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Revision: 1.67
Committed: Mon Jun 4 13:04:00 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.66: +27 -27 lines
Log Message:
- archetype is now a subclass of object.
- store archetypes in an object_vector.
- use a different startegy for archetype loading
  (reloading is MOST CERTAINLY broken).

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.65 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 pippijn 1.30 *
4 root 1.65 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.30 *
8 root 1.65 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.30 *
13 root 1.65 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.30 *
18 root 1.65 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.30 */
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 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
317     nstat = 20 + op->arch->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 root 1.67 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 root 1.9 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 root 1.67 op->race = op->arch->race;
439 root 1.9 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 root 1.67 sint8 v = arch->stats.stat (i);
691 root 1.51 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 root 1.67 sint8 v = arch->stats.stat (i);
705 root 1.51 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 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769    
770     path_attuned = arch->path_attuned;
771     path_repelled = arch->path_repelled;
772     path_denied = arch->path_denied;
773     glow_radius = arch->glow_radius;
774     move_type = arch->move_type;
775 root 1.39
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 1.67 memcpy (&resist, &arch->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 1.67 wc = arch->stats.wc;
794     stats.dam = arch->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 1.67 ac = MAX (-10, arch->stats.ac - level / 3);
806 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 elmex 1.1 }
808 root 1.9 else
809 root 1.67 ac = arch->stats.ac;
810 root 1.9
811 root 1.67 stats.luck = arch->stats.luck;
812     speed = arch->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     /* This happens because apply_potion calls change_abil with the potion
820 root 1.40 * applied so we can tell the player what changed. But change_abil
821 root 1.9 * then calls this function.
822     */
823     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
824 root 1.19 continue;
825 root 1.3
826 root 1.64 /* See note in map.c:update_position about making this additive
827     * since light sources are never applied, need to put check here.
828     */
829     if (tmp->glow_radius > glow_radius)
830     glow_radius = tmp->glow_radius;
831    
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 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 root 1.19 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 1.63 {
1000     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1001     break;
1002    
1003     if (chosen_skill)
1004     {
1005     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006     &name, &chosen_skill->name, &tmp->name);
1007    
1008     tmp->flag [FLAG_APPLIED] = false;
1009     update_stats ();
1010     return;
1011     }
1012     else
1013     chosen_skill = tmp;
1014    
1015     if (tmp->stats.dam > 0)
1016     { /* skill is a 'weapon' */
1017     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1018     weapon_speed = WEAPON_SPEED (tmp);
1019    
1020     if (weapon_speed < 0)
1021     weapon_speed = 0;
1022    
1023     weapon_weight = tmp->weight;
1024     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025    
1026     if (tmp->magic)
1027     stats.dam += tmp->magic;
1028     }
1029 root 1.3
1030 root 1.63 if (tmp->stats.wc)
1031     wc -= tmp->stats.wc + tmp->magic;
1032 root 1.19
1033 root 1.63 if (tmp->slaying)
1034     slaying = tmp->slaying;
1035 root 1.19
1036 root 1.63 if (tmp->stats.ac)
1037     ac -= tmp->stats.ac + tmp->magic;
1038 root 1.3
1039 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1040     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1041     }
1042 root 1.19
1043 root 1.10 break;
1044 root 1.3
1045 root 1.10 case SHIELD:
1046 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1047     contr->encumbrance += (int) tmp->weight / 2000;
1048 root 1.10 case RING:
1049     case AMULET:
1050     case GIRDLE:
1051     case HELMET:
1052     case BOOTS:
1053     case GLOVES:
1054     case CLOAK:
1055     if (tmp->stats.wc)
1056 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1057 root 1.19
1058 root 1.10 if (tmp->stats.dam)
1059 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1060 root 1.19
1061 root 1.10 if (tmp->stats.ac)
1062 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1063 root 1.19
1064 root 1.10 break;
1065    
1066 root 1.45 case BOW:
1067 root 1.10 case WEAPON:
1068 root 1.46 if (type != PLAYER || current_weapon == tmp)
1069 root 1.45 {
1070     wc -= tmp->stats.wc + tmp->magic;
1071    
1072     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1073     ac -= tmp->stats.ac + tmp->magic;
1074    
1075     stats.dam += tmp->stats.dam + tmp->magic;
1076     weapon_weight = tmp->weight;
1077     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078    
1079     if (weapon_speed < 0)
1080     weapon_speed = 0;
1081 root 1.19
1082 root 1.45 slaying = tmp->slaying;
1083    
1084     /* If there is desire that two handed weapons should do
1085     * extra strength damage, this is where the code should
1086     * go.
1087     */
1088    
1089     if (type == PLAYER)
1090 root 1.46 if (settings.spell_encumbrance)
1091     contr->encumbrance += tmp->weight * 3 / 1000;
1092 root 1.45 }
1093 root 1.9
1094 root 1.10 break;
1095 root 1.9
1096 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1097 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1098 root 1.40 contr->encumbrance += tmp->weight / 1000;
1099 root 1.10
1100     case BRACERS:
1101     case FORCE:
1102     if (tmp->stats.wc)
1103     {
1104     if (best_wc < tmp->stats.wc + tmp->magic)
1105     {
1106     wc += best_wc;
1107     best_wc = tmp->stats.wc + tmp->magic;
1108     }
1109     else
1110     wc += tmp->stats.wc + tmp->magic;
1111     }
1112 root 1.19
1113 root 1.10 if (tmp->stats.ac)
1114     {
1115     if (best_ac < tmp->stats.ac + tmp->magic)
1116     {
1117     ac += best_ac; /* Remove last bonus */
1118     best_ac = tmp->stats.ac + tmp->magic;
1119     }
1120     else /* To nullify the below effect */
1121     ac += tmp->stats.ac + tmp->magic;
1122     }
1123 root 1.19
1124 root 1.10 if (tmp->stats.wc)
1125     wc -= (tmp->stats.wc + tmp->magic);
1126 root 1.19
1127 root 1.10 if (tmp->stats.ac)
1128     ac -= (tmp->stats.ac + tmp->magic);
1129 root 1.19
1130 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1131     max = ARMOUR_SPEED (tmp) / 10.f;
1132 root 1.19
1133 root 1.10 break;
1134 root 1.9 } /* switch tmp->type */
1135     } /* item is equipped */
1136     } /* for loop of items */
1137    
1138     /* We've gone through all the objects the player has equipped. For many things, we
1139     * have generated intermediate values which we now need to assign.
1140     */
1141    
1142     /* 'total resistance = total protections - total vulnerabilities'.
1143     * If there is an uncursed potion in effect, granting more protection
1144     * than that, we take: 'total resistance = resistance from potion'.
1145     * If there is a cursed (and no uncursed) potion in effect, we take
1146     * 'total resistance = vulnerability from cursed potion'.
1147     */
1148     for (i = 0; i < NROFATTACKS; i++)
1149     {
1150 root 1.19 resist[i] = prot[i] - vuln[i];
1151    
1152     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1153     resist[i] = potion_resist[i];
1154 elmex 1.1 }
1155    
1156 root 1.9 /* Figure out the players sp/mana/hp totals. */
1157 root 1.19 if (type == PLAYER)
1158 root 1.9 {
1159     int pl_level;
1160    
1161 root 1.19 check_stat_bounds (&(stats));
1162     pl_level = level;
1163 root 1.9
1164     if (pl_level < 1)
1165     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1166    
1167     /* You basically get half a con bonus/level. But we do take into account rounding,
1168     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1169     */
1170 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1171 root 1.9 {
1172 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173    
1174     if (i % 2 && con_bonus[stats.Con] % 2)
1175 root 1.9 {
1176 root 1.19 if (con_bonus[stats.Con] > 0)
1177 root 1.9 j++;
1178     else
1179     j--;
1180     }
1181 root 1.19
1182     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1183 root 1.9 }
1184    
1185 root 1.19 for (i = 11; i <= level; i++)
1186     stats.maxhp += 2;
1187 elmex 1.1
1188 root 1.19 if (stats.hp > stats.maxhp)
1189     stats.hp = stats.maxhp;
1190 elmex 1.1
1191 root 1.9 /* Sp gain is controlled by the level of the player's
1192     * relevant experience object (mana_obj, see above)
1193     */
1194     /* following happen when skills system is not used */
1195     if (!mana_obj)
1196 root 1.19 mana_obj = this;
1197    
1198 root 1.9 if (!grace_obj)
1199 root 1.19 grace_obj = this;
1200    
1201 root 1.9 /* set maxsp */
1202 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1203     mana_obj = this;
1204 root 1.9
1205 root 1.19 if (mana_obj == this && type == PLAYER)
1206     stats.maxsp = 1;
1207 root 1.9 else
1208     {
1209 root 1.40 sp_tmp = 0.f;
1210 root 1.19
1211 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1212     {
1213     float stmp;
1214    
1215     /* Got some extra bonus at first level */
1216     if (i < 2)
1217 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1218 root 1.9 else
1219 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1220 root 1.19
1221 root 1.40 if (stmp < 1.f)
1222     stmp = 1.f;
1223 root 1.19
1224 root 1.9 sp_tmp += stmp;
1225 root 1.3 }
1226 root 1.19
1227 root 1.40 stats.maxsp = (sint16)sp_tmp;
1228 root 1.3
1229 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1230 root 1.19 stats.maxsp += 2;
1231 root 1.3 }
1232 root 1.54
1233 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1234 root 1.19 if (stats.sp > stats.maxsp * 2)
1235     stats.sp = stats.maxsp * 2;
1236 root 1.9
1237     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1238 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239     grace_obj = this;
1240 root 1.9
1241 root 1.19 if (grace_obj == this && type == PLAYER)
1242     stats.maxgrace = 1;
1243 root 1.9 else
1244     {
1245     /* store grace in a float - this way, the divisions below don't create
1246     * big jumps when you go from level to level - with int's, it then
1247     * becomes big jumps when the sums of the bonuses jump to the next
1248     * step of 8 - with floats, even fractional ones are useful.
1249     */
1250 root 1.40 sp_tmp = 0.f;
1251 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1252 root 1.9 {
1253 root 1.40 float grace_tmp = 0.f;
1254 root 1.9
1255     /* Got some extra bonus at first level */
1256     if (i < 2)
1257 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1258 root 1.9 else
1259 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1260 root 1.19
1261 root 1.40 if (grace_tmp < 1.f)
1262     grace_tmp = 1.f;
1263 root 1.19
1264 root 1.9 sp_tmp += grace_tmp;
1265 root 1.3 }
1266 root 1.19
1267 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1268 root 1.3
1269 root 1.9 /* two grace points per level after 11 */
1270     for (i = 11; i <= grace_obj->level; i++)
1271 root 1.19 stats.maxgrace += 2;
1272 root 1.3 }
1273 root 1.54
1274 root 1.9 /* No limit on grace vs maxgrace */
1275 root 1.3
1276 root 1.19 if (contr->braced)
1277 root 1.9 {
1278     ac += 2;
1279     wc += 4;
1280 root 1.3 }
1281 root 1.9 else
1282 root 1.19 ac -= dex_bonus[stats.Dex];
1283 root 1.9
1284     /* In new exp/skills system, wc bonuses are related to
1285     * the players level in a relevant exp object (wc_obj)
1286     * not the general player level -b.t.
1287     * I changed this slightly so that wc bonuses are better
1288     * than before. This is to balance out the fact that
1289     * the player no longer gets a personal weapon w/ 1
1290     * improvement every level, now its fighterlevel/5. So
1291     * we give the player a bonus here in wc and dam
1292     * to make up for the change. Note that I left the
1293     * monster bonus the same as before. -b.t.
1294     */
1295 root 1.55 object *wc_obj = chosen_skill;
1296 root 1.9
1297 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1298 root 1.9 {
1299 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300    
1301 root 1.9 for (i = 1; i < wc_obj->level; i++)
1302     {
1303 root 1.54 /* additional wc every 6 levels */
1304 root 1.9 if (!(i % 6))
1305     wc--;
1306 root 1.37
1307 root 1.54 /* additional dam every 4 levels. */
1308 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1309     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1310 root 1.9 }
1311     }
1312     else
1313 root 1.37 wc -= level + thaco_bonus[stats.Str];
1314 root 1.9
1315 root 1.19 stats.dam += dam_bonus[stats.Str];
1316 root 1.9
1317 root 1.19 if (stats.dam < 1)
1318     stats.dam = 1;
1319 root 1.9
1320 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1321 root 1.19
1322     if (settings.search_items && contr->search_str[0])
1323     speed -= 1;
1324    
1325     if (attacktype == 0)
1326 root 1.67 attacktype = arch->attacktype;
1327 root 1.9 } /* End if player */
1328    
1329     if (added_speed >= 0)
1330 root 1.40 speed += added_speed / 10.f;
1331 root 1.9 else /* Something wrong here...: */
1332 root 1.40 speed /= 1.f - added_speed;
1333 root 1.3
1334 root 1.9 /* Max is determined by armour */
1335 root 1.19 if (speed > max)
1336     speed = max;
1337 elmex 1.1
1338 root 1.19 if (type == PLAYER)
1339 root 1.9 {
1340     /* f is a number the represents the number of kg above (positive num)
1341     * or below (negative number) that the player is carrying. If above
1342     * weight limit, then player suffers a speed reduction based on how
1343     * much above he is, and what is max carry is
1344     */
1345 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1346 root 1.9 if (f > 0)
1347 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1348 elmex 1.1 }
1349    
1350 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1351 root 1.9
1352     /* Put a lower limit on speed. Note with this speed, you move once every
1353     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1354     */
1355 root 1.19 speed = speed * speed_reduce_from_disease;
1356 elmex 1.1
1357 root 1.40 if (speed < 0.01f && type == PLAYER)
1358     speed = 0.01f;
1359 root 1.9
1360 root 1.19 if (type == PLAYER)
1361 root 1.9 {
1362     /* (This formula was made by vidarl@ifi.uio.no)
1363     * Note that we never used these values again - basically
1364     * all of these could be subbed into one big equation, but
1365     * that would just be a real pain to read.
1366     */
1367 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1368     float M2 = max_carry[stats.Str] / 100.f;
1369     float W = weapon_weight / 20000.f;
1370 root 1.56 float s = (20 - weapon_speed) / 10.f;
1371 root 1.40 float D = (stats.Dex - 14) / 14.f;
1372     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1373    
1374 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1375 root 1.40
1376 root 1.56 if (K <= 0.01f)
1377 root 1.40 K = 0.01f;
1378    
1379 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1380 root 1.9 }
1381 root 1.19
1382 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1383 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1384     stats.dam = arch->stats.dam * 3;
1385 root 1.9
1386 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388 root 1.9
1389     /* if for some reason the creature doesn't have any move type,
1390     * give them walking as a default.
1391     * The second case is a special case - to more closely mimic the
1392     * old behaviour - if your flying, your not walking - just
1393     * one or the other.
1394     */
1395 root 1.19 if (move_type == 0)
1396     move_type = MOVE_WALK;
1397     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398     move_type &= ~MOVE_WALK;
1399 elmex 1.1
1400 root 1.24 if (speed != old_speed)
1401     set_speed (speed);
1402 elmex 1.1
1403 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1404     * so we will check that now.
1405     */
1406 root 1.19 if (type == PLAYER)
1407     {
1408     esrv_update_stats (contr);
1409     esrv_update_spells (contr);
1410     }
1411 root 1.35
1412     // update the mapspace, if we are on a map
1413     if (!flag [FLAG_REMOVED] && map)
1414     map->at (x, y).flags_ = 0;
1415 elmex 1.1 }
1416    
1417     /*
1418     * Returns true if the given player is a legal class.
1419     * The function to add and remove class-bonuses to the stats doesn't
1420     * check if the stat becomes negative, thus this function
1421     * merely checks that all stats are 1 or more, and returns
1422     * false otherwise.
1423     */
1424 root 1.9 int
1425     allowed_class (const object *op)
1426     {
1427 root 1.40 return op->stats.Dex > 0
1428     && op->stats.Str > 0
1429     && op->stats.Con > 0
1430     && op->stats.Int > 0
1431     && op->stats.Wis > 0
1432     && op->stats.Pow > 0
1433     && op->stats.Cha > 0;
1434 elmex 1.1 }
1435    
1436     /*
1437     * set the new dragon name after gaining levels or
1438     * changing ability focus (later this can be extended to
1439     * eventually change the player's face and animation)
1440     *
1441     * Note that the title is written to 'own_title' in the
1442     * player struct. This should be changed to 'ext_title'
1443     * as soon as clients support this!
1444     * Please, anyone, write support for 'ext_title'.
1445     */
1446 root 1.9 void
1447     set_dragon_name (object *pl, const object *abil, const object *skin)
1448     {
1449     int atnr = -1; /* attacknumber of highest level */
1450     int level = 0; /* highest level */
1451 elmex 1.1 int i;
1452    
1453     /* Perhaps do something more clever? */
1454 root 1.9 if (!abil || !skin)
1455     return;
1456    
1457 elmex 1.1 /* first, look for the highest level */
1458 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1459     {
1460     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1461     {
1462     level = abil->resist[i];
1463     atnr = i;
1464     }
1465 elmex 1.1 }
1466 root 1.9
1467 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1468     or else at random */
1469 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1470 elmex 1.1 atnr = abil->stats.exp;
1471 root 1.9
1472     level = (int) (level / 5.);
1473    
1474 elmex 1.1 /* now set the new title */
1475 root 1.9 if (pl->contr != NULL)
1476     {
1477     if (level == 0)
1478     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1479     else if (level == 1)
1480     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1481     else if (level == 2)
1482     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1483     else if (level == 3)
1484     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1485 elmex 1.1 else
1486 root 1.9 {
1487     /* special titles for extra high resistance! */
1488     if (skin->resist[atnr] > 80)
1489     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1490     else if (skin->resist[atnr] > 50)
1491     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1492     else
1493     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1494     }
1495 elmex 1.1 }
1496 root 1.9
1497     strcpy (pl->contr->own_title, "");
1498 elmex 1.1 }
1499    
1500     /*
1501     * This function is called when a dragon-player gains
1502     * an overall level. Here, the dragon might gain new abilities
1503     * or change the ability-focus.
1504     */
1505 root 1.9 void
1506     dragon_level_gain (object *who)
1507     {
1508     object *abil = NULL; /* pointer to dragon ability force */
1509     object *skin = NULL; /* pointer to dragon skin force */
1510     object *tmp = NULL; /* tmp. object */
1511     char buf[MAX_BUF]; /* tmp. string buffer */
1512    
1513     /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1515     shstr_cmp dragon_skin_force ("dragon_skin_force");
1516    
1517     for (tmp = who->inv; tmp; tmp = tmp->below)
1518     if (tmp->type == FORCE)
1519 root 1.66 if (tmp->arch->archname == dragon_ability_force)
1520 root 1.29 abil = tmp;
1521 root 1.66 else if (tmp->arch->archname == dragon_skin_force)
1522 root 1.29 skin = tmp;
1523    
1524 root 1.9 /* if the force is missing -> bail out */
1525     if (abil == NULL)
1526     return;
1527    
1528     /* The ability_force keeps track of maximum level ever achieved.
1529     * New abilties can only be gained by surpassing this max level
1530     */
1531     if (who->level > abil->level)
1532     {
1533     /* increase our focused ability */
1534     abil->resist[abil->stats.exp]++;
1535    
1536    
1537     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1538     {
1539     /* time to hand out a new ability-gift */
1540     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1541     }
1542    
1543     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1544     {
1545     /* apply new ability focus */
1546     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1547     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1548    
1549     abil->stats.exp = abil->last_eat;
1550     abil->last_eat = 0;
1551     }
1552    
1553     abil->level = who->level;
1554     }
1555    
1556     /* last but not least, set the new title for the dragon */
1557     set_dragon_name (who, abil, skin);
1558 elmex 1.1 }
1559    
1560     /* Handy function - given the skill name skill_name, we find the skill
1561     * archetype/object, set appropriate values, and insert it into
1562     * the object (op) that is passed.
1563     * We return the skill - this makes it easier for calling functions that
1564     * want to do something with it immediately.
1565     */
1566 root 1.9 object *
1567     give_skill_by_name (object *op, const char *skill_name)
1568 elmex 1.1 {
1569 root 1.9 object *skill_obj;
1570 elmex 1.1
1571 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1572     if (!skill_obj)
1573     {
1574     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1575     return NULL;
1576     }
1577 root 1.55
1578 root 1.9 /* clear the flag - exp goes into this bucket, but player
1579     * still doesn't know it.
1580     */
1581     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1582     skill_obj->stats.exp = 0;
1583     skill_obj->level = 1;
1584     insert_ob_in_ob (skill_obj, op);
1585 root 1.26
1586 root 1.57 if (player *pl = op->contr)
1587 root 1.9 {
1588 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1589     if (pl->ns)
1590     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1591 elmex 1.1 }
1592 root 1.26
1593 root 1.9 return skill_obj;
1594 elmex 1.1 }
1595    
1596     /* player_lvl_adj() - for the new exp system. we are concerned with
1597     * whether the player gets more hp, sp and new levels.
1598     * Note this this function should only be called for players. Monstes
1599     * don't really gain levels
1600     * who is the player, op is what we are checking to gain the level
1601     * (eg, skill)
1602     */
1603 root 1.9 void
1604     player_lvl_adj (object *who, object *op)
1605     {
1606     char buf[MAX_BUF];
1607    
1608     if (!op) /* when rolling stats */
1609     op = who;
1610    
1611     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1612     {
1613     op->level++;
1614    
1615 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1616 root 1.9 dragon_level_gain (who);
1617    
1618     /* Only roll these if it is the player (who) that gained the level */
1619     if (op == who && (who->level < 11) && who->type == PLAYER)
1620     {
1621     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1622     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1623     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1624     }
1625    
1626 root 1.19 who->update_stats ();
1627 root 1.9 if (op->level > 1)
1628     {
1629     if (op->type != PLAYER)
1630     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631     else
1632     sprintf (buf, "You are now level %d.", op->level);
1633 root 1.54
1634 root 1.9 if (who)
1635     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1636     }
1637 root 1.54
1638 root 1.9 player_lvl_adj (who, op); /* To increase more levels */
1639     }
1640     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1641     {
1642     op->level--;
1643 root 1.19 who->update_stats ();
1644 root 1.54
1645 root 1.9 if (op->type != PLAYER)
1646     {
1647     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1648     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 root 1.3 }
1650 root 1.54
1651 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1652 elmex 1.1 }
1653 root 1.19
1654 root 1.9 /* check if the spell data has changed */
1655 root 1.19 esrv_update_stats (who->contr);
1656 root 1.9 esrv_update_spells (who->contr);
1657 elmex 1.1 }
1658    
1659     /*
1660     * Returns how much experience is needed for a player to become
1661     * the given level. level should really never exceed max_level
1662     */
1663    
1664 root 1.9 sint64
1665     level_exp (int level, double expmul)
1666     {
1667     if (level > settings.max_level)
1668     return (sint64) (expmul * levels[settings.max_level]);
1669 root 1.40
1670 root 1.9 return (sint64) (expmul * levels[level]);
1671 elmex 1.1 }
1672    
1673     /*
1674     * Ensure that the permanent experience requirements in an exp object are met.
1675     * This really just checks 'op to make sure the perm_exp value is within
1676     * proper range. Note that the checking of what is passed through
1677     * has been reduced. Since there is now a proper field for perm_exp,
1678     * this can now work on a much larger set of objects.
1679     */
1680 root 1.9 void
1681     calc_perm_exp (object *op)
1682 elmex 1.1 {
1683 root 1.9 int p_exp_min;
1684    
1685     /* Ensure that our permanent experience minimum is met.
1686     * permenent_exp_ratio is an integer percentage, we divide by 100
1687     * to get the fraction */
1688     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1689    
1690     if (op->perm_exp < p_exp_min)
1691     op->perm_exp = p_exp_min;
1692    
1693     /* Cap permanent experience. */
1694     if (op->perm_exp < 0)
1695     op->perm_exp = 0;
1696     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1697     op->perm_exp = MAX_EXPERIENCE;
1698 elmex 1.1 }
1699    
1700     /* Add experience to a player - exp should only be positive.
1701     * Updates permanent exp for the skill we are adding to.
1702     * skill_name is the skill to add exp to. Skill name can be
1703     * NULL, in which case exp increases the players general
1704     * total, but not any particular skill.
1705     * flag is what to do if the player doesn't have the skill:
1706     */
1707 root 1.9 static void
1708     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1709 elmex 1.1 {
1710 elmex 1.4 object *skill_obj = NULL;
1711     sint64 limit, exp_to_add;
1712     int i;
1713    
1714     /* prevents some forms of abuse. */
1715     if (op->contr->braced)
1716 root 1.46 exp /= 5;
1717 elmex 1.4
1718     /* Try to find the matching skill.
1719     * We do a shortcut/time saving mechanism first - see if it matches
1720 root 1.46 * chosen_skill. This means we don't need to search through
1721 elmex 1.4 * the players inventory.
1722     */
1723     if (skill_name)
1724     {
1725 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1726 elmex 1.4 skill_obj = op->chosen_skill;
1727     else
1728     {
1729     for (i = 0; i < NUM_SKILLS; i++)
1730 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1731 elmex 1.4 {
1732     skill_obj = op->contr->last_skill_ob[i];
1733     break;
1734     }
1735 root 1.3
1736 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1737     * it to the player if necessary
1738     */
1739     if (!skill_obj)
1740     {
1741     if (flag == SK_EXP_NONE)
1742     return;
1743     else if (flag == SK_EXP_ADD_SKILL)
1744     give_skill_by_name (op, skill_name);
1745 root 1.3 }
1746     }
1747 elmex 1.1 }
1748    
1749 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1750     {
1751     /* Basically, you can never gain more experience in one shot
1752     * than half what you need to gain for next level.
1753     */
1754     exp_to_add = exp;
1755     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1756     if (exp_to_add > limit)
1757     exp_to_add = limit;
1758    
1759 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1760 elmex 1.4 if (settings.permanent_exp_ratio)
1761     {
1762 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1763 elmex 1.4 calc_perm_exp (op);
1764     }
1765    
1766     player_lvl_adj (op, NULL);
1767     }
1768    
1769     if (skill_obj)
1770     {
1771     exp_to_add = exp;
1772     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1773     if (exp_to_add > limit)
1774     exp_to_add = limit;
1775    
1776     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1777     if (settings.permanent_exp_ratio)
1778     {
1779 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1780 elmex 1.4 calc_perm_exp (skill_obj);
1781     }
1782 elmex 1.1
1783 elmex 1.4 player_lvl_adj (op, skill_obj);
1784 elmex 1.1 }
1785     }
1786    
1787     /* This function checks to make sure that object 'op' can
1788     * lost 'exp' experience. It returns the amount of exp
1789     * object 'op' can in fact lose - it basically makes
1790     * adjustments based on permanent exp and the like.
1791     * This function should always be used for losing experience -
1792     * the 'exp' value passed should be positive - this is the
1793     * amount that should get subtract from the player.
1794     */
1795 root 1.9 sint64
1796     check_exp_loss (const object *op, sint64 exp)
1797 elmex 1.1 {
1798 root 1.9 sint64 del_exp;
1799 elmex 1.1
1800 root 1.9 if (exp > op->stats.exp)
1801     exp = op->stats.exp;
1802     if (settings.permanent_exp_ratio)
1803     {
1804     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805     if (del_exp < 0)
1806     del_exp = 0;
1807     if (exp > del_exp)
1808     exp = del_exp;
1809 elmex 1.1 }
1810 root 1.9 return exp;
1811 elmex 1.1 }
1812    
1813 root 1.9 sint64
1814     check_exp_adjust (const object *op, sint64 exp)
1815 elmex 1.1 {
1816 root 1.9 if (exp < 0)
1817     return check_exp_loss (op, exp);
1818     else
1819     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1820 elmex 1.1 }
1821    
1822    
1823     /* Subtracts experience from player.
1824     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1825     * only subtract from the matching skill. Otherwise,
1826     * this subtracts a portion from all
1827     * skills the player has. Eg, if we figure the player is losing 10%
1828     * of his total exp, what happens is he loses 10% from all his skills.
1829     * Note that if permanent exp is used, player may not in fact lose
1830     * as much as listed. Eg, if player has gotten reduced to the point
1831     * where everything is at the minimum perm exp, he would lose nothing.
1832     * exp is the amount of exp to subtract - thus, it should be
1833     * a postive number.
1834     */
1835 root 1.9 static void
1836     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1837 elmex 1.1 {
1838 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1839     object *tmp;
1840     sint64 del_exp;
1841    
1842     for (tmp = op->inv; tmp; tmp = tmp->below)
1843     if (tmp->type == SKILL && tmp->stats.exp)
1844     {
1845     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1846     {
1847     del_exp = check_exp_loss (tmp, exp);
1848     tmp->stats.exp -= del_exp;
1849     player_lvl_adj (op, tmp);
1850     }
1851     else if (flag != SK_SUBTRACT_SKILL_EXP)
1852     {
1853     /* only want to process other skills if we are not trying
1854     * to match a specific skill.
1855     */
1856     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1857     tmp->stats.exp -= del_exp;
1858     player_lvl_adj (op, tmp);
1859     }
1860     }
1861 root 1.35
1862 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1863     {
1864     del_exp = check_exp_loss (op, exp);
1865     op->stats.exp -= del_exp;
1866     player_lvl_adj (op, NULL);
1867 elmex 1.1 }
1868     }
1869    
1870     /* change_exp() - changes experience to a player/monster. This
1871     * does bounds checking to make sure we don't overflow the max exp.
1872     *
1873     * The exp passed is typically not modified much by this function -
1874     * it is assumed the caller has modified the exp as needed.
1875     * skill_name is the skill that should get the exp added.
1876     * flag is what to do if player doesn't have the skill.
1877     * these last two values are only used for players.
1878     */
1879 root 1.9 void
1880     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1881     {
1882 elmex 1.1 #ifdef EXP_DEBUG
1883 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1884 elmex 1.1 #endif
1885    
1886 root 1.9 /* safety */
1887     if (!op)
1888     {
1889     LOG (llevError, "change_exp() called for null object!\n");
1890     return;
1891     }
1892    
1893     /* if no change in exp, just return - most of the below code
1894     * won't do anything if the value is 0 anyways.
1895     */
1896     if (exp == 0)
1897     return;
1898    
1899     /* Monsters are easy - we just adjust their exp - we
1900     * don't adjust level, since in most cases it is unrelated to
1901     * the exp they have - the monsters exp represents what its
1902     * worth.
1903     */
1904     if (op->type != PLAYER)
1905     {
1906     /* Sanity check */
1907     if (!QUERY_FLAG (op, FLAG_ALIVE))
1908     return;
1909    
1910     /* reset exp to max allowed value. We subtract from
1911     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1912     * more than max exp, just return.
1913     */
1914     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1915     {
1916     exp = MAX_EXPERIENCE - op->stats.exp;
1917     if (exp < 0)
1918     return;
1919 root 1.3 }
1920 elmex 1.1
1921 root 1.9 op->stats.exp += exp;
1922 elmex 1.1 }
1923 root 1.9 else
1924     { /* Players only */
1925     if (exp > 0)
1926     add_player_exp (op, exp, skill_name, flag);
1927     else
1928     /* note that when you lose exp, it doesn't go against
1929     * a particular skill, so we don't need to pass that
1930     * along.
1931     */
1932 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1933 elmex 1.1 }
1934     }
1935    
1936     /* Applies a death penalty experience, the size of this is defined by the
1937     * settings death_penalty_percentage and death_penalty_levels, and by the
1938     * amount of permenent experience, whichever gives the lowest loss.
1939     */
1940 root 1.9 void
1941     apply_death_exp_penalty (object *op)
1942     {
1943     object *tmp;
1944     sint64 loss;
1945     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1946     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1947    
1948     for (tmp = op->inv; tmp; tmp = tmp->below)
1949     if (tmp->type == SKILL && tmp->stats.exp)
1950     {
1951    
1952     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1954    
1955     /* With the revised exp system, you can get cases where
1956     * losing several levels would still require that you have more
1957     * exp than you currently have - this is true if the levels
1958     * tables is a lot harder.
1959     */
1960     if (level_loss < 0)
1961     level_loss = 0;
1962 root 1.3
1963 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1964 root 1.3
1965 root 1.9 tmp->stats.exp -= loss;
1966     player_lvl_adj (op, tmp);
1967     }
1968 elmex 1.1
1969 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1971 root 1.55
1972 root 1.9 if (level_loss < 0)
1973     level_loss = 0;
1974     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1975 elmex 1.1
1976 root 1.9 op->stats.exp -= loss;
1977     player_lvl_adj (op, NULL);
1978 elmex 1.1 }
1979    
1980     /* This function takes an object (monster/player, op), and
1981     * determines if it makes a basic save throw by looking at the
1982     * save_throw table. level is the effective level to make
1983     * the save at, and bonus is any plus/bonus (typically based on
1984     * resistance to particular attacktype.
1985     * Returns 1 if op makes his save, 0 if he failed
1986     */
1987 root 1.9 int
1988     did_make_save (const object *op, int level, int bonus)
1989 elmex 1.1 {
1990 root 1.9 if (level > MAX_SAVE_LEVEL)
1991     level = MAX_SAVE_LEVEL;
1992 elmex 1.1
1993 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1994     return 0;
1995 root 1.19
1996 root 1.9 return 1;
1997 elmex 1.1 }