.40 if (speed < 0.01f && type == PLAYER)
1413     speed = 0.01f;
1414 root 1.9
1415 root 1.19 if (type == PLAYER)
1416 root 1.9 {
1417     /* (This formula was made by vidarl@ifi.uio.no)
1418     * Note that we never used these values again - basically
1419     * all of these could be subbed into one big equation, but
1420     * that would just be a real pain to read.
1421     */
1422 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1423     float M2 = max_carry[stats.Str] / 100.f;
1424     float W = weapon_weight / 20000.f;
1425     float s = 2 - weapon_speed / 10.f;
1426     float D = (stats.Dex - 14) / 14.f;
1427     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428    
1429     K *= (4 + level) *1.2f / (6 + level);
1430    
1431     if (K <= 0.f)
1432     K = 0.01f;
1433    
1434     float S = speed / (K * s);
1435    
1436 root 1.19 contr->weapon_sp = S;
1437 root 1.9 }
1438 root 1.19
1439 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1440 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1441 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1442 root 1.9
1443     /* Prevent overflows of wc - best you can get is ABS(120) - this
1444     * should be more than enough - remember, AC is also in 8 bits,
1445     * so its value is the same.
1446     */
1447     if (wc > 120)
1448     wc = 120;
1449     else if (wc < -120)
1450     wc = -120;
1451 root 1.19
1452     stats.wc = wc;
1453 root 1.9
1454     if (ac > 120)
1455     ac = 120;
1456     else if (ac < -120)
1457     ac = -120;
1458 root 1.19
1459     stats.ac = ac;
1460 root 1.9
1461     /* if for some reason the creature doesn't have any move type,
1462     * give them walking as a default.
1463     * The second case is a special case - to more closely mimic the
1464     * old behaviour - if your flying, your not walking - just
1465     * one or the other.
1466     */
1467 root 1.19 if (move_type == 0)
1468     move_type = MOVE_WALK;
1469     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1470     move_type &= ~MOVE_WALK;
1471 elmex 1.1
1472 root 1.24 if (speed != old_speed)
1473     set_speed (speed);
1474 elmex 1.1
1475 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1476     * so we will check that now.
1477     */
1478 root 1.19 if (type == PLAYER)
1479     {
1480     esrv_update_stats (contr);
1481     esrv_update_spells (contr);
1482     }
1483 root 1.35
1484     // update the mapspace, if we are on a map
1485     if (!flag [FLAG_REMOVED] && map)
1486     map->at (x, y).flags_ = 0;
1487 elmex 1.1 }
1488    
1489     /*
1490     * Returns true if the given player is a legal class.
1491     * The function to add and remove class-bonuses to the stats doesn't
1492     * check if the stat becomes negative, thus this function
1493     * merely checks that all stats are 1 or more, and returns
1494     * false otherwise.
1495     */
1496 root 1.9 int
1497     allowed_class (const object *op)
1498     {
1499 root 1.40 return op->stats.Dex > 0
1500     && op->stats.Str > 0
1501     && op->stats.Con > 0
1502     && op->stats.Int > 0
1503     && op->stats.Wis > 0
1504     && op->stats.Pow > 0
1505     && op->stats.Cha > 0;
1506 elmex 1.1 }
1507    
1508     /*
1509     * set the new dragon name after gaining levels or
1510     * changing ability focus (later this can be extended to
1511     * eventually change the player's face and animation)
1512     *
1513     * Note that the title is written to 'own_title' in the
1514     * player struct. This should be changed to 'ext_title'
1515     * as soon as clients support this!
1516     * Please, anyone, write support for 'ext_title'.
1517     */
1518 root 1.9 void
1519     set_dragon_name (object *pl, const object *abil, const object *skin)
1520     {
1521     int atnr = -1; /* attacknumber of highest level */
1522     int level = 0; /* highest level */
1523 elmex 1.1 int i;
1524    
1525     /* Perhaps do something more clever? */
1526 root 1.9 if (!abil || !skin)
1527     return;
1528    
1529 elmex 1.1 /* first, look for the highest level */
1530 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1531     {
1532     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1533     {
1534     level = abil->resist[i];
1535     atnr = i;
1536     }
1537 elmex 1.1 }
1538 root 1.9
1539 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1540     or else at random */
1541 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1542 elmex 1.1 atnr = abil->stats.exp;
1543 root 1.9
1544     level = (int) (level / 5.);
1545    
1546 elmex 1.1 /* now set the new title */
1547 root 1.9 if (pl->contr != NULL)
1548     {
1549     if (level == 0)
1550     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1551     else if (level == 1)
1552     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1553     else if (level == 2)
1554     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1555     else if (level == 3)
1556     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1557 elmex 1.1 else
1558 root 1.9 {
1559     /* special titles for extra high resistance! */
1560     if (skin->resist[atnr] > 80)
1561     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1562     else if (skin->resist[atnr] > 50)
1563     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1564     else
1565     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1566     }
1567 elmex 1.1 }
1568 root 1.9
1569     strcpy (pl->contr->own_title, "");
1570 elmex 1.1 }
1571    
1572     /*
1573     * This function is called when a dragon-player gains
1574     * an overall level. Here, the dragon might gain new abilities
1575     * or change the ability-focus.
1576     */
1577 root 1.9 void
1578     dragon_level_gain (object *who)
1579     {
1580     object *abil = NULL; /* pointer to dragon ability force */
1581     object *skin = NULL; /* pointer to dragon skin force */
1582     object *tmp = NULL; /* tmp. object */
1583     char buf[MAX_BUF]; /* tmp. string buffer */
1584    
1585     /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587     shstr_cmp dragon_skin_force ("dragon_skin_force");
1588    
1589     for (tmp = who->inv; tmp; tmp = tmp->below)
1590     if (tmp->type == FORCE)
1591     if (tmp->arch->name == dragon_ability_force)
1592     abil = tmp;
1593     else if (tmp->arch->name == dragon_skin_force)
1594     skin = tmp;
1595    
1596 root 1.9 /* if the force is missing -> bail out */
1597     if (abil == NULL)
1598     return;
1599    
1600     /* The ability_force keeps track of maximum level ever achieved.
1601     * New abilties can only be gained by surpassing this max level
1602     */
1603     if (who->level > abil->level)
1604     {
1605     /* increase our focused ability */
1606     abil->resist[abil->stats.exp]++;
1607    
1608    
1609     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1610     {
1611     /* time to hand out a new ability-gift */
1612     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1613     }
1614    
1615     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1616     {
1617     /* apply new ability focus */
1618     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1619     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1620    
1621     abil->stats.exp = abil->last_eat;
1622     abil->last_eat = 0;
1623     }
1624    
1625     abil->level = who->level;
1626     }
1627    
1628     /* last but not least, set the new title for the dragon */
1629     set_dragon_name (who, abil, skin);
1630 elmex 1.1 }
1631    
1632     /* Handy function - given the skill name skill_name, we find the skill
1633     * archetype/object, set appropriate values, and insert it into
1634     * the object (op) that is passed.
1635     * We return the skill - this makes it easier for calling functions that
1636     * want to do something with it immediately.
1637     */
1638 root 1.9 object *
1639     give_skill_by_name (object *op, const char *skill_name)
1640 elmex 1.1 {
1641 root 1.9 object *skill_obj;
1642 elmex 1.1
1643 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1644     if (!skill_obj)
1645     {
1646     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1647     return NULL;
1648     }
1649     /* clear the flag - exp goes into this bucket, but player
1650     * still doesn't know it.
1651     */
1652     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1653     skill_obj->stats.exp = 0;
1654     skill_obj->level = 1;
1655     insert_ob_in_ob (skill_obj, op);
1656 root 1.26
1657 root 1.9 if (op->contr)
1658     {
1659 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1660     if (op->contr->ns)
1661     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1662 elmex 1.1 }
1663 root 1.26
1664 root 1.9 return skill_obj;
1665 elmex 1.1 }
1666    
1667    
1668     /* player_lvl_adj() - for the new exp system. we are concerned with
1669     * whether the player gets more hp, sp and new levels.
1670     * Note this this function should only be called for players. Monstes
1671     * don't really gain levels
1672     * who is the player, op is what we are checking to gain the level
1673     * (eg, skill)
1674     */
1675 root 1.9 void
1676     player_lvl_adj (object *who, object *op)
1677     {
1678     char buf[MAX_BUF];
1679    
1680     if (!op) /* when rolling stats */
1681     op = who;
1682    
1683     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1684     {
1685     op->level++;
1686    
1687     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1688     dragon_level_gain (who);
1689    
1690     /* Only roll these if it is the player (who) that gained the level */
1691     if (op == who && (who->level < 11) && who->type == PLAYER)
1692     {
1693     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1694     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1695     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1696     }
1697    
1698 root 1.19 who->update_stats ();
1699 root 1.9 if (op->level > 1)
1700     {
1701     if (op->type != PLAYER)
1702     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1703     else
1704     sprintf (buf, "You are now level %d.", op->level);
1705     if (who)
1706     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1707     }
1708     player_lvl_adj (who, op); /* To increase more levels */
1709     }
1710     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1711     {
1712     op->level--;
1713 root 1.19 who->update_stats ();
1714 root 1.9 if (op->type != PLAYER)
1715     {
1716     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1717     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 root 1.3 }
1719 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1720 elmex 1.1 }
1721 root 1.19
1722 root 1.9 /* check if the spell data has changed */
1723 root 1.19 esrv_update_stats (who->contr);
1724 root 1.9 esrv_update_spells (who->contr);
1725 elmex 1.1 }
1726    
1727     /*
1728     * Returns how much experience is needed for a player to become
1729     * the given level. level should really never exceed max_level
1730     */
1731    
1732 root 1.9 sint64
1733     level_exp (int level, double expmul)
1734     {
1735     if (level > settings.max_level)
1736     return (sint64) (expmul * levels[settings.max_level]);
1737 root 1.40
1738 root 1.9 return (sint64) (expmul * levels[level]);
1739 elmex 1.1 }
1740    
1741     /*
1742     * Ensure that the permanent experience requirements in an exp object are met.
1743     * This really just checks 'op to make sure the perm_exp value is within
1744     * proper range. Note that the checking of what is passed through
1745     * has been reduced. Since there is now a proper field for perm_exp,
1746     * this can now work on a much larger set of objects.
1747     */
1748 root 1.9 void
1749     calc_perm_exp (object *op)
1750 elmex 1.1 {
1751 root 1.9 int p_exp_min;
1752    
1753     /* Ensure that our permanent experience minimum is met.
1754     * permenent_exp_ratio is an integer percentage, we divide by 100
1755     * to get the fraction */
1756     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1757    
1758     if (op->perm_exp < p_exp_min)
1759     op->perm_exp = p_exp_min;
1760    
1761     /* Cap permanent experience. */
1762     if (op->perm_exp < 0)
1763     op->perm_exp = 0;
1764     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1765     op->perm_exp = MAX_EXPERIENCE;
1766 elmex 1.1 }
1767    
1768     /* Add experience to a player - exp should only be positive.
1769     * Updates permanent exp for the skill we are adding to.
1770     * skill_name is the skill to add exp to. Skill name can be
1771     * NULL, in which case exp increases the players general
1772     * total, but not any particular skill.
1773     * flag is what to do if the player doesn't have the skill:
1774     */
1775 root 1.9 static void
1776     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1777 elmex 1.1 {
1778 elmex 1.4 object *skill_obj = NULL;
1779     sint64 limit, exp_to_add;
1780     int i;
1781    
1782     /* prevents some forms of abuse. */
1783     if (op->contr->braced)
1784 root 1.46 exp /= 5;
1785 elmex 1.4
1786     /* Try to find the matching skill.
1787     * We do a shortcut/time saving mechanism first - see if it matches
1788 root 1.46 * chosen_skill. This means we don't need to search through
1789 elmex 1.4 * the players inventory.
1790     */
1791     if (skill_name)
1792     {
1793 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1794 elmex 1.4 skill_obj = op->chosen_skill;
1795     else
1796     {
1797     for (i = 0; i < NUM_SKILLS; i++)
1798 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1799 elmex 1.4 {
1800     skill_obj = op->contr->last_skill_ob[i];
1801     break;
1802     }
1803 root 1.3
1804 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1805     * it to the player if necessary
1806     */
1807     if (!skill_obj)
1808     {
1809     if (flag == SK_EXP_NONE)
1810     return;
1811     else if (flag == SK_EXP_ADD_SKILL)
1812     give_skill_by_name (op, skill_name);
1813 root 1.3 }
1814     }
1815 elmex 1.1 }
1816    
1817 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1818     {
1819     /* Basically, you can never gain more experience in one shot
1820     * than half what you need to gain for next level.
1821     */
1822     exp_to_add = exp;
1823     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1824     if (exp_to_add > limit)
1825     exp_to_add = limit;
1826    
1827 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1828 elmex 1.4 if (settings.permanent_exp_ratio)
1829     {
1830 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1831 elmex 1.4 calc_perm_exp (op);
1832     }
1833    
1834     player_lvl_adj (op, NULL);
1835     }
1836    
1837     if (skill_obj)
1838     {
1839     exp_to_add = exp;
1840     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1841     if (exp_to_add > limit)
1842     exp_to_add = limit;
1843    
1844     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1845     if (settings.permanent_exp_ratio)
1846     {
1847 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1848 elmex 1.4 calc_perm_exp (skill_obj);
1849     }
1850 elmex 1.1
1851 elmex 1.4 player_lvl_adj (op, skill_obj);
1852 elmex 1.1 }
1853     }
1854    
1855     /* This function checks to make sure that object 'op' can
1856     * lost 'exp' experience. It returns the amount of exp
1857     * object 'op' can in fact lose - it basically makes
1858     * adjustments based on permanent exp and the like.
1859     * This function should always be used for losing experience -
1860     * the 'exp' value passed should be positive - this is the
1861     * amount that should get subtract from the player.
1862     */
1863 root 1.9 sint64
1864     check_exp_loss (const object *op, sint64 exp)
1865 elmex 1.1 {
1866 root 1.9 sint64 del_exp;
1867 elmex 1.1
1868 root 1.9 if (exp > op->stats.exp)
1869     exp = op->stats.exp;
1870     if (settings.permanent_exp_ratio)
1871     {
1872     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1873     if (del_exp < 0)
1874     del_exp = 0;
1875     if (exp > del_exp)
1876     exp = del_exp;
1877 elmex 1.1 }
1878 root 1.9 return exp;
1879 elmex 1.1 }
1880    
1881 root 1.9 sint64
1882     check_exp_adjust (const object *op, sint64 exp)
1883 elmex 1.1 {
1884 root 1.9 if (exp < 0)
1885     return check_exp_loss (op, exp);
1886     else
1887     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1888 elmex 1.1 }
1889    
1890    
1891     /* Subtracts experience from player.
1892     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1893     * only subtract from the matching skill. Otherwise,
1894     * this subtracts a portion from all
1895     * skills the player has. Eg, if we figure the player is losing 10%
1896     * of his total exp, what happens is he loses 10% from all his skills.
1897     * Note that if permanent exp is used, player may not in fact lose
1898     * as much as listed. Eg, if player has gotten reduced to the point
1899     * where everything is at the minimum perm exp, he would lose nothing.
1900     * exp is the amount of exp to subtract - thus, it should be
1901     * a postive number.
1902     */
1903 root 1.9 static void
1904     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1905 elmex 1.1 {
1906 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1907     object *tmp;
1908     sint64 del_exp;
1909    
1910     for (tmp = op->inv; tmp; tmp = tmp->below)
1911     if (tmp->type == SKILL && tmp->stats.exp)
1912     {
1913     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1914     {
1915     del_exp = check_exp_loss (tmp, exp);
1916     tmp->stats.exp -= del_exp;
1917     player_lvl_adj (op, tmp);
1918     }
1919     else if (flag != SK_SUBTRACT_SKILL_EXP)
1920     {
1921     /* only want to process other skills if we are not trying
1922     * to match a specific skill.
1923     */
1924     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1925     tmp->stats.exp -= del_exp;
1926     player_lvl_adj (op, tmp);
1927     }
1928     }
1929 root 1.35
1930 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1931     {
1932     del_exp = check_exp_loss (op, exp);
1933     op->stats.exp -= del_exp;
1934     player_lvl_adj (op, NULL);
1935 elmex 1.1 }
1936     }
1937    
1938     /* change_exp() - changes experience to a player/monster. This
1939     * does bounds checking to make sure we don't overflow the max exp.
1940     *
1941     * The exp passed is typically not modified much by this function -
1942     * it is assumed the caller has modified the exp as needed.
1943     * skill_name is the skill that should get the exp added.
1944     * flag is what to do if player doesn't have the skill.
1945     * these last two values are only used for players.
1946     */
1947 root 1.9 void
1948     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1949     {
1950 elmex 1.1 #ifdef EXP_DEBUG
1951 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1952 elmex 1.1 #endif
1953    
1954 root 1.9 /* safety */
1955     if (!op)
1956     {
1957     LOG (llevError, "change_exp() called for null object!\n");
1958     return;
1959     }
1960    
1961     /* if no change in exp, just return - most of the below code
1962     * won't do anything if the value is 0 anyways.
1963     */
1964     if (exp == 0)
1965     return;
1966    
1967     /* Monsters are easy - we just adjust their exp - we
1968     * don't adjust level, since in most cases it is unrelated to
1969     * the exp they have - the monsters exp represents what its
1970     * worth.
1971     */
1972     if (op->type != PLAYER)
1973     {
1974     /* Sanity check */
1975     if (!QUERY_FLAG (op, FLAG_ALIVE))
1976     return;
1977    
1978     /* reset exp to max allowed value. We subtract from
1979     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1980     * more than max exp, just return.
1981     */
1982     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1983     {
1984     exp = MAX_EXPERIENCE - op->stats.exp;
1985     if (exp < 0)
1986     return;
1987 root 1.3 }
1988 elmex 1.1
1989 root 1.9 op->stats.exp += exp;
1990 elmex 1.1 }
1991 root 1.9 else
1992     { /* Players only */
1993     if (exp > 0)
1994     add_player_exp (op, exp, skill_name, flag);
1995     else
1996     /* note that when you lose exp, it doesn't go against
1997     * a particular skill, so we don't need to pass that
1998     * along.
1999     */
2000 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
2001 elmex 1.1 }
2002     }
2003    
2004     /* Applies a death penalty experience, the size of this is defined by the
2005     * settings death_penalty_percentage and death_penalty_levels, and by the
2006     * amount of permenent experience, whichever gives the lowest loss.
2007     */
2008 root 1.9 void
2009     apply_death_exp_penalty (object *op)
2010     {
2011     object *tmp;
2012     sint64 loss;
2013     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2014     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2015    
2016     for (tmp = op->inv; tmp; tmp = tmp->below)
2017     if (tmp->type == SKILL && tmp->stats.exp)
2018     {
2019    
2020     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2021     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2022    
2023     /* With the revised exp system, you can get cases where
2024     * losing several levels would still require that you have more
2025     * exp than you currently have - this is true if the levels
2026     * tables is a lot harder.
2027     */
2028     if (level_loss < 0)
2029     level_loss = 0;
2030 root 1.3
2031 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2032 root 1.3
2033 root 1.9 tmp->stats.exp -= loss;
2034     player_lvl_adj (op, tmp);
2035     }
2036 elmex 1.1
2037 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2038     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2039     if (level_loss < 0)
2040     level_loss = 0;
2041     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2042 elmex 1.1
2043 root 1.9 op->stats.exp -= loss;
2044     player_lvl_adj (op, NULL);
2045 elmex 1.1 }
2046    
2047     /* This function takes an object (monster/player, op), and
2048     * determines if it makes a basic save throw by looking at the
2049     * save_throw table. level is the effective level to make
2050     * the save at, and bonus is any plus/bonus (typically based on
2051     * resistance to particular attacktype.
2052     * Returns 1 if op makes his save, 0 if he failed
2053     */
2054 root 1.9 int
2055     did_make_save (const object *op, int level, int bonus)
2056 elmex 1.1 {
2057 root 1.9 if (level > MAX_SAVE_LEVEL)
2058     level = MAX_SAVE_LEVEL;
2059 elmex 1.1
2060 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2061     return 0;
2062 root 1.19
2063 root 1.9 return 1;
2064 elmex 1.1 }