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Revision: 1.51
Committed: Sat May 12 18:23:51 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +25 -45 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     * 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 root 1.51 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
325 root 1.9 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 root 1.51 for (int j = 0; j < NUM_STATS; j++)
340 root 1.9 {
341 root 1.51 int ostat = op->contr->orig_stats.stat (j);
342     int i = tmp->stats.stat (j);
343 root 1.9
344     /* nstat is what the stat will be after use of the potion */
345 root 1.51 int nstat = flag * i + ostat;
346 root 1.9
347     /* Do some bounds checking. While I don't think any
348     * potions do so right now, there is the potential for potions
349     * that adjust that stat by more than one point, so we need
350     * to allow for that.
351     */
352     if (nstat < 1 && i * flag < 0)
353     nstat = 1;
354 root 1.50 else if (nstat > 20 + op->arch->clone.stats.stat (j))
355     nstat = 20 + op->arch->clone.stats.stat (j);
356 root 1.20
357 root 1.9 if (nstat != ostat)
358     {
359 root 1.50 op->contr->orig_stats.stat (j) = nstat;
360 root 1.9 potion_max = 0;
361 root 1.3 }
362 root 1.9 else if (i)
363     {
364     /* potion is useless - player has already hit the natural maximum */
365     potion_max = 1;
366 root 1.3 }
367     }
368 root 1.20
369 root 1.9 /* This section of code ups the characters normal stats also. I am not
370     * sure if this is strictly necessary, being that fix_player probably
371     * recalculates this anyway.
372     */
373 root 1.51 for (int j = 0; j < NUM_STATS; j++)
374 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
375 root 1.20
376 root 1.48 check_stat_bounds (&op->stats);
377 root 1.9 } /* end of potion handling code */
378     }
379    
380 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
381 root 1.9 * everything to set
382     */
383     if (flag == -1)
384     {
385 root 1.48 op->attacktype &= ~tmp->attacktype;
386     op->path_attuned &= ~tmp->path_attuned;
387 root 1.9 op->path_repelled &= ~tmp->path_repelled;
388 root 1.48 op->path_denied &= ~tmp->path_denied;
389 root 1.9 /* Presuming here that creatures only have move_type,
390     * and not the other move_ fields.
391     */
392 root 1.48 op->move_type &= ~tmp->move_type;
393 elmex 1.1 }
394    
395 root 1.9 /* call fix_player since op object could have whatever attribute due
396 root 1.51 * to multiple items. if update_stats always has to be called after
397 root 1.9 * change_ability then might as well call it from here
398     */
399 root 1.19 op->update_stats ();
400 root 1.9
401 root 1.51 /* update_stats won't add the bows ability to the player, so don't
402 root 1.9 * print out message if this is a bow.
403     */
404     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
405     {
406     success = 1;
407     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
408     }
409 root 1.20
410 root 1.9 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
411     {
412     success = 1;
413     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
414     }
415 root 1.20
416 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
417     {
418     success = 1;
419     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
420     }
421 root 1.20
422 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
423     {
424     success = 1;
425     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
426     }
427 root 1.20
428 root 1.9 /* movement type has changed. We don't care about cases where
429     * user has multiple items giving the same type appled like we
430     * used to - that is more work than what we gain, plus messages
431     * can be misleading (a little higher could be miscontrued from
432     * from fly high)
433     */
434     if (tmp->move_type && op->move_type != refop.move_type)
435     {
436     success = 1;
437 elmex 1.1
438 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
439     * status doesn't make a difference if you are flying high
440     */
441     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
442     {
443     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
444 root 1.3 }
445    
446 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
447     {
448     /* double conditional - second case covers if you have move_fly_low -
449     * in that case, you don't actually land
450     */
451 root 1.51 DIFF_MSG (flag, "You soar into the air!",
452 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
453 root 1.3 }
454 root 1.48
455 root 1.9 if (tmp->move_type & MOVE_SWIM)
456     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
457 elmex 1.1
458 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
459     check_move_on (op, op);
460 elmex 1.1 }
461    
462 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
463     * originally undead may change their status
464     */
465     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
466     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
467     {
468     success = 1;
469     if (flag > 0)
470     {
471     op->race = "undead";
472     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473     }
474     else
475     {
476     op->race = op->arch->clone.race;
477     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478     }
479     }
480 elmex 1.1
481 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
482     {
483     success = 1;
484     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
485 elmex 1.1 }
486 root 1.20
487 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
488     {
489     success = 1;
490     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
491 elmex 1.1 }
492 root 1.20
493 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
494     * vision
495     */
496     if (QUERY_FLAG (tmp, FLAG_BLIND))
497     {
498     success = 1;
499     if (flag > 0)
500     {
501     if (QUERY_FLAG (op, FLAG_WIZ))
502     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
503     else
504     {
505     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
506     SET_FLAG (op, FLAG_BLIND);
507     if (op->type == PLAYER)
508     op->contr->do_los = 1;
509 root 1.3 }
510 root 1.9 }
511     else
512     {
513     if (QUERY_FLAG (op, FLAG_WIZ))
514     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
515     else
516     {
517     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
518     CLEAR_FLAG (op, FLAG_BLIND);
519     if (op->type == PLAYER)
520     op->contr->do_los = 1;
521 root 1.3 }
522     }
523 elmex 1.1 }
524    
525 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
526     {
527     success = 1;
528     if (op->type == PLAYER)
529     op->contr->do_los = 1;
530     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
531 elmex 1.1 }
532    
533 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
534     {
535     success = 1;
536     if (flag > 0)
537     {
538     if (QUERY_FLAG (op, FLAG_WIZ))
539     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
540     else
541     {
542     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
543     if (op->type == PLAYER)
544     op->contr->do_los = 1;
545 root 1.3 }
546 root 1.9 }
547     else
548     {
549     if (QUERY_FLAG (op, FLAG_WIZ))
550     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
551     else
552     {
553     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
554     if (op->type == PLAYER)
555     op->contr->do_los = 1;
556 root 1.3 }
557     }
558 elmex 1.1 }
559    
560 root 1.9 if (tmp->stats.luck)
561     {
562     success = 1;
563     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
564 elmex 1.1 }
565    
566 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
567     {
568     success = 1;
569     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
570 elmex 1.1 }
571    
572 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
573     {
574     success = 1;
575     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
576 elmex 1.1 }
577    
578 root 1.9 /* for the future when artifacts set this -b.t. */
579     if (tmp->stats.grace && op->type == PLAYER)
580     {
581     success = 1;
582     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
583 elmex 1.1 }
584    
585 root 1.9 if (tmp->stats.food && op->type == PLAYER)
586     {
587     success = 1;
588     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
589 elmex 1.1 }
590    
591 root 1.9 /* Messages for changed resistance */
592 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
593 root 1.9 {
594     if (i == ATNR_PHYSICAL)
595     continue; /* Don't display about armour */
596    
597     if (op->resist[i] != refop.resist[i])
598     {
599     success = 1;
600     if (op->resist[i] > refop.resist[i])
601     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
602     else
603     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
604    
605     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
606 root 1.3 }
607 elmex 1.1 }
608    
609 elmex 1.18 if (!potion_max)
610 root 1.9 {
611 root 1.51 for (int j = 0; j < NUM_STATS; j++)
612 root 1.9 {
613 root 1.51 if (int i = tmp->stats.stat (j))
614 root 1.9 {
615     success = 1;
616     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
617 root 1.3 }
618     }
619 elmex 1.1 }
620 root 1.20
621 root 1.9 return success;
622 elmex 1.1 }
623    
624     /*
625     * Stat draining by Vick 930307
626     * (Feeling evil, I made it work as well now. -Frank 8)
627     */
628 root 1.9 void
629 root 1.19 object::drain_stat ()
630 root 1.9 {
631 root 1.33 drain_specific_stat (rndm (NUM_STATS));
632 elmex 1.1 }
633    
634 root 1.9 void
635 root 1.19 object::drain_specific_stat (int deplete_stats)
636 root 1.9 {
637 elmex 1.1 object *tmp;
638     archetype *at;
639    
640 root 1.11 at = archetype::find (ARCH_DEPLETION);
641 root 1.9 if (!at)
642     {
643     LOG (llevError, "Couldn't find archetype depletion.\n");
644     return;
645     }
646     else
647     {
648 root 1.19 tmp = present_arch_in_ob (at, this);
649    
650 root 1.9 if (!tmp)
651     {
652     tmp = arch_to_object (at);
653 root 1.19 tmp = insert_ob_in_ob (tmp, this);
654 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
655     }
656     }
657    
658 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
660 root 1.19 update_stats ();
661 elmex 1.1 }
662    
663     /*
664     * A value of 0 indicates timeout, otherwise change the luck of the object.
665     * via an applied bad_luck object.
666     */
667 root 1.9 void
668 root 1.19 object::change_luck (int value)
669 root 1.9 {
670 root 1.19 archetype *at = archetype::find ("luck");
671 elmex 1.1 if (!at)
672 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
673     else
674     {
675 root 1.19 object *tmp = present_arch_in_ob (at, this);
676    
677 root 1.9 if (!tmp)
678     {
679     if (!value)
680     return;
681 root 1.19
682 root 1.9 tmp = arch_to_object (at);
683 root 1.19 tmp = insert_ob_in_ob (tmp, this);
684 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
685     }
686 root 1.19
687 root 1.9 if (value)
688     {
689     /* Limit the luck value of the bad luck object to +/-100. This
690     * (arbitrary) value prevents overflows (both in the bad luck object and
691     * in op itself).
692     */
693 root 1.19 int new_luck = tmp->stats.luck + value;
694    
695 root 1.9 if (new_luck >= -100 && new_luck <= 100)
696     {
697 root 1.19 stats.luck += value;
698 root 1.9 tmp->stats.luck = new_luck;
699     }
700     }
701     else
702     {
703     if (!tmp->stats.luck)
704 root 1.19 return;
705    
706 root 1.9 /* Randomly change the players luck. Basically, we move it
707     * back neutral (if greater>0, subtract, otherwise add)
708     */
709 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
710 root 1.9 {
711     int diff = tmp->stats.luck > 0 ? -1 : 1;
712    
713 root 1.19 stats.luck += diff;
714 root 1.9 tmp->stats.luck += diff;
715     }
716     }
717 elmex 1.1 }
718     }
719    
720     /*
721     * Subtracts stat-bonuses given by the class which the player has chosen.
722     */
723 root 1.9 void
724 root 1.19 object::remove_statbonus ()
725 root 1.9 {
726 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
727     {
728     sint8 v = arch->clone.stats.stat (i);
729     stats.stat (i) -= v;
730     contr->orig_stats.stat (i) -= v;
731     }
732 elmex 1.1 }
733    
734     /*
735     * Adds stat-bonuses given by the class which the player has chosen.
736     */
737 root 1.9 void
738 root 1.19 object::add_statbonus ()
739 root 1.9 {
740 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
741     {
742     sint8 v = arch->clone.stats.stat (i);
743     stats.stat (i) += v;
744     contr->orig_stats.stat (i) += v;
745     }
746 elmex 1.1 }
747    
748     /*
749     * Updates all abilities given by applied objects in the inventory
750     * of the given object. Note: This function works for both monsters
751     * and players; the "player" in the name is purely an archaic inheritance.
752     * This functions starts from base values (archetype or player object)
753     * and then adjusts them according to what the player has equipped.
754 root 1.36 *
755     * July 95 - inserted stuff to handle new skills/exp system - b.t.
756     * spell system split, grace points now added to system --peterm
757 elmex 1.1 */
758 root 1.9 void
759 root 1.19 object::update_stats ()
760 root 1.9 {
761     int i, j;
762     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
763     int weapon_weight = 0, weapon_speed = 0;
764     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
767 root 1.24 float old_speed = speed;
768 root 1.9
769     /* First task is to clear all the values back to their original values */
770 root 1.19 if (type == PLAYER)
771 root 1.9 {
772     for (i = 0; i < NUM_STATS; i++)
773 root 1.50 stats.stat (i) = contr->orig_stats.stat (i);
774 root 1.19
775 root 1.9 if (settings.spell_encumbrance == TRUE)
776 root 1.19 contr->encumbrance = 0;
777 root 1.9
778 root 1.19 attacktype = 0;
779 root 1.39
780     contr->digestion = 0;
781     contr->gen_hp = 0;
782     contr->gen_sp = 0;
783     contr->gen_grace = 0;
784 root 1.19 contr->gen_sp_armour = 10;
785 root 1.39 contr->item_power = 0;
786 root 1.9 }
787    
788 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
789     slot[i].used = slot[i].info;
790 root 1.19
791     slaying = 0;
792 root 1.9
793 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
794 root 1.9 {
795 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
796     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 root 1.9 }
798    
799 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
800     CLEAR_FLAG (this, FLAG_STEALTH);
801     CLEAR_FLAG (this, FLAG_BLIND);
802    
803     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807    
808 root 1.39 path_attuned = arch->clone.path_attuned;
809 root 1.19 path_repelled = arch->clone.path_repelled;
810 root 1.39 path_denied = arch->clone.path_denied;
811     glow_radius = arch->clone.glow_radius;
812     move_type = arch->clone.move_type;
813    
814 root 1.46 chosen_skill = 0;
815 root 1.9
816     /* initializing resistances from the values in player/monster's
817     * archetype clone
818     */
819 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
820 root 1.9
821     for (i = 0; i < NROFATTACKS; i++)
822     {
823 root 1.19 if (resist[i] > 0)
824     prot[i] = resist[i], vuln[i] = 0;
825 root 1.9 else
826 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
827 root 1.46
828 root 1.9 potion_resist[i] = 0;
829     }
830    
831 root 1.19 wc = arch->clone.stats.wc;
832     stats.dam = arch->clone.stats.dam;
833 root 1.9
834     /* for players which cannot use armour, they gain AC -1 per 3 levels,
835     * plus a small amount of physical resist, those poor suckers. ;)
836     * the fact that maxlevel is factored in could be considered sort of bogus -
837     * we should probably give them some bonus and cap it off - otherwise,
838     * basically, if a server updates its max level, these playes may find
839     * that their protection from physical goes down
840     */
841 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 root 1.9 {
843 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
844     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 elmex 1.1 }
846 root 1.9 else
847 root 1.19 ac = arch->clone.stats.ac;
848 root 1.9
849 root 1.19 stats.luck = arch->clone.stats.luck;
850     speed = arch->clone.speed;
851 root 1.9
852     /* OK - we've reset most all the objects attributes to sane values.
853     * now go through and make adjustments for what the player has equipped.
854     */
855 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
856 root 1.9 {
857     /* See note in map.c:update_position about making this additive
858     * since light sources are never applied, need to put check here.
859     */
860 root 1.19 if (tmp->glow_radius > glow_radius)
861     glow_radius = tmp->glow_radius;
862 root 1.3
863 root 1.9 /* This happens because apply_potion calls change_abil with the potion
864 root 1.40 * applied so we can tell the player what changed. But change_abil
865 root 1.9 * then calls this function.
866     */
867     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
868 root 1.19 continue;
869 root 1.3
870 root 1.9 /* For some things, we don't care what is equipped */
871     if (tmp->type == SKILL)
872     {
873     /* Want to take the highest skill here. */
874     if (IS_MANA_SKILL (tmp->subtype))
875     {
876     if (!mana_obj)
877     mana_obj = tmp;
878     else if (tmp->level > mana_obj->level)
879     mana_obj = tmp;
880     }
881 root 1.19
882 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
883     {
884     if (!grace_obj)
885     grace_obj = tmp;
886     else if (tmp->level > grace_obj->level)
887     grace_obj = tmp;
888 root 1.3 }
889     }
890    
891 root 1.9 /* Container objects are not meant to adjust a players, but other applied
892     * objects need to make adjustments.
893     * This block should handle all player specific changes
894     * The check for Praying is a bit of a hack - god given bonuses are put
895     * in the praying skill, and the player should always get those.
896     * It also means we need to put in additional checks for applied below,
897     * because the skill shouldn't count against body positions being used
898     * up, etc.
899     */
900 root 1.49 if ((tmp->flag [FLAG_APPLIED]
901 root 1.39 && tmp->type != CONTAINER
902     && tmp->type != CLOSE_CON)
903     || (tmp->type == SKILL
904     && tmp->subtype == SK_PRAYING))
905 root 1.9 {
906 root 1.19 if (type == PLAYER)
907 root 1.9 {
908 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909     if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
910     continue;
911 root 1.46
912 root 1.9 for (i = 0; i < NUM_STATS; i++)
913 root 1.50 change_attr_value (&stats, i, tmp->stats.stat (i));
914 root 1.9
915     /* these are the items that currently can change digestion, regeneration,
916     * spell point recovery and mana point recovery. Seems sort of an arbitary
917     * list, but other items store other info into stats array.
918     */
919 root 1.49 if (tmp->type == WEAPON || tmp->type == BOW ||
920     tmp->type == ARMOUR || tmp->type == HELMET ||
921     tmp->type == SHIELD || tmp->type == RING ||
922     tmp->type == BOOTS || tmp->type == GLOVES ||
923     tmp->type == AMULET || tmp->type == GIRDLE ||
924     tmp->type == BRACERS || tmp->type == CLOAK ||
925     tmp->type == DISEASE || tmp->type == FORCE ||
926     tmp->type == SKILL)
927 root 1.9 {
928 root 1.19 contr->digestion += tmp->stats.food;
929     contr->gen_hp += tmp->stats.hp;
930     contr->gen_sp += tmp->stats.sp;
931     contr->gen_grace += tmp->stats.grace;
932     contr->gen_sp_armour += tmp->gen_sp_armour;
933     contr->item_power += tmp->item_power;
934 root 1.3 }
935 root 1.9 } /* if this is a player */
936 root 1.46 else
937     {
938     if (tmp->type == WEAPON)
939     current_weapon = tmp;
940     }
941 root 1.3
942 root 1.9 /* Update slots used for items */
943     if (QUERY_FLAG (tmp, FLAG_APPLIED))
944 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
945 root 1.47 slot[i].used += tmp->slot[i].info;
946 root 1.3
947 root 1.9 if (tmp->type == SYMPTOM)
948     {
949 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
950 root 1.39
951 root 1.9 if (speed_reduce_from_disease == 0)
952     speed_reduce_from_disease = 1;
953 root 1.3 }
954    
955 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
956 root 1.34 * (Negative protections are calculated exactly like positive.)
957 root 1.9 * Resistance from potions are treated special as well. If there's
958     * more than one potion-effect, the bigger prot.-value is taken.
959     */
960     if (tmp->type != POTION)
961     {
962     for (i = 0; i < NROFATTACKS; i++)
963     {
964     /* Potential for cursed potions, in which case we just can use
965 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
966 root 1.9 */
967     if (tmp->type == POTION_EFFECT)
968     {
969     if (potion_resist[i])
970     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
971     else
972     potion_resist[i] = tmp->resist[i];
973 root 1.3 }
974 root 1.9 else if (tmp->resist[i] > 0)
975 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
976 root 1.9 else if (tmp->resist[i] < 0)
977 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 root 1.9 }
979     }
980    
981     /* There may be other things that should not adjust the attacktype */
982 root 1.46 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983     || current_weapon == tmp)
984     {
985     attacktype |= tmp->attacktype;
986     path_attuned |= tmp->path_attuned;
987     path_repelled |= tmp->path_repelled;
988     path_denied |= tmp->path_denied;
989     move_type |= tmp->move_type;
990     stats.luck += tmp->stats.luck;
991     }
992 root 1.19
993     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
994     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
995     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
996     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000 root 1.9
1001 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1002     SET_FLAG (this, FLAG_UNDEAD);
1003 root 1.9
1004     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1005     {
1006 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
1007     invisible = 1;
1008 root 1.9 }
1009    
1010     if (tmp->stats.exp && tmp->type != SKILL)
1011     {
1012     if (tmp->stats.exp > 0)
1013     {
1014 root 1.40 added_speed += tmp->stats.exp / 3.f;
1015 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1016 root 1.3 }
1017 root 1.9 else
1018 root 1.40 added_speed += tmp->stats.exp;
1019 root 1.3 }
1020    
1021 root 1.9 switch (tmp->type)
1022     {
1023 root 1.46 #if 0
1024 root 1.45 case WAND:
1025     case ROD:
1026     case HORN:
1027 root 1.46 if (type != PLAYER || current_weapon == tmp)
1028     chosen_skill = tmp;
1029 root 1.45 break;
1030 root 1.46 #endif
1031 root 1.45
1032 root 1.10 /* skills modifying the character -b.t. */
1033     /* for all skills and skill granting objects */
1034     case SKILL:
1035     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1036     break;
1037 root 1.3
1038 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1039     wc_obj = tmp;
1040 root 1.3
1041 root 1.19 if (chosen_skill)
1042     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1043 root 1.10
1044 root 1.19 chosen_skill = tmp;
1045 root 1.10
1046     if (tmp->stats.dam > 0)
1047     { /* skill is a 'weapon' */
1048 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1049 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1050 root 1.19
1051 root 1.10 if (weapon_speed < 0)
1052     weapon_speed = 0;
1053 root 1.19
1054 root 1.10 weapon_weight = tmp->weight;
1055 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1056    
1057 root 1.10 if (tmp->magic)
1058 root 1.19 stats.dam += tmp->magic;
1059 root 1.10 }
1060 root 1.3
1061 root 1.10 if (tmp->stats.wc)
1062 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1063 root 1.3
1064 root 1.42 if (tmp->slaying)
1065 root 1.19 slaying = tmp->slaying;
1066 root 1.9
1067 root 1.10 if (tmp->stats.ac)
1068 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1069 root 1.3
1070 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072    
1073 root 1.10 break;
1074 root 1.3
1075 root 1.10 case SKILL_TOOL:
1076 root 1.19 if (chosen_skill)
1077     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078    
1079     chosen_skill = tmp;
1080 root 1.10 break;
1081 root 1.3
1082 root 1.10 case SHIELD:
1083 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084     contr->encumbrance += (int) tmp->weight / 2000;
1085 root 1.10 case RING:
1086     case AMULET:
1087     case GIRDLE:
1088     case HELMET:
1089     case BOOTS:
1090     case GLOVES:
1091     case CLOAK:
1092     if (tmp->stats.wc)
1093 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1094 root 1.19
1095 root 1.10 if (tmp->stats.dam)
1096 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1097 root 1.19
1098 root 1.10 if (tmp->stats.ac)
1099 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1100 root 1.19
1101 root 1.10 break;
1102    
1103 root 1.45 case BOW:
1104 root 1.10 case WEAPON:
1105 root 1.46 if (type != PLAYER || current_weapon == tmp)
1106 root 1.45 {
1107     wc -= tmp->stats.wc + tmp->magic;
1108    
1109     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1110     ac -= tmp->stats.ac + tmp->magic;
1111    
1112     stats.dam += tmp->stats.dam + tmp->magic;
1113     weapon_weight = tmp->weight;
1114     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115    
1116     if (weapon_speed < 0)
1117     weapon_speed = 0;
1118 root 1.19
1119 root 1.45 slaying = tmp->slaying;
1120    
1121     /* If there is desire that two handed weapons should do
1122     * extra strength damage, this is where the code should
1123     * go.
1124     */
1125    
1126     if (type == PLAYER)
1127 root 1.46 if (settings.spell_encumbrance)
1128     contr->encumbrance += tmp->weight * 3 / 1000;
1129 root 1.45 }
1130 root 1.9
1131 root 1.10 break;
1132 root 1.9
1133 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1134 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 root 1.40 contr->encumbrance += tmp->weight / 1000;
1136 root 1.10
1137     case BRACERS:
1138     case FORCE:
1139     if (tmp->stats.wc)
1140     {
1141     if (best_wc < tmp->stats.wc + tmp->magic)
1142     {
1143     wc += best_wc;
1144     best_wc = tmp->stats.wc + tmp->magic;
1145     }
1146     else
1147     wc += tmp->stats.wc + tmp->magic;
1148     }
1149 root 1.19
1150 root 1.10 if (tmp->stats.ac)
1151     {
1152     if (best_ac < tmp->stats.ac + tmp->magic)
1153     {
1154     ac += best_ac; /* Remove last bonus */
1155     best_ac = tmp->stats.ac + tmp->magic;
1156     }
1157     else /* To nullify the below effect */
1158     ac += tmp->stats.ac + tmp->magic;
1159     }
1160 root 1.19
1161 root 1.10 if (tmp->stats.wc)
1162     wc -= (tmp->stats.wc + tmp->magic);
1163 root 1.19
1164 root 1.10 if (tmp->stats.ac)
1165     ac -= (tmp->stats.ac + tmp->magic);
1166 root 1.19
1167 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1168     max = ARMOUR_SPEED (tmp) / 10.f;
1169 root 1.19
1170 root 1.10 break;
1171 root 1.9 } /* switch tmp->type */
1172     } /* item is equipped */
1173     } /* for loop of items */
1174    
1175     /* We've gone through all the objects the player has equipped. For many things, we
1176     * have generated intermediate values which we now need to assign.
1177     */
1178    
1179     /* 'total resistance = total protections - total vulnerabilities'.
1180     * If there is an uncursed potion in effect, granting more protection
1181     * than that, we take: 'total resistance = resistance from potion'.
1182     * If there is a cursed (and no uncursed) potion in effect, we take
1183     * 'total resistance = vulnerability from cursed potion'.
1184     */
1185     for (i = 0; i < NROFATTACKS; i++)
1186     {
1187 root 1.19 resist[i] = prot[i] - vuln[i];
1188    
1189     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1190     resist[i] = potion_resist[i];
1191 elmex 1.1 }
1192    
1193 root 1.9 /* Figure out the players sp/mana/hp totals. */
1194 root 1.19 if (type == PLAYER)
1195 root 1.9 {
1196     int pl_level;
1197    
1198 root 1.19 check_stat_bounds (&(stats));
1199     pl_level = level;
1200 root 1.9
1201     if (pl_level < 1)
1202     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1203    
1204     /* You basically get half a con bonus/level. But we do take into account rounding,
1205     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1206     */
1207 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1208 root 1.9 {
1209 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210    
1211     if (i % 2 && con_bonus[stats.Con] % 2)
1212 root 1.9 {
1213 root 1.19 if (con_bonus[stats.Con] > 0)
1214 root 1.9 j++;
1215     else
1216     j--;
1217     }
1218 root 1.19
1219     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1220 root 1.9 }
1221    
1222 root 1.19 for (i = 11; i <= level; i++)
1223     stats.maxhp += 2;
1224 elmex 1.1
1225 root 1.19 if (stats.hp > stats.maxhp)
1226     stats.hp = stats.maxhp;
1227 elmex 1.1
1228 root 1.9 /* Sp gain is controlled by the level of the player's
1229     * relevant experience object (mana_obj, see above)
1230     */
1231     /* following happen when skills system is not used */
1232     if (!mana_obj)
1233 root 1.19 mana_obj = this;
1234    
1235 root 1.9 if (!grace_obj)
1236 root 1.19 grace_obj = this;
1237    
1238 root 1.9 /* set maxsp */
1239 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1240     mana_obj = this;
1241 root 1.9
1242 root 1.19 if (mana_obj == this && type == PLAYER)
1243     stats.maxsp = 1;
1244 root 1.9 else
1245     {
1246 root 1.40 sp_tmp = 0.f;
1247 root 1.19
1248 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1249     {
1250     float stmp;
1251    
1252     /* Got some extra bonus at first level */
1253     if (i < 2)
1254 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1255 root 1.9 else
1256 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1257 root 1.19
1258 root 1.40 if (stmp < 1.f)
1259     stmp = 1.f;
1260 root 1.19
1261 root 1.9 sp_tmp += stmp;
1262 root 1.3 }
1263 root 1.19
1264 root 1.40 stats.maxsp = (sint16)sp_tmp;
1265 root 1.3
1266 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1267 root 1.19 stats.maxsp += 2;
1268 root 1.3 }
1269 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1270 root 1.19 if (stats.sp > stats.maxsp * 2)
1271     stats.sp = stats.maxsp * 2;
1272 root 1.9
1273     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1274 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275     grace_obj = this;
1276 root 1.9
1277 root 1.19 if (grace_obj == this && type == PLAYER)
1278     stats.maxgrace = 1;
1279 root 1.9 else
1280     {
1281     /* store grace in a float - this way, the divisions below don't create
1282     * big jumps when you go from level to level - with int's, it then
1283     * becomes big jumps when the sums of the bonuses jump to the next
1284     * step of 8 - with floats, even fractional ones are useful.
1285     */
1286 root 1.40 sp_tmp = 0.f;
1287 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1288 root 1.9 {
1289 root 1.40 float grace_tmp = 0.f;
1290 root 1.9
1291     /* Got some extra bonus at first level */
1292     if (i < 2)
1293 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1294 root 1.9 else
1295 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1296 root 1.19
1297 root 1.40 if (grace_tmp < 1.f)
1298     grace_tmp = 1.f;
1299 root 1.19
1300 root 1.9 sp_tmp += grace_tmp;
1301 root 1.3 }
1302 root 1.19
1303 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1304 root 1.3
1305 root 1.9 /* two grace points per level after 11 */
1306     for (i = 11; i <= grace_obj->level; i++)
1307 root 1.19 stats.maxgrace += 2;
1308 root 1.3 }
1309 root 1.9 /* No limit on grace vs maxgrace */
1310 root 1.3
1311 root 1.19 if (contr->braced)
1312 root 1.9 {
1313     ac += 2;
1314     wc += 4;
1315 root 1.3 }
1316 root 1.9 else
1317 root 1.19 ac -= dex_bonus[stats.Dex];
1318 root 1.9
1319     /* In new exp/skills system, wc bonuses are related to
1320     * the players level in a relevant exp object (wc_obj)
1321     * not the general player level -b.t.
1322     * I changed this slightly so that wc bonuses are better
1323     * than before. This is to balance out the fact that
1324     * the player no longer gets a personal weapon w/ 1
1325     * improvement every level, now its fighterlevel/5. So
1326     * we give the player a bonus here in wc and dam
1327     * to make up for the change. Note that I left the
1328     * monster bonus the same as before. -b.t.
1329     */
1330    
1331 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1332 root 1.9 {
1333 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334    
1335 root 1.9 for (i = 1; i < wc_obj->level; i++)
1336     {
1337     /* addtional wc every 6 levels */
1338     if (!(i % 6))
1339     wc--;
1340 root 1.37
1341 root 1.9 /* addtional dam every 4 levels. */
1342 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 root 1.9 }
1345     }
1346     else
1347 root 1.37 wc -= level + thaco_bonus[stats.Str];
1348 root 1.9
1349 root 1.19 stats.dam += dam_bonus[stats.Str];
1350 root 1.9
1351 root 1.19 if (stats.dam < 1)
1352     stats.dam = 1;
1353 root 1.9
1354 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1355 root 1.19
1356     if (settings.search_items && contr->search_str[0])
1357     speed -= 1;
1358    
1359     if (attacktype == 0)
1360     attacktype = arch->clone.attacktype;
1361 root 1.9
1362     } /* End if player */
1363    
1364     if (added_speed >= 0)
1365 root 1.40 speed += added_speed / 10.f;
1366 root 1.9 else /* Something wrong here...: */
1367 root 1.40 speed /= 1.f - added_speed;
1368 root 1.3
1369 root 1.9 /* Max is determined by armour */
1370 root 1.19 if (speed > max)
1371     speed = max;
1372 elmex 1.1
1373 root 1.19 if (type == PLAYER)
1374 root 1.9 {
1375     /* f is a number the represents the number of kg above (positive num)
1376     * or below (negative number) that the player is carrying. If above
1377     * weight limit, then player suffers a speed reduction based on how
1378     * much above he is, and what is max carry is
1379     */
1380 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1381 root 1.9 if (f > 0)
1382 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1383 elmex 1.1 }
1384    
1385 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1386 root 1.9
1387     /* Put a lower limit on speed. Note with this speed, you move once every
1388     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1389     */
1390 root 1.19 speed = speed * speed_reduce_from_disease;
1391 elmex 1.1
1392 root 1.40 if (speed < 0.01f && type == PLAYER)
1393     speed = 0.01f;
1394 root 1.9
1395 root 1.19 if (type == PLAYER)
1396 root 1.9 {
1397     /* (This formula was made by vidarl@ifi.uio.no)
1398     * Note that we never used these values again - basically
1399     * all of these could be subbed into one big equation, but
1400     * that would just be a real pain to read.
1401     */
1402 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1403     float M2 = max_carry[stats.Str] / 100.f;
1404     float W = weapon_weight / 20000.f;
1405     float s = 2 - weapon_speed / 10.f;
1406     float D = (stats.Dex - 14) / 14.f;
1407     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408    
1409     K *= (4 + level) *1.2f / (6 + level);
1410    
1411     if (K <= 0.f)
1412     K = 0.01f;
1413    
1414     float S = speed / (K * s);
1415    
1416 root 1.19 contr->weapon_sp = S;
1417 root 1.9 }
1418 root 1.19
1419 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1420 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1421 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1422 root 1.9
1423     /* Prevent overflows of wc - best you can get is ABS(120) - this
1424     * should be more than enough - remember, AC is also in 8 bits,
1425     * so its value is the same.
1426     */
1427     if (wc > 120)
1428     wc = 120;
1429     else if (wc < -120)
1430     wc = -120;
1431 root 1.19
1432     stats.wc = wc;
1433 root 1.9
1434     if (ac > 120)
1435     ac = 120;
1436     else if (ac < -120)
1437     ac = -120;
1438 root 1.19
1439     stats.ac = ac;
1440 root 1.9
1441     /* if for some reason the creature doesn't have any move type,
1442     * give them walking as a default.
1443     * The second case is a special case - to more closely mimic the
1444     * old behaviour - if your flying, your not walking - just
1445     * one or the other.
1446     */
1447 root 1.19 if (move_type == 0)
1448     move_type = MOVE_WALK;
1449     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1450     move_type &= ~MOVE_WALK;
1451 elmex 1.1
1452 root 1.24 if (speed != old_speed)
1453     set_speed (speed);
1454 elmex 1.1
1455 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1456     * so we will check that now.
1457     */
1458 root 1.19 if (type == PLAYER)
1459     {
1460     esrv_update_stats (contr);
1461     esrv_update_spells (contr);
1462     }
1463 root 1.35
1464     // update the mapspace, if we are on a map
1465     if (!flag [FLAG_REMOVED] && map)
1466     map->at (x, y).flags_ = 0;
1467 elmex 1.1 }
1468    
1469     /*
1470     * Returns true if the given player is a legal class.
1471     * The function to add and remove class-bonuses to the stats doesn't
1472     * check if the stat becomes negative, thus this function
1473     * merely checks that all stats are 1 or more, and returns
1474     * false otherwise.
1475     */
1476 root 1.9 int
1477     allowed_class (const object *op)
1478     {
1479 root 1.40 return op->stats.Dex > 0
1480     && op->stats.Str > 0
1481     && op->stats.Con > 0
1482     && op->stats.Int > 0
1483     && op->stats.Wis > 0
1484     && op->stats.Pow > 0
1485     && op->stats.Cha > 0;
1486 elmex 1.1 }
1487    
1488     /*
1489     * set the new dragon name after gaining levels or
1490     * changing ability focus (later this can be extended to
1491     * eventually change the player's face and animation)
1492     *
1493     * Note that the title is written to 'own_title' in the
1494     * player struct. This should be changed to 'ext_title'
1495     * as soon as clients support this!
1496     * Please, anyone, write support for 'ext_title'.
1497     */
1498 root 1.9 void
1499     set_dragon_name (object *pl, const object *abil, const object *skin)
1500     {
1501     int atnr = -1; /* attacknumber of highest level */
1502     int level = 0; /* highest level */
1503 elmex 1.1 int i;
1504    
1505     /* Perhaps do something more clever? */
1506 root 1.9 if (!abil || !skin)
1507     return;
1508    
1509 elmex 1.1 /* first, look for the highest level */
1510 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1511     {
1512     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1513     {
1514     level = abil->resist[i];
1515     atnr = i;
1516     }
1517 elmex 1.1 }
1518 root 1.9
1519 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1520     or else at random */
1521 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1522 elmex 1.1 atnr = abil->stats.exp;
1523 root 1.9
1524     level = (int) (level / 5.);
1525    
1526 elmex 1.1 /* now set the new title */
1527 root 1.9 if (pl->contr != NULL)
1528     {
1529     if (level == 0)
1530     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1531     else if (level == 1)
1532     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1533     else if (level == 2)
1534     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1535     else if (level == 3)
1536     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1537 elmex 1.1 else
1538 root 1.9 {
1539     /* special titles for extra high resistance! */
1540     if (skin->resist[atnr] > 80)
1541     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1542     else if (skin->resist[atnr] > 50)
1543     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1544     else
1545     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1546     }
1547 elmex 1.1 }
1548 root 1.9
1549     strcpy (pl->contr->own_title, "");
1550 elmex 1.1 }
1551    
1552     /*
1553     * This function is called when a dragon-player gains
1554     * an overall level. Here, the dragon might gain new abilities
1555     * or change the ability-focus.
1556     */
1557 root 1.9 void
1558     dragon_level_gain (object *who)
1559     {
1560     object *abil = NULL; /* pointer to dragon ability force */
1561     object *skin = NULL; /* pointer to dragon skin force */
1562     object *tmp = NULL; /* tmp. object */
1563     char buf[MAX_BUF]; /* tmp. string buffer */
1564    
1565     /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567     shstr_cmp dragon_skin_force ("dragon_skin_force");
1568    
1569     for (tmp = who->inv; tmp; tmp = tmp->below)
1570     if (tmp->type == FORCE)
1571     if (tmp->arch->name == dragon_ability_force)
1572     abil = tmp;
1573     else if (tmp->arch->name == dragon_skin_force)
1574     skin = tmp;
1575    
1576 root 1.9 /* if the force is missing -> bail out */
1577     if (abil == NULL)
1578     return;
1579    
1580     /* The ability_force keeps track of maximum level ever achieved.
1581     * New abilties can only be gained by surpassing this max level
1582     */
1583     if (who->level > abil->level)
1584     {
1585     /* increase our focused ability */
1586     abil->resist[abil->stats.exp]++;
1587    
1588    
1589     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1590     {
1591     /* time to hand out a new ability-gift */
1592     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1593     }
1594    
1595     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1596     {
1597     /* apply new ability focus */
1598     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1599     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1600    
1601     abil->stats.exp = abil->last_eat;
1602     abil->last_eat = 0;
1603     }
1604    
1605     abil->level = who->level;
1606     }
1607    
1608     /* last but not least, set the new title for the dragon */
1609     set_dragon_name (who, abil, skin);
1610 elmex 1.1 }
1611    
1612     /* Handy function - given the skill name skill_name, we find the skill
1613     * archetype/object, set appropriate values, and insert it into
1614     * the object (op) that is passed.
1615     * We return the skill - this makes it easier for calling functions that
1616     * want to do something with it immediately.
1617     */
1618 root 1.9 object *
1619     give_skill_by_name (object *op, const char *skill_name)
1620 elmex 1.1 {
1621 root 1.9 object *skill_obj;
1622 elmex 1.1
1623 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1624     if (!skill_obj)
1625     {
1626     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1627     return NULL;
1628     }
1629     /* clear the flag - exp goes into this bucket, but player
1630     * still doesn't know it.
1631     */
1632     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1633     skill_obj->stats.exp = 0;
1634     skill_obj->level = 1;
1635     insert_ob_in_ob (skill_obj, op);
1636 root 1.26
1637 root 1.9 if (op->contr)
1638     {
1639 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1640     if (op->contr->ns)
1641     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 elmex 1.1 }
1643 root 1.26
1644 root 1.9 return skill_obj;
1645 elmex 1.1 }
1646    
1647    
1648     /* player_lvl_adj() - for the new exp system. we are concerned with
1649     * whether the player gets more hp, sp and new levels.
1650     * Note this this function should only be called for players. Monstes
1651     * don't really gain levels
1652     * who is the player, op is what we are checking to gain the level
1653     * (eg, skill)
1654     */
1655 root 1.9 void
1656     player_lvl_adj (object *who, object *op)
1657     {
1658     char buf[MAX_BUF];
1659    
1660     if (!op) /* when rolling stats */
1661     op = who;
1662    
1663     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664     {
1665     op->level++;
1666    
1667     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1668     dragon_level_gain (who);
1669    
1670     /* Only roll these if it is the player (who) that gained the level */
1671     if (op == who && (who->level < 11) && who->type == PLAYER)
1672     {
1673     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1674     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1675     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676     }
1677    
1678 root 1.19 who->update_stats ();
1679 root 1.9 if (op->level > 1)
1680     {
1681     if (op->type != PLAYER)
1682     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1683     else
1684     sprintf (buf, "You are now level %d.", op->level);
1685     if (who)
1686     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687     }
1688     player_lvl_adj (who, op); /* To increase more levels */
1689     }
1690     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691     {
1692     op->level--;
1693 root 1.19 who->update_stats ();
1694 root 1.9 if (op->type != PLAYER)
1695     {
1696     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 root 1.3 }
1699 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1700 elmex 1.1 }
1701 root 1.19
1702 root 1.9 /* check if the spell data has changed */
1703 root 1.19 esrv_update_stats (who->contr);
1704 root 1.9 esrv_update_spells (who->contr);
1705 elmex 1.1 }
1706    
1707     /*
1708     * Returns how much experience is needed for a player to become
1709     * the given level. level should really never exceed max_level
1710     */
1711    
1712 root 1.9 sint64
1713     level_exp (int level, double expmul)
1714     {
1715     if (level > settings.max_level)
1716     return (sint64) (expmul * levels[settings.max_level]);
1717 root 1.40
1718 root 1.9 return (sint64) (expmul * levels[level]);
1719 elmex 1.1 }
1720    
1721     /*
1722     * Ensure that the permanent experience requirements in an exp object are met.
1723     * This really just checks 'op to make sure the perm_exp value is within
1724     * proper range. Note that the checking of what is passed through
1725     * has been reduced. Since there is now a proper field for perm_exp,
1726     * this can now work on a much larger set of objects.
1727     */
1728 root 1.9 void
1729     calc_perm_exp (object *op)
1730 elmex 1.1 {
1731 root 1.9 int p_exp_min;
1732    
1733     /* Ensure that our permanent experience minimum is met.
1734     * permenent_exp_ratio is an integer percentage, we divide by 100
1735     * to get the fraction */
1736     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1737    
1738     if (op->perm_exp < p_exp_min)
1739     op->perm_exp = p_exp_min;
1740    
1741     /* Cap permanent experience. */
1742     if (op->perm_exp < 0)
1743     op->perm_exp = 0;
1744     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1745     op->perm_exp = MAX_EXPERIENCE;
1746 elmex 1.1 }
1747    
1748     /* Add experience to a player - exp should only be positive.
1749     * Updates permanent exp for the skill we are adding to.
1750     * skill_name is the skill to add exp to. Skill name can be
1751     * NULL, in which case exp increases the players general
1752     * total, but not any particular skill.
1753     * flag is what to do if the player doesn't have the skill:
1754     */
1755 root 1.9 static void
1756     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1757 elmex 1.1 {
1758 elmex 1.4 object *skill_obj = NULL;
1759     sint64 limit, exp_to_add;
1760     int i;
1761    
1762     /* prevents some forms of abuse. */
1763     if (op->contr->braced)
1764 root 1.46 exp /= 5;
1765 elmex 1.4
1766     /* Try to find the matching skill.
1767     * We do a shortcut/time saving mechanism first - see if it matches
1768 root 1.46 * chosen_skill. This means we don't need to search through
1769 elmex 1.4 * the players inventory.
1770     */
1771     if (skill_name)
1772     {
1773 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1774 elmex 1.4 skill_obj = op->chosen_skill;
1775     else
1776     {
1777     for (i = 0; i < NUM_SKILLS; i++)
1778 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1779 elmex 1.4 {
1780     skill_obj = op->contr->last_skill_ob[i];
1781     break;
1782     }
1783 root 1.3
1784 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1785     * it to the player if necessary
1786     */
1787     if (!skill_obj)
1788     {
1789     if (flag == SK_EXP_NONE)
1790     return;
1791     else if (flag == SK_EXP_ADD_SKILL)
1792     give_skill_by_name (op, skill_name);
1793 root 1.3 }
1794     }
1795 elmex 1.1 }
1796    
1797 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1798     {
1799     /* Basically, you can never gain more experience in one shot
1800     * than half what you need to gain for next level.
1801     */
1802     exp_to_add = exp;
1803     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1804     if (exp_to_add > limit)
1805     exp_to_add = limit;
1806    
1807 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1808 elmex 1.4 if (settings.permanent_exp_ratio)
1809     {
1810 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1811 elmex 1.4 calc_perm_exp (op);
1812     }
1813    
1814     player_lvl_adj (op, NULL);
1815     }
1816    
1817     if (skill_obj)
1818     {
1819     exp_to_add = exp;
1820     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1821     if (exp_to_add > limit)
1822     exp_to_add = limit;
1823    
1824     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1825     if (settings.permanent_exp_ratio)
1826     {
1827 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1828 elmex 1.4 calc_perm_exp (skill_obj);
1829     }
1830 elmex 1.1
1831 elmex 1.4 player_lvl_adj (op, skill_obj);
1832 elmex 1.1 }
1833     }
1834    
1835     /* This function checks to make sure that object 'op' can
1836     * lost 'exp' experience. It returns the amount of exp
1837     * object 'op' can in fact lose - it basically makes
1838     * adjustments based on permanent exp and the like.
1839     * This function should always be used for losing experience -
1840     * the 'exp' value passed should be positive - this is the
1841     * amount that should get subtract from the player.
1842     */
1843 root 1.9 sint64
1844     check_exp_loss (const object *op, sint64 exp)
1845 elmex 1.1 {
1846 root 1.9 sint64 del_exp;
1847 elmex 1.1
1848 root 1.9 if (exp > op->stats.exp)
1849     exp = op->stats.exp;
1850     if (settings.permanent_exp_ratio)
1851     {
1852     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1853     if (del_exp < 0)
1854     del_exp = 0;
1855     if (exp > del_exp)
1856     exp = del_exp;
1857 elmex 1.1 }
1858 root 1.9 return exp;
1859 elmex 1.1 }
1860    
1861 root 1.9 sint64
1862     check_exp_adjust (const object *op, sint64 exp)
1863 elmex 1.1 {
1864 root 1.9 if (exp < 0)
1865     return check_exp_loss (op, exp);
1866     else
1867     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1868 elmex 1.1 }
1869    
1870    
1871     /* Subtracts experience from player.
1872     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1873     * only subtract from the matching skill. Otherwise,
1874     * this subtracts a portion from all
1875     * skills the player has. Eg, if we figure the player is losing 10%
1876     * of his total exp, what happens is he loses 10% from all his skills.
1877     * Note that if permanent exp is used, player may not in fact lose
1878     * as much as listed. Eg, if player has gotten reduced to the point
1879     * where everything is at the minimum perm exp, he would lose nothing.
1880     * exp is the amount of exp to subtract - thus, it should be
1881     * a postive number.
1882     */
1883 root 1.9 static void
1884     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1885 elmex 1.1 {
1886 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1887     object *tmp;
1888     sint64 del_exp;
1889    
1890     for (tmp = op->inv; tmp; tmp = tmp->below)
1891     if (tmp->type == SKILL && tmp->stats.exp)
1892     {
1893     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1894     {
1895     del_exp = check_exp_loss (tmp, exp);
1896     tmp->stats.exp -= del_exp;
1897     player_lvl_adj (op, tmp);
1898     }
1899     else if (flag != SK_SUBTRACT_SKILL_EXP)
1900     {
1901     /* only want to process other skills if we are not trying
1902     * to match a specific skill.
1903     */
1904     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1905     tmp->stats.exp -= del_exp;
1906     player_lvl_adj (op, tmp);
1907     }
1908     }
1909 root 1.35
1910 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1911     {
1912     del_exp = check_exp_loss (op, exp);
1913     op->stats.exp -= del_exp;
1914     player_lvl_adj (op, NULL);
1915 elmex 1.1 }
1916     }
1917    
1918     /* change_exp() - changes experience to a player/monster. This
1919     * does bounds checking to make sure we don't overflow the max exp.
1920     *
1921     * The exp passed is typically not modified much by this function -
1922     * it is assumed the caller has modified the exp as needed.
1923     * skill_name is the skill that should get the exp added.
1924     * flag is what to do if player doesn't have the skill.
1925     * these last two values are only used for players.
1926     */
1927 root 1.9 void
1928     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1929     {
1930 elmex 1.1 #ifdef EXP_DEBUG
1931 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1932 elmex 1.1 #endif
1933    
1934 root 1.9 /* safety */
1935     if (!op)
1936     {
1937     LOG (llevError, "change_exp() called for null object!\n");
1938     return;
1939     }
1940    
1941     /* if no change in exp, just return - most of the below code
1942     * won't do anything if the value is 0 anyways.
1943     */
1944     if (exp == 0)
1945     return;
1946    
1947     /* Monsters are easy - we just adjust their exp - we
1948     * don't adjust level, since in most cases it is unrelated to
1949     * the exp they have - the monsters exp represents what its
1950     * worth.
1951     */
1952     if (op->type != PLAYER)
1953     {
1954     /* Sanity check */
1955     if (!QUERY_FLAG (op, FLAG_ALIVE))
1956     return;
1957    
1958     /* reset exp to max allowed value. We subtract from
1959     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1960     * more than max exp, just return.
1961     */
1962     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1963     {
1964     exp = MAX_EXPERIENCE - op->stats.exp;
1965     if (exp < 0)
1966     return;
1967 root 1.3 }
1968 elmex 1.1
1969 root 1.9 op->stats.exp += exp;
1970 elmex 1.1 }
1971 root 1.9 else
1972     { /* Players only */
1973     if (exp > 0)
1974     add_player_exp (op, exp, skill_name, flag);
1975     else
1976     /* note that when you lose exp, it doesn't go against
1977     * a particular skill, so we don't need to pass that
1978     * along.
1979     */
1980 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1981 elmex 1.1 }
1982     }
1983    
1984     /* Applies a death penalty experience, the size of this is defined by the
1985     * settings death_penalty_percentage and death_penalty_levels, and by the
1986     * amount of permenent experience, whichever gives the lowest loss.
1987     */
1988 root 1.9 void
1989     apply_death_exp_penalty (object *op)
1990     {
1991     object *tmp;
1992     sint64 loss;
1993     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1994     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1995    
1996     for (tmp = op->inv; tmp; tmp = tmp->below)
1997     if (tmp->type == SKILL && tmp->stats.exp)
1998     {
1999    
2000     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2001     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2002    
2003     /* With the revised exp system, you can get cases where
2004     * losing several levels would still require that you have more
2005     * exp than you currently have - this is true if the levels
2006     * tables is a lot harder.
2007     */
2008     if (level_loss < 0)
2009     level_loss = 0;
2010 root 1.3
2011 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2012 root 1.3
2013 root 1.9 tmp->stats.exp -= loss;
2014     player_lvl_adj (op, tmp);
2015     }
2016 elmex 1.1
2017 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2018     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2019     if (level_loss < 0)
2020     level_loss = 0;
2021     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2022 elmex 1.1
2023 root 1.9 op->stats.exp -= loss;
2024     player_lvl_adj (op, NULL);
2025 elmex 1.1 }
2026    
2027     /* This function takes an object (monster/player, op), and
2028     * determines if it makes a basic save throw by looking at the
2029     * save_throw table. level is the effective level to make
2030     * the save at, and bonus is any plus/bonus (typically based on
2031     * resistance to particular attacktype.
2032     * Returns 1 if op makes his save, 0 if he failed
2033     */
2034 root 1.9 int
2035     did_make_save (const object *op, int level, int bonus)
2036 elmex 1.1 {
2037 root 1.9 if (level > MAX_SAVE_LEVEL)
2038     level = MAX_SAVE_LEVEL;
2039 elmex 1.1
2040 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2041     return 0;
2042 root 1.19
2043 root 1.9 return 1;
2044 elmex 1.1 }