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/cvs/deliantra/server/common/living.C
Revision: 1.57
Committed: Mon May 14 21:32:26 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +4 -11 lines
Log Message:
breath life into completely broken skill tools

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 root 1.55 object *grace_obj = NULL, *mana_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 1.19 if (chosen_skill)
1000     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1001 root 1.10
1002 root 1.19 chosen_skill = tmp;
1003 root 1.10
1004     if (tmp->stats.dam > 0)
1005     { /* skill is a 'weapon' */
1006 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1007 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1008 root 1.19
1009 root 1.10 if (weapon_speed < 0)
1010     weapon_speed = 0;
1011 root 1.19
1012 root 1.10 weapon_weight = tmp->weight;
1013 root 1.54 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1014 root 1.19
1015 root 1.10 if (tmp->magic)
1016 root 1.19 stats.dam += tmp->magic;
1017 root 1.10 }
1018 root 1.3
1019 root 1.10 if (tmp->stats.wc)
1020 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1021 root 1.3
1022 root 1.42 if (tmp->slaying)
1023 root 1.19 slaying = tmp->slaying;
1024 root 1.9
1025 root 1.10 if (tmp->stats.ac)
1026 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1027 root 1.3
1028 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1030    
1031 root 1.10 break;
1032 root 1.3
1033 root 1.10 case SHIELD:
1034 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1035     contr->encumbrance += (int) tmp->weight / 2000;
1036 root 1.10 case RING:
1037     case AMULET:
1038     case GIRDLE:
1039     case HELMET:
1040     case BOOTS:
1041     case GLOVES:
1042     case CLOAK:
1043     if (tmp->stats.wc)
1044 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1045 root 1.19
1046 root 1.10 if (tmp->stats.dam)
1047 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1048 root 1.19
1049 root 1.10 if (tmp->stats.ac)
1050 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1051 root 1.19
1052 root 1.10 break;
1053    
1054 root 1.45 case BOW:
1055 root 1.10 case WEAPON:
1056 root 1.46 if (type != PLAYER || current_weapon == tmp)
1057 root 1.45 {
1058     wc -= tmp->stats.wc + tmp->magic;
1059    
1060     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1061     ac -= tmp->stats.ac + tmp->magic;
1062    
1063     stats.dam += tmp->stats.dam + tmp->magic;
1064     weapon_weight = tmp->weight;
1065     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1066    
1067     if (weapon_speed < 0)
1068     weapon_speed = 0;
1069 root 1.19
1070 root 1.45 slaying = tmp->slaying;
1071    
1072     /* If there is desire that two handed weapons should do
1073     * extra strength damage, this is where the code should
1074     * go.
1075     */
1076    
1077     if (type == PLAYER)
1078 root 1.46 if (settings.spell_encumbrance)
1079     contr->encumbrance += tmp->weight * 3 / 1000;
1080 root 1.45 }
1081 root 1.9
1082 root 1.10 break;
1083 root 1.9
1084 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1085 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1086 root 1.40 contr->encumbrance += tmp->weight / 1000;
1087 root 1.10
1088     case BRACERS:
1089     case FORCE:
1090     if (tmp->stats.wc)
1091     {
1092     if (best_wc < tmp->stats.wc + tmp->magic)
1093     {
1094     wc += best_wc;
1095     best_wc = tmp->stats.wc + tmp->magic;
1096     }
1097     else
1098     wc += tmp->stats.wc + tmp->magic;
1099     }
1100 root 1.19
1101 root 1.10 if (tmp->stats.ac)
1102     {
1103     if (best_ac < tmp->stats.ac + tmp->magic)
1104     {
1105     ac += best_ac; /* Remove last bonus */
1106     best_ac = tmp->stats.ac + tmp->magic;
1107     }
1108     else /* To nullify the below effect */
1109     ac += tmp->stats.ac + tmp->magic;
1110     }
1111 root 1.19
1112 root 1.10 if (tmp->stats.wc)
1113     wc -= (tmp->stats.wc + tmp->magic);
1114 root 1.19
1115 root 1.10 if (tmp->stats.ac)
1116     ac -= (tmp->stats.ac + tmp->magic);
1117 root 1.19
1118 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1119     max = ARMOUR_SPEED (tmp) / 10.f;
1120 root 1.19
1121 root 1.10 break;
1122 root 1.9 } /* switch tmp->type */
1123     } /* item is equipped */
1124     } /* for loop of items */
1125    
1126     /* We've gone through all the objects the player has equipped. For many things, we
1127     * have generated intermediate values which we now need to assign.
1128     */
1129    
1130     /* 'total resistance = total protections - total vulnerabilities'.
1131     * If there is an uncursed potion in effect, granting more protection
1132     * than that, we take: 'total resistance = resistance from potion'.
1133     * If there is a cursed (and no uncursed) potion in effect, we take
1134     * 'total resistance = vulnerability from cursed potion'.
1135     */
1136     for (i = 0; i < NROFATTACKS; i++)
1137     {
1138 root 1.19 resist[i] = prot[i] - vuln[i];
1139    
1140     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1141     resist[i] = potion_resist[i];
1142 elmex 1.1 }
1143    
1144 root 1.9 /* Figure out the players sp/mana/hp totals. */
1145 root 1.19 if (type == PLAYER)
1146 root 1.9 {
1147     int pl_level;
1148    
1149 root 1.19 check_stat_bounds (&(stats));
1150     pl_level = level;
1151 root 1.9
1152     if (pl_level < 1)
1153     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1154    
1155     /* You basically get half a con bonus/level. But we do take into account rounding,
1156     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157     */
1158 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1159 root 1.9 {
1160 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1161    
1162     if (i % 2 && con_bonus[stats.Con] % 2)
1163 root 1.9 {
1164 root 1.19 if (con_bonus[stats.Con] > 0)
1165 root 1.9 j++;
1166     else
1167     j--;
1168     }
1169 root 1.19
1170     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1171 root 1.9 }
1172    
1173 root 1.19 for (i = 11; i <= level; i++)
1174     stats.maxhp += 2;
1175 elmex 1.1
1176 root 1.19 if (stats.hp > stats.maxhp)
1177     stats.hp = stats.maxhp;
1178 elmex 1.1
1179 root 1.9 /* Sp gain is controlled by the level of the player's
1180     * relevant experience object (mana_obj, see above)
1181     */
1182     /* following happen when skills system is not used */
1183     if (!mana_obj)
1184 root 1.19 mana_obj = this;
1185    
1186 root 1.9 if (!grace_obj)
1187 root 1.19 grace_obj = this;
1188    
1189 root 1.9 /* set maxsp */
1190 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1191     mana_obj = this;
1192 root 1.9
1193 root 1.19 if (mana_obj == this && type == PLAYER)
1194     stats.maxsp = 1;
1195 root 1.9 else
1196     {
1197 root 1.40 sp_tmp = 0.f;
1198 root 1.19
1199 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1200     {
1201     float stmp;
1202    
1203     /* Got some extra bonus at first level */
1204     if (i < 2)
1205 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1206 root 1.9 else
1207 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1208 root 1.19
1209 root 1.40 if (stmp < 1.f)
1210     stmp = 1.f;
1211 root 1.19
1212 root 1.9 sp_tmp += stmp;
1213 root 1.3 }
1214 root 1.19
1215 root 1.40 stats.maxsp = (sint16)sp_tmp;
1216 root 1.3
1217 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1218 root 1.19 stats.maxsp += 2;
1219 root 1.3 }
1220 root 1.54
1221 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1222 root 1.19 if (stats.sp > stats.maxsp * 2)
1223     stats.sp = stats.maxsp * 2;
1224 root 1.9
1225     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1226 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1227     grace_obj = this;
1228 root 1.9
1229 root 1.19 if (grace_obj == this && type == PLAYER)
1230     stats.maxgrace = 1;
1231 root 1.9 else
1232     {
1233     /* store grace in a float - this way, the divisions below don't create
1234     * big jumps when you go from level to level - with int's, it then
1235     * becomes big jumps when the sums of the bonuses jump to the next
1236     * step of 8 - with floats, even fractional ones are useful.
1237     */
1238 root 1.40 sp_tmp = 0.f;
1239 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1240 root 1.9 {
1241 root 1.40 float grace_tmp = 0.f;
1242 root 1.9
1243     /* Got some extra bonus at first level */
1244     if (i < 2)
1245 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1246 root 1.9 else
1247 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1248 root 1.19
1249 root 1.40 if (grace_tmp < 1.f)
1250     grace_tmp = 1.f;
1251 root 1.19
1252 root 1.9 sp_tmp += grace_tmp;
1253 root 1.3 }
1254 root 1.19
1255 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1256 root 1.3
1257 root 1.9 /* two grace points per level after 11 */
1258     for (i = 11; i <= grace_obj->level; i++)
1259 root 1.19 stats.maxgrace += 2;
1260 root 1.3 }
1261 root 1.54
1262 root 1.9 /* No limit on grace vs maxgrace */
1263 root 1.3
1264 root 1.19 if (contr->braced)
1265 root 1.9 {
1266     ac += 2;
1267     wc += 4;
1268 root 1.3 }
1269 root 1.9 else
1270 root 1.19 ac -= dex_bonus[stats.Dex];
1271 root 1.9
1272     /* In new exp/skills system, wc bonuses are related to
1273     * the players level in a relevant exp object (wc_obj)
1274     * not the general player level -b.t.
1275     * I changed this slightly so that wc bonuses are better
1276     * than before. This is to balance out the fact that
1277     * the player no longer gets a personal weapon w/ 1
1278     * improvement every level, now its fighterlevel/5. So
1279     * we give the player a bonus here in wc and dam
1280     * to make up for the change. Note that I left the
1281     * monster bonus the same as before. -b.t.
1282     */
1283 root 1.55 object *wc_obj = chosen_skill;
1284 root 1.9
1285 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1286 root 1.9 {
1287 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1288    
1289 root 1.9 for (i = 1; i < wc_obj->level; i++)
1290     {
1291 root 1.54 /* additional wc every 6 levels */
1292 root 1.9 if (!(i % 6))
1293     wc--;
1294 root 1.37
1295 root 1.54 /* additional dam every 4 levels. */
1296 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1297     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1298 root 1.9 }
1299     }
1300     else
1301 root 1.37 wc -= level + thaco_bonus[stats.Str];
1302 root 1.9
1303 root 1.19 stats.dam += dam_bonus[stats.Str];
1304 root 1.9
1305 root 1.19 if (stats.dam < 1)
1306     stats.dam = 1;
1307 root 1.9
1308 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1309 root 1.19
1310     if (settings.search_items && contr->search_str[0])
1311     speed -= 1;
1312    
1313     if (attacktype == 0)
1314     attacktype = arch->clone.attacktype;
1315 root 1.9 } /* End if player */
1316    
1317     if (added_speed >= 0)
1318 root 1.40 speed += added_speed / 10.f;
1319 root 1.9 else /* Something wrong here...: */
1320 root 1.40 speed /= 1.f - added_speed;
1321 root 1.3
1322 root 1.9 /* Max is determined by armour */
1323 root 1.19 if (speed > max)
1324     speed = max;
1325 elmex 1.1
1326 root 1.19 if (type == PLAYER)
1327 root 1.9 {
1328     /* f is a number the represents the number of kg above (positive num)
1329     * or below (negative number) that the player is carrying. If above
1330     * weight limit, then player suffers a speed reduction based on how
1331     * much above he is, and what is max carry is
1332     */
1333 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1334 root 1.9 if (f > 0)
1335 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1336 elmex 1.1 }
1337    
1338 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1339 root 1.9
1340     /* Put a lower limit on speed. Note with this speed, you move once every
1341     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1342     */
1343 root 1.19 speed = speed * speed_reduce_from_disease;
1344 elmex 1.1
1345 root 1.40 if (speed < 0.01f && type == PLAYER)
1346     speed = 0.01f;
1347 root 1.9
1348 root 1.19 if (type == PLAYER)
1349 root 1.9 {
1350     /* (This formula was made by vidarl@ifi.uio.no)
1351     * Note that we never used these values again - basically
1352     * all of these could be subbed into one big equation, but
1353     * that would just be a real pain to read.
1354     */
1355 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1356     float M2 = max_carry[stats.Str] / 100.f;
1357     float W = weapon_weight / 20000.f;
1358 root 1.56 float s = (20 - weapon_speed) / 10.f;
1359 root 1.40 float D = (stats.Dex - 14) / 14.f;
1360     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1361    
1362 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1363 root 1.40
1364 root 1.56 if (K <= 0.01f)
1365 root 1.40 K = 0.01f;
1366    
1367     float S = speed / (K * s);
1368    
1369 root 1.19 contr->weapon_sp = S;
1370 root 1.9 }
1371 root 1.19
1372 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1373 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1374 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1375 root 1.9
1376 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1377     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1378 root 1.9
1379     /* if for some reason the creature doesn't have any move type,
1380     * give them walking as a default.
1381     * The second case is a special case - to more closely mimic the
1382     * old behaviour - if your flying, your not walking - just
1383     * one or the other.
1384     */
1385 root 1.19 if (move_type == 0)
1386     move_type = MOVE_WALK;
1387     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1388     move_type &= ~MOVE_WALK;
1389 elmex 1.1
1390 root 1.24 if (speed != old_speed)
1391     set_speed (speed);
1392 elmex 1.1
1393 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1394     * so we will check that now.
1395     */
1396 root 1.19 if (type == PLAYER)
1397     {
1398     esrv_update_stats (contr);
1399     esrv_update_spells (contr);
1400     }
1401 root 1.35
1402     // update the mapspace, if we are on a map
1403     if (!flag [FLAG_REMOVED] && map)
1404     map->at (x, y).flags_ = 0;
1405 elmex 1.1 }
1406    
1407     /*
1408     * Returns true if the given player is a legal class.
1409     * The function to add and remove class-bonuses to the stats doesn't
1410     * check if the stat becomes negative, thus this function
1411     * merely checks that all stats are 1 or more, and returns
1412     * false otherwise.
1413     */
1414 root 1.9 int
1415     allowed_class (const object *op)
1416     {
1417 root 1.40 return op->stats.Dex > 0
1418     && op->stats.Str > 0
1419     && op->stats.Con > 0
1420     && op->stats.Int > 0
1421     && op->stats.Wis > 0
1422     && op->stats.Pow > 0
1423     && op->stats.Cha > 0;
1424 elmex 1.1 }
1425    
1426     /*
1427     * set the new dragon name after gaining levels or
1428     * changing ability focus (later this can be extended to
1429     * eventually change the player's face and animation)
1430     *
1431     * Note that the title is written to 'own_title' in the
1432     * player struct. This should be changed to 'ext_title'
1433     * as soon as clients support this!
1434     * Please, anyone, write support for 'ext_title'.
1435     */
1436 root 1.9 void
1437     set_dragon_name (object *pl, const object *abil, const object *skin)
1438     {
1439     int atnr = -1; /* attacknumber of highest level */
1440     int level = 0; /* highest level */
1441 elmex 1.1 int i;
1442    
1443     /* Perhaps do something more clever? */
1444 root 1.9 if (!abil || !skin)
1445     return;
1446    
1447 elmex 1.1 /* first, look for the highest level */
1448 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1449     {
1450     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1451     {
1452     level = abil->resist[i];
1453     atnr = i;
1454     }
1455 elmex 1.1 }
1456 root 1.9
1457 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1458     or else at random */
1459 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1460 elmex 1.1 atnr = abil->stats.exp;
1461 root 1.9
1462     level = (int) (level / 5.);
1463    
1464 elmex 1.1 /* now set the new title */
1465 root 1.9 if (pl->contr != NULL)
1466     {
1467     if (level == 0)
1468     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1469     else if (level == 1)
1470     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1471     else if (level == 2)
1472     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1473     else if (level == 3)
1474     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1475 elmex 1.1 else
1476 root 1.9 {
1477     /* special titles for extra high resistance! */
1478     if (skin->resist[atnr] > 80)
1479     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1480     else if (skin->resist[atnr] > 50)
1481     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1482     else
1483     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1484     }
1485 elmex 1.1 }
1486 root 1.9
1487     strcpy (pl->contr->own_title, "");
1488 elmex 1.1 }
1489    
1490     /*
1491     * This function is called when a dragon-player gains
1492     * an overall level. Here, the dragon might gain new abilities
1493     * or change the ability-focus.
1494     */
1495 root 1.9 void
1496     dragon_level_gain (object *who)
1497     {
1498     object *abil = NULL; /* pointer to dragon ability force */
1499     object *skin = NULL; /* pointer to dragon skin force */
1500     object *tmp = NULL; /* tmp. object */
1501     char buf[MAX_BUF]; /* tmp. string buffer */
1502    
1503     /* now grab the 'dragon_ability'-forces from the player's inventory */
1504 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1505     shstr_cmp dragon_skin_force ("dragon_skin_force");
1506    
1507     for (tmp = who->inv; tmp; tmp = tmp->below)
1508     if (tmp->type == FORCE)
1509     if (tmp->arch->name == dragon_ability_force)
1510     abil = tmp;
1511     else if (tmp->arch->name == dragon_skin_force)
1512     skin = tmp;
1513    
1514 root 1.9 /* if the force is missing -> bail out */
1515     if (abil == NULL)
1516     return;
1517    
1518     /* The ability_force keeps track of maximum level ever achieved.
1519     * New abilties can only be gained by surpassing this max level
1520     */
1521     if (who->level > abil->level)
1522     {
1523     /* increase our focused ability */
1524     abil->resist[abil->stats.exp]++;
1525    
1526    
1527     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1528     {
1529     /* time to hand out a new ability-gift */
1530     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1531     }
1532    
1533     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1534     {
1535     /* apply new ability focus */
1536     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1537     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1538    
1539     abil->stats.exp = abil->last_eat;
1540     abil->last_eat = 0;
1541     }
1542    
1543     abil->level = who->level;
1544     }
1545    
1546     /* last but not least, set the new title for the dragon */
1547     set_dragon_name (who, abil, skin);
1548 elmex 1.1 }
1549    
1550     /* Handy function - given the skill name skill_name, we find the skill
1551     * archetype/object, set appropriate values, and insert it into
1552     * the object (op) that is passed.
1553     * We return the skill - this makes it easier for calling functions that
1554     * want to do something with it immediately.
1555     */
1556 root 1.9 object *
1557     give_skill_by_name (object *op, const char *skill_name)
1558 elmex 1.1 {
1559 root 1.9 object *skill_obj;
1560 elmex 1.1
1561 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1562     if (!skill_obj)
1563     {
1564     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1565     return NULL;
1566     }
1567 root 1.55
1568 root 1.9 /* clear the flag - exp goes into this bucket, but player
1569     * still doesn't know it.
1570     */
1571     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1572     skill_obj->stats.exp = 0;
1573     skill_obj->level = 1;
1574     insert_ob_in_ob (skill_obj, op);
1575 root 1.26
1576 root 1.57 if (player *pl = op->contr)
1577 root 1.9 {
1578 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1579     if (pl->ns)
1580     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1581 elmex 1.1 }
1582 root 1.26
1583 root 1.9 return skill_obj;
1584 elmex 1.1 }
1585    
1586     /* player_lvl_adj() - for the new exp system. we are concerned with
1587     * whether the player gets more hp, sp and new levels.
1588     * Note this this function should only be called for players. Monstes
1589     * don't really gain levels
1590     * who is the player, op is what we are checking to gain the level
1591     * (eg, skill)
1592     */
1593 root 1.9 void
1594     player_lvl_adj (object *who, object *op)
1595     {
1596     char buf[MAX_BUF];
1597    
1598     if (!op) /* when rolling stats */
1599     op = who;
1600    
1601     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1602     {
1603     op->level++;
1604    
1605 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1606 root 1.9 dragon_level_gain (who);
1607    
1608     /* Only roll these if it is the player (who) that gained the level */
1609     if (op == who && (who->level < 11) && who->type == PLAYER)
1610     {
1611     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1612     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1613     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1614     }
1615    
1616 root 1.19 who->update_stats ();
1617 root 1.9 if (op->level > 1)
1618     {
1619     if (op->type != PLAYER)
1620     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1621     else
1622     sprintf (buf, "You are now level %d.", op->level);
1623 root 1.54
1624 root 1.9 if (who)
1625     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1626     }
1627 root 1.54
1628 root 1.9 player_lvl_adj (who, op); /* To increase more levels */
1629     }
1630     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1631     {
1632     op->level--;
1633 root 1.19 who->update_stats ();
1634 root 1.54
1635 root 1.9 if (op->type != PLAYER)
1636     {
1637     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1638     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 root 1.3 }
1640 root 1.54
1641 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1642 elmex 1.1 }
1643 root 1.19
1644 root 1.9 /* check if the spell data has changed */
1645 root 1.19 esrv_update_stats (who->contr);
1646 root 1.9 esrv_update_spells (who->contr);
1647 elmex 1.1 }
1648    
1649     /*
1650     * Returns how much experience is needed for a player to become
1651     * the given level. level should really never exceed max_level
1652     */
1653    
1654 root 1.9 sint64
1655     level_exp (int level, double expmul)
1656     {
1657     if (level > settings.max_level)
1658     return (sint64) (expmul * levels[settings.max_level]);
1659 root 1.40
1660 root 1.9 return (sint64) (expmul * levels[level]);
1661 elmex 1.1 }
1662    
1663     /*
1664     * Ensure that the permanent experience requirements in an exp object are met.
1665     * This really just checks 'op to make sure the perm_exp value is within
1666     * proper range. Note that the checking of what is passed through
1667     * has been reduced. Since there is now a proper field for perm_exp,
1668     * this can now work on a much larger set of objects.
1669     */
1670 root 1.9 void
1671     calc_perm_exp (object *op)
1672 elmex 1.1 {
1673 root 1.9 int p_exp_min;
1674    
1675     /* Ensure that our permanent experience minimum is met.
1676     * permenent_exp_ratio is an integer percentage, we divide by 100
1677     * to get the fraction */
1678     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1679    
1680     if (op->perm_exp < p_exp_min)
1681     op->perm_exp = p_exp_min;
1682    
1683     /* Cap permanent experience. */
1684     if (op->perm_exp < 0)
1685     op->perm_exp = 0;
1686     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1687     op->perm_exp = MAX_EXPERIENCE;
1688 elmex 1.1 }
1689    
1690     /* Add experience to a player - exp should only be positive.
1691     * Updates permanent exp for the skill we are adding to.
1692     * skill_name is the skill to add exp to. Skill name can be
1693     * NULL, in which case exp increases the players general
1694     * total, but not any particular skill.
1695     * flag is what to do if the player doesn't have the skill:
1696     */
1697 root 1.9 static void
1698     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1699 elmex 1.1 {
1700 elmex 1.4 object *skill_obj = NULL;
1701     sint64 limit, exp_to_add;
1702     int i;
1703    
1704     /* prevents some forms of abuse. */
1705     if (op->contr->braced)
1706 root 1.46 exp /= 5;
1707 elmex 1.4
1708     /* Try to find the matching skill.
1709     * We do a shortcut/time saving mechanism first - see if it matches
1710 root 1.46 * chosen_skill. This means we don't need to search through
1711 elmex 1.4 * the players inventory.
1712     */
1713     if (skill_name)
1714     {
1715 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1716 elmex 1.4 skill_obj = op->chosen_skill;
1717     else
1718     {
1719     for (i = 0; i < NUM_SKILLS; i++)
1720 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1721 elmex 1.4 {
1722     skill_obj = op->contr->last_skill_ob[i];
1723     break;
1724     }
1725 root 1.3
1726 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1727     * it to the player if necessary
1728     */
1729     if (!skill_obj)
1730     {
1731     if (flag == SK_EXP_NONE)
1732     return;
1733     else if (flag == SK_EXP_ADD_SKILL)
1734     give_skill_by_name (op, skill_name);
1735 root 1.3 }
1736     }
1737 elmex 1.1 }
1738    
1739 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1740     {
1741     /* Basically, you can never gain more experience in one shot
1742     * than half what you need to gain for next level.
1743     */
1744     exp_to_add = exp;
1745     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1746     if (exp_to_add > limit)
1747     exp_to_add = limit;
1748    
1749 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1750 elmex 1.4 if (settings.permanent_exp_ratio)
1751     {
1752 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1753 elmex 1.4 calc_perm_exp (op);
1754     }
1755    
1756     player_lvl_adj (op, NULL);
1757     }
1758    
1759     if (skill_obj)
1760     {
1761     exp_to_add = exp;
1762     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1763     if (exp_to_add > limit)
1764     exp_to_add = limit;
1765    
1766     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1767     if (settings.permanent_exp_ratio)
1768     {
1769 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1770 elmex 1.4 calc_perm_exp (skill_obj);
1771     }
1772 elmex 1.1
1773 elmex 1.4 player_lvl_adj (op, skill_obj);
1774 elmex 1.1 }
1775     }
1776    
1777     /* This function checks to make sure that object 'op' can
1778     * lost 'exp' experience. It returns the amount of exp
1779     * object 'op' can in fact lose - it basically makes
1780     * adjustments based on permanent exp and the like.
1781     * This function should always be used for losing experience -
1782     * the 'exp' value passed should be positive - this is the
1783     * amount that should get subtract from the player.
1784     */
1785 root 1.9 sint64
1786     check_exp_loss (const object *op, sint64 exp)
1787 elmex 1.1 {
1788 root 1.9 sint64 del_exp;
1789 elmex 1.1
1790 root 1.9 if (exp > op->stats.exp)
1791     exp = op->stats.exp;
1792     if (settings.permanent_exp_ratio)
1793     {
1794     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1795     if (del_exp < 0)
1796     del_exp = 0;
1797     if (exp > del_exp)
1798     exp = del_exp;
1799 elmex 1.1 }
1800 root 1.9 return exp;
1801 elmex 1.1 }
1802    
1803 root 1.9 sint64
1804     check_exp_adjust (const object *op, sint64 exp)
1805 elmex 1.1 {
1806 root 1.9 if (exp < 0)
1807     return check_exp_loss (op, exp);
1808     else
1809     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1810 elmex 1.1 }
1811    
1812    
1813     /* Subtracts experience from player.
1814     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1815     * only subtract from the matching skill. Otherwise,
1816     * this subtracts a portion from all
1817     * skills the player has. Eg, if we figure the player is losing 10%
1818     * of his total exp, what happens is he loses 10% from all his skills.
1819     * Note that if permanent exp is used, player may not in fact lose
1820     * as much as listed. Eg, if player has gotten reduced to the point
1821     * where everything is at the minimum perm exp, he would lose nothing.
1822     * exp is the amount of exp to subtract - thus, it should be
1823     * a postive number.
1824     */
1825 root 1.9 static void
1826     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1827 elmex 1.1 {
1828 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1829     object *tmp;
1830     sint64 del_exp;
1831    
1832     for (tmp = op->inv; tmp; tmp = tmp->below)
1833     if (tmp->type == SKILL && tmp->stats.exp)
1834     {
1835     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1836     {
1837     del_exp = check_exp_loss (tmp, exp);
1838     tmp->stats.exp -= del_exp;
1839     player_lvl_adj (op, tmp);
1840     }
1841     else if (flag != SK_SUBTRACT_SKILL_EXP)
1842     {
1843     /* only want to process other skills if we are not trying
1844     * to match a specific skill.
1845     */
1846     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1847     tmp->stats.exp -= del_exp;
1848     player_lvl_adj (op, tmp);
1849     }
1850     }
1851 root 1.35
1852 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1853     {
1854     del_exp = check_exp_loss (op, exp);
1855     op->stats.exp -= del_exp;
1856     player_lvl_adj (op, NULL);
1857 elmex 1.1 }
1858     }
1859    
1860     /* change_exp() - changes experience to a player/monster. This
1861     * does bounds checking to make sure we don't overflow the max exp.
1862     *
1863     * The exp passed is typically not modified much by this function -
1864     * it is assumed the caller has modified the exp as needed.
1865     * skill_name is the skill that should get the exp added.
1866     * flag is what to do if player doesn't have the skill.
1867     * these last two values are only used for players.
1868     */
1869 root 1.9 void
1870     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1871     {
1872 elmex 1.1 #ifdef EXP_DEBUG
1873 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1874 elmex 1.1 #endif
1875    
1876 root 1.9 /* safety */
1877     if (!op)
1878     {
1879     LOG (llevError, "change_exp() called for null object!\n");
1880     return;
1881     }
1882    
1883     /* if no change in exp, just return - most of the below code
1884     * won't do anything if the value is 0 anyways.
1885     */
1886     if (exp == 0)
1887     return;
1888    
1889     /* Monsters are easy - we just adjust their exp - we
1890     * don't adjust level, since in most cases it is unrelated to
1891     * the exp they have - the monsters exp represents what its
1892     * worth.
1893     */
1894     if (op->type != PLAYER)
1895     {
1896     /* Sanity check */
1897     if (!QUERY_FLAG (op, FLAG_ALIVE))
1898     return;
1899    
1900     /* reset exp to max allowed value. We subtract from
1901     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1902     * more than max exp, just return.
1903     */
1904     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1905     {
1906     exp = MAX_EXPERIENCE - op->stats.exp;
1907     if (exp < 0)
1908     return;
1909 root 1.3 }
1910 elmex 1.1
1911 root 1.9 op->stats.exp += exp;
1912 elmex 1.1 }
1913 root 1.9 else
1914     { /* Players only */
1915     if (exp > 0)
1916     add_player_exp (op, exp, skill_name, flag);
1917     else
1918     /* note that when you lose exp, it doesn't go against
1919     * a particular skill, so we don't need to pass that
1920     * along.
1921     */
1922 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1923 elmex 1.1 }
1924     }
1925    
1926     /* Applies a death penalty experience, the size of this is defined by the
1927     * settings death_penalty_percentage and death_penalty_levels, and by the
1928     * amount of permenent experience, whichever gives the lowest loss.
1929     */
1930 root 1.9 void
1931     apply_death_exp_penalty (object *op)
1932     {
1933     object *tmp;
1934     sint64 loss;
1935     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1936     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1937    
1938     for (tmp = op->inv; tmp; tmp = tmp->below)
1939     if (tmp->type == SKILL && tmp->stats.exp)
1940     {
1941    
1942     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1943     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1944    
1945     /* With the revised exp system, you can get cases where
1946     * losing several levels would still require that you have more
1947     * exp than you currently have - this is true if the levels
1948     * tables is a lot harder.
1949     */
1950     if (level_loss < 0)
1951     level_loss = 0;
1952 root 1.3
1953 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1954 root 1.3
1955 root 1.9 tmp->stats.exp -= loss;
1956     player_lvl_adj (op, tmp);
1957     }
1958 elmex 1.1
1959 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1960     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1961 root 1.55
1962 root 1.9 if (level_loss < 0)
1963     level_loss = 0;
1964     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1965 elmex 1.1
1966 root 1.9 op->stats.exp -= loss;
1967     player_lvl_adj (op, NULL);
1968 elmex 1.1 }
1969    
1970     /* This function takes an object (monster/player, op), and
1971     * determines if it makes a basic save throw by looking at the
1972     * save_throw table. level is the effective level to make
1973     * the save at, and bonus is any plus/bonus (typically based on
1974     * resistance to particular attacktype.
1975     * Returns 1 if op makes his save, 0 if he failed
1976     */
1977 root 1.9 int
1978     did_make_save (const object *op, int level, int bonus)
1979 elmex 1.1 {
1980 root 1.9 if (level > MAX_SAVE_LEVEL)
1981     level = MAX_SAVE_LEVEL;
1982 elmex 1.1
1983 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1984     return 0;
1985 root 1.19
1986 root 1.9 return 1;
1987 elmex 1.1 }