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/cvs/deliantra/server/common/living.C
Revision: 1.58
Committed: Wed May 16 23:40:06 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +4 -1 lines
Log Message:
- always force-apply cursed weapons even when not "wielded".

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 root 1.58 if (tmp != current_weapon
872     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873     && !tmp->flag [FLAG_CURSED]
874     && !tmp->flag [FLAG_DAMNED])
875 root 1.49 continue;
876 root 1.46
877 root 1.9 for (i = 0; i < NUM_STATS; i++)
878 root 1.50 change_attr_value (&stats, i, tmp->stats.stat (i));
879 root 1.9
880     /* these are the items that currently can change digestion, regeneration,
881     * spell point recovery and mana point recovery. Seems sort of an arbitary
882     * list, but other items store other info into stats array.
883     */
884 root 1.49 if (tmp->type == WEAPON || tmp->type == BOW ||
885     tmp->type == ARMOUR || tmp->type == HELMET ||
886     tmp->type == SHIELD || tmp->type == RING ||
887     tmp->type == BOOTS || tmp->type == GLOVES ||
888     tmp->type == AMULET || tmp->type == GIRDLE ||
889     tmp->type == BRACERS || tmp->type == CLOAK ||
890     tmp->type == DISEASE || tmp->type == FORCE ||
891     tmp->type == SKILL)
892 root 1.9 {
893 root 1.19 contr->digestion += tmp->stats.food;
894     contr->gen_hp += tmp->stats.hp;
895     contr->gen_sp += tmp->stats.sp;
896     contr->gen_grace += tmp->stats.grace;
897     contr->gen_sp_armour += tmp->gen_sp_armour;
898     contr->item_power += tmp->item_power;
899 root 1.3 }
900 root 1.9 } /* if this is a player */
901 root 1.46 else
902     {
903     if (tmp->type == WEAPON)
904     current_weapon = tmp;
905     }
906 root 1.3
907 root 1.9 /* Update slots used for items */
908     if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
910 root 1.47 slot[i].used += tmp->slot[i].info;
911 root 1.3
912 root 1.9 if (tmp->type == SYMPTOM)
913     {
914 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
915 root 1.39
916 root 1.9 if (speed_reduce_from_disease == 0)
917     speed_reduce_from_disease = 1;
918 root 1.3 }
919    
920 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
921 root 1.34 * (Negative protections are calculated exactly like positive.)
922 root 1.9 * Resistance from potions are treated special as well. If there's
923     * more than one potion-effect, the bigger prot.-value is taken.
924     */
925     if (tmp->type != POTION)
926     {
927     for (i = 0; i < NROFATTACKS; i++)
928     {
929     /* Potential for cursed potions, in which case we just can use
930 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
931 root 1.9 */
932     if (tmp->type == POTION_EFFECT)
933     {
934     if (potion_resist[i])
935     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
936     else
937     potion_resist[i] = tmp->resist[i];
938 root 1.3 }
939 root 1.9 else if (tmp->resist[i] > 0)
940 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
941 root 1.9 else if (tmp->resist[i] < 0)
942 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
943 root 1.9 }
944     }
945    
946     /* There may be other things that should not adjust the attacktype */
947 root 1.53 if (tmp->type != SYMPTOM)
948 root 1.46 {
949     attacktype |= tmp->attacktype;
950     path_attuned |= tmp->path_attuned;
951     path_repelled |= tmp->path_repelled;
952     path_denied |= tmp->path_denied;
953     move_type |= tmp->move_type;
954     stats.luck += tmp->stats.luck;
955     }
956 root 1.19
957     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
958     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 root 1.9
965 root 1.19 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
966     SET_FLAG (this, FLAG_UNDEAD);
967 root 1.9
968     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969     {
970 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
971     invisible = 1;
972 root 1.9 }
973    
974     if (tmp->stats.exp && tmp->type != SKILL)
975     {
976     if (tmp->stats.exp > 0)
977     {
978 root 1.40 added_speed += tmp->stats.exp / 3.f;
979 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
980 root 1.3 }
981 root 1.9 else
982 root 1.40 added_speed += tmp->stats.exp;
983 root 1.3 }
984    
985 root 1.9 switch (tmp->type)
986     {
987 root 1.46 #if 0
988 root 1.45 case WAND:
989     case ROD:
990     case HORN:
991 root 1.46 if (type != PLAYER || current_weapon == tmp)
992     chosen_skill = tmp;
993 root 1.45 break;
994 root 1.46 #endif
995 root 1.45
996 root 1.10 /* skills modifying the character -b.t. */
997     /* for all skills and skill granting objects */
998     case SKILL:
999     if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1000     break;
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 1.54 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1017 root 1.19
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 SHIELD:
1037 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1038     contr->encumbrance += (int) tmp->weight / 2000;
1039 root 1.10 case RING:
1040     case AMULET:
1041     case GIRDLE:
1042     case HELMET:
1043     case BOOTS:
1044     case GLOVES:
1045     case CLOAK:
1046     if (tmp->stats.wc)
1047 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1048 root 1.19
1049 root 1.10 if (tmp->stats.dam)
1050 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1051 root 1.19
1052 root 1.10 if (tmp->stats.ac)
1053 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1054 root 1.19
1055 root 1.10 break;
1056    
1057 root 1.45 case BOW:
1058 root 1.10 case WEAPON:
1059 root 1.46 if (type != PLAYER || current_weapon == tmp)
1060 root 1.45 {
1061     wc -= tmp->stats.wc + tmp->magic;
1062    
1063     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1064     ac -= tmp->stats.ac + tmp->magic;
1065    
1066     stats.dam += tmp->stats.dam + tmp->magic;
1067     weapon_weight = tmp->weight;
1068     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1069    
1070     if (weapon_speed < 0)
1071     weapon_speed = 0;
1072 root 1.19
1073 root 1.45 slaying = tmp->slaying;
1074    
1075     /* If there is desire that two handed weapons should do
1076     * extra strength damage, this is where the code should
1077     * go.
1078     */
1079    
1080     if (type == PLAYER)
1081 root 1.46 if (settings.spell_encumbrance)
1082     contr->encumbrance += tmp->weight * 3 / 1000;
1083 root 1.45 }
1084 root 1.9
1085 root 1.10 break;
1086 root 1.9
1087 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1088 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1089 root 1.40 contr->encumbrance += tmp->weight / 1000;
1090 root 1.10
1091     case BRACERS:
1092     case FORCE:
1093     if (tmp->stats.wc)
1094     {
1095     if (best_wc < tmp->stats.wc + tmp->magic)
1096     {
1097     wc += best_wc;
1098     best_wc = tmp->stats.wc + tmp->magic;
1099     }
1100     else
1101     wc += tmp->stats.wc + tmp->magic;
1102     }
1103 root 1.19
1104 root 1.10 if (tmp->stats.ac)
1105     {
1106     if (best_ac < tmp->stats.ac + tmp->magic)
1107     {
1108     ac += best_ac; /* Remove last bonus */
1109     best_ac = tmp->stats.ac + tmp->magic;
1110     }
1111     else /* To nullify the below effect */
1112     ac += tmp->stats.ac + tmp->magic;
1113     }
1114 root 1.19
1115 root 1.10 if (tmp->stats.wc)
1116     wc -= (tmp->stats.wc + tmp->magic);
1117 root 1.19
1118 root 1.10 if (tmp->stats.ac)
1119     ac -= (tmp->stats.ac + tmp->magic);
1120 root 1.19
1121 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1122     max = ARMOUR_SPEED (tmp) / 10.f;
1123 root 1.19
1124 root 1.10 break;
1125 root 1.9 } /* switch tmp->type */
1126     } /* item is equipped */
1127     } /* for loop of items */
1128    
1129     /* We've gone through all the objects the player has equipped. For many things, we
1130     * have generated intermediate values which we now need to assign.
1131     */
1132    
1133     /* 'total resistance = total protections - total vulnerabilities'.
1134     * If there is an uncursed potion in effect, granting more protection
1135     * than that, we take: 'total resistance = resistance from potion'.
1136     * If there is a cursed (and no uncursed) potion in effect, we take
1137     * 'total resistance = vulnerability from cursed potion'.
1138     */
1139     for (i = 0; i < NROFATTACKS; i++)
1140     {
1141 root 1.19 resist[i] = prot[i] - vuln[i];
1142    
1143     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1144     resist[i] = potion_resist[i];
1145 elmex 1.1 }
1146    
1147 root 1.9 /* Figure out the players sp/mana/hp totals. */
1148 root 1.19 if (type == PLAYER)
1149 root 1.9 {
1150     int pl_level;
1151    
1152 root 1.19 check_stat_bounds (&(stats));
1153     pl_level = level;
1154 root 1.9
1155     if (pl_level < 1)
1156     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1157    
1158     /* You basically get half a con bonus/level. But we do take into account rounding,
1159     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1160     */
1161 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1162 root 1.9 {
1163 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1164    
1165     if (i % 2 && con_bonus[stats.Con] % 2)
1166 root 1.9 {
1167 root 1.19 if (con_bonus[stats.Con] > 0)
1168 root 1.9 j++;
1169     else
1170     j--;
1171     }
1172 root 1.19
1173     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1174 root 1.9 }
1175    
1176 root 1.19 for (i = 11; i <= level; i++)
1177     stats.maxhp += 2;
1178 elmex 1.1
1179 root 1.19 if (stats.hp > stats.maxhp)
1180     stats.hp = stats.maxhp;
1181 elmex 1.1
1182 root 1.9 /* Sp gain is controlled by the level of the player's
1183     * relevant experience object (mana_obj, see above)
1184     */
1185     /* following happen when skills system is not used */
1186     if (!mana_obj)
1187 root 1.19 mana_obj = this;
1188    
1189 root 1.9 if (!grace_obj)
1190 root 1.19 grace_obj = this;
1191    
1192 root 1.9 /* set maxsp */
1193 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1194     mana_obj = this;
1195 root 1.9
1196 root 1.19 if (mana_obj == this && type == PLAYER)
1197     stats.maxsp = 1;
1198 root 1.9 else
1199     {
1200 root 1.40 sp_tmp = 0.f;
1201 root 1.19
1202 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1203     {
1204     float stmp;
1205    
1206     /* Got some extra bonus at first level */
1207     if (i < 2)
1208 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1209 root 1.9 else
1210 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1211 root 1.19
1212 root 1.40 if (stmp < 1.f)
1213     stmp = 1.f;
1214 root 1.19
1215 root 1.9 sp_tmp += stmp;
1216 root 1.3 }
1217 root 1.19
1218 root 1.40 stats.maxsp = (sint16)sp_tmp;
1219 root 1.3
1220 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1221 root 1.19 stats.maxsp += 2;
1222 root 1.3 }
1223 root 1.54
1224 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1225 root 1.19 if (stats.sp > stats.maxsp * 2)
1226     stats.sp = stats.maxsp * 2;
1227 root 1.9
1228     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1229 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1230     grace_obj = this;
1231 root 1.9
1232 root 1.19 if (grace_obj == this && type == PLAYER)
1233     stats.maxgrace = 1;
1234 root 1.9 else
1235     {
1236     /* store grace in a float - this way, the divisions below don't create
1237     * big jumps when you go from level to level - with int's, it then
1238     * becomes big jumps when the sums of the bonuses jump to the next
1239     * step of 8 - with floats, even fractional ones are useful.
1240     */
1241 root 1.40 sp_tmp = 0.f;
1242 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1243 root 1.9 {
1244 root 1.40 float grace_tmp = 0.f;
1245 root 1.9
1246     /* Got some extra bonus at first level */
1247     if (i < 2)
1248 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1249 root 1.9 else
1250 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1251 root 1.19
1252 root 1.40 if (grace_tmp < 1.f)
1253     grace_tmp = 1.f;
1254 root 1.19
1255 root 1.9 sp_tmp += grace_tmp;
1256 root 1.3 }
1257 root 1.19
1258 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1259 root 1.3
1260 root 1.9 /* two grace points per level after 11 */
1261     for (i = 11; i <= grace_obj->level; i++)
1262 root 1.19 stats.maxgrace += 2;
1263 root 1.3 }
1264 root 1.54
1265 root 1.9 /* No limit on grace vs maxgrace */
1266 root 1.3
1267 root 1.19 if (contr->braced)
1268 root 1.9 {
1269     ac += 2;
1270     wc += 4;
1271 root 1.3 }
1272 root 1.9 else
1273 root 1.19 ac -= dex_bonus[stats.Dex];
1274 root 1.9
1275     /* In new exp/skills system, wc bonuses are related to
1276     * the players level in a relevant exp object (wc_obj)
1277     * not the general player level -b.t.
1278     * I changed this slightly so that wc bonuses are better
1279     * than before. This is to balance out the fact that
1280     * the player no longer gets a personal weapon w/ 1
1281     * improvement every level, now its fighterlevel/5. So
1282     * we give the player a bonus here in wc and dam
1283     * to make up for the change. Note that I left the
1284     * monster bonus the same as before. -b.t.
1285     */
1286 root 1.55 object *wc_obj = chosen_skill;
1287 root 1.9
1288 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1289 root 1.9 {
1290 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291    
1292 root 1.9 for (i = 1; i < wc_obj->level; i++)
1293     {
1294 root 1.54 /* additional wc every 6 levels */
1295 root 1.9 if (!(i % 6))
1296     wc--;
1297 root 1.37
1298 root 1.54 /* additional dam every 4 levels. */
1299 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1300     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1301 root 1.9 }
1302     }
1303     else
1304 root 1.37 wc -= level + thaco_bonus[stats.Str];
1305 root 1.9
1306 root 1.19 stats.dam += dam_bonus[stats.Str];
1307 root 1.9
1308 root 1.19 if (stats.dam < 1)
1309     stats.dam = 1;
1310 root 1.9
1311 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1312 root 1.19
1313     if (settings.search_items && contr->search_str[0])
1314     speed -= 1;
1315    
1316     if (attacktype == 0)
1317     attacktype = arch->clone.attacktype;
1318 root 1.9 } /* End if player */
1319    
1320     if (added_speed >= 0)
1321 root 1.40 speed += added_speed / 10.f;
1322 root 1.9 else /* Something wrong here...: */
1323 root 1.40 speed /= 1.f - added_speed;
1324 root 1.3
1325 root 1.9 /* Max is determined by armour */
1326 root 1.19 if (speed > max)
1327     speed = max;
1328 elmex 1.1
1329 root 1.19 if (type == PLAYER)
1330 root 1.9 {
1331     /* f is a number the represents the number of kg above (positive num)
1332     * or below (negative number) that the player is carrying. If above
1333     * weight limit, then player suffers a speed reduction based on how
1334     * much above he is, and what is max carry is
1335     */
1336 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1337 root 1.9 if (f > 0)
1338 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1339 elmex 1.1 }
1340    
1341 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1342 root 1.9
1343     /* Put a lower limit on speed. Note with this speed, you move once every
1344     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1345     */
1346 root 1.19 speed = speed * speed_reduce_from_disease;
1347 elmex 1.1
1348 root 1.40 if (speed < 0.01f && type == PLAYER)
1349     speed = 0.01f;
1350 root 1.9
1351 root 1.19 if (type == PLAYER)
1352 root 1.9 {
1353     /* (This formula was made by vidarl@ifi.uio.no)
1354     * Note that we never used these values again - basically
1355     * all of these could be subbed into one big equation, but
1356     * that would just be a real pain to read.
1357     */
1358 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1359     float M2 = max_carry[stats.Str] / 100.f;
1360     float W = weapon_weight / 20000.f;
1361 root 1.56 float s = (20 - weapon_speed) / 10.f;
1362 root 1.40 float D = (stats.Dex - 14) / 14.f;
1363     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1364    
1365 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1366 root 1.40
1367 root 1.56 if (K <= 0.01f)
1368 root 1.40 K = 0.01f;
1369    
1370     float S = speed / (K * s);
1371    
1372 root 1.19 contr->weapon_sp = S;
1373 root 1.9 }
1374 root 1.19
1375 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1376 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1377 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1378 root 1.9
1379 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1380     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1381 root 1.9
1382     /* if for some reason the creature doesn't have any move type,
1383     * give them walking as a default.
1384     * The second case is a special case - to more closely mimic the
1385     * old behaviour - if your flying, your not walking - just
1386     * one or the other.
1387     */
1388 root 1.19 if (move_type == 0)
1389     move_type = MOVE_WALK;
1390     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1391     move_type &= ~MOVE_WALK;
1392 elmex 1.1
1393 root 1.24 if (speed != old_speed)
1394     set_speed (speed);
1395 elmex 1.1
1396 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1397     * so we will check that now.
1398     */
1399 root 1.19 if (type == PLAYER)
1400     {
1401     esrv_update_stats (contr);
1402     esrv_update_spells (contr);
1403     }
1404 root 1.35
1405     // update the mapspace, if we are on a map
1406     if (!flag [FLAG_REMOVED] && map)
1407     map->at (x, y).flags_ = 0;
1408 elmex 1.1 }
1409    
1410     /*
1411     * Returns true if the given player is a legal class.
1412     * The function to add and remove class-bonuses to the stats doesn't
1413     * check if the stat becomes negative, thus this function
1414     * merely checks that all stats are 1 or more, and returns
1415     * false otherwise.
1416     */
1417 root 1.9 int
1418     allowed_class (const object *op)
1419     {
1420 root 1.40 return op->stats.Dex > 0
1421     && op->stats.Str > 0
1422     && op->stats.Con > 0
1423     && op->stats.Int > 0
1424     && op->stats.Wis > 0
1425     && op->stats.Pow > 0
1426     && op->stats.Cha > 0;
1427 elmex 1.1 }
1428    
1429     /*
1430     * set the new dragon name after gaining levels or
1431     * changing ability focus (later this can be extended to
1432     * eventually change the player's face and animation)
1433     *
1434     * Note that the title is written to 'own_title' in the
1435     * player struct. This should be changed to 'ext_title'
1436     * as soon as clients support this!
1437     * Please, anyone, write support for 'ext_title'.
1438     */
1439 root 1.9 void
1440     set_dragon_name (object *pl, const object *abil, const object *skin)
1441     {
1442     int atnr = -1; /* attacknumber of highest level */
1443     int level = 0; /* highest level */
1444 elmex 1.1 int i;
1445    
1446     /* Perhaps do something more clever? */
1447 root 1.9 if (!abil || !skin)
1448     return;
1449    
1450 elmex 1.1 /* first, look for the highest level */
1451 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1452     {
1453     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1454     {
1455     level = abil->resist[i];
1456     atnr = i;
1457     }
1458 elmex 1.1 }
1459 root 1.9
1460 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1461     or else at random */
1462 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1463 elmex 1.1 atnr = abil->stats.exp;
1464 root 1.9
1465     level = (int) (level / 5.);
1466    
1467 elmex 1.1 /* now set the new title */
1468 root 1.9 if (pl->contr != NULL)
1469     {
1470     if (level == 0)
1471     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1472     else if (level == 1)
1473     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1474     else if (level == 2)
1475     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1476     else if (level == 3)
1477     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1478 elmex 1.1 else
1479 root 1.9 {
1480     /* special titles for extra high resistance! */
1481     if (skin->resist[atnr] > 80)
1482     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1483     else if (skin->resist[atnr] > 50)
1484     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1485     else
1486     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1487     }
1488 elmex 1.1 }
1489 root 1.9
1490     strcpy (pl->contr->own_title, "");
1491 elmex 1.1 }
1492    
1493     /*
1494     * This function is called when a dragon-player gains
1495     * an overall level. Here, the dragon might gain new abilities
1496     * or change the ability-focus.
1497     */
1498 root 1.9 void
1499     dragon_level_gain (object *who)
1500     {
1501     object *abil = NULL; /* pointer to dragon ability force */
1502     object *skin = NULL; /* pointer to dragon skin force */
1503     object *tmp = NULL; /* tmp. object */
1504     char buf[MAX_BUF]; /* tmp. string buffer */
1505    
1506     /* now grab the 'dragon_ability'-forces from the player's inventory */
1507 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1508     shstr_cmp dragon_skin_force ("dragon_skin_force");
1509    
1510     for (tmp = who->inv; tmp; tmp = tmp->below)
1511     if (tmp->type == FORCE)
1512     if (tmp->arch->name == dragon_ability_force)
1513     abil = tmp;
1514     else if (tmp->arch->name == dragon_skin_force)
1515     skin = tmp;
1516    
1517 root 1.9 /* if the force is missing -> bail out */
1518     if (abil == NULL)
1519     return;
1520    
1521     /* The ability_force keeps track of maximum level ever achieved.
1522     * New abilties can only be gained by surpassing this max level
1523     */
1524     if (who->level > abil->level)
1525     {
1526     /* increase our focused ability */
1527     abil->resist[abil->stats.exp]++;
1528    
1529    
1530     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1531     {
1532     /* time to hand out a new ability-gift */
1533     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1534     }
1535    
1536     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1537     {
1538     /* apply new ability focus */
1539     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1540     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1541    
1542     abil->stats.exp = abil->last_eat;
1543     abil->last_eat = 0;
1544     }
1545    
1546     abil->level = who->level;
1547     }
1548    
1549     /* last but not least, set the new title for the dragon */
1550     set_dragon_name (who, abil, skin);
1551 elmex 1.1 }
1552    
1553     /* Handy function - given the skill name skill_name, we find the skill
1554     * archetype/object, set appropriate values, and insert it into
1555     * the object (op) that is passed.
1556     * We return the skill - this makes it easier for calling functions that
1557     * want to do something with it immediately.
1558     */
1559 root 1.9 object *
1560     give_skill_by_name (object *op, const char *skill_name)
1561 elmex 1.1 {
1562 root 1.9 object *skill_obj;
1563 elmex 1.1
1564 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1565     if (!skill_obj)
1566     {
1567     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1568     return NULL;
1569     }
1570 root 1.55
1571 root 1.9 /* clear the flag - exp goes into this bucket, but player
1572     * still doesn't know it.
1573     */
1574     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1575     skill_obj->stats.exp = 0;
1576     skill_obj->level = 1;
1577     insert_ob_in_ob (skill_obj, op);
1578 root 1.26
1579 root 1.57 if (player *pl = op->contr)
1580 root 1.9 {
1581 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1582     if (pl->ns)
1583     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1584 elmex 1.1 }
1585 root 1.26
1586 root 1.9 return skill_obj;
1587 elmex 1.1 }
1588    
1589     /* player_lvl_adj() - for the new exp system. we are concerned with
1590     * whether the player gets more hp, sp and new levels.
1591     * Note this this function should only be called for players. Monstes
1592     * don't really gain levels
1593     * who is the player, op is what we are checking to gain the level
1594     * (eg, skill)
1595     */
1596 root 1.9 void
1597     player_lvl_adj (object *who, object *op)
1598     {
1599     char buf[MAX_BUF];
1600    
1601     if (!op) /* when rolling stats */
1602     op = who;
1603    
1604     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1605     {
1606     op->level++;
1607    
1608 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1609 root 1.9 dragon_level_gain (who);
1610    
1611     /* Only roll these if it is the player (who) that gained the level */
1612     if (op == who && (who->level < 11) && who->type == PLAYER)
1613     {
1614     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1615     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1616     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1617     }
1618    
1619 root 1.19 who->update_stats ();
1620 root 1.9 if (op->level > 1)
1621     {
1622     if (op->type != PLAYER)
1623     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1624     else
1625     sprintf (buf, "You are now level %d.", op->level);
1626 root 1.54
1627 root 1.9 if (who)
1628     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1629     }
1630 root 1.54
1631 root 1.9 player_lvl_adj (who, op); /* To increase more levels */
1632     }
1633     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1634     {
1635     op->level--;
1636 root 1.19 who->update_stats ();
1637 root 1.54
1638 root 1.9 if (op->type != PLAYER)
1639     {
1640     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1642 root 1.3 }
1643 root 1.54
1644 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1645 elmex 1.1 }
1646 root 1.19
1647 root 1.9 /* check if the spell data has changed */
1648 root 1.19 esrv_update_stats (who->contr);
1649 root 1.9 esrv_update_spells (who->contr);
1650 elmex 1.1 }
1651    
1652     /*
1653     * Returns how much experience is needed for a player to become
1654     * the given level. level should really never exceed max_level
1655     */
1656    
1657 root 1.9 sint64
1658     level_exp (int level, double expmul)
1659     {
1660     if (level > settings.max_level)
1661     return (sint64) (expmul * levels[settings.max_level]);
1662 root 1.40
1663 root 1.9 return (sint64) (expmul * levels[level]);
1664 elmex 1.1 }
1665    
1666     /*
1667     * Ensure that the permanent experience requirements in an exp object are met.
1668     * This really just checks 'op to make sure the perm_exp value is within
1669     * proper range. Note that the checking of what is passed through
1670     * has been reduced. Since there is now a proper field for perm_exp,
1671     * this can now work on a much larger set of objects.
1672     */
1673 root 1.9 void
1674     calc_perm_exp (object *op)
1675 elmex 1.1 {
1676 root 1.9 int p_exp_min;
1677    
1678     /* Ensure that our permanent experience minimum is met.
1679     * permenent_exp_ratio is an integer percentage, we divide by 100
1680     * to get the fraction */
1681     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1682    
1683     if (op->perm_exp < p_exp_min)
1684     op->perm_exp = p_exp_min;
1685    
1686     /* Cap permanent experience. */
1687     if (op->perm_exp < 0)
1688     op->perm_exp = 0;
1689     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1690     op->perm_exp = MAX_EXPERIENCE;
1691 elmex 1.1 }
1692    
1693     /* Add experience to a player - exp should only be positive.
1694     * Updates permanent exp for the skill we are adding to.
1695     * skill_name is the skill to add exp to. Skill name can be
1696     * NULL, in which case exp increases the players general
1697     * total, but not any particular skill.
1698     * flag is what to do if the player doesn't have the skill:
1699     */
1700 root 1.9 static void
1701     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702 elmex 1.1 {
1703 elmex 1.4 object *skill_obj = NULL;
1704     sint64 limit, exp_to_add;
1705     int i;
1706    
1707     /* prevents some forms of abuse. */
1708     if (op->contr->braced)
1709 root 1.46 exp /= 5;
1710 elmex 1.4
1711     /* Try to find the matching skill.
1712     * We do a shortcut/time saving mechanism first - see if it matches
1713 root 1.46 * chosen_skill. This means we don't need to search through
1714 elmex 1.4 * the players inventory.
1715     */
1716     if (skill_name)
1717     {
1718 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1719 elmex 1.4 skill_obj = op->chosen_skill;
1720     else
1721     {
1722     for (i = 0; i < NUM_SKILLS; i++)
1723 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1724 elmex 1.4 {
1725     skill_obj = op->contr->last_skill_ob[i];
1726     break;
1727     }
1728 root 1.3
1729 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1730     * it to the player if necessary
1731     */
1732     if (!skill_obj)
1733     {
1734     if (flag == SK_EXP_NONE)
1735     return;
1736     else if (flag == SK_EXP_ADD_SKILL)
1737     give_skill_by_name (op, skill_name);
1738 root 1.3 }
1739     }
1740 elmex 1.1 }
1741    
1742 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1743     {
1744     /* Basically, you can never gain more experience in one shot
1745     * than half what you need to gain for next level.
1746     */
1747     exp_to_add = exp;
1748     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1749     if (exp_to_add > limit)
1750     exp_to_add = limit;
1751    
1752 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1753 elmex 1.4 if (settings.permanent_exp_ratio)
1754     {
1755 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1756 elmex 1.4 calc_perm_exp (op);
1757     }
1758    
1759     player_lvl_adj (op, NULL);
1760     }
1761    
1762     if (skill_obj)
1763     {
1764     exp_to_add = exp;
1765     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1766     if (exp_to_add > limit)
1767     exp_to_add = limit;
1768    
1769     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1770     if (settings.permanent_exp_ratio)
1771     {
1772 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1773 elmex 1.4 calc_perm_exp (skill_obj);
1774     }
1775 elmex 1.1
1776 elmex 1.4 player_lvl_adj (op, skill_obj);
1777 elmex 1.1 }
1778     }
1779    
1780     /* This function checks to make sure that object 'op' can
1781     * lost 'exp' experience. It returns the amount of exp
1782     * object 'op' can in fact lose - it basically makes
1783     * adjustments based on permanent exp and the like.
1784     * This function should always be used for losing experience -
1785     * the 'exp' value passed should be positive - this is the
1786     * amount that should get subtract from the player.
1787     */
1788 root 1.9 sint64
1789     check_exp_loss (const object *op, sint64 exp)
1790 elmex 1.1 {
1791 root 1.9 sint64 del_exp;
1792 elmex 1.1
1793 root 1.9 if (exp > op->stats.exp)
1794     exp = op->stats.exp;
1795     if (settings.permanent_exp_ratio)
1796     {
1797     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1798     if (del_exp < 0)
1799     del_exp = 0;
1800     if (exp > del_exp)
1801     exp = del_exp;
1802 elmex 1.1 }
1803 root 1.9 return exp;
1804 elmex 1.1 }
1805    
1806 root 1.9 sint64
1807     check_exp_adjust (const object *op, sint64 exp)
1808 elmex 1.1 {
1809 root 1.9 if (exp < 0)
1810     return check_exp_loss (op, exp);
1811     else
1812     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1813 elmex 1.1 }
1814    
1815    
1816     /* Subtracts experience from player.
1817     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818     * only subtract from the matching skill. Otherwise,
1819     * this subtracts a portion from all
1820     * skills the player has. Eg, if we figure the player is losing 10%
1821     * of his total exp, what happens is he loses 10% from all his skills.
1822     * Note that if permanent exp is used, player may not in fact lose
1823     * as much as listed. Eg, if player has gotten reduced to the point
1824     * where everything is at the minimum perm exp, he would lose nothing.
1825     * exp is the amount of exp to subtract - thus, it should be
1826     * a postive number.
1827     */
1828 root 1.9 static void
1829     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1830 elmex 1.1 {
1831 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1832     object *tmp;
1833     sint64 del_exp;
1834    
1835     for (tmp = op->inv; tmp; tmp = tmp->below)
1836     if (tmp->type == SKILL && tmp->stats.exp)
1837     {
1838     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1839     {
1840     del_exp = check_exp_loss (tmp, exp);
1841     tmp->stats.exp -= del_exp;
1842     player_lvl_adj (op, tmp);
1843     }
1844     else if (flag != SK_SUBTRACT_SKILL_EXP)
1845     {
1846     /* only want to process other skills if we are not trying
1847     * to match a specific skill.
1848     */
1849     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1850     tmp->stats.exp -= del_exp;
1851     player_lvl_adj (op, tmp);
1852     }
1853     }
1854 root 1.35
1855 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1856     {
1857     del_exp = check_exp_loss (op, exp);
1858     op->stats.exp -= del_exp;
1859     player_lvl_adj (op, NULL);
1860 elmex 1.1 }
1861     }
1862    
1863     /* change_exp() - changes experience to a player/monster. This
1864     * does bounds checking to make sure we don't overflow the max exp.
1865     *
1866     * The exp passed is typically not modified much by this function -
1867     * it is assumed the caller has modified the exp as needed.
1868     * skill_name is the skill that should get the exp added.
1869     * flag is what to do if player doesn't have the skill.
1870     * these last two values are only used for players.
1871     */
1872 root 1.9 void
1873     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1874     {
1875 elmex 1.1 #ifdef EXP_DEBUG
1876 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1877 elmex 1.1 #endif
1878    
1879 root 1.9 /* safety */
1880     if (!op)
1881     {
1882     LOG (llevError, "change_exp() called for null object!\n");
1883     return;
1884     }
1885    
1886     /* if no change in exp, just return - most of the below code
1887     * won't do anything if the value is 0 anyways.
1888     */
1889     if (exp == 0)
1890     return;
1891    
1892     /* Monsters are easy - we just adjust their exp - we
1893     * don't adjust level, since in most cases it is unrelated to
1894     * the exp they have - the monsters exp represents what its
1895     * worth.
1896     */
1897     if (op->type != PLAYER)
1898     {
1899     /* Sanity check */
1900     if (!QUERY_FLAG (op, FLAG_ALIVE))
1901     return;
1902    
1903     /* reset exp to max allowed value. We subtract from
1904     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905     * more than max exp, just return.
1906     */
1907     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1908     {
1909     exp = MAX_EXPERIENCE - op->stats.exp;
1910     if (exp < 0)
1911     return;
1912 root 1.3 }
1913 elmex 1.1
1914 root 1.9 op->stats.exp += exp;
1915 elmex 1.1 }
1916 root 1.9 else
1917     { /* Players only */
1918     if (exp > 0)
1919     add_player_exp (op, exp, skill_name, flag);
1920     else
1921     /* note that when you lose exp, it doesn't go against
1922     * a particular skill, so we don't need to pass that
1923     * along.
1924     */
1925 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1926 elmex 1.1 }
1927     }
1928    
1929     /* Applies a death penalty experience, the size of this is defined by the
1930     * settings death_penalty_percentage and death_penalty_levels, and by the
1931     * amount of permenent experience, whichever gives the lowest loss.
1932     */
1933 root 1.9 void
1934     apply_death_exp_penalty (object *op)
1935     {
1936     object *tmp;
1937     sint64 loss;
1938     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1939     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1940    
1941     for (tmp = op->inv; tmp; tmp = tmp->below)
1942     if (tmp->type == SKILL && tmp->stats.exp)
1943     {
1944    
1945     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1946     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1947    
1948     /* With the revised exp system, you can get cases where
1949     * losing several levels would still require that you have more
1950     * exp than you currently have - this is true if the levels
1951     * tables is a lot harder.
1952     */
1953     if (level_loss < 0)
1954     level_loss = 0;
1955 root 1.3
1956 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1957 root 1.3
1958 root 1.9 tmp->stats.exp -= loss;
1959     player_lvl_adj (op, tmp);
1960     }
1961 elmex 1.1
1962 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1963     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1964 root 1.55
1965 root 1.9 if (level_loss < 0)
1966     level_loss = 0;
1967     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1968 elmex 1.1
1969 root 1.9 op->stats.exp -= loss;
1970     player_lvl_adj (op, NULL);
1971 elmex 1.1 }
1972    
1973     /* This function takes an object (monster/player, op), and
1974     * determines if it makes a basic save throw by looking at the
1975     * save_throw table. level is the effective level to make
1976     * the save at, and bonus is any plus/bonus (typically based on
1977     * resistance to particular attacktype.
1978     * Returns 1 if op makes his save, 0 if he failed
1979     */
1980 root 1.9 int
1981     did_make_save (const object *op, int level, int bonus)
1982 elmex 1.1 {
1983 root 1.9 if (level > MAX_SAVE_LEVEL)
1984     level = MAX_SAVE_LEVEL;
1985 elmex 1.1
1986 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1987     return 0;
1988 root 1.19
1989 root 1.9 return 1;
1990 elmex 1.1 }