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Revision: 1.62
Committed: Sat May 19 00:31:08 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +1 -1 lines
Log Message:
A player must never apply two skills. crossfire always has and will ever
complain about that.

Nevertheless, levitation (and ONLY levitation) gets applied in addition to
other skills. Now that cannot work with the new skill system. Introduce a
special flag for levitation only so it only gets half-applied.

This probably fixes quite a number of older "has two skills applied"
messages.

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 root 1.59 /* These are the items that currently can change digestion, regeneration,
881     * spell point recovery and mana point recovery. Seems sort of an arbitary
882 root 1.9 * 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 root 1.62 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1000 root 1.10 break;
1001 root 1.3
1002 root 1.19 if (chosen_skill)
1003 root 1.60 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1004     &name, &chosen_skill->name, &tmp->name);
1005 root 1.10
1006 root 1.19 chosen_skill = tmp;
1007 root 1.10
1008     if (tmp->stats.dam > 0)
1009     { /* skill is a 'weapon' */
1010 root 1.19 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1011 root 1.40 weapon_speed = WEAPON_SPEED (tmp);
1012 root 1.19
1013 root 1.10 if (weapon_speed < 0)
1014     weapon_speed = 0;
1015 root 1.19
1016 root 1.10 weapon_weight = tmp->weight;
1017 root 1.54 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1018 root 1.19
1019 root 1.10 if (tmp->magic)
1020 root 1.19 stats.dam += tmp->magic;
1021 root 1.10 }
1022 root 1.3
1023 root 1.10 if (tmp->stats.wc)
1024 root 1.45 wc -= tmp->stats.wc + tmp->magic;
1025 root 1.3
1026 root 1.42 if (tmp->slaying)
1027 root 1.19 slaying = tmp->slaying;
1028 root 1.9
1029 root 1.10 if (tmp->stats.ac)
1030 root 1.45 ac -= tmp->stats.ac + tmp->magic;
1031 root 1.3
1032 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1033     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1034    
1035 root 1.10 break;
1036 root 1.3
1037 root 1.10 case SHIELD:
1038 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039     contr->encumbrance += (int) tmp->weight / 2000;
1040 root 1.10 case RING:
1041     case AMULET:
1042     case GIRDLE:
1043     case HELMET:
1044     case BOOTS:
1045     case GLOVES:
1046     case CLOAK:
1047     if (tmp->stats.wc)
1048 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1049 root 1.19
1050 root 1.10 if (tmp->stats.dam)
1051 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1052 root 1.19
1053 root 1.10 if (tmp->stats.ac)
1054 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1055 root 1.19
1056 root 1.10 break;
1057    
1058 root 1.45 case BOW:
1059 root 1.10 case WEAPON:
1060 root 1.46 if (type != PLAYER || current_weapon == tmp)
1061 root 1.45 {
1062     wc -= tmp->stats.wc + tmp->magic;
1063    
1064     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1065     ac -= tmp->stats.ac + tmp->magic;
1066    
1067     stats.dam += tmp->stats.dam + tmp->magic;
1068     weapon_weight = tmp->weight;
1069     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1070    
1071     if (weapon_speed < 0)
1072     weapon_speed = 0;
1073 root 1.19
1074 root 1.45 slaying = tmp->slaying;
1075    
1076     /* If there is desire that two handed weapons should do
1077     * extra strength damage, this is where the code should
1078     * go.
1079     */
1080    
1081     if (type == PLAYER)
1082 root 1.46 if (settings.spell_encumbrance)
1083     contr->encumbrance += tmp->weight * 3 / 1000;
1084 root 1.45 }
1085 root 1.9
1086 root 1.10 break;
1087 root 1.9
1088 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1089 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1090 root 1.40 contr->encumbrance += tmp->weight / 1000;
1091 root 1.10
1092     case BRACERS:
1093     case FORCE:
1094     if (tmp->stats.wc)
1095     {
1096     if (best_wc < tmp->stats.wc + tmp->magic)
1097     {
1098     wc += best_wc;
1099     best_wc = tmp->stats.wc + tmp->magic;
1100     }
1101     else
1102     wc += tmp->stats.wc + tmp->magic;
1103     }
1104 root 1.19
1105 root 1.10 if (tmp->stats.ac)
1106     {
1107     if (best_ac < tmp->stats.ac + tmp->magic)
1108     {
1109     ac += best_ac; /* Remove last bonus */
1110     best_ac = tmp->stats.ac + tmp->magic;
1111     }
1112     else /* To nullify the below effect */
1113     ac += tmp->stats.ac + tmp->magic;
1114     }
1115 root 1.19
1116 root 1.10 if (tmp->stats.wc)
1117     wc -= (tmp->stats.wc + tmp->magic);
1118 root 1.19
1119 root 1.10 if (tmp->stats.ac)
1120     ac -= (tmp->stats.ac + tmp->magic);
1121 root 1.19
1122 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1123     max = ARMOUR_SPEED (tmp) / 10.f;
1124 root 1.19
1125 root 1.10 break;
1126 root 1.9 } /* switch tmp->type */
1127     } /* item is equipped */
1128     } /* for loop of items */
1129    
1130     /* We've gone through all the objects the player has equipped. For many things, we
1131     * have generated intermediate values which we now need to assign.
1132     */
1133    
1134     /* 'total resistance = total protections - total vulnerabilities'.
1135     * If there is an uncursed potion in effect, granting more protection
1136     * than that, we take: 'total resistance = resistance from potion'.
1137     * If there is a cursed (and no uncursed) potion in effect, we take
1138     * 'total resistance = vulnerability from cursed potion'.
1139     */
1140     for (i = 0; i < NROFATTACKS; i++)
1141     {
1142 root 1.19 resist[i] = prot[i] - vuln[i];
1143    
1144     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1145     resist[i] = potion_resist[i];
1146 elmex 1.1 }
1147    
1148 root 1.9 /* Figure out the players sp/mana/hp totals. */
1149 root 1.19 if (type == PLAYER)
1150 root 1.9 {
1151     int pl_level;
1152    
1153 root 1.19 check_stat_bounds (&(stats));
1154     pl_level = level;
1155 root 1.9
1156     if (pl_level < 1)
1157     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1158    
1159     /* You basically get half a con bonus/level. But we do take into account rounding,
1160     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1161     */
1162 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1163 root 1.9 {
1164 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1165    
1166     if (i % 2 && con_bonus[stats.Con] % 2)
1167 root 1.9 {
1168 root 1.19 if (con_bonus[stats.Con] > 0)
1169 root 1.9 j++;
1170     else
1171     j--;
1172     }
1173 root 1.19
1174     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1175 root 1.9 }
1176    
1177 root 1.19 for (i = 11; i <= level; i++)
1178     stats.maxhp += 2;
1179 elmex 1.1
1180 root 1.19 if (stats.hp > stats.maxhp)
1181     stats.hp = stats.maxhp;
1182 elmex 1.1
1183 root 1.9 /* Sp gain is controlled by the level of the player's
1184     * relevant experience object (mana_obj, see above)
1185     */
1186     /* following happen when skills system is not used */
1187     if (!mana_obj)
1188 root 1.19 mana_obj = this;
1189    
1190 root 1.9 if (!grace_obj)
1191 root 1.19 grace_obj = this;
1192    
1193 root 1.9 /* set maxsp */
1194 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1195     mana_obj = this;
1196 root 1.9
1197 root 1.19 if (mana_obj == this && type == PLAYER)
1198     stats.maxsp = 1;
1199 root 1.9 else
1200     {
1201 root 1.40 sp_tmp = 0.f;
1202 root 1.19
1203 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1204     {
1205     float stmp;
1206    
1207     /* Got some extra bonus at first level */
1208     if (i < 2)
1209 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1210 root 1.9 else
1211 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1212 root 1.19
1213 root 1.40 if (stmp < 1.f)
1214     stmp = 1.f;
1215 root 1.19
1216 root 1.9 sp_tmp += stmp;
1217 root 1.3 }
1218 root 1.19
1219 root 1.40 stats.maxsp = (sint16)sp_tmp;
1220 root 1.3
1221 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1222 root 1.19 stats.maxsp += 2;
1223 root 1.3 }
1224 root 1.54
1225 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1226 root 1.19 if (stats.sp > stats.maxsp * 2)
1227     stats.sp = stats.maxsp * 2;
1228 root 1.9
1229     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1230 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1231     grace_obj = this;
1232 root 1.9
1233 root 1.19 if (grace_obj == this && type == PLAYER)
1234     stats.maxgrace = 1;
1235 root 1.9 else
1236     {
1237     /* store grace in a float - this way, the divisions below don't create
1238     * big jumps when you go from level to level - with int's, it then
1239     * becomes big jumps when the sums of the bonuses jump to the next
1240     * step of 8 - with floats, even fractional ones are useful.
1241     */
1242 root 1.40 sp_tmp = 0.f;
1243 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1244 root 1.9 {
1245 root 1.40 float grace_tmp = 0.f;
1246 root 1.9
1247     /* Got some extra bonus at first level */
1248     if (i < 2)
1249 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1250 root 1.9 else
1251 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1252 root 1.19
1253 root 1.40 if (grace_tmp < 1.f)
1254     grace_tmp = 1.f;
1255 root 1.19
1256 root 1.9 sp_tmp += grace_tmp;
1257 root 1.3 }
1258 root 1.19
1259 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1260 root 1.3
1261 root 1.9 /* two grace points per level after 11 */
1262     for (i = 11; i <= grace_obj->level; i++)
1263 root 1.19 stats.maxgrace += 2;
1264 root 1.3 }
1265 root 1.54
1266 root 1.9 /* No limit on grace vs maxgrace */
1267 root 1.3
1268 root 1.19 if (contr->braced)
1269 root 1.9 {
1270     ac += 2;
1271     wc += 4;
1272 root 1.3 }
1273 root 1.9 else
1274 root 1.19 ac -= dex_bonus[stats.Dex];
1275 root 1.9
1276     /* In new exp/skills system, wc bonuses are related to
1277     * the players level in a relevant exp object (wc_obj)
1278     * not the general player level -b.t.
1279     * I changed this slightly so that wc bonuses are better
1280     * than before. This is to balance out the fact that
1281     * the player no longer gets a personal weapon w/ 1
1282     * improvement every level, now its fighterlevel/5. So
1283     * we give the player a bonus here in wc and dam
1284     * to make up for the change. Note that I left the
1285     * monster bonus the same as before. -b.t.
1286     */
1287 root 1.55 object *wc_obj = chosen_skill;
1288 root 1.9
1289 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1290 root 1.9 {
1291 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1292    
1293 root 1.9 for (i = 1; i < wc_obj->level; i++)
1294     {
1295 root 1.54 /* additional wc every 6 levels */
1296 root 1.9 if (!(i % 6))
1297     wc--;
1298 root 1.37
1299 root 1.54 /* additional dam every 4 levels. */
1300 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1301     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1302 root 1.9 }
1303     }
1304     else
1305 root 1.37 wc -= level + thaco_bonus[stats.Str];
1306 root 1.9
1307 root 1.19 stats.dam += dam_bonus[stats.Str];
1308 root 1.9
1309 root 1.19 if (stats.dam < 1)
1310     stats.dam = 1;
1311 root 1.9
1312 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1313 root 1.19
1314     if (settings.search_items && contr->search_str[0])
1315     speed -= 1;
1316    
1317     if (attacktype == 0)
1318     attacktype = arch->clone.attacktype;
1319 root 1.9 } /* End if player */
1320    
1321     if (added_speed >= 0)
1322 root 1.40 speed += added_speed / 10.f;
1323 root 1.9 else /* Something wrong here...: */
1324 root 1.40 speed /= 1.f - added_speed;
1325 root 1.3
1326 root 1.9 /* Max is determined by armour */
1327 root 1.19 if (speed > max)
1328     speed = max;
1329 elmex 1.1
1330 root 1.19 if (type == PLAYER)
1331 root 1.9 {
1332     /* f is a number the represents the number of kg above (positive num)
1333     * or below (negative number) that the player is carrying. If above
1334     * weight limit, then player suffers a speed reduction based on how
1335     * much above he is, and what is max carry is
1336     */
1337 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1338 root 1.9 if (f > 0)
1339 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1340 elmex 1.1 }
1341    
1342 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1343 root 1.9
1344     /* Put a lower limit on speed. Note with this speed, you move once every
1345     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1346     */
1347 root 1.19 speed = speed * speed_reduce_from_disease;
1348 elmex 1.1
1349 root 1.40 if (speed < 0.01f && type == PLAYER)
1350     speed = 0.01f;
1351 root 1.9
1352 root 1.19 if (type == PLAYER)
1353 root 1.9 {
1354     /* (This formula was made by vidarl@ifi.uio.no)
1355     * Note that we never used these values again - basically
1356     * all of these could be subbed into one big equation, but
1357     * that would just be a real pain to read.
1358     */
1359 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1360     float M2 = max_carry[stats.Str] / 100.f;
1361     float W = weapon_weight / 20000.f;
1362 root 1.56 float s = (20 - weapon_speed) / 10.f;
1363 root 1.40 float D = (stats.Dex - 14) / 14.f;
1364     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1365    
1366 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1367 root 1.40
1368 root 1.56 if (K <= 0.01f)
1369 root 1.40 K = 0.01f;
1370    
1371 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1372 root 1.9 }
1373 root 1.19
1374 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1375 root 1.40 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1376 root 1.19 stats.dam = arch->clone.stats.dam * 3;
1377 root 1.9
1378 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1379     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1380 root 1.9
1381     /* if for some reason the creature doesn't have any move type,
1382     * give them walking as a default.
1383     * The second case is a special case - to more closely mimic the
1384     * old behaviour - if your flying, your not walking - just
1385     * one or the other.
1386     */
1387 root 1.19 if (move_type == 0)
1388     move_type = MOVE_WALK;
1389     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1390     move_type &= ~MOVE_WALK;
1391 elmex 1.1
1392 root 1.24 if (speed != old_speed)
1393     set_speed (speed);
1394 elmex 1.1
1395 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1396     * so we will check that now.
1397     */
1398 root 1.19 if (type == PLAYER)
1399     {
1400     esrv_update_stats (contr);
1401     esrv_update_spells (contr);
1402     }
1403 root 1.35
1404     // update the mapspace, if we are on a map
1405     if (!flag [FLAG_REMOVED] && map)
1406     map->at (x, y).flags_ = 0;
1407 elmex 1.1 }
1408    
1409     /*
1410     * Returns true if the given player is a legal class.
1411     * The function to add and remove class-bonuses to the stats doesn't
1412     * check if the stat becomes negative, thus this function
1413     * merely checks that all stats are 1 or more, and returns
1414     * false otherwise.
1415     */
1416 root 1.9 int
1417     allowed_class (const object *op)
1418     {
1419 root 1.40 return op->stats.Dex > 0
1420     && op->stats.Str > 0
1421     && op->stats.Con > 0
1422     && op->stats.Int > 0
1423     && op->stats.Wis > 0
1424     && op->stats.Pow > 0
1425     && op->stats.Cha > 0;
1426 elmex 1.1 }
1427    
1428     /*
1429     * set the new dragon name after gaining levels or
1430     * changing ability focus (later this can be extended to
1431     * eventually change the player's face and animation)
1432     *
1433     * Note that the title is written to 'own_title' in the
1434     * player struct. This should be changed to 'ext_title'
1435     * as soon as clients support this!
1436     * Please, anyone, write support for 'ext_title'.
1437     */
1438 root 1.9 void
1439     set_dragon_name (object *pl, const object *abil, const object *skin)
1440     {
1441     int atnr = -1; /* attacknumber of highest level */
1442     int level = 0; /* highest level */
1443 elmex 1.1 int i;
1444    
1445     /* Perhaps do something more clever? */
1446 root 1.9 if (!abil || !skin)
1447     return;
1448    
1449 elmex 1.1 /* first, look for the highest level */
1450 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1451     {
1452     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1453     {
1454     level = abil->resist[i];
1455     atnr = i;
1456     }
1457 elmex 1.1 }
1458 root 1.9
1459 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1460     or else at random */
1461 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1462 elmex 1.1 atnr = abil->stats.exp;
1463 root 1.9
1464     level = (int) (level / 5.);
1465    
1466 elmex 1.1 /* now set the new title */
1467 root 1.9 if (pl->contr != NULL)
1468     {
1469     if (level == 0)
1470     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1471     else if (level == 1)
1472     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1473     else if (level == 2)
1474     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1475     else if (level == 3)
1476     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1477 elmex 1.1 else
1478 root 1.9 {
1479     /* special titles for extra high resistance! */
1480     if (skin->resist[atnr] > 80)
1481     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1482     else if (skin->resist[atnr] > 50)
1483     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1484     else
1485     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1486     }
1487 elmex 1.1 }
1488 root 1.9
1489     strcpy (pl->contr->own_title, "");
1490 elmex 1.1 }
1491    
1492     /*
1493     * This function is called when a dragon-player gains
1494     * an overall level. Here, the dragon might gain new abilities
1495     * or change the ability-focus.
1496     */
1497 root 1.9 void
1498     dragon_level_gain (object *who)
1499     {
1500     object *abil = NULL; /* pointer to dragon ability force */
1501     object *skin = NULL; /* pointer to dragon skin force */
1502     object *tmp = NULL; /* tmp. object */
1503     char buf[MAX_BUF]; /* tmp. string buffer */
1504    
1505     /* now grab the 'dragon_ability'-forces from the player's inventory */
1506 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1507     shstr_cmp dragon_skin_force ("dragon_skin_force");
1508    
1509     for (tmp = who->inv; tmp; tmp = tmp->below)
1510     if (tmp->type == FORCE)
1511     if (tmp->arch->name == dragon_ability_force)
1512     abil = tmp;
1513     else if (tmp->arch->name == dragon_skin_force)
1514     skin = tmp;
1515    
1516 root 1.9 /* if the force is missing -> bail out */
1517     if (abil == NULL)
1518     return;
1519    
1520     /* The ability_force keeps track of maximum level ever achieved.
1521     * New abilties can only be gained by surpassing this max level
1522     */
1523     if (who->level > abil->level)
1524     {
1525     /* increase our focused ability */
1526     abil->resist[abil->stats.exp]++;
1527    
1528    
1529     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1530     {
1531     /* time to hand out a new ability-gift */
1532     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1533     }
1534    
1535     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1536     {
1537     /* apply new ability focus */
1538     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1539     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1540    
1541     abil->stats.exp = abil->last_eat;
1542     abil->last_eat = 0;
1543     }
1544    
1545     abil->level = who->level;
1546     }
1547    
1548     /* last but not least, set the new title for the dragon */
1549     set_dragon_name (who, abil, skin);
1550 elmex 1.1 }
1551    
1552     /* Handy function - given the skill name skill_name, we find the skill
1553     * archetype/object, set appropriate values, and insert it into
1554     * the object (op) that is passed.
1555     * We return the skill - this makes it easier for calling functions that
1556     * want to do something with it immediately.
1557     */
1558 root 1.9 object *
1559     give_skill_by_name (object *op, const char *skill_name)
1560 elmex 1.1 {
1561 root 1.9 object *skill_obj;
1562 elmex 1.1
1563 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1564     if (!skill_obj)
1565     {
1566     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1567     return NULL;
1568     }
1569 root 1.55
1570 root 1.9 /* clear the flag - exp goes into this bucket, but player
1571     * still doesn't know it.
1572     */
1573     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1574     skill_obj->stats.exp = 0;
1575     skill_obj->level = 1;
1576     insert_ob_in_ob (skill_obj, op);
1577 root 1.26
1578 root 1.57 if (player *pl = op->contr)
1579 root 1.9 {
1580 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1581     if (pl->ns)
1582     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1583 elmex 1.1 }
1584 root 1.26
1585 root 1.9 return skill_obj;
1586 elmex 1.1 }
1587    
1588     /* player_lvl_adj() - for the new exp system. we are concerned with
1589     * whether the player gets more hp, sp and new levels.
1590     * Note this this function should only be called for players. Monstes
1591     * don't really gain levels
1592     * who is the player, op is what we are checking to gain the level
1593     * (eg, skill)
1594     */
1595 root 1.9 void
1596     player_lvl_adj (object *who, object *op)
1597     {
1598     char buf[MAX_BUF];
1599    
1600     if (!op) /* when rolling stats */
1601     op = who;
1602    
1603     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1604     {
1605     op->level++;
1606    
1607 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1608 root 1.9 dragon_level_gain (who);
1609    
1610     /* Only roll these if it is the player (who) that gained the level */
1611     if (op == who && (who->level < 11) && who->type == PLAYER)
1612     {
1613     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1614     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1615     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1616     }
1617    
1618 root 1.19 who->update_stats ();
1619 root 1.9 if (op->level > 1)
1620     {
1621     if (op->type != PLAYER)
1622     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1623     else
1624     sprintf (buf, "You are now level %d.", op->level);
1625 root 1.54
1626 root 1.9 if (who)
1627     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1628     }
1629 root 1.54
1630 root 1.9 player_lvl_adj (who, op); /* To increase more levels */
1631     }
1632     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1633     {
1634     op->level--;
1635 root 1.19 who->update_stats ();
1636 root 1.54
1637 root 1.9 if (op->type != PLAYER)
1638     {
1639     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1641 root 1.3 }
1642 root 1.54
1643 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1644 elmex 1.1 }
1645 root 1.19
1646 root 1.9 /* check if the spell data has changed */
1647 root 1.19 esrv_update_stats (who->contr);
1648 root 1.9 esrv_update_spells (who->contr);
1649 elmex 1.1 }
1650    
1651     /*
1652     * Returns how much experience is needed for a player to become
1653     * the given level. level should really never exceed max_level
1654     */
1655    
1656 root 1.9 sint64
1657     level_exp (int level, double expmul)
1658     {
1659     if (level > settings.max_level)
1660     return (sint64) (expmul * levels[settings.max_level]);
1661 root 1.40
1662 root 1.9 return (sint64) (expmul * levels[level]);
1663 elmex 1.1 }
1664    
1665     /*
1666     * Ensure that the permanent experience requirements in an exp object are met.
1667     * This really just checks 'op to make sure the perm_exp value is within
1668     * proper range. Note that the checking of what is passed through
1669     * has been reduced. Since there is now a proper field for perm_exp,
1670     * this can now work on a much larger set of objects.
1671     */
1672 root 1.9 void
1673     calc_perm_exp (object *op)
1674 elmex 1.1 {
1675 root 1.9 int p_exp_min;
1676    
1677     /* Ensure that our permanent experience minimum is met.
1678     * permenent_exp_ratio is an integer percentage, we divide by 100
1679     * to get the fraction */
1680     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1681    
1682     if (op->perm_exp < p_exp_min)
1683     op->perm_exp = p_exp_min;
1684    
1685     /* Cap permanent experience. */
1686     if (op->perm_exp < 0)
1687     op->perm_exp = 0;
1688     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1689     op->perm_exp = MAX_EXPERIENCE;
1690 elmex 1.1 }
1691    
1692     /* Add experience to a player - exp should only be positive.
1693     * Updates permanent exp for the skill we are adding to.
1694     * skill_name is the skill to add exp to. Skill name can be
1695     * NULL, in which case exp increases the players general
1696     * total, but not any particular skill.
1697     * flag is what to do if the player doesn't have the skill:
1698     */
1699 root 1.9 static void
1700     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1701 elmex 1.1 {
1702 elmex 1.4 object *skill_obj = NULL;
1703     sint64 limit, exp_to_add;
1704     int i;
1705    
1706     /* prevents some forms of abuse. */
1707     if (op->contr->braced)
1708 root 1.46 exp /= 5;
1709 elmex 1.4
1710     /* Try to find the matching skill.
1711     * We do a shortcut/time saving mechanism first - see if it matches
1712 root 1.46 * chosen_skill. This means we don't need to search through
1713 elmex 1.4 * the players inventory.
1714     */
1715     if (skill_name)
1716     {
1717 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1718 elmex 1.4 skill_obj = op->chosen_skill;
1719     else
1720     {
1721     for (i = 0; i < NUM_SKILLS; i++)
1722 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1723 elmex 1.4 {
1724     skill_obj = op->contr->last_skill_ob[i];
1725     break;
1726     }
1727 root 1.3
1728 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1729     * it to the player if necessary
1730     */
1731     if (!skill_obj)
1732     {
1733     if (flag == SK_EXP_NONE)
1734     return;
1735     else if (flag == SK_EXP_ADD_SKILL)
1736     give_skill_by_name (op, skill_name);
1737 root 1.3 }
1738     }
1739 elmex 1.1 }
1740    
1741 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1742     {
1743     /* Basically, you can never gain more experience in one shot
1744     * than half what you need to gain for next level.
1745     */
1746     exp_to_add = exp;
1747     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1748     if (exp_to_add > limit)
1749     exp_to_add = limit;
1750    
1751 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1752 elmex 1.4 if (settings.permanent_exp_ratio)
1753     {
1754 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1755 elmex 1.4 calc_perm_exp (op);
1756     }
1757    
1758     player_lvl_adj (op, NULL);
1759     }
1760    
1761     if (skill_obj)
1762     {
1763     exp_to_add = exp;
1764     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1765     if (exp_to_add > limit)
1766     exp_to_add = limit;
1767    
1768     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1769     if (settings.permanent_exp_ratio)
1770     {
1771 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1772 elmex 1.4 calc_perm_exp (skill_obj);
1773     }
1774 elmex 1.1
1775 elmex 1.4 player_lvl_adj (op, skill_obj);
1776 elmex 1.1 }
1777     }
1778    
1779     /* This function checks to make sure that object 'op' can
1780     * lost 'exp' experience. It returns the amount of exp
1781     * object 'op' can in fact lose - it basically makes
1782     * adjustments based on permanent exp and the like.
1783     * This function should always be used for losing experience -
1784     * the 'exp' value passed should be positive - this is the
1785     * amount that should get subtract from the player.
1786     */
1787 root 1.9 sint64
1788     check_exp_loss (const object *op, sint64 exp)
1789 elmex 1.1 {
1790 root 1.9 sint64 del_exp;
1791 elmex 1.1
1792 root 1.9 if (exp > op->stats.exp)
1793     exp = op->stats.exp;
1794     if (settings.permanent_exp_ratio)
1795     {
1796     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1797     if (del_exp < 0)
1798     del_exp = 0;
1799     if (exp > del_exp)
1800     exp = del_exp;
1801 elmex 1.1 }
1802 root 1.9 return exp;
1803 elmex 1.1 }
1804    
1805 root 1.9 sint64
1806     check_exp_adjust (const object *op, sint64 exp)
1807 elmex 1.1 {
1808 root 1.9 if (exp < 0)
1809     return check_exp_loss (op, exp);
1810     else
1811     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1812 elmex 1.1 }
1813    
1814    
1815     /* Subtracts experience from player.
1816     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1817     * only subtract from the matching skill. Otherwise,
1818     * this subtracts a portion from all
1819     * skills the player has. Eg, if we figure the player is losing 10%
1820     * of his total exp, what happens is he loses 10% from all his skills.
1821     * Note that if permanent exp is used, player may not in fact lose
1822     * as much as listed. Eg, if player has gotten reduced to the point
1823     * where everything is at the minimum perm exp, he would lose nothing.
1824     * exp is the amount of exp to subtract - thus, it should be
1825     * a postive number.
1826     */
1827 root 1.9 static void
1828     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1829 elmex 1.1 {
1830 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1831     object *tmp;
1832     sint64 del_exp;
1833    
1834     for (tmp = op->inv; tmp; tmp = tmp->below)
1835     if (tmp->type == SKILL && tmp->stats.exp)
1836     {
1837     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1838     {
1839     del_exp = check_exp_loss (tmp, exp);
1840     tmp->stats.exp -= del_exp;
1841     player_lvl_adj (op, tmp);
1842     }
1843     else if (flag != SK_SUBTRACT_SKILL_EXP)
1844     {
1845     /* only want to process other skills if we are not trying
1846     * to match a specific skill.
1847     */
1848     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1849     tmp->stats.exp -= del_exp;
1850     player_lvl_adj (op, tmp);
1851     }
1852     }
1853 root 1.35
1854 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1855     {
1856     del_exp = check_exp_loss (op, exp);
1857     op->stats.exp -= del_exp;
1858     player_lvl_adj (op, NULL);
1859 elmex 1.1 }
1860     }
1861    
1862     /* change_exp() - changes experience to a player/monster. This
1863     * does bounds checking to make sure we don't overflow the max exp.
1864     *
1865     * The exp passed is typically not modified much by this function -
1866     * it is assumed the caller has modified the exp as needed.
1867     * skill_name is the skill that should get the exp added.
1868     * flag is what to do if player doesn't have the skill.
1869     * these last two values are only used for players.
1870     */
1871 root 1.9 void
1872     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1873     {
1874 elmex 1.1 #ifdef EXP_DEBUG
1875 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1876 elmex 1.1 #endif
1877    
1878 root 1.9 /* safety */
1879     if (!op)
1880     {
1881     LOG (llevError, "change_exp() called for null object!\n");
1882     return;
1883     }
1884    
1885     /* if no change in exp, just return - most of the below code
1886     * won't do anything if the value is 0 anyways.
1887     */
1888     if (exp == 0)
1889     return;
1890    
1891     /* Monsters are easy - we just adjust their exp - we
1892     * don't adjust level, since in most cases it is unrelated to
1893     * the exp they have - the monsters exp represents what its
1894     * worth.
1895     */
1896     if (op->type != PLAYER)
1897     {
1898     /* Sanity check */
1899     if (!QUERY_FLAG (op, FLAG_ALIVE))
1900     return;
1901    
1902     /* reset exp to max allowed value. We subtract from
1903     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1904     * more than max exp, just return.
1905     */
1906     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1907     {
1908     exp = MAX_EXPERIENCE - op->stats.exp;
1909     if (exp < 0)
1910     return;
1911 root 1.3 }
1912 elmex 1.1
1913 root 1.9 op->stats.exp += exp;
1914 elmex 1.1 }
1915 root 1.9 else
1916     { /* Players only */
1917     if (exp > 0)
1918     add_player_exp (op, exp, skill_name, flag);
1919     else
1920     /* note that when you lose exp, it doesn't go against
1921     * a particular skill, so we don't need to pass that
1922     * along.
1923     */
1924 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1925 elmex 1.1 }
1926     }
1927    
1928     /* Applies a death penalty experience, the size of this is defined by the
1929     * settings death_penalty_percentage and death_penalty_levels, and by the
1930     * amount of permenent experience, whichever gives the lowest loss.
1931     */
1932 root 1.9 void
1933     apply_death_exp_penalty (object *op)
1934     {
1935     object *tmp;
1936     sint64 loss;
1937     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1938     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1939    
1940     for (tmp = op->inv; tmp; tmp = tmp->below)
1941     if (tmp->type == SKILL && tmp->stats.exp)
1942     {
1943    
1944     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1945     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1946    
1947     /* With the revised exp system, you can get cases where
1948     * losing several levels would still require that you have more
1949     * exp than you currently have - this is true if the levels
1950     * tables is a lot harder.
1951     */
1952     if (level_loss < 0)
1953     level_loss = 0;
1954 root 1.3
1955 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1956 root 1.3
1957 root 1.9 tmp->stats.exp -= loss;
1958     player_lvl_adj (op, tmp);
1959     }
1960 elmex 1.1
1961 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1962     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1963 root 1.55
1964 root 1.9 if (level_loss < 0)
1965     level_loss = 0;
1966     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1967 elmex 1.1
1968 root 1.9 op->stats.exp -= loss;
1969     player_lvl_adj (op, NULL);
1970 elmex 1.1 }
1971    
1972     /* This function takes an object (monster/player, op), and
1973     * determines if it makes a basic save throw by looking at the
1974     * save_throw table. level is the effective level to make
1975     * the save at, and bonus is any plus/bonus (typically based on
1976     * resistance to particular attacktype.
1977     * Returns 1 if op makes his save, 0 if he failed
1978     */
1979 root 1.9 int
1980     did_make_save (const object *op, int level, int bonus)
1981 elmex 1.1 {
1982 root 1.9 if (level > MAX_SAVE_LEVEL)
1983     level = MAX_SAVE_LEVEL;
1984 elmex 1.1
1985 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1986     return 0;
1987 root 1.19
1988 root 1.9 return 1;
1989 elmex 1.1 }