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/cvs/deliantra/server/common/living.C
Revision: 1.53
Committed: Sat May 12 19:07:21 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +1 -2 lines
Log Message:
more bow fixes

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 elmex 1.1 /*
248     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
249     * 1-30 stat limit.
250     */
251 root 1.9 void
252 root 1.19 check_stat_bounds (living *stats)
253 root 1.9 {
254 root 1.50 for (int i = 0; i < NUM_STATS; i++)
255     {
256     sint8 &v = stats->stat (i);
257     v = clamp (v, MIN_STAT, MAX_STAT);
258     }
259 elmex 1.1 }
260    
261     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
262    
263     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
264     * make this macro to clean those up. Not usuable outside change_abil
265     * function since some of the values passed to new_draw_info are hardcoded.
266     */
267     #define DIFF_MSG(flag, msg1, msg2) \
268     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
269    
270     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271 root 1.9
272 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
273     * the object.
274     * It is the calling functions responsibilty to check to see if the object
275     * can be applied or not.
276     * The main purpose of calling this function is the messages that are
277 root 1.48 * displayed - update_stats should really always be called after this when
278 elmex 1.1 * removing an object - that is because it is impossible to know if some object
279     * is the only source of an attacktype or spell attunement, so this function
280     * will clear the bits, but the player may still have some other object
281     * that gives them that ability.
282     */
283 root 1.9 int
284     change_abil (object *op, object *tmp)
285     {
286 root 1.51 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
287 root 1.9 char message[MAX_BUF];
288     int potion_max = 0;
289    
290     /* remember what object was like before it was changed. note that
291     * refop is a local copy of op only to be used for detecting changes
292 root 1.20 * found by update_stats. refop is not a real object
293 root 1.9 */
294 root 1.20 object_copy refop = *op;
295 root 1.9
296     if (op->type == PLAYER)
297     {
298     if (tmp->type == POTION)
299     {
300     potion_max = 1;
301 root 1.51 for (int j = 0; j < NUM_STATS; j++)
302 root 1.9 {
303 root 1.51 int ostat = op->contr->orig_stats.stat (j);
304     int i = tmp->stats.stat (j);
305 root 1.9
306     /* nstat is what the stat will be after use of the potion */
307 root 1.51 int nstat = flag * i + ostat;
308 root 1.9
309     /* Do some bounds checking. While I don't think any
310     * potions do so right now, there is the potential for potions
311     * that adjust that stat by more than one point, so we need
312     * to allow for that.
313     */
314     if (nstat < 1 && i * flag < 0)
315     nstat = 1;
316 root 1.50 else if (nstat > 20 + op->arch->clone.stats.stat (j))
317     nstat = 20 + op->arch->clone.stats.stat (j);
318 root 1.20
319 root 1.9 if (nstat != ostat)
320     {
321 root 1.50 op->contr->orig_stats.stat (j) = nstat;
322 root 1.9 potion_max = 0;
323 root 1.3 }
324 root 1.9 else if (i)
325     {
326     /* potion is useless - player has already hit the natural maximum */
327     potion_max = 1;
328 root 1.3 }
329     }
330 root 1.20
331 root 1.9 /* This section of code ups the characters normal stats also. I am not
332     * sure if this is strictly necessary, being that fix_player probably
333     * recalculates this anyway.
334     */
335 root 1.51 for (int j = 0; j < NUM_STATS; j++)
336 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337 root 1.20
338 root 1.48 check_stat_bounds (&op->stats);
339 root 1.9 } /* end of potion handling code */
340     }
341    
342 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
343 root 1.9 * everything to set
344     */
345     if (flag == -1)
346     {
347 root 1.48 op->attacktype &= ~tmp->attacktype;
348     op->path_attuned &= ~tmp->path_attuned;
349 root 1.9 op->path_repelled &= ~tmp->path_repelled;
350 root 1.48 op->path_denied &= ~tmp->path_denied;
351 root 1.9 /* Presuming here that creatures only have move_type,
352     * and not the other move_ fields.
353     */
354 root 1.48 op->move_type &= ~tmp->move_type;
355 elmex 1.1 }
356    
357 root 1.9 /* call fix_player since op object could have whatever attribute due
358 root 1.51 * to multiple items. if update_stats always has to be called after
359 root 1.9 * change_ability then might as well call it from here
360     */
361 root 1.19 op->update_stats ();
362 root 1.9
363 root 1.51 /* update_stats won't add the bows ability to the player, so don't
364 root 1.9 * print out message if this is a bow.
365     */
366     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367     {
368     success = 1;
369     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370     }
371 root 1.20
372 root 1.9 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
373     {
374     success = 1;
375     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376     }
377 root 1.20
378 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
379     {
380     success = 1;
381     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382     }
383 root 1.20
384 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
385     {
386     success = 1;
387     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388     }
389 root 1.20
390 root 1.9 /* movement type has changed. We don't care about cases where
391     * user has multiple items giving the same type appled like we
392     * used to - that is more work than what we gain, plus messages
393     * can be misleading (a little higher could be miscontrued from
394     * from fly high)
395     */
396     if (tmp->move_type && op->move_type != refop.move_type)
397     {
398     success = 1;
399 elmex 1.1
400 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401     * status doesn't make a difference if you are flying high
402     */
403     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404     {
405     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
406 root 1.3 }
407    
408 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
409     {
410     /* double conditional - second case covers if you have move_fly_low -
411     * in that case, you don't actually land
412     */
413 root 1.51 DIFF_MSG (flag, "You soar into the air!",
414 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 root 1.3 }
416 root 1.48
417 root 1.9 if (tmp->move_type & MOVE_SWIM)
418     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419 elmex 1.1
420 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
421     check_move_on (op, op);
422 elmex 1.1 }
423    
424 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
425     * originally undead may change their status
426     */
427     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
428     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429     {
430     success = 1;
431     if (flag > 0)
432     {
433     op->race = "undead";
434     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435     }
436     else
437     {
438     op->race = op->arch->clone.race;
439     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440     }
441     }
442 elmex 1.1
443 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
444     {
445     success = 1;
446     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 elmex 1.1 }
448 root 1.20
449 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
450     {
451     success = 1;
452     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 elmex 1.1 }
454 root 1.20
455 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
456     * vision
457     */
458     if (QUERY_FLAG (tmp, FLAG_BLIND))
459     {
460     success = 1;
461     if (flag > 0)
462     {
463     if (QUERY_FLAG (op, FLAG_WIZ))
464     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465     else
466     {
467     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468     SET_FLAG (op, FLAG_BLIND);
469     if (op->type == PLAYER)
470     op->contr->do_los = 1;
471 root 1.3 }
472 root 1.9 }
473     else
474     {
475     if (QUERY_FLAG (op, FLAG_WIZ))
476     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477     else
478     {
479     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480     CLEAR_FLAG (op, FLAG_BLIND);
481     if (op->type == PLAYER)
482     op->contr->do_los = 1;
483 root 1.3 }
484     }
485 elmex 1.1 }
486    
487 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
488     {
489     success = 1;
490     if (op->type == PLAYER)
491     op->contr->do_los = 1;
492     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 elmex 1.1 }
494    
495 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
496     {
497     success = 1;
498     if (flag > 0)
499     {
500     if (QUERY_FLAG (op, FLAG_WIZ))
501     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502     else
503     {
504     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505     if (op->type == PLAYER)
506     op->contr->do_los = 1;
507 root 1.3 }
508 root 1.9 }
509     else
510     {
511     if (QUERY_FLAG (op, FLAG_WIZ))
512     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513     else
514     {
515     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516     if (op->type == PLAYER)
517     op->contr->do_los = 1;
518 root 1.3 }
519     }
520 elmex 1.1 }
521    
522 root 1.9 if (tmp->stats.luck)
523     {
524     success = 1;
525     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 elmex 1.1 }
527    
528 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
529     {
530     success = 1;
531     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 elmex 1.1 }
533    
534 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535     {
536     success = 1;
537     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 elmex 1.1 }
539    
540 root 1.9 /* for the future when artifacts set this -b.t. */
541     if (tmp->stats.grace && op->type == PLAYER)
542     {
543     success = 1;
544     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 elmex 1.1 }
546    
547 root 1.9 if (tmp->stats.food && op->type == PLAYER)
548     {
549     success = 1;
550     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 elmex 1.1 }
552    
553 root 1.9 /* Messages for changed resistance */
554 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
555 root 1.9 {
556     if (i == ATNR_PHYSICAL)
557     continue; /* Don't display about armour */
558    
559     if (op->resist[i] != refop.resist[i])
560     {
561     success = 1;
562     if (op->resist[i] > refop.resist[i])
563     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
564     else
565     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
566    
567     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 root 1.3 }
569 elmex 1.1 }
570    
571 elmex 1.18 if (!potion_max)
572 root 1.9 {
573 root 1.51 for (int j = 0; j < NUM_STATS; j++)
574 root 1.9 {
575 root 1.51 if (int i = tmp->stats.stat (j))
576 root 1.9 {
577     success = 1;
578     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 root 1.3 }
580     }
581 elmex 1.1 }
582 root 1.20
583 root 1.9 return success;
584 elmex 1.1 }
585    
586     /*
587     * Stat draining by Vick 930307
588     * (Feeling evil, I made it work as well now. -Frank 8)
589     */
590 root 1.9 void
591 root 1.19 object::drain_stat ()
592 root 1.9 {
593 root 1.33 drain_specific_stat (rndm (NUM_STATS));
594 elmex 1.1 }
595    
596 root 1.9 void
597 root 1.19 object::drain_specific_stat (int deplete_stats)
598 root 1.9 {
599 elmex 1.1 object *tmp;
600     archetype *at;
601    
602 root 1.11 at = archetype::find (ARCH_DEPLETION);
603 root 1.9 if (!at)
604     {
605     LOG (llevError, "Couldn't find archetype depletion.\n");
606     return;
607     }
608     else
609     {
610 root 1.19 tmp = present_arch_in_ob (at, this);
611    
612 root 1.9 if (!tmp)
613     {
614     tmp = arch_to_object (at);
615 root 1.19 tmp = insert_ob_in_ob (tmp, this);
616 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
617     }
618     }
619    
620 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
621 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
622 root 1.19 update_stats ();
623 elmex 1.1 }
624    
625     /*
626     * A value of 0 indicates timeout, otherwise change the luck of the object.
627     * via an applied bad_luck object.
628     */
629 root 1.9 void
630 root 1.19 object::change_luck (int value)
631 root 1.9 {
632 root 1.19 archetype *at = archetype::find ("luck");
633 elmex 1.1 if (!at)
634 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
635     else
636     {
637 root 1.19 object *tmp = present_arch_in_ob (at, this);
638    
639 root 1.9 if (!tmp)
640     {
641     if (!value)
642     return;
643 root 1.19
644 root 1.9 tmp = arch_to_object (at);
645 root 1.19 tmp = insert_ob_in_ob (tmp, this);
646 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
647     }
648 root 1.19
649 root 1.9 if (value)
650     {
651     /* Limit the luck value of the bad luck object to +/-100. This
652     * (arbitrary) value prevents overflows (both in the bad luck object and
653     * in op itself).
654     */
655 root 1.19 int new_luck = tmp->stats.luck + value;
656    
657 root 1.9 if (new_luck >= -100 && new_luck <= 100)
658     {
659 root 1.19 stats.luck += value;
660 root 1.9 tmp->stats.luck = new_luck;
661     }
662     }
663     else
664     {
665     if (!tmp->stats.luck)
666 root 1.19 return;
667    
668 root 1.9 /* Randomly change the players luck. Basically, we move it
669     * back neutral (if greater>0, subtract, otherwise add)
670     */
671 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
672 root 1.9 {
673     int diff = tmp->stats.luck > 0 ? -1 : 1;
674    
675 root 1.19 stats.luck += diff;
676 root 1.9 tmp->stats.luck += diff;
677     }
678     }
679 elmex 1.1 }
680     }
681    
682     /*
683     * Subtracts stat-bonuses given by the class which the player has chosen.
684     */
685 root 1.9 void
686 root 1.19 object::remove_statbonus ()
687 root 1.9 {
688 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
689     {
690     sint8 v = arch->clone.stats.stat (i);
691     stats.stat (i) -= v;
692     contr->orig_stats.stat (i) -= v;
693     }
694 elmex 1.1 }
695    
696     /*
697     * Adds stat-bonuses given by the class which the player has chosen.
698     */
699 root 1.9 void
700 root 1.19 object::add_statbonus ()
701 root 1.9 {
702 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
703     {
704     sint8 v = arch->clone.stats.stat (i);
705     stats.stat (i) += v;
706     contr->orig_stats.stat (i) += v;
707     }
708 elmex 1.1 }
709    
710     /*
711     * Updates all abilities given by applied objects in the inventory
712     * of the given object. Note: This function works for both monsters
713     * and players; the "player" in the name is purely an archaic inheritance.
714     * This functions starts from base values (archetype or player object)
715     * and then adjusts them according to what the player has equipped.
716 root 1.36 *
717     * July 95 - inserted stuff to handle new skills/exp system - b.t.
718     * spell system split, grace points now added to system --peterm
719 elmex 1.1 */
720 root 1.9 void
721 root 1.19 object::update_stats ()
722 root 1.9 {
723     int i, j;
724     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
725     int weapon_weight = 0, weapon_speed = 0;
726     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
729 root 1.24 float old_speed = speed;
730 root 1.9
731     /* First task is to clear all the values back to their original values */
732 root 1.19 if (type == PLAYER)
733 root 1.9 {
734     for (i = 0; i < NUM_STATS; i++)
735 root 1.50 stats.stat (i) = contr->orig_stats.stat (i);
736 root 1.19
737 root 1.9 if (settings.spell_encumbrance == TRUE)
738 root 1.19 contr->encumbrance = 0;
739 root 1.9
740 root 1.19 attacktype = 0;
741 root 1.39
742     contr->digestion = 0;
743     contr->gen_hp = 0;
744     contr->gen_sp = 0;
745     contr->gen_grace = 0;
746 root 1.19 contr->gen_sp_armour = 10;
747 root 1.39 contr->item_power = 0;
748 root 1.9 }
749    
750 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
751     slot[i].used = slot[i].info;
752 root 1.19
753     slaying = 0;
754 root 1.9
755 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
756 root 1.9 {
757 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
758     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
759 root 1.9 }
760    
761 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
762     CLEAR_FLAG (this, FLAG_STEALTH);
763     CLEAR_FLAG (this, FLAG_BLIND);
764    
765     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766     if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767     if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768     if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769    
770 root 1.39 path_attuned = arch->clone.path_attuned;
771 root 1.19 path_repelled = arch->clone.path_repelled;
772 root 1.39 path_denied = arch->clone.path_denied;
773     glow_radius = arch->clone.glow_radius;
774     move_type = arch->clone.move_type;
775    
776 root 1.46 chosen_skill = 0;
777 root 1.9
778     /* initializing resistances from the values in player/monster's
779     * archetype clone
780     */
781 root 1.19 memcpy (&resist, &arch->clone.resist, sizeof (resist));
782 root 1.9
783     for (i = 0; i < NROFATTACKS; i++)
784     {
785 root 1.19 if (resist[i] > 0)
786     prot[i] = resist[i], vuln[i] = 0;
787 root 1.9 else
788 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
789 root 1.46
790 root 1.9 potion_resist[i] = 0;
791     }
792    
793 root 1.19 wc = arch->clone.stats.wc;
794     stats.dam = arch->clone.stats.dam;
795 root 1.9
796     /* for players which cannot use armour, they gain AC -1 per 3 levels,
797     * plus a small amount of physical resist, those poor suckers. ;)
798     * the fact that maxlevel is factored in could be considered sort of bogus -
799     * we should probably give them some bonus and cap it off - otherwise,
800     * basically, if a server updates its max level, these playes may find
801     * that their protection from physical goes down
802     */
803 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 root 1.9 {
805 root 1.19 ac = MAX (-10, arch->clone.stats.ac - level / 3);
806     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 elmex 1.1 }
808 root 1.9 else
809 root 1.19 ac = arch->clone.stats.ac;
810 root 1.9
811 root 1.19 stats.luck = arch->clone.stats.luck;
812     speed = arch->clone.speed;
813 root 1.9
814     /* OK - we've reset most all the objects attributes to sane values.
815     * now go through and make adjustments for what the player has equipped.
816     */
817 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
818 root 1.9 {
819     /* See note in map.c:update_position about making this additive
820     * since light sources are never applied, need to put check here.
821     */
822 root 1.19 if (tmp->glow_radius > glow_radius)
823     glow_radius = tmp->glow_radius;
824 root 1.3
825 root 1.9 /* This happens because apply_potion calls change_abil with the potion
826 root 1.40 * applied so we can tell the player what changed. But change_abil
827 root 1.9 * then calls this function.
828     */
829     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 root 1.19 continue;
831 root 1.3
832 root 1.9 /* For some things, we don't care what is equipped */
833     if (tmp->type == SKILL)
834     {
835     /* Want to take the highest skill here. */
836     if (IS_MANA_SKILL (tmp->subtype))
837     {
838     if (!mana_obj)
839     mana_obj = tmp;
840     else if (tmp->level > mana_obj->level)
841     mana_obj = tmp;
842     }
843 root 1.19
844 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
845     {
846     if (!grace_obj)
847     grace_obj = tmp;
848     else if (tmp->level > grace_obj->level)
849     grace_obj = tmp;
850 root 1.3 }
851     }
852    
853 root 1.9 /* Container objects are not meant to adjust a players, but other applied
854     * objects need to make adjustments.
855     * This block should handle all player specific changes
856     * The check for Praying is a bit of a hack - god given bonuses are put
857     * in the praying skill, and the player should always get those.
858     * It also means we need to put in additional checks for applied below,
859     * because the skill shouldn't count against body positions being used
860     * up, etc.
861     */
862 root 1.49 if ((tmp->flag [FLAG_APPLIED]
863 root 1.39 && tmp->type != CONTAINER
864     && tmp->type != CLOSE_CON)
865     || (tmp->type == SKILL
866     && tmp->subtype == SK_PRAYING))
867 root 1.9 {
868 root 1.19 if (type == PLAYER)
869 root 1.9 {
870 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871     if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872     continue;
873 root 1.46
874 root 1.9 for (i = 0; i < NUM_STATS; i++)
875 root 1.50 change_attr_value (&stats, i, tmp->stats.stat (i));
876 root 1.9
877     /* these are the items that currently can change digestion, regeneration,
878     * spell point recovery and mana point recovery. Seems sort of an arbitary
879     * list, but other items store other info into stats array.
880     */
881 root 1.49 if (tmp->type == WEAPON || tmp->type == BOW ||
882     tmp->type == ARMOUR || tmp->type == HELMET ||
883     tmp->type == SHIELD || tmp->type == RING ||
884     tmp->type == BOOTS || tmp->type == GLOVES ||
885     tmp->type == AMULET || tmp->type == GIRDLE ||
886     tmp->type == BRACERS || tmp->type == CLOAK ||
887     tmp->type == DISEASE || tmp->type == FORCE ||
888     tmp->type == SKILL)
889 root 1.9 {
890 root 1.19 contr->digestion += tmp->stats.food;
891     contr->gen_hp += tmp->stats.hp;
892     contr->gen_sp += tmp->stats.sp;
893     contr->gen_grace += tmp->stats.grace;
894     contr->gen_sp_armour += tmp->gen_sp_armour;
895     contr->item_power += tmp->item_power;
896 root 1.3 }
897 root 1.9 } /* if this is a player */
898 root 1.46 else
899     {
900     if (tmp->type == WEAPON)
901     current_weapon = tmp;
902     }
903 root 1.3
904 root 1.9 /* Update slots used for items */
905     if (QUERY_FLAG (tmp, FLAG_APPLIED))
906 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
907 root 1.47 slot[i].used += tmp->slot[i].info;
908 root 1.3
909 root 1.9 if (tmp->type == SYMPTOM)
910     {
911 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
912 root 1.39
913 root 1.9 if (speed_reduce_from_disease == 0)
914     speed_reduce_from_disease = 1;
915 root 1.3 }
916    
917 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
918 root 1.34 * (Negative protections are calculated exactly like positive.)
919 root 1.9 * Resistance from potions are treated special as well. If there's
920     * more than one potion-effect, the bigger prot.-value is taken.
921     */
922     if (tmp->type != POTION)
923     {
924     for (i = 0; i < NROFATTACKS; i++)
925     {
926     /* Potential for cursed potions, in which case we just can use
927 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
928 root 1.9 */
929     if (tmp->type == POTION_EFFECT)
930     {
931     if (potion_resist[i])
932     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
933     else
934     potion_resist[i] = tmp->resist[i];
935 root 1.3 }
936 root 1.9 else if (tmp->resist[i] > 0)
937 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
938 root 1.9 else if (tmp->resist[i] < 0)
939 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
940 root 1.9 }
941     }
942    
943     /* There may be other things that should not adjust the attacktype */
944 root 1.53 if (tmp->type != SYMPTOM)
945 root 1.46 {
946     attacktype |= tmp->attacktype;
947     path_attuned |= tmp->path_attuned;
948     path_repelled |= tmp->path_repelled;
949     path_denied |= tmp->path_denied;
950     move_type |= tmp->move_type;
951     stats.luck += tmp->stats.luck;
952     }
953 root 1.19
954     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
955     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 root 1.9
962 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
963     SET_FLAG (this, FLAG_UNDEAD);
964 root 1.9
965     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966     {
967 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
968     invisible = 1;
969 root 1.9 }
970    
971     if (tmp->stats.exp && tmp->type != SKILL)
972     {
973     if (tmp->stats.exp > 0)
974     {
975 root 1.40 added_speed += tmp->stats.exp / 3.f;
976 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
977 root 1.3 }
978 root 1.9 else
979 root 1.40 added_speed += tmp->stats.exp;
980 root 1.3 }
981    
982 root 1.9 switch (tmp->type)
983     {
984 root 1.46 #if 0
985 root 1.45 case WAND:
986     case ROD:
987     case HORN:
988 root 1.46 if (type != PLAYER || current_weapon == tmp)
989     chosen_skill = tmp;
990 root 1.45 break;
991 root 1.46 #endif
992 root 1.45
993 root 1.10 /* skills modifying the character -b.t. */
994     /* for all skills and skill granting objects */
995     case SKILL:
996     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
997     break;
998 root 1.3
999 root 1.10 if (IS_COMBAT_SKILL (tmp->subtype))
1000     wc_obj = tmp;
1001 root 1.3
1002 root 1.19 if (chosen_skill)
1003     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1004 root 1.10
1005 root 1.19 chosen_skill = tmp;
1006 root 1.10
1007     if (tmp->stats.dam > 0)
1008     { /* skill is a 'weapon' */
1009 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1010 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1011 root 1.19
1012 root 1.10 if (weapon_speed < 0)
1013     weapon_speed = 0;
1014 root 1.19
1015 root 1.10 weapon_weight = tmp->weight;
1016 root 1.19 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1017    
1018 root 1.10 if (tmp->magic)
1019 root 1.19 stats.dam += tmp->magic;
1020 root 1.10 }
1021 root 1.3
1022 root 1.10 if (tmp->stats.wc)
1023 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1024 root 1.3
1025 root 1.42 if (tmp->slaying)
1026 root 1.19 slaying = tmp->slaying;
1027 root 1.9
1028 root 1.10 if (tmp->stats.ac)
1029 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1030 root 1.3
1031 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033    
1034 root 1.10 break;
1035 root 1.3
1036 root 1.10 case SKILL_TOOL:
1037 root 1.19 if (chosen_skill)
1038     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1039    
1040     chosen_skill = tmp;
1041 root 1.10 break;
1042 root 1.3
1043 root 1.10 case SHIELD:
1044 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045     contr->encumbrance += (int) tmp->weight / 2000;
1046 root 1.10 case RING:
1047     case AMULET:
1048     case GIRDLE:
1049     case HELMET:
1050     case BOOTS:
1051     case GLOVES:
1052     case CLOAK:
1053     if (tmp->stats.wc)
1054 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1055 root 1.19
1056 root 1.10 if (tmp->stats.dam)
1057 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1058 root 1.19
1059 root 1.10 if (tmp->stats.ac)
1060 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1061 root 1.19
1062 root 1.10 break;
1063    
1064 root 1.45 case BOW:
1065 root 1.10 case WEAPON:
1066 root 1.46 if (type != PLAYER || current_weapon == tmp)
1067 root 1.45 {
1068     wc -= tmp->stats.wc + tmp->magic;
1069    
1070     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1071     ac -= tmp->stats.ac + tmp->magic;
1072    
1073     stats.dam += tmp->stats.dam + tmp->magic;
1074     weapon_weight = tmp->weight;
1075     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1076    
1077     if (weapon_speed < 0)
1078     weapon_speed = 0;
1079 root 1.19
1080 root 1.45 slaying = tmp->slaying;
1081    
1082     /* If there is desire that two handed weapons should do
1083     * extra strength damage, this is where the code should
1084     * go.
1085     */
1086    
1087     if (type == PLAYER)
1088 root 1.46 if (settings.spell_encumbrance)
1089     contr->encumbrance += tmp->weight * 3 / 1000;
1090 root 1.45 }
1091 root 1.9
1092 root 1.10 break;
1093 root 1.9
1094 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1095 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1096 root 1.40 contr->encumbrance += tmp->weight / 1000;
1097 root 1.10
1098     case BRACERS:
1099     case FORCE:
1100     if (tmp->stats.wc)
1101     {
1102     if (best_wc < tmp->stats.wc + tmp->magic)
1103     {
1104     wc += best_wc;
1105     best_wc = tmp->stats.wc + tmp->magic;
1106     }
1107     else
1108     wc += tmp->stats.wc + tmp->magic;
1109     }
1110 root 1.19
1111 root 1.10 if (tmp->stats.ac)
1112     {
1113     if (best_ac < tmp->stats.ac + tmp->magic)
1114     {
1115     ac += best_ac; /* Remove last bonus */
1116     best_ac = tmp->stats.ac + tmp->magic;
1117     }
1118     else /* To nullify the below effect */
1119     ac += tmp->stats.ac + tmp->magic;
1120     }
1121 root 1.19
1122 root 1.10 if (tmp->stats.wc)
1123     wc -= (tmp->stats.wc + tmp->magic);
1124 root 1.19
1125 root 1.10 if (tmp->stats.ac)
1126     ac -= (tmp->stats.ac + tmp->magic);
1127 root 1.19
1128 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1129     max = ARMOUR_SPEED (tmp) / 10.f;
1130 root 1.19
1131 root 1.10 break;
1132 root 1.9 } /* switch tmp->type */
1133     } /* item is equipped */
1134     } /* for loop of items */
1135    
1136     /* We've gone through all the objects the player has equipped. For many things, we
1137     * have generated intermediate values which we now need to assign.
1138     */
1139    
1140     /* 'total resistance = total protections - total vulnerabilities'.
1141     * If there is an uncursed potion in effect, granting more protection
1142     * than that, we take: 'total resistance = resistance from potion'.
1143     * If there is a cursed (and no uncursed) potion in effect, we take
1144     * 'total resistance = vulnerability from cursed potion'.
1145     */
1146     for (i = 0; i < NROFATTACKS; i++)
1147     {
1148 root 1.19 resist[i] = prot[i] - vuln[i];
1149    
1150     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1151     resist[i] = potion_resist[i];
1152 elmex 1.1 }
1153    
1154 root 1.9 /* Figure out the players sp/mana/hp totals. */
1155 root 1.19 if (type == PLAYER)
1156 root 1.9 {
1157     int pl_level;
1158    
1159 root 1.19 check_stat_bounds (&(stats));
1160     pl_level = level;
1161 root 1.9
1162     if (pl_level < 1)
1163     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1164    
1165     /* You basically get half a con bonus/level. But we do take into account rounding,
1166     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1167     */
1168 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1169 root 1.9 {
1170 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1171    
1172     if (i % 2 && con_bonus[stats.Con] % 2)
1173 root 1.9 {
1174 root 1.19 if (con_bonus[stats.Con] > 0)
1175 root 1.9 j++;
1176     else
1177     j--;
1178     }
1179 root 1.19
1180     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1181 root 1.9 }
1182    
1183 root 1.19 for (i = 11; i <= level; i++)
1184     stats.maxhp += 2;
1185 elmex 1.1
1186 root 1.19 if (stats.hp > stats.maxhp)
1187     stats.hp = stats.maxhp;
1188 elmex 1.1
1189 root 1.9 /* Sp gain is controlled by the level of the player's
1190     * relevant experience object (mana_obj, see above)
1191     */
1192     /* following happen when skills system is not used */
1193     if (!mana_obj)
1194 root 1.19 mana_obj = this;
1195    
1196 root 1.9 if (!grace_obj)
1197 root 1.19 grace_obj = this;
1198    
1199 root 1.9 /* set maxsp */
1200 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1201     mana_obj = this;
1202 root 1.9
1203 root 1.19 if (mana_obj == this && type == PLAYER)
1204     stats.maxsp = 1;
1205 root 1.9 else
1206     {
1207 root 1.40 sp_tmp = 0.f;
1208 root 1.19
1209 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1210     {
1211     float stmp;
1212    
1213     /* Got some extra bonus at first level */
1214     if (i < 2)
1215 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1216 root 1.9 else
1217 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1218 root 1.19
1219 root 1.40 if (stmp < 1.f)
1220     stmp = 1.f;
1221 root 1.19
1222 root 1.9 sp_tmp += stmp;
1223 root 1.3 }
1224 root 1.19
1225 root 1.40 stats.maxsp = (sint16)sp_tmp;
1226 root 1.3
1227 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1228 root 1.19 stats.maxsp += 2;
1229 root 1.3 }
1230 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1231 root 1.19 if (stats.sp > stats.maxsp * 2)
1232     stats.sp = stats.maxsp * 2;
1233 root 1.9
1234     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1235 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1236     grace_obj = this;
1237 root 1.9
1238 root 1.19 if (grace_obj == this && type == PLAYER)
1239     stats.maxgrace = 1;
1240 root 1.9 else
1241     {
1242     /* store grace in a float - this way, the divisions below don't create
1243     * big jumps when you go from level to level - with int's, it then
1244     * becomes big jumps when the sums of the bonuses jump to the next
1245     * step of 8 - with floats, even fractional ones are useful.
1246     */
1247 root 1.40 sp_tmp = 0.f;
1248 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1249 root 1.9 {
1250 root 1.40 float grace_tmp = 0.f;
1251 root 1.9
1252     /* Got some extra bonus at first level */
1253     if (i < 2)
1254 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1255 root 1.9 else
1256 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1257 root 1.19
1258 root 1.40 if (grace_tmp < 1.f)
1259     grace_tmp = 1.f;
1260 root 1.19
1261 root 1.9 sp_tmp += grace_tmp;
1262 root 1.3 }
1263 root 1.19
1264 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1265 root 1.3
1266 root 1.9 /* two grace points per level after 11 */
1267     for (i = 11; i <= grace_obj->level; i++)
1268 root 1.19 stats.maxgrace += 2;
1269 root 1.3 }
1270 root 1.9 /* No limit on grace vs maxgrace */
1271 root 1.3
1272 root 1.19 if (contr->braced)
1273 root 1.9 {
1274     ac += 2;
1275     wc += 4;
1276 root 1.3 }
1277 root 1.9 else
1278 root 1.19 ac -= dex_bonus[stats.Dex];
1279 root 1.9
1280     /* In new exp/skills system, wc bonuses are related to
1281     * the players level in a relevant exp object (wc_obj)
1282     * not the general player level -b.t.
1283     * I changed this slightly so that wc bonuses are better
1284     * than before. This is to balance out the fact that
1285     * the player no longer gets a personal weapon w/ 1
1286     * improvement every level, now its fighterlevel/5. So
1287     * we give the player a bonus here in wc and dam
1288     * to make up for the change. Note that I left the
1289     * monster bonus the same as before. -b.t.
1290     */
1291    
1292 root 1.19 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1293 root 1.9 {
1294 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295    
1296 root 1.9 for (i = 1; i < wc_obj->level; i++)
1297     {
1298     /* addtional wc every 6 levels */
1299     if (!(i % 6))
1300     wc--;
1301 root 1.37
1302 root 1.9 /* addtional dam every 4 levels. */
1303 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1304     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 root 1.9 }
1306     }
1307     else
1308 root 1.37 wc -= level + thaco_bonus[stats.Str];
1309 root 1.9
1310 root 1.19 stats.dam += dam_bonus[stats.Str];
1311 root 1.9
1312 root 1.19 if (stats.dam < 1)
1313     stats.dam = 1;
1314 root 1.9
1315 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1316 root 1.19
1317     if (settings.search_items && contr->search_str[0])
1318     speed -= 1;
1319    
1320     if (attacktype == 0)
1321     attacktype = arch->clone.attacktype;
1322 root 1.9
1323     } /* End if player */
1324    
1325     if (added_speed >= 0)
1326 root 1.40 speed += added_speed / 10.f;
1327 root 1.9 else /* Something wrong here...: */
1328 root 1.40 speed /= 1.f - added_speed;
1329 root 1.3
1330 root 1.9 /* Max is determined by armour */
1331 root 1.19 if (speed > max)
1332     speed = max;
1333 elmex 1.1
1334 root 1.19 if (type == PLAYER)
1335 root 1.9 {
1336     /* f is a number the represents the number of kg above (positive num)
1337     * or below (negative number) that the player is carrying. If above
1338     * weight limit, then player suffers a speed reduction based on how
1339     * much above he is, and what is max carry is
1340     */
1341 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1342 root 1.9 if (f > 0)
1343 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1344 elmex 1.1 }
1345    
1346 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1347 root 1.9
1348     /* Put a lower limit on speed. Note with this speed, you move once every
1349     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1350     */
1351 root 1.19 speed = speed * speed_reduce_from_disease;
1352 elmex 1.1
1353 root 1.40 if (speed < 0.01f && type == PLAYER)
1354     speed = 0.01f;
1355 root 1.9
1356 root 1.19 if (type == PLAYER)
1357 root 1.9 {
1358     /* (This formula was made by vidarl@ifi.uio.no)
1359     * Note that we never used these values again - basically
1360     * all of these could be subbed into one big equation, but
1361     * that would just be a real pain to read.
1362     */
1363 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1364     float M2 = max_carry[stats.Str] / 100.f;
1365     float W = weapon_weight / 20000.f;
1366     float s = 2 - weapon_speed / 10.f;
1367     float D = (stats.Dex - 14) / 14.f;
1368     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1369    
1370     K *= (4 + level) *1.2f / (6 + level);
1371    
1372     if (K <= 0.f)
1373     K = 0.01f;
1374    
1375     float S = speed / (K * s);
1376    
1377 root 1.19 contr->weapon_sp = S;
1378 root 1.9 }
1379 root 1.19
1380 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1381 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1382 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1383 root 1.9
1384     /* Prevent overflows of wc - best you can get is ABS(120) - this
1385     * should be more than enough - remember, AC is also in 8 bits,
1386     * so its value is the same.
1387     */
1388     if (wc > 120)
1389     wc = 120;
1390     else if (wc < -120)
1391     wc = -120;
1392 root 1.19
1393     stats.wc = wc;
1394 root 1.9
1395     if (ac > 120)
1396     ac = 120;
1397     else if (ac < -120)
1398     ac = -120;
1399 root 1.19
1400     stats.ac = ac;
1401 root 1.9
1402     /* if for some reason the creature doesn't have any move type,
1403     * give them walking as a default.
1404     * The second case is a special case - to more closely mimic the
1405     * old behaviour - if your flying, your not walking - just
1406     * one or the other.
1407     */
1408 root 1.19 if (move_type == 0)
1409     move_type = MOVE_WALK;
1410     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411     move_type &= ~MOVE_WALK;
1412 elmex 1.1
1413 root 1.24 if (speed != old_speed)
1414     set_speed (speed);
1415 elmex 1.1
1416 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1417     * so we will check that now.
1418     */
1419 root 1.19 if (type == PLAYER)
1420     {
1421     esrv_update_stats (contr);
1422     esrv_update_spells (contr);
1423     }
1424 root 1.35
1425     // update the mapspace, if we are on a map
1426     if (!flag [FLAG_REMOVED] && map)
1427     map->at (x, y).flags_ = 0;
1428 elmex 1.1 }
1429    
1430     /*
1431     * Returns true if the given player is a legal class.
1432     * The function to add and remove class-bonuses to the stats doesn't
1433     * check if the stat becomes negative, thus this function
1434     * merely checks that all stats are 1 or more, and returns
1435     * false otherwise.
1436     */
1437 root 1.9 int
1438     allowed_class (const object *op)
1439     {
1440 root 1.40 return op->stats.Dex > 0
1441     && op->stats.Str > 0
1442     && op->stats.Con > 0
1443     && op->stats.Int > 0
1444     && op->stats.Wis > 0
1445     && op->stats.Pow > 0
1446     && op->stats.Cha > 0;
1447 elmex 1.1 }
1448    
1449     /*
1450     * set the new dragon name after gaining levels or
1451     * changing ability focus (later this can be extended to
1452     * eventually change the player's face and animation)
1453     *
1454     * Note that the title is written to 'own_title' in the
1455     * player struct. This should be changed to 'ext_title'
1456     * as soon as clients support this!
1457     * Please, anyone, write support for 'ext_title'.
1458     */
1459 root 1.9 void
1460     set_dragon_name (object *pl, const object *abil, const object *skin)
1461     {
1462     int atnr = -1; /* attacknumber of highest level */
1463     int level = 0; /* highest level */
1464 elmex 1.1 int i;
1465    
1466     /* Perhaps do something more clever? */
1467 root 1.9 if (!abil || !skin)
1468     return;
1469    
1470 elmex 1.1 /* first, look for the highest level */
1471 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1472     {
1473     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1474     {
1475     level = abil->resist[i];
1476     atnr = i;
1477     }
1478 elmex 1.1 }
1479 root 1.9
1480 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1481     or else at random */
1482 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1483 elmex 1.1 atnr = abil->stats.exp;
1484 root 1.9
1485     level = (int) (level / 5.);
1486    
1487 elmex 1.1 /* now set the new title */
1488 root 1.9 if (pl->contr != NULL)
1489     {
1490     if (level == 0)
1491     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1492     else if (level == 1)
1493     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1494     else if (level == 2)
1495     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1496     else if (level == 3)
1497     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1498 elmex 1.1 else
1499 root 1.9 {
1500     /* special titles for extra high resistance! */
1501     if (skin->resist[atnr] > 80)
1502     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1503     else if (skin->resist[atnr] > 50)
1504     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1505     else
1506     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1507     }
1508 elmex 1.1 }
1509 root 1.9
1510     strcpy (pl->contr->own_title, "");
1511 elmex 1.1 }
1512    
1513     /*
1514     * This function is called when a dragon-player gains
1515     * an overall level. Here, the dragon might gain new abilities
1516     * or change the ability-focus.
1517     */
1518 root 1.9 void
1519     dragon_level_gain (object *who)
1520     {
1521     object *abil = NULL; /* pointer to dragon ability force */
1522     object *skin = NULL; /* pointer to dragon skin force */
1523     object *tmp = NULL; /* tmp. object */
1524     char buf[MAX_BUF]; /* tmp. string buffer */
1525    
1526     /* now grab the 'dragon_ability'-forces from the player's inventory */
1527 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1528     shstr_cmp dragon_skin_force ("dragon_skin_force");
1529    
1530     for (tmp = who->inv; tmp; tmp = tmp->below)
1531     if (tmp->type == FORCE)
1532     if (tmp->arch->name == dragon_ability_force)
1533     abil = tmp;
1534     else if (tmp->arch->name == dragon_skin_force)
1535     skin = tmp;
1536    
1537 root 1.9 /* if the force is missing -> bail out */
1538     if (abil == NULL)
1539     return;
1540    
1541     /* The ability_force keeps track of maximum level ever achieved.
1542     * New abilties can only be gained by surpassing this max level
1543     */
1544     if (who->level > abil->level)
1545     {
1546     /* increase our focused ability */
1547     abil->resist[abil->stats.exp]++;
1548    
1549    
1550     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1551     {
1552     /* time to hand out a new ability-gift */
1553     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1554     }
1555    
1556     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1557     {
1558     /* apply new ability focus */
1559     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1560     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1561    
1562     abil->stats.exp = abil->last_eat;
1563     abil->last_eat = 0;
1564     }
1565    
1566     abil->level = who->level;
1567     }
1568    
1569     /* last but not least, set the new title for the dragon */
1570     set_dragon_name (who, abil, skin);
1571 elmex 1.1 }
1572    
1573     /* Handy function - given the skill name skill_name, we find the skill
1574     * archetype/object, set appropriate values, and insert it into
1575     * the object (op) that is passed.
1576     * We return the skill - this makes it easier for calling functions that
1577     * want to do something with it immediately.
1578     */
1579 root 1.9 object *
1580     give_skill_by_name (object *op, const char *skill_name)
1581 elmex 1.1 {
1582 root 1.9 object *skill_obj;
1583 elmex 1.1
1584 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1585     if (!skill_obj)
1586     {
1587     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1588     return NULL;
1589     }
1590     /* clear the flag - exp goes into this bucket, but player
1591     * still doesn't know it.
1592     */
1593     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594     skill_obj->stats.exp = 0;
1595     skill_obj->level = 1;
1596     insert_ob_in_ob (skill_obj, op);
1597 root 1.26
1598 root 1.9 if (op->contr)
1599     {
1600 root 1.26 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1601     if (op->contr->ns)
1602     op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 elmex 1.1 }
1604 root 1.26
1605 root 1.9 return skill_obj;
1606 elmex 1.1 }
1607    
1608    
1609     /* player_lvl_adj() - for the new exp system. we are concerned with
1610     * whether the player gets more hp, sp and new levels.
1611     * Note this this function should only be called for players. Monstes
1612     * don't really gain levels
1613     * who is the player, op is what we are checking to gain the level
1614     * (eg, skill)
1615     */
1616 root 1.9 void
1617     player_lvl_adj (object *who, object *op)
1618     {
1619     char buf[MAX_BUF];
1620    
1621     if (!op) /* when rolling stats */
1622     op = who;
1623    
1624     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625     {
1626     op->level++;
1627    
1628     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1629     dragon_level_gain (who);
1630    
1631     /* Only roll these if it is the player (who) that gained the level */
1632     if (op == who && (who->level < 11) && who->type == PLAYER)
1633     {
1634     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1635     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1636     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1637     }
1638    
1639 root 1.19 who->update_stats ();
1640 root 1.9 if (op->level > 1)
1641     {
1642     if (op->type != PLAYER)
1643     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1644     else
1645     sprintf (buf, "You are now level %d.", op->level);
1646     if (who)
1647     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648     }
1649     player_lvl_adj (who, op); /* To increase more levels */
1650     }
1651     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652     {
1653     op->level--;
1654 root 1.19 who->update_stats ();
1655 root 1.9 if (op->type != PLAYER)
1656     {
1657     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1658     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1659 root 1.3 }
1660 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1661 elmex 1.1 }
1662 root 1.19
1663 root 1.9 /* check if the spell data has changed */
1664 root 1.19 esrv_update_stats (who->contr);
1665 root 1.9 esrv_update_spells (who->contr);
1666 elmex 1.1 }
1667    
1668     /*
1669     * Returns how much experience is needed for a player to become
1670     * the given level. level should really never exceed max_level
1671     */
1672    
1673 root 1.9 sint64
1674     level_exp (int level, double expmul)
1675     {
1676     if (level > settings.max_level)
1677     return (sint64) (expmul * levels[settings.max_level]);
1678 root 1.40
1679 root 1.9 return (sint64) (expmul * levels[level]);
1680 elmex 1.1 }
1681    
1682     /*
1683     * Ensure that the permanent experience requirements in an exp object are met.
1684     * This really just checks 'op to make sure the perm_exp value is within
1685     * proper range. Note that the checking of what is passed through
1686     * has been reduced. Since there is now a proper field for perm_exp,
1687     * this can now work on a much larger set of objects.
1688     */
1689 root 1.9 void
1690     calc_perm_exp (object *op)
1691 elmex 1.1 {
1692 root 1.9 int p_exp_min;
1693    
1694     /* Ensure that our permanent experience minimum is met.
1695     * permenent_exp_ratio is an integer percentage, we divide by 100
1696     * to get the fraction */
1697     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1698    
1699     if (op->perm_exp < p_exp_min)
1700     op->perm_exp = p_exp_min;
1701    
1702     /* Cap permanent experience. */
1703     if (op->perm_exp < 0)
1704     op->perm_exp = 0;
1705     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1706     op->perm_exp = MAX_EXPERIENCE;
1707 elmex 1.1 }
1708    
1709     /* Add experience to a player - exp should only be positive.
1710     * Updates permanent exp for the skill we are adding to.
1711     * skill_name is the skill to add exp to. Skill name can be
1712     * NULL, in which case exp increases the players general
1713     * total, but not any particular skill.
1714     * flag is what to do if the player doesn't have the skill:
1715     */
1716 root 1.9 static void
1717     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1718 elmex 1.1 {
1719 elmex 1.4 object *skill_obj = NULL;
1720     sint64 limit, exp_to_add;
1721     int i;
1722    
1723     /* prevents some forms of abuse. */
1724     if (op->contr->braced)
1725 root 1.46 exp /= 5;
1726 elmex 1.4
1727     /* Try to find the matching skill.
1728     * We do a shortcut/time saving mechanism first - see if it matches
1729 root 1.46 * chosen_skill. This means we don't need to search through
1730 elmex 1.4 * the players inventory.
1731     */
1732     if (skill_name)
1733     {
1734 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1735 elmex 1.4 skill_obj = op->chosen_skill;
1736     else
1737     {
1738     for (i = 0; i < NUM_SKILLS; i++)
1739 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1740 elmex 1.4 {
1741     skill_obj = op->contr->last_skill_ob[i];
1742     break;
1743     }
1744 root 1.3
1745 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1746     * it to the player if necessary
1747     */
1748     if (!skill_obj)
1749     {
1750     if (flag == SK_EXP_NONE)
1751     return;
1752     else if (flag == SK_EXP_ADD_SKILL)
1753     give_skill_by_name (op, skill_name);
1754 root 1.3 }
1755     }
1756 elmex 1.1 }
1757    
1758 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1759     {
1760     /* Basically, you can never gain more experience in one shot
1761     * than half what you need to gain for next level.
1762     */
1763     exp_to_add = exp;
1764     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1765     if (exp_to_add > limit)
1766     exp_to_add = limit;
1767    
1768 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1769 elmex 1.4 if (settings.permanent_exp_ratio)
1770     {
1771 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1772 elmex 1.4 calc_perm_exp (op);
1773     }
1774    
1775     player_lvl_adj (op, NULL);
1776     }
1777    
1778     if (skill_obj)
1779     {
1780     exp_to_add = exp;
1781     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1782     if (exp_to_add > limit)
1783     exp_to_add = limit;
1784    
1785     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1786     if (settings.permanent_exp_ratio)
1787     {
1788 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1789 elmex 1.4 calc_perm_exp (skill_obj);
1790     }
1791 elmex 1.1
1792 elmex 1.4 player_lvl_adj (op, skill_obj);
1793 elmex 1.1 }
1794     }
1795    
1796     /* This function checks to make sure that object 'op' can
1797     * lost 'exp' experience. It returns the amount of exp
1798     * object 'op' can in fact lose - it basically makes
1799     * adjustments based on permanent exp and the like.
1800     * This function should always be used for losing experience -
1801     * the 'exp' value passed should be positive - this is the
1802     * amount that should get subtract from the player.
1803     */
1804 root 1.9 sint64
1805     check_exp_loss (const object *op, sint64 exp)
1806 elmex 1.1 {
1807 root 1.9 sint64 del_exp;
1808 elmex 1.1
1809 root 1.9 if (exp > op->stats.exp)
1810     exp = op->stats.exp;
1811     if (settings.permanent_exp_ratio)
1812     {
1813     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1814     if (del_exp < 0)
1815     del_exp = 0;
1816     if (exp > del_exp)
1817     exp = del_exp;
1818 elmex 1.1 }
1819 root 1.9 return exp;
1820 elmex 1.1 }
1821    
1822 root 1.9 sint64
1823     check_exp_adjust (const object *op, sint64 exp)
1824 elmex 1.1 {
1825 root 1.9 if (exp < 0)
1826     return check_exp_loss (op, exp);
1827     else
1828     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1829 elmex 1.1 }
1830    
1831    
1832     /* Subtracts experience from player.
1833     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1834     * only subtract from the matching skill. Otherwise,
1835     * this subtracts a portion from all
1836     * skills the player has. Eg, if we figure the player is losing 10%
1837     * of his total exp, what happens is he loses 10% from all his skills.
1838     * Note that if permanent exp is used, player may not in fact lose
1839     * as much as listed. Eg, if player has gotten reduced to the point
1840     * where everything is at the minimum perm exp, he would lose nothing.
1841     * exp is the amount of exp to subtract - thus, it should be
1842     * a postive number.
1843     */
1844 root 1.9 static void
1845     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1846 elmex 1.1 {
1847 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1848     object *tmp;
1849     sint64 del_exp;
1850    
1851     for (tmp = op->inv; tmp; tmp = tmp->below)
1852     if (tmp->type == SKILL && tmp->stats.exp)
1853     {
1854     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1855     {
1856     del_exp = check_exp_loss (tmp, exp);
1857     tmp->stats.exp -= del_exp;
1858     player_lvl_adj (op, tmp);
1859     }
1860     else if (flag != SK_SUBTRACT_SKILL_EXP)
1861     {
1862     /* only want to process other skills if we are not trying
1863     * to match a specific skill.
1864     */
1865     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1866     tmp->stats.exp -= del_exp;
1867     player_lvl_adj (op, tmp);
1868     }
1869     }
1870 root 1.35
1871 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1872     {
1873     del_exp = check_exp_loss (op, exp);
1874     op->stats.exp -= del_exp;
1875     player_lvl_adj (op, NULL);
1876 elmex 1.1 }
1877     }
1878    
1879     /* change_exp() - changes experience to a player/monster. This
1880     * does bounds checking to make sure we don't overflow the max exp.
1881     *
1882     * The exp passed is typically not modified much by this function -
1883     * it is assumed the caller has modified the exp as needed.
1884     * skill_name is the skill that should get the exp added.
1885     * flag is what to do if player doesn't have the skill.
1886     * these last two values are only used for players.
1887     */
1888 root 1.9 void
1889     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1890     {
1891 elmex 1.1 #ifdef EXP_DEBUG
1892 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1893 elmex 1.1 #endif
1894    
1895 root 1.9 /* safety */
1896     if (!op)
1897     {
1898     LOG (llevError, "change_exp() called for null object!\n");
1899     return;
1900     }
1901    
1902     /* if no change in exp, just return - most of the below code
1903     * won't do anything if the value is 0 anyways.
1904     */
1905     if (exp == 0)
1906     return;
1907    
1908     /* Monsters are easy - we just adjust their exp - we
1909     * don't adjust level, since in most cases it is unrelated to
1910     * the exp they have - the monsters exp represents what its
1911     * worth.
1912     */
1913     if (op->type != PLAYER)
1914     {
1915     /* Sanity check */
1916     if (!QUERY_FLAG (op, FLAG_ALIVE))
1917     return;
1918    
1919     /* reset exp to max allowed value. We subtract from
1920     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1921     * more than max exp, just return.
1922     */
1923     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1924     {
1925     exp = MAX_EXPERIENCE - op->stats.exp;
1926     if (exp < 0)
1927     return;
1928 root 1.3 }
1929 elmex 1.1
1930 root 1.9 op->stats.exp += exp;
1931 elmex 1.1 }
1932 root 1.9 else
1933     { /* Players only */
1934     if (exp > 0)
1935     add_player_exp (op, exp, skill_name, flag);
1936     else
1937     /* note that when you lose exp, it doesn't go against
1938     * a particular skill, so we don't need to pass that
1939     * along.
1940     */
1941 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1942 elmex 1.1 }
1943     }
1944    
1945     /* Applies a death penalty experience, the size of this is defined by the
1946     * settings death_penalty_percentage and death_penalty_levels, and by the
1947     * amount of permenent experience, whichever gives the lowest loss.
1948     */
1949 root 1.9 void
1950     apply_death_exp_penalty (object *op)
1951     {
1952     object *tmp;
1953     sint64 loss;
1954     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1955     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1956    
1957     for (tmp = op->inv; tmp; tmp = tmp->below)
1958     if (tmp->type == SKILL && tmp->stats.exp)
1959     {
1960    
1961     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1962     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1963    
1964     /* With the revised exp system, you can get cases where
1965     * losing several levels would still require that you have more
1966     * exp than you currently have - this is true if the levels
1967     * tables is a lot harder.
1968     */
1969     if (level_loss < 0)
1970     level_loss = 0;
1971 root 1.3
1972 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1973 root 1.3
1974 root 1.9 tmp->stats.exp -= loss;
1975     player_lvl_adj (op, tmp);
1976     }
1977 elmex 1.1
1978 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1979     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1980     if (level_loss < 0)
1981     level_loss = 0;
1982     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1983 elmex 1.1
1984 root 1.9 op->stats.exp -= loss;
1985     player_lvl_adj (op, NULL);
1986 elmex 1.1 }
1987    
1988     /* This function takes an object (monster/player, op), and
1989     * determines if it makes a basic save throw by looking at the
1990     * save_throw table. level is the effective level to make
1991     * the save at, and bonus is any plus/bonus (typically based on
1992     * resistance to particular attacktype.
1993     * Returns 1 if op makes his save, 0 if he failed
1994     */
1995 root 1.9 int
1996     did_make_save (const object *op, int level, int bonus)
1997 elmex 1.1 {
1998 root 1.9 if (level > MAX_SAVE_LEVEL)
1999     level = MAX_SAVE_LEVEL;
2000 elmex 1.1
2001 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2002     return 0;
2003 root 1.19
2004 root 1.9 return 1;
2005 elmex 1.1 }