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Revision: 1.68
Committed: Sun Jul 1 05:00:17 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +11 -12 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.68 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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 1.68 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.30 *
13 root 1.68 * 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 pippijn 1.30 *
18 root 1.68 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.65 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.30 */
23 elmex 1.1
24     #include <global.h>
25     #include <funcpoint.h>
26    
27     /* Handy little macro that adds exp and keeps it within bounds. Since
28     * we are now using 64 bit values, I'm not all concerned about overflow issues
29     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30     */
31     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32    
33 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
34     -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,
35     22, 25, 30, 40, 50
36 elmex 1.1 };
37    
38     /* changed the name of this to "sp_bonus" from "int_bonus"
39     * because Pow can now be the stat that controls spellpoint
40     * advancement. -b.t.
41     */
42 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
43     -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,
44     30, 40, 50, 70, 100
45 elmex 1.1 };
46    
47 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
48     -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,
49     30, 40, 50, 70, 100
50 elmex 1.1 };
51    
52     /* 0.92.7 Changed way charisma works. Values now
53     * represent how much more it costs to buy something than to sell it
54     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55     * would only get 5 gp when you sell.) Let query_cost do the calculations
56     * on how to really do this. Buy keeping it this simple number, it is
57     * much easier to know how things will be influenced. A value of '1' means
58     * buying and selling is both the same value - any value less than or equal
59     * to 1 should not be used.
60     * At least as of now, the only place that uses this code is query_cost,
61     * in server/shop.c. This bonus is split evenly between buying and selling
62     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63     * at .667
64     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65     * it is 1-diff
66     */
67    
68     const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 elmex 1.1 };
76    
77 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
78     -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
79 elmex 1.1 };
80    
81     /* speed_bonus uses dex as its stat */
82 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
83 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,
84     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85     1.6, 1.8, 2.0, 2.5, 3.0
86     };
87    
88     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89     * strength.
90     */
91 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
92     -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
93 elmex 1.1 };
94    
95 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
96     -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
97 elmex 1.1 };
98    
99     /* Max you can carry before you start getting extra speed penalties */
100 root 1.9 const int max_carry[MAX_STAT + 1] = {
101     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102     301, 326, 352, 400, 450, 500, 600, 1000
103 elmex 1.1 };
104    
105     /* weight_limit - the absolute most a character can carry - a character can't
106     * pick stuff up if it would put him above this limit.
107     * value is in grams, so we don't need to do conversion later
108     * These limits are probably overly generous, but being there were no values
109     * before, you need to start someplace.
110     */
111    
112 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
113     200000, /* 0 */
114     250000, 300000, 350000, 400000, 500000, /* 5 */
115     600000, 700000, 800000, 900000, 1000000, /* 10 */
116     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 elmex 1.1 };
121    
122 root 1.9 const int learn_spell[MAX_STAT + 1] = {
123     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,
124     100, 100, 100, 100, 100, 100
125 elmex 1.1 };
126    
127 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
128     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
129 elmex 1.1 };
130    
131 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
132     -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
133 elmex 1.1 };
134    
135 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
136     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
137 elmex 1.1 };
138    
139     /*
140     Since this is nowhere defined ...
141     Both come in handy at least in function add_exp()
142     */
143    
144     #define MAX_EXPERIENCE levels[settings.max_level]
145    
146     /* because exp_obj sum to make the total score,
147     * we cannot allow that sum to exceed the maximum
148     * amount of experience a player can gain. Thus
149     * we define MAX_EXP_IN_OBJ. It is important to try
150     * to make the value of MAX_EXP_CAT close to the
151     * actual number of experience objects in the game,
152     * otherwise the maximum level in any experience
153     * category could be quite low. To help the situation
154     * out a little I added 10 more levels, and jacked
155     * up the last level experience value. Its out of
156     * line with progression of previous levels, so
157     * if more levels are desired, this should be fixed.
158     * -b.t.
159     */
160    
161 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 elmex 1.1
163     extern sint64 *levels;
164    
165     #define MAX_SAVE_LEVEL 110
166 root 1.9
167 elmex 1.1 /* This no longer needs to be changed anytime the number of
168     * levels is increased - rather, did_make_save will do the
169     * right thing and always use range within this table.
170     * for safety, savethrow should not be accessed directly anymore,
171     * and instead did_make_save should be used instead.
172     */
173 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 elmex 1.1 18,
175 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 elmex 1.1 };
182    
183     const char *const attacks[NROFATTACKS] = {
184     "physical", "magical", "fire", "electricity", "cold", "confusion",
185     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 elmex 1.1 "life stealing"
189     };
190    
191     static const char *const drain_msg[NUM_STATS] = {
192     "Oh no! You are weakened!",
193     "You're feeling clumsy!",
194     "You feel less healthy",
195     "You suddenly begin to lose your memory!",
196 root 1.9 "Watch out, your mind is going!",
197 root 1.28 "Your spirit feels drained!",
198 root 1.27 "Your face gets distorted!",
199 elmex 1.1 };
200     const char *const restore_msg[NUM_STATS] = {
201     "You feel your strength return.",
202     "You feel your agility return.",
203     "You feel your health return.",
204 root 1.27 "You feel your memory return.",
205 elmex 1.1 "You feel your wisdom return.",
206 root 1.28 "You feel your spirits return.",
207 elmex 1.1 "You feel your charisma return.",
208     };
209     const char *const gain_msg[NUM_STATS] = {
210 root 1.9 "You feel stronger.",
211     "You feel more agile.",
212     "You feel healthy.",
213 root 1.27 "You feel smarter.",
214 root 1.9 "You feel wiser.",
215 root 1.28 "You feel more potent.",
216 root 1.9 "You seem to look better.",
217 elmex 1.1 };
218     const char *const lose_msg[NUM_STATS] = {
219 root 1.9 "You feel weaker!",
220     "You feel clumsy!",
221     "You feel less healthy!",
222 root 1.27 "You feel stupid!",
223 root 1.9 "You lose some of your memory!",
224 root 1.28 "You feel less potent!",
225 root 1.9 "You look ugly!",
226 elmex 1.1 };
227    
228     const char *const statname[NUM_STATS] = {
229 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230 elmex 1.1 };
231    
232     const char *const short_stat_name[NUM_STATS] = {
233 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234 elmex 1.1 };
235    
236     /*
237     * Like set_attr_value(), but instead the value (which can be negative)
238     * is added to the specified stat.
239     */
240     void
241 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
242 root 1.9 {
243 root 1.50 stats->stat (attr) += value;
244     }
245 root 1.19
246 elmex 1.1 /*
247     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
248     * 1-30 stat limit.
249     */
250 root 1.9 void
251 root 1.19 check_stat_bounds (living *stats)
252 root 1.9 {
253 root 1.50 for (int i = 0; i < NUM_STATS; i++)
254     {
255     sint8 &v = stats->stat (i);
256     v = clamp (v, MIN_STAT, MAX_STAT);
257     }
258 elmex 1.1 }
259    
260     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
261    
262     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263     * make this macro to clean those up. Not usuable outside change_abil
264     * function since some of the values passed to new_draw_info are hardcoded.
265     */
266     #define DIFF_MSG(flag, msg1, msg2) \
267     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
268    
269     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 root 1.9
271 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
272     * the object.
273     * It is the calling functions responsibilty to check to see if the object
274     * can be applied or not.
275     * The main purpose of calling this function is the messages that are
276 root 1.48 * displayed - update_stats should really always be called after this when
277 elmex 1.1 * removing an object - that is because it is impossible to know if some object
278     * is the only source of an attacktype or spell attunement, so this function
279     * will clear the bits, but the player may still have some other object
280     * that gives them that ability.
281     */
282 root 1.9 int
283     change_abil (object *op, object *tmp)
284     {
285 root 1.51 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
286 root 1.9 char message[MAX_BUF];
287     int potion_max = 0;
288    
289     /* remember what object was like before it was changed. note that
290     * refop is a local copy of op only to be used for detecting changes
291 root 1.20 * found by update_stats. refop is not a real object
292 root 1.9 */
293 root 1.20 object_copy refop = *op;
294 root 1.9
295     if (op->type == PLAYER)
296     {
297     if (tmp->type == POTION)
298     {
299     potion_max = 1;
300 root 1.51 for (int j = 0; j < NUM_STATS; j++)
301 root 1.9 {
302 root 1.51 int ostat = op->contr->orig_stats.stat (j);
303     int i = tmp->stats.stat (j);
304 root 1.9
305     /* nstat is what the stat will be after use of the potion */
306 root 1.51 int nstat = flag * i + ostat;
307 root 1.9
308     /* Do some bounds checking. While I don't think any
309     * potions do so right now, there is the potential for potions
310     * that adjust that stat by more than one point, so we need
311     * to allow for that.
312     */
313     if (nstat < 1 && i * flag < 0)
314     nstat = 1;
315 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
316     nstat = 20 + op->arch->stats.stat (j);
317 root 1.20
318 root 1.9 if (nstat != ostat)
319     {
320 root 1.50 op->contr->orig_stats.stat (j) = nstat;
321 root 1.9 potion_max = 0;
322 root 1.3 }
323 root 1.9 else if (i)
324     {
325     /* potion is useless - player has already hit the natural maximum */
326     potion_max = 1;
327 root 1.3 }
328     }
329 root 1.20
330 root 1.9 /* This section of code ups the characters normal stats also. I am not
331     * sure if this is strictly necessary, being that fix_player probably
332     * recalculates this anyway.
333     */
334 root 1.51 for (int j = 0; j < NUM_STATS; j++)
335 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336 root 1.20
337 root 1.48 check_stat_bounds (&op->stats);
338 root 1.9 } /* end of potion handling code */
339     }
340    
341 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
342 root 1.9 * everything to set
343     */
344     if (flag == -1)
345     {
346 root 1.48 op->attacktype &= ~tmp->attacktype;
347     op->path_attuned &= ~tmp->path_attuned;
348 root 1.9 op->path_repelled &= ~tmp->path_repelled;
349 root 1.48 op->path_denied &= ~tmp->path_denied;
350 root 1.9 /* Presuming here that creatures only have move_type,
351     * and not the other move_ fields.
352     */
353 root 1.48 op->move_type &= ~tmp->move_type;
354 elmex 1.1 }
355    
356 root 1.9 /* call fix_player since op object could have whatever attribute due
357 root 1.51 * to multiple items. if update_stats always has to be called after
358 root 1.9 * change_ability then might as well call it from here
359     */
360 root 1.19 op->update_stats ();
361 root 1.9
362 root 1.51 /* update_stats won't add the bows ability to the player, so don't
363 root 1.9 * print out message if this is a bow.
364     */
365     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366     {
367     success = 1;
368     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369     }
370 root 1.20
371 root 1.9 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
372     {
373     success = 1;
374     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375     }
376 root 1.20
377 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
378     {
379     success = 1;
380     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381     }
382 root 1.20
383 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
384     {
385     success = 1;
386     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387     }
388 root 1.20
389 root 1.9 /* movement type has changed. We don't care about cases where
390     * user has multiple items giving the same type appled like we
391     * used to - that is more work than what we gain, plus messages
392     * can be misleading (a little higher could be miscontrued from
393     * from fly high)
394     */
395     if (tmp->move_type && op->move_type != refop.move_type)
396     {
397     success = 1;
398 elmex 1.1
399 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400     * status doesn't make a difference if you are flying high
401     */
402     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403     {
404     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
405 root 1.3 }
406    
407 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
408     {
409     /* double conditional - second case covers if you have move_fly_low -
410     * in that case, you don't actually land
411     */
412 root 1.51 DIFF_MSG (flag, "You soar into the air!",
413 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 root 1.3 }
415 root 1.48
416 root 1.9 if (tmp->move_type & MOVE_SWIM)
417     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418 elmex 1.1
419 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
420     check_move_on (op, op);
421 elmex 1.1 }
422    
423 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
424     * originally undead may change their status
425     */
426 root 1.67 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
427 root 1.9 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
428     {
429     success = 1;
430     if (flag > 0)
431     {
432     op->race = "undead";
433     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
434     }
435     else
436     {
437 root 1.67 op->race = op->arch->race;
438 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439     }
440     }
441 elmex 1.1
442 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
443     {
444     success = 1;
445     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 elmex 1.1 }
447 root 1.20
448 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
449     {
450     success = 1;
451     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 elmex 1.1 }
453 root 1.20
454 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
455     * vision
456     */
457     if (QUERY_FLAG (tmp, FLAG_BLIND))
458     {
459     success = 1;
460     if (flag > 0)
461     {
462     if (QUERY_FLAG (op, FLAG_WIZ))
463     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464     else
465     {
466     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467     SET_FLAG (op, FLAG_BLIND);
468     if (op->type == PLAYER)
469     op->contr->do_los = 1;
470 root 1.3 }
471 root 1.9 }
472     else
473     {
474     if (QUERY_FLAG (op, FLAG_WIZ))
475     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476     else
477     {
478     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479     CLEAR_FLAG (op, FLAG_BLIND);
480     if (op->type == PLAYER)
481     op->contr->do_los = 1;
482 root 1.3 }
483     }
484 elmex 1.1 }
485    
486 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
487     {
488     success = 1;
489     if (op->type == PLAYER)
490     op->contr->do_los = 1;
491     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 elmex 1.1 }
493    
494 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
495     {
496     success = 1;
497     if (flag > 0)
498     {
499     if (QUERY_FLAG (op, FLAG_WIZ))
500     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501     else
502     {
503     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504     if (op->type == PLAYER)
505     op->contr->do_los = 1;
506 root 1.3 }
507 root 1.9 }
508     else
509     {
510     if (QUERY_FLAG (op, FLAG_WIZ))
511     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512     else
513     {
514     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515     if (op->type == PLAYER)
516     op->contr->do_los = 1;
517 root 1.3 }
518     }
519 elmex 1.1 }
520    
521 root 1.9 if (tmp->stats.luck)
522     {
523     success = 1;
524     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
525 elmex 1.1 }
526    
527 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
528     {
529     success = 1;
530     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 elmex 1.1 }
532    
533 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
534     {
535     success = 1;
536     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 elmex 1.1 }
538    
539 root 1.9 /* for the future when artifacts set this -b.t. */
540     if (tmp->stats.grace && op->type == PLAYER)
541     {
542     success = 1;
543     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 elmex 1.1 }
545    
546 root 1.9 if (tmp->stats.food && op->type == PLAYER)
547     {
548     success = 1;
549     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 elmex 1.1 }
551    
552 root 1.9 /* Messages for changed resistance */
553 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
554 root 1.9 {
555     if (i == ATNR_PHYSICAL)
556     continue; /* Don't display about armour */
557    
558     if (op->resist[i] != refop.resist[i])
559     {
560     success = 1;
561     if (op->resist[i] > refop.resist[i])
562     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
563     else
564     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
565    
566     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 root 1.3 }
568 elmex 1.1 }
569    
570 elmex 1.18 if (!potion_max)
571 root 1.9 {
572 root 1.51 for (int j = 0; j < NUM_STATS; j++)
573 root 1.9 {
574 root 1.51 if (int i = tmp->stats.stat (j))
575 root 1.9 {
576     success = 1;
577     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 root 1.3 }
579     }
580 elmex 1.1 }
581 root 1.20
582 root 1.9 return success;
583 elmex 1.1 }
584    
585     /*
586     * Stat draining by Vick 930307
587     * (Feeling evil, I made it work as well now. -Frank 8)
588     */
589 root 1.9 void
590 root 1.19 object::drain_stat ()
591 root 1.9 {
592 root 1.33 drain_specific_stat (rndm (NUM_STATS));
593 elmex 1.1 }
594    
595 root 1.9 void
596 root 1.19 object::drain_specific_stat (int deplete_stats)
597 root 1.9 {
598 elmex 1.1 object *tmp;
599     archetype *at;
600    
601 root 1.11 at = archetype::find (ARCH_DEPLETION);
602 root 1.9 if (!at)
603     {
604     LOG (llevError, "Couldn't find archetype depletion.\n");
605     return;
606     }
607     else
608     {
609 root 1.19 tmp = present_arch_in_ob (at, this);
610    
611 root 1.9 if (!tmp)
612     {
613     tmp = arch_to_object (at);
614 root 1.19 tmp = insert_ob_in_ob (tmp, this);
615 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
616     }
617     }
618    
619 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
620 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
621 root 1.19 update_stats ();
622 elmex 1.1 }
623    
624     /*
625     * A value of 0 indicates timeout, otherwise change the luck of the object.
626     * via an applied bad_luck object.
627     */
628 root 1.9 void
629 root 1.19 object::change_luck (int value)
630 root 1.9 {
631 root 1.19 archetype *at = archetype::find ("luck");
632 elmex 1.1 if (!at)
633 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
634     else
635     {
636 root 1.19 object *tmp = present_arch_in_ob (at, this);
637    
638 root 1.9 if (!tmp)
639     {
640     if (!value)
641     return;
642 root 1.19
643 root 1.9 tmp = arch_to_object (at);
644 root 1.19 tmp = insert_ob_in_ob (tmp, this);
645 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
646     }
647 root 1.19
648 root 1.9 if (value)
649     {
650     /* Limit the luck value of the bad luck object to +/-100. This
651     * (arbitrary) value prevents overflows (both in the bad luck object and
652     * in op itself).
653     */
654 root 1.19 int new_luck = tmp->stats.luck + value;
655    
656 root 1.9 if (new_luck >= -100 && new_luck <= 100)
657     {
658 root 1.19 stats.luck += value;
659 root 1.9 tmp->stats.luck = new_luck;
660     }
661     }
662     else
663     {
664     if (!tmp->stats.luck)
665 root 1.19 return;
666    
667 root 1.9 /* Randomly change the players luck. Basically, we move it
668     * back neutral (if greater>0, subtract, otherwise add)
669     */
670 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 root 1.9 {
672     int diff = tmp->stats.luck > 0 ? -1 : 1;
673    
674 root 1.19 stats.luck += diff;
675 root 1.9 tmp->stats.luck += diff;
676     }
677     }
678 elmex 1.1 }
679     }
680    
681     /*
682     * Subtracts stat-bonuses given by the class which the player has chosen.
683     */
684 root 1.9 void
685 root 1.19 object::remove_statbonus ()
686 root 1.9 {
687 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
688     {
689 root 1.67 sint8 v = arch->stats.stat (i);
690 root 1.51 stats.stat (i) -= v;
691     contr->orig_stats.stat (i) -= v;
692     }
693 elmex 1.1 }
694    
695     /*
696     * Adds stat-bonuses given by the class which the player has chosen.
697     */
698 root 1.9 void
699 root 1.19 object::add_statbonus ()
700 root 1.9 {
701 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
702     {
703 root 1.67 sint8 v = arch->stats.stat (i);
704 root 1.51 stats.stat (i) += v;
705     contr->orig_stats.stat (i) += v;
706     }
707 elmex 1.1 }
708    
709     /*
710     * Updates all abilities given by applied objects in the inventory
711     * of the given object. Note: This function works for both monsters
712     * and players; the "player" in the name is purely an archaic inheritance.
713     * This functions starts from base values (archetype or player object)
714     * and then adjusts them according to what the player has equipped.
715 root 1.36 *
716     * July 95 - inserted stuff to handle new skills/exp system - b.t.
717     * spell system split, grace points now added to system --peterm
718 elmex 1.1 */
719 root 1.9 void
720 root 1.19 object::update_stats ()
721 root 1.9 {
722     int i, j;
723     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
724     int weapon_weight = 0, weapon_speed = 0;
725     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 root 1.24 float old_speed = speed;
729 root 1.9
730     /* First task is to clear all the values back to their original values */
731 root 1.19 if (type == PLAYER)
732 root 1.9 {
733     for (i = 0; i < NUM_STATS; i++)
734 root 1.50 stats.stat (i) = contr->orig_stats.stat (i);
735 root 1.19
736 root 1.9 if (settings.spell_encumbrance == TRUE)
737 root 1.19 contr->encumbrance = 0;
738 root 1.9
739 root 1.19 attacktype = 0;
740 root 1.39
741     contr->digestion = 0;
742     contr->gen_hp = 0;
743     contr->gen_sp = 0;
744     contr->gen_grace = 0;
745 root 1.19 contr->gen_sp_armour = 10;
746 root 1.39 contr->item_power = 0;
747 root 1.9 }
748    
749 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
750     slot[i].used = slot[i].info;
751 root 1.19
752     slaying = 0;
753 root 1.9
754 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
755 root 1.9 {
756 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
757     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
758 root 1.9 }
759    
760 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
761     CLEAR_FLAG (this, FLAG_STEALTH);
762     CLEAR_FLAG (this, FLAG_BLIND);
763    
764 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
765     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
766     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
767     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
768    
769     path_attuned = arch->path_attuned;
770     path_repelled = arch->path_repelled;
771     path_denied = arch->path_denied;
772     glow_radius = arch->glow_radius;
773     move_type = arch->move_type;
774 root 1.39
775 root 1.46 chosen_skill = 0;
776 root 1.9
777     /* initializing resistances from the values in player/monster's
778     * archetype clone
779     */
780 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
781 root 1.9
782     for (i = 0; i < NROFATTACKS; i++)
783     {
784 root 1.19 if (resist[i] > 0)
785     prot[i] = resist[i], vuln[i] = 0;
786 root 1.9 else
787 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
788 root 1.46
789 root 1.9 potion_resist[i] = 0;
790     }
791    
792 root 1.67 wc = arch->stats.wc;
793     stats.dam = arch->stats.dam;
794 root 1.9
795     /* for players which cannot use armour, they gain AC -1 per 3 levels,
796     * plus a small amount of physical resist, those poor suckers. ;)
797     * the fact that maxlevel is factored in could be considered sort of bogus -
798     * we should probably give them some bonus and cap it off - otherwise,
799     * basically, if a server updates its max level, these playes may find
800     * that their protection from physical goes down
801     */
802 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 root 1.9 {
804 root 1.67 ac = MAX (-10, arch->stats.ac - level / 3);
805 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 elmex 1.1 }
807 root 1.9 else
808 root 1.67 ac = arch->stats.ac;
809 root 1.9
810 root 1.67 stats.luck = arch->stats.luck;
811     speed = arch->speed;
812 root 1.9
813     /* OK - we've reset most all the objects attributes to sane values.
814     * now go through and make adjustments for what the player has equipped.
815     */
816 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
817 root 1.9 {
818     /* This happens because apply_potion calls change_abil with the potion
819 root 1.40 * applied so we can tell the player what changed. But change_abil
820 root 1.9 * then calls this function.
821     */
822     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 root 1.19 continue;
824 root 1.3
825 root 1.64 /* See note in map.c:update_position about making this additive
826     * since light sources are never applied, need to put check here.
827     */
828     if (tmp->glow_radius > glow_radius)
829     glow_radius = tmp->glow_radius;
830    
831 root 1.9 /* For some things, we don't care what is equipped */
832     if (tmp->type == SKILL)
833     {
834     /* Want to take the highest skill here. */
835     if (IS_MANA_SKILL (tmp->subtype))
836     {
837     if (!mana_obj)
838     mana_obj = tmp;
839     else if (tmp->level > mana_obj->level)
840     mana_obj = tmp;
841     }
842 root 1.19
843 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
844     {
845     if (!grace_obj)
846     grace_obj = tmp;
847     else if (tmp->level > grace_obj->level)
848     grace_obj = tmp;
849 root 1.3 }
850     }
851    
852 root 1.9 /* Container objects are not meant to adjust a players, but other applied
853     * objects need to make adjustments.
854     * This block should handle all player specific changes
855     * The check for Praying is a bit of a hack - god given bonuses are put
856     * in the praying skill, and the player should always get those.
857     * It also means we need to put in additional checks for applied below,
858     * because the skill shouldn't count against body positions being used
859     * up, etc.
860     */
861 root 1.49 if ((tmp->flag [FLAG_APPLIED]
862 root 1.39 && tmp->type != CONTAINER
863     && tmp->type != CLOSE_CON)
864     || (tmp->type == SKILL
865     && tmp->subtype == SK_PRAYING))
866 root 1.9 {
867 root 1.19 if (type == PLAYER)
868 root 1.9 {
869 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
870 root 1.58 if (tmp != current_weapon
871     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
872     && !tmp->flag [FLAG_CURSED]
873     && !tmp->flag [FLAG_DAMNED])
874 root 1.49 continue;
875 root 1.46
876 root 1.9 for (i = 0; i < NUM_STATS; i++)
877 root 1.50 change_attr_value (&stats, i, tmp->stats.stat (i));
878 root 1.9
879 root 1.59 /* These are the items that currently can change digestion, regeneration,
880     * spell point recovery and mana point recovery. Seems sort of an arbitary
881 root 1.9 * list, but other items store other info into stats array.
882     */
883 root 1.49 if (tmp->type == WEAPON || tmp->type == BOW ||
884     tmp->type == ARMOUR || tmp->type == HELMET ||
885     tmp->type == SHIELD || tmp->type == RING ||
886     tmp->type == BOOTS || tmp->type == GLOVES ||
887     tmp->type == AMULET || tmp->type == GIRDLE ||
888     tmp->type == BRACERS || tmp->type == CLOAK ||
889     tmp->type == DISEASE || tmp->type == FORCE ||
890     tmp->type == SKILL)
891 root 1.9 {
892 root 1.19 contr->digestion += tmp->stats.food;
893     contr->gen_hp += tmp->stats.hp;
894     contr->gen_sp += tmp->stats.sp;
895     contr->gen_grace += tmp->stats.grace;
896     contr->gen_sp_armour += tmp->gen_sp_armour;
897     contr->item_power += tmp->item_power;
898 root 1.3 }
899 root 1.9 } /* if this is a player */
900 root 1.46 else
901     {
902     if (tmp->type == WEAPON)
903     current_weapon = tmp;
904     }
905 root 1.3
906 root 1.9 /* Update slots used for items */
907     if (QUERY_FLAG (tmp, FLAG_APPLIED))
908 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
909 root 1.47 slot[i].used += tmp->slot[i].info;
910 root 1.3
911 root 1.9 if (tmp->type == SYMPTOM)
912     {
913 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
914 root 1.39
915 root 1.9 if (speed_reduce_from_disease == 0)
916     speed_reduce_from_disease = 1;
917 root 1.3 }
918    
919 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
920 root 1.34 * (Negative protections are calculated exactly like positive.)
921 root 1.9 * Resistance from potions are treated special as well. If there's
922     * more than one potion-effect, the bigger prot.-value is taken.
923     */
924     if (tmp->type != POTION)
925     {
926     for (i = 0; i < NROFATTACKS; i++)
927     {
928     /* Potential for cursed potions, in which case we just can use
929 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
930 root 1.9 */
931     if (tmp->type == POTION_EFFECT)
932     {
933     if (potion_resist[i])
934     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
935     else
936     potion_resist[i] = tmp->resist[i];
937 root 1.3 }
938 root 1.9 else if (tmp->resist[i] > 0)
939 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
940 root 1.9 else if (tmp->resist[i] < 0)
941 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
942 root 1.9 }
943     }
944    
945     /* There may be other things that should not adjust the attacktype */
946 root 1.53 if (tmp->type != SYMPTOM)
947 root 1.46 {
948     attacktype |= tmp->attacktype;
949     path_attuned |= tmp->path_attuned;
950     path_repelled |= tmp->path_repelled;
951     path_denied |= tmp->path_denied;
952     move_type |= tmp->move_type;
953     stats.luck += tmp->stats.luck;
954     }
955 root 1.19
956     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
957     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
958     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
959     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
960     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
961     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
962     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
963 root 1.9
964 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
965 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
966 root 1.9
967     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
968     {
969 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
970     invisible = 1;
971 root 1.9 }
972    
973     if (tmp->stats.exp && tmp->type != SKILL)
974     {
975     if (tmp->stats.exp > 0)
976     {
977 root 1.40 added_speed += tmp->stats.exp / 3.f;
978 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
979 root 1.3 }
980 root 1.9 else
981 root 1.40 added_speed += tmp->stats.exp;
982 root 1.3 }
983    
984 root 1.9 switch (tmp->type)
985     {
986 root 1.46 #if 0
987 root 1.45 case WAND:
988     case ROD:
989     case HORN:
990 root 1.46 if (type != PLAYER || current_weapon == tmp)
991     chosen_skill = tmp;
992 root 1.45 break;
993 root 1.46 #endif
994 root 1.45
995 root 1.10 /* skills modifying the character -b.t. */
996     /* for all skills and skill granting objects */
997     case SKILL:
998 root 1.63 {
999     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1000     break;
1001    
1002     if (chosen_skill)
1003     {
1004     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1005     &name, &chosen_skill->name, &tmp->name);
1006    
1007     tmp->flag [FLAG_APPLIED] = false;
1008     update_stats ();
1009     return;
1010     }
1011     else
1012     chosen_skill = tmp;
1013    
1014     if (tmp->stats.dam > 0)
1015     { /* skill is a 'weapon' */
1016     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1017     weapon_speed = WEAPON_SPEED (tmp);
1018    
1019     if (weapon_speed < 0)
1020     weapon_speed = 0;
1021    
1022     weapon_weight = tmp->weight;
1023     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1024    
1025     if (tmp->magic)
1026     stats.dam += tmp->magic;
1027     }
1028 root 1.3
1029 root 1.63 if (tmp->stats.wc)
1030     wc -= tmp->stats.wc + tmp->magic;
1031 root 1.19
1032 root 1.63 if (tmp->slaying)
1033     slaying = tmp->slaying;
1034 root 1.19
1035 root 1.63 if (tmp->stats.ac)
1036     ac -= tmp->stats.ac + tmp->magic;
1037 root 1.3
1038 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040     }
1041 root 1.19
1042 root 1.10 break;
1043 root 1.3
1044 root 1.10 case SHIELD:
1045 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046     contr->encumbrance += (int) tmp->weight / 2000;
1047 root 1.10 case RING:
1048     case AMULET:
1049     case GIRDLE:
1050     case HELMET:
1051     case BOOTS:
1052     case GLOVES:
1053     case CLOAK:
1054     if (tmp->stats.wc)
1055 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1056 root 1.19
1057 root 1.10 if (tmp->stats.dam)
1058 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1059 root 1.19
1060 root 1.10 if (tmp->stats.ac)
1061 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1062 root 1.19
1063 root 1.10 break;
1064    
1065 root 1.45 case BOW:
1066 root 1.10 case WEAPON:
1067 root 1.46 if (type != PLAYER || current_weapon == tmp)
1068 root 1.45 {
1069     wc -= tmp->stats.wc + tmp->magic;
1070    
1071     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1072     ac -= tmp->stats.ac + tmp->magic;
1073    
1074     stats.dam += tmp->stats.dam + tmp->magic;
1075     weapon_weight = tmp->weight;
1076     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077    
1078     if (weapon_speed < 0)
1079     weapon_speed = 0;
1080 root 1.19
1081 root 1.45 slaying = tmp->slaying;
1082    
1083     /* If there is desire that two handed weapons should do
1084     * extra strength damage, this is where the code should
1085     * go.
1086     */
1087    
1088     if (type == PLAYER)
1089 root 1.46 if (settings.spell_encumbrance)
1090     contr->encumbrance += tmp->weight * 3 / 1000;
1091 root 1.45 }
1092 root 1.9
1093 root 1.10 break;
1094 root 1.9
1095 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1096 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1097 root 1.40 contr->encumbrance += tmp->weight / 1000;
1098 root 1.10
1099     case BRACERS:
1100     case FORCE:
1101     if (tmp->stats.wc)
1102     {
1103     if (best_wc < tmp->stats.wc + tmp->magic)
1104     {
1105     wc += best_wc;
1106     best_wc = tmp->stats.wc + tmp->magic;
1107     }
1108     else
1109     wc += tmp->stats.wc + tmp->magic;
1110     }
1111 root 1.19
1112 root 1.10 if (tmp->stats.ac)
1113     {
1114     if (best_ac < tmp->stats.ac + tmp->magic)
1115     {
1116     ac += best_ac; /* Remove last bonus */
1117     best_ac = tmp->stats.ac + tmp->magic;
1118     }
1119     else /* To nullify the below effect */
1120     ac += tmp->stats.ac + tmp->magic;
1121     }
1122 root 1.19
1123 root 1.10 if (tmp->stats.wc)
1124     wc -= (tmp->stats.wc + tmp->magic);
1125 root 1.19
1126 root 1.10 if (tmp->stats.ac)
1127     ac -= (tmp->stats.ac + tmp->magic);
1128 root 1.19
1129 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1130     max = ARMOUR_SPEED (tmp) / 10.f;
1131 root 1.19
1132 root 1.10 break;
1133 root 1.9 } /* switch tmp->type */
1134     } /* item is equipped */
1135     } /* for loop of items */
1136    
1137     /* We've gone through all the objects the player has equipped. For many things, we
1138     * have generated intermediate values which we now need to assign.
1139     */
1140    
1141     /* 'total resistance = total protections - total vulnerabilities'.
1142     * If there is an uncursed potion in effect, granting more protection
1143     * than that, we take: 'total resistance = resistance from potion'.
1144     * If there is a cursed (and no uncursed) potion in effect, we take
1145     * 'total resistance = vulnerability from cursed potion'.
1146     */
1147     for (i = 0; i < NROFATTACKS; i++)
1148     {
1149 root 1.19 resist[i] = prot[i] - vuln[i];
1150    
1151     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1152     resist[i] = potion_resist[i];
1153 elmex 1.1 }
1154    
1155 root 1.9 /* Figure out the players sp/mana/hp totals. */
1156 root 1.19 if (type == PLAYER)
1157 root 1.9 {
1158     int pl_level;
1159    
1160 root 1.19 check_stat_bounds (&(stats));
1161     pl_level = level;
1162 root 1.9
1163     if (pl_level < 1)
1164     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1165    
1166     /* You basically get half a con bonus/level. But we do take into account rounding,
1167     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1168     */
1169 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1170 root 1.9 {
1171 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172    
1173     if (i % 2 && con_bonus[stats.Con] % 2)
1174 root 1.9 {
1175 root 1.19 if (con_bonus[stats.Con] > 0)
1176 root 1.9 j++;
1177     else
1178     j--;
1179     }
1180 root 1.19
1181     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1182 root 1.9 }
1183    
1184 root 1.19 for (i = 11; i <= level; i++)
1185     stats.maxhp += 2;
1186 elmex 1.1
1187 root 1.19 if (stats.hp > stats.maxhp)
1188     stats.hp = stats.maxhp;
1189 elmex 1.1
1190 root 1.9 /* Sp gain is controlled by the level of the player's
1191     * relevant experience object (mana_obj, see above)
1192     */
1193     /* following happen when skills system is not used */
1194     if (!mana_obj)
1195 root 1.19 mana_obj = this;
1196    
1197 root 1.9 if (!grace_obj)
1198 root 1.19 grace_obj = this;
1199    
1200 root 1.9 /* set maxsp */
1201 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1202     mana_obj = this;
1203 root 1.9
1204 root 1.19 if (mana_obj == this && type == PLAYER)
1205     stats.maxsp = 1;
1206 root 1.9 else
1207     {
1208 root 1.40 sp_tmp = 0.f;
1209 root 1.19
1210 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1211     {
1212     float stmp;
1213    
1214     /* Got some extra bonus at first level */
1215     if (i < 2)
1216 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1217 root 1.9 else
1218 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1219 root 1.19
1220 root 1.40 if (stmp < 1.f)
1221     stmp = 1.f;
1222 root 1.19
1223 root 1.9 sp_tmp += stmp;
1224 root 1.3 }
1225 root 1.19
1226 root 1.40 stats.maxsp = (sint16)sp_tmp;
1227 root 1.3
1228 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1229 root 1.19 stats.maxsp += 2;
1230 root 1.3 }
1231 root 1.54
1232 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1233 root 1.19 if (stats.sp > stats.maxsp * 2)
1234     stats.sp = stats.maxsp * 2;
1235 root 1.9
1236     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1237 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1238     grace_obj = this;
1239 root 1.9
1240 root 1.19 if (grace_obj == this && type == PLAYER)
1241     stats.maxgrace = 1;
1242 root 1.9 else
1243     {
1244     /* store grace in a float - this way, the divisions below don't create
1245     * big jumps when you go from level to level - with int's, it then
1246     * becomes big jumps when the sums of the bonuses jump to the next
1247     * step of 8 - with floats, even fractional ones are useful.
1248     */
1249 root 1.40 sp_tmp = 0.f;
1250 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1251 root 1.9 {
1252 root 1.40 float grace_tmp = 0.f;
1253 root 1.9
1254     /* Got some extra bonus at first level */
1255     if (i < 2)
1256 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1257 root 1.9 else
1258 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1259 root 1.19
1260 root 1.40 if (grace_tmp < 1.f)
1261     grace_tmp = 1.f;
1262 root 1.19
1263 root 1.9 sp_tmp += grace_tmp;
1264 root 1.3 }
1265 root 1.19
1266 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1267 root 1.3
1268 root 1.9 /* two grace points per level after 11 */
1269     for (i = 11; i <= grace_obj->level; i++)
1270 root 1.19 stats.maxgrace += 2;
1271 root 1.3 }
1272 root 1.54
1273 root 1.9 /* No limit on grace vs maxgrace */
1274 root 1.3
1275 root 1.19 if (contr->braced)
1276 root 1.9 {
1277     ac += 2;
1278     wc += 4;
1279 root 1.3 }
1280 root 1.9 else
1281 root 1.19 ac -= dex_bonus[stats.Dex];
1282 root 1.9
1283     /* In new exp/skills system, wc bonuses are related to
1284     * the players level in a relevant exp object (wc_obj)
1285     * not the general player level -b.t.
1286     * I changed this slightly so that wc bonuses are better
1287     * than before. This is to balance out the fact that
1288     * the player no longer gets a personal weapon w/ 1
1289     * improvement every level, now its fighterlevel/5. So
1290     * we give the player a bonus here in wc and dam
1291     * to make up for the change. Note that I left the
1292     * monster bonus the same as before. -b.t.
1293     */
1294 root 1.55 object *wc_obj = chosen_skill;
1295 root 1.9
1296 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1297 root 1.9 {
1298 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299    
1300 root 1.9 for (i = 1; i < wc_obj->level; i++)
1301     {
1302 root 1.54 /* additional wc every 6 levels */
1303 root 1.9 if (!(i % 6))
1304     wc--;
1305 root 1.37
1306 root 1.54 /* additional dam every 4 levels. */
1307 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1308     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1309 root 1.9 }
1310     }
1311     else
1312 root 1.37 wc -= level + thaco_bonus[stats.Str];
1313 root 1.9
1314 root 1.19 stats.dam += dam_bonus[stats.Str];
1315 root 1.9
1316 root 1.19 if (stats.dam < 1)
1317     stats.dam = 1;
1318 root 1.9
1319 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1320 root 1.19
1321     if (settings.search_items && contr->search_str[0])
1322     speed -= 1;
1323    
1324     if (attacktype == 0)
1325 root 1.67 attacktype = arch->attacktype;
1326 root 1.9 } /* End if player */
1327    
1328     if (added_speed >= 0)
1329 root 1.40 speed += added_speed / 10.f;
1330 root 1.9 else /* Something wrong here...: */
1331 root 1.40 speed /= 1.f - added_speed;
1332 root 1.3
1333 root 1.9 /* Max is determined by armour */
1334 root 1.19 if (speed > max)
1335     speed = max;
1336 elmex 1.1
1337 root 1.19 if (type == PLAYER)
1338 root 1.9 {
1339     /* f is a number the represents the number of kg above (positive num)
1340     * or below (negative number) that the player is carrying. If above
1341     * weight limit, then player suffers a speed reduction based on how
1342     * much above he is, and what is max carry is
1343     */
1344 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1345 root 1.9 if (f > 0)
1346 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1347 elmex 1.1 }
1348    
1349 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1350 root 1.9
1351     /* Put a lower limit on speed. Note with this speed, you move once every
1352     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1353     */
1354 root 1.19 speed = speed * speed_reduce_from_disease;
1355 elmex 1.1
1356 root 1.40 if (speed < 0.01f && type == PLAYER)
1357     speed = 0.01f;
1358 root 1.9
1359 root 1.19 if (type == PLAYER)
1360 root 1.9 {
1361     /* (This formula was made by vidarl@ifi.uio.no)
1362     * Note that we never used these values again - basically
1363     * all of these could be subbed into one big equation, but
1364     * that would just be a real pain to read.
1365     */
1366 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1367     float M2 = max_carry[stats.Str] / 100.f;
1368     float W = weapon_weight / 20000.f;
1369 root 1.56 float s = (20 - weapon_speed) / 10.f;
1370 root 1.40 float D = (stats.Dex - 14) / 14.f;
1371     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1372    
1373 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1374 root 1.40
1375 root 1.56 if (K <= 0.01f)
1376 root 1.40 K = 0.01f;
1377    
1378 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1379 root 1.9 }
1380 root 1.19
1381 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1382 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1383     stats.dam = arch->stats.dam * 3;
1384 root 1.9
1385 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1387 root 1.9
1388     /* if for some reason the creature doesn't have any move type,
1389     * give them walking as a default.
1390     * The second case is a special case - to more closely mimic the
1391     * old behaviour - if your flying, your not walking - just
1392     * one or the other.
1393     */
1394 root 1.19 if (move_type == 0)
1395     move_type = MOVE_WALK;
1396     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1397     move_type &= ~MOVE_WALK;
1398 elmex 1.1
1399 root 1.24 if (speed != old_speed)
1400     set_speed (speed);
1401 elmex 1.1
1402 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1403     * so we will check that now.
1404     */
1405 root 1.19 if (type == PLAYER)
1406     {
1407     esrv_update_stats (contr);
1408     esrv_update_spells (contr);
1409     }
1410 root 1.35
1411     // update the mapspace, if we are on a map
1412     if (!flag [FLAG_REMOVED] && map)
1413     map->at (x, y).flags_ = 0;
1414 elmex 1.1 }
1415    
1416     /*
1417     * Returns true if the given player is a legal class.
1418     * The function to add and remove class-bonuses to the stats doesn't
1419     * check if the stat becomes negative, thus this function
1420     * merely checks that all stats are 1 or more, and returns
1421     * false otherwise.
1422     */
1423 root 1.9 int
1424     allowed_class (const object *op)
1425     {
1426 root 1.40 return op->stats.Dex > 0
1427     && op->stats.Str > 0
1428     && op->stats.Con > 0
1429     && op->stats.Int > 0
1430     && op->stats.Wis > 0
1431     && op->stats.Pow > 0
1432     && op->stats.Cha > 0;
1433 elmex 1.1 }
1434    
1435     /*
1436     * set the new dragon name after gaining levels or
1437     * changing ability focus (later this can be extended to
1438     * eventually change the player's face and animation)
1439     *
1440     * Note that the title is written to 'own_title' in the
1441     * player struct. This should be changed to 'ext_title'
1442     * as soon as clients support this!
1443     * Please, anyone, write support for 'ext_title'.
1444     */
1445 root 1.9 void
1446     set_dragon_name (object *pl, const object *abil, const object *skin)
1447     {
1448     int atnr = -1; /* attacknumber of highest level */
1449     int level = 0; /* highest level */
1450 elmex 1.1 int i;
1451    
1452     /* Perhaps do something more clever? */
1453 root 1.9 if (!abil || !skin)
1454     return;
1455    
1456 elmex 1.1 /* first, look for the highest level */
1457 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1458     {
1459     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1460     {
1461     level = abil->resist[i];
1462     atnr = i;
1463     }
1464 elmex 1.1 }
1465 root 1.9
1466 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1467     or else at random */
1468 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1469 elmex 1.1 atnr = abil->stats.exp;
1470 root 1.9
1471     level = (int) (level / 5.);
1472    
1473 elmex 1.1 /* now set the new title */
1474 root 1.9 if (pl->contr != NULL)
1475     {
1476     if (level == 0)
1477     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1478     else if (level == 1)
1479     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1480     else if (level == 2)
1481     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1482     else if (level == 3)
1483     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1484 elmex 1.1 else
1485 root 1.9 {
1486     /* special titles for extra high resistance! */
1487     if (skin->resist[atnr] > 80)
1488     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1489     else if (skin->resist[atnr] > 50)
1490     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1491     else
1492     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1493     }
1494 elmex 1.1 }
1495 root 1.9
1496     strcpy (pl->contr->own_title, "");
1497 elmex 1.1 }
1498    
1499     /*
1500     * This function is called when a dragon-player gains
1501     * an overall level. Here, the dragon might gain new abilities
1502     * or change the ability-focus.
1503     */
1504 root 1.9 void
1505     dragon_level_gain (object *who)
1506     {
1507     object *abil = NULL; /* pointer to dragon ability force */
1508     object *skin = NULL; /* pointer to dragon skin force */
1509     object *tmp = NULL; /* tmp. object */
1510     char buf[MAX_BUF]; /* tmp. string buffer */
1511    
1512     /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 root 1.29 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514     shstr_cmp dragon_skin_force ("dragon_skin_force");
1515    
1516     for (tmp = who->inv; tmp; tmp = tmp->below)
1517     if (tmp->type == FORCE)
1518 root 1.66 if (tmp->arch->archname == dragon_ability_force)
1519 root 1.29 abil = tmp;
1520 root 1.66 else if (tmp->arch->archname == dragon_skin_force)
1521 root 1.29 skin = tmp;
1522    
1523 root 1.9 /* if the force is missing -> bail out */
1524     if (abil == NULL)
1525     return;
1526    
1527     /* The ability_force keeps track of maximum level ever achieved.
1528     * New abilties can only be gained by surpassing this max level
1529     */
1530     if (who->level > abil->level)
1531     {
1532     /* increase our focused ability */
1533     abil->resist[abil->stats.exp]++;
1534    
1535    
1536     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1537     {
1538     /* time to hand out a new ability-gift */
1539     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1540     }
1541    
1542     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1543     {
1544     /* apply new ability focus */
1545     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1546     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1547    
1548     abil->stats.exp = abil->last_eat;
1549     abil->last_eat = 0;
1550     }
1551    
1552     abil->level = who->level;
1553     }
1554    
1555     /* last but not least, set the new title for the dragon */
1556     set_dragon_name (who, abil, skin);
1557 elmex 1.1 }
1558    
1559     /* Handy function - given the skill name skill_name, we find the skill
1560     * archetype/object, set appropriate values, and insert it into
1561     * the object (op) that is passed.
1562     * We return the skill - this makes it easier for calling functions that
1563     * want to do something with it immediately.
1564     */
1565 root 1.9 object *
1566     give_skill_by_name (object *op, const char *skill_name)
1567 elmex 1.1 {
1568 root 1.9 object *skill_obj;
1569 elmex 1.1
1570 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1571     if (!skill_obj)
1572     {
1573     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1574     return NULL;
1575     }
1576 root 1.55
1577 root 1.9 /* clear the flag - exp goes into this bucket, but player
1578     * still doesn't know it.
1579     */
1580     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1581     skill_obj->stats.exp = 0;
1582     skill_obj->level = 1;
1583     insert_ob_in_ob (skill_obj, op);
1584 root 1.26
1585 root 1.57 if (player *pl = op->contr)
1586 root 1.9 {
1587 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1588     if (pl->ns)
1589     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1590 elmex 1.1 }
1591 root 1.26
1592 root 1.9 return skill_obj;
1593 elmex 1.1 }
1594    
1595     /* player_lvl_adj() - for the new exp system. we are concerned with
1596     * whether the player gets more hp, sp and new levels.
1597     * Note this this function should only be called for players. Monstes
1598     * don't really gain levels
1599     * who is the player, op is what we are checking to gain the level
1600     * (eg, skill)
1601     */
1602 root 1.9 void
1603     player_lvl_adj (object *who, object *op)
1604     {
1605     char buf[MAX_BUF];
1606    
1607     if (!op) /* when rolling stats */
1608     op = who;
1609    
1610     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1611     {
1612     op->level++;
1613    
1614 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1615 root 1.9 dragon_level_gain (who);
1616    
1617     /* Only roll these if it is the player (who) that gained the level */
1618     if (op == who && (who->level < 11) && who->type == PLAYER)
1619     {
1620     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1621     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1622     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623     }
1624    
1625 root 1.19 who->update_stats ();
1626 root 1.9 if (op->level > 1)
1627     {
1628     if (op->type != PLAYER)
1629     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630     else
1631     sprintf (buf, "You are now level %d.", op->level);
1632 root 1.54
1633 root 1.9 if (who)
1634     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1635     }
1636 root 1.54
1637 root 1.9 player_lvl_adj (who, op); /* To increase more levels */
1638     }
1639     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1640     {
1641     op->level--;
1642 root 1.19 who->update_stats ();
1643 root 1.54
1644 root 1.9 if (op->type != PLAYER)
1645     {
1646     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 root 1.3 }
1649 root 1.54
1650 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1651 elmex 1.1 }
1652 root 1.19
1653 root 1.9 /* check if the spell data has changed */
1654 root 1.19 esrv_update_stats (who->contr);
1655 root 1.9 esrv_update_spells (who->contr);
1656 elmex 1.1 }
1657    
1658     /*
1659     * Returns how much experience is needed for a player to become
1660     * the given level. level should really never exceed max_level
1661     */
1662    
1663 root 1.9 sint64
1664     level_exp (int level, double expmul)
1665     {
1666     if (level > settings.max_level)
1667     return (sint64) (expmul * levels[settings.max_level]);
1668 root 1.40
1669 root 1.9 return (sint64) (expmul * levels[level]);
1670 elmex 1.1 }
1671    
1672     /*
1673     * Ensure that the permanent experience requirements in an exp object are met.
1674     * This really just checks 'op to make sure the perm_exp value is within
1675     * proper range. Note that the checking of what is passed through
1676     * has been reduced. Since there is now a proper field for perm_exp,
1677     * this can now work on a much larger set of objects.
1678     */
1679 root 1.9 void
1680     calc_perm_exp (object *op)
1681 elmex 1.1 {
1682 root 1.9 int p_exp_min;
1683    
1684     /* Ensure that our permanent experience minimum is met.
1685     * permenent_exp_ratio is an integer percentage, we divide by 100
1686     * to get the fraction */
1687     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1688    
1689     if (op->perm_exp < p_exp_min)
1690     op->perm_exp = p_exp_min;
1691    
1692     /* Cap permanent experience. */
1693     if (op->perm_exp < 0)
1694     op->perm_exp = 0;
1695     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1696     op->perm_exp = MAX_EXPERIENCE;
1697 elmex 1.1 }
1698    
1699     /* Add experience to a player - exp should only be positive.
1700     * Updates permanent exp for the skill we are adding to.
1701     * skill_name is the skill to add exp to. Skill name can be
1702     * NULL, in which case exp increases the players general
1703     * total, but not any particular skill.
1704     * flag is what to do if the player doesn't have the skill:
1705     */
1706 root 1.9 static void
1707     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1708 elmex 1.1 {
1709 elmex 1.4 object *skill_obj = NULL;
1710     sint64 limit, exp_to_add;
1711     int i;
1712    
1713     /* prevents some forms of abuse. */
1714     if (op->contr->braced)
1715 root 1.46 exp /= 5;
1716 elmex 1.4
1717     /* Try to find the matching skill.
1718     * We do a shortcut/time saving mechanism first - see if it matches
1719 root 1.46 * chosen_skill. This means we don't need to search through
1720 elmex 1.4 * the players inventory.
1721     */
1722     if (skill_name)
1723     {
1724 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1725 elmex 1.4 skill_obj = op->chosen_skill;
1726     else
1727     {
1728     for (i = 0; i < NUM_SKILLS; i++)
1729 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1730 elmex 1.4 {
1731     skill_obj = op->contr->last_skill_ob[i];
1732     break;
1733     }
1734 root 1.3
1735 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1736     * it to the player if necessary
1737     */
1738     if (!skill_obj)
1739     {
1740     if (flag == SK_EXP_NONE)
1741     return;
1742     else if (flag == SK_EXP_ADD_SKILL)
1743     give_skill_by_name (op, skill_name);
1744 root 1.3 }
1745     }
1746 elmex 1.1 }
1747    
1748 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1749     {
1750     /* Basically, you can never gain more experience in one shot
1751     * than half what you need to gain for next level.
1752     */
1753     exp_to_add = exp;
1754     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1755     if (exp_to_add > limit)
1756     exp_to_add = limit;
1757    
1758 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1759 elmex 1.4 if (settings.permanent_exp_ratio)
1760     {
1761 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1762 elmex 1.4 calc_perm_exp (op);
1763     }
1764    
1765     player_lvl_adj (op, NULL);
1766     }
1767    
1768     if (skill_obj)
1769     {
1770     exp_to_add = exp;
1771     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1772     if (exp_to_add > limit)
1773     exp_to_add = limit;
1774    
1775     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1776     if (settings.permanent_exp_ratio)
1777     {
1778 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1779 elmex 1.4 calc_perm_exp (skill_obj);
1780     }
1781 elmex 1.1
1782 elmex 1.4 player_lvl_adj (op, skill_obj);
1783 elmex 1.1 }
1784     }
1785    
1786     /* This function checks to make sure that object 'op' can
1787     * lost 'exp' experience. It returns the amount of exp
1788     * object 'op' can in fact lose - it basically makes
1789     * adjustments based on permanent exp and the like.
1790     * This function should always be used for losing experience -
1791     * the 'exp' value passed should be positive - this is the
1792     * amount that should get subtract from the player.
1793     */
1794 root 1.9 sint64
1795     check_exp_loss (const object *op, sint64 exp)
1796 elmex 1.1 {
1797 root 1.9 sint64 del_exp;
1798 elmex 1.1
1799 root 1.9 if (exp > op->stats.exp)
1800     exp = op->stats.exp;
1801     if (settings.permanent_exp_ratio)
1802     {
1803     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1804     if (del_exp < 0)
1805     del_exp = 0;
1806     if (exp > del_exp)
1807     exp = del_exp;
1808 elmex 1.1 }
1809 root 1.9 return exp;
1810 elmex 1.1 }
1811    
1812 root 1.9 sint64
1813     check_exp_adjust (const object *op, sint64 exp)
1814 elmex 1.1 {
1815 root 1.9 if (exp < 0)
1816     return check_exp_loss (op, exp);
1817     else
1818     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1819 elmex 1.1 }
1820    
1821    
1822     /* Subtracts experience from player.
1823     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1824     * only subtract from the matching skill. Otherwise,
1825     * this subtracts a portion from all
1826     * skills the player has. Eg, if we figure the player is losing 10%
1827     * of his total exp, what happens is he loses 10% from all his skills.
1828     * Note that if permanent exp is used, player may not in fact lose
1829     * as much as listed. Eg, if player has gotten reduced to the point
1830     * where everything is at the minimum perm exp, he would lose nothing.
1831     * exp is the amount of exp to subtract - thus, it should be
1832     * a postive number.
1833     */
1834 root 1.9 static void
1835     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1836 elmex 1.1 {
1837 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1838     object *tmp;
1839     sint64 del_exp;
1840    
1841     for (tmp = op->inv; tmp; tmp = tmp->below)
1842     if (tmp->type == SKILL && tmp->stats.exp)
1843     {
1844     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1845     {
1846     del_exp = check_exp_loss (tmp, exp);
1847     tmp->stats.exp -= del_exp;
1848     player_lvl_adj (op, tmp);
1849     }
1850     else if (flag != SK_SUBTRACT_SKILL_EXP)
1851     {
1852     /* only want to process other skills if we are not trying
1853     * to match a specific skill.
1854     */
1855     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1856     tmp->stats.exp -= del_exp;
1857     player_lvl_adj (op, tmp);
1858     }
1859     }
1860 root 1.35
1861 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1862     {
1863     del_exp = check_exp_loss (op, exp);
1864     op->stats.exp -= del_exp;
1865     player_lvl_adj (op, NULL);
1866 elmex 1.1 }
1867     }
1868    
1869     /* change_exp() - changes experience to a player/monster. This
1870     * does bounds checking to make sure we don't overflow the max exp.
1871     *
1872     * The exp passed is typically not modified much by this function -
1873     * it is assumed the caller has modified the exp as needed.
1874     * skill_name is the skill that should get the exp added.
1875     * flag is what to do if player doesn't have the skill.
1876     * these last two values are only used for players.
1877     */
1878 root 1.9 void
1879     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1880     {
1881 elmex 1.1 #ifdef EXP_DEBUG
1882 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1883 elmex 1.1 #endif
1884    
1885 root 1.9 /* safety */
1886     if (!op)
1887     {
1888     LOG (llevError, "change_exp() called for null object!\n");
1889     return;
1890     }
1891    
1892     /* if no change in exp, just return - most of the below code
1893     * won't do anything if the value is 0 anyways.
1894     */
1895     if (exp == 0)
1896     return;
1897    
1898     /* Monsters are easy - we just adjust their exp - we
1899     * don't adjust level, since in most cases it is unrelated to
1900     * the exp they have - the monsters exp represents what its
1901     * worth.
1902     */
1903     if (op->type != PLAYER)
1904     {
1905     /* Sanity check */
1906     if (!QUERY_FLAG (op, FLAG_ALIVE))
1907     return;
1908    
1909     /* reset exp to max allowed value. We subtract from
1910     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1911     * more than max exp, just return.
1912     */
1913     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1914     {
1915     exp = MAX_EXPERIENCE - op->stats.exp;
1916     if (exp < 0)
1917     return;
1918 root 1.3 }
1919 elmex 1.1
1920 root 1.9 op->stats.exp += exp;
1921 elmex 1.1 }
1922 root 1.9 else
1923     { /* Players only */
1924     if (exp > 0)
1925     add_player_exp (op, exp, skill_name, flag);
1926     else
1927     /* note that when you lose exp, it doesn't go against
1928     * a particular skill, so we don't need to pass that
1929     * along.
1930     */
1931 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1932 elmex 1.1 }
1933     }
1934    
1935     /* Applies a death penalty experience, the size of this is defined by the
1936     * settings death_penalty_percentage and death_penalty_levels, and by the
1937     * amount of permenent experience, whichever gives the lowest loss.
1938     */
1939 root 1.9 void
1940     apply_death_exp_penalty (object *op)
1941     {
1942     object *tmp;
1943     sint64 loss;
1944     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1945     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1946    
1947     for (tmp = op->inv; tmp; tmp = tmp->below)
1948     if (tmp->type == SKILL && tmp->stats.exp)
1949     {
1950    
1951     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1952     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1953    
1954     /* With the revised exp system, you can get cases where
1955     * losing several levels would still require that you have more
1956     * exp than you currently have - this is true if the levels
1957     * tables is a lot harder.
1958     */
1959     if (level_loss < 0)
1960     level_loss = 0;
1961 root 1.3
1962 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1963 root 1.3
1964 root 1.9 tmp->stats.exp -= loss;
1965     player_lvl_adj (op, tmp);
1966     }
1967 elmex 1.1
1968 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1969     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1970 root 1.55
1971 root 1.9 if (level_loss < 0)
1972     level_loss = 0;
1973     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1974 elmex 1.1
1975 root 1.9 op->stats.exp -= loss;
1976     player_lvl_adj (op, NULL);
1977 elmex 1.1 }
1978    
1979     /* This function takes an object (monster/player, op), and
1980     * determines if it makes a basic save throw by looking at the
1981     * save_throw table. level is the effective level to make
1982     * the save at, and bonus is any plus/bonus (typically based on
1983     * resistance to particular attacktype.
1984     * Returns 1 if op makes his save, 0 if he failed
1985     */
1986 root 1.9 int
1987     did_make_save (const object *op, int level, int bonus)
1988 elmex 1.1 {
1989 root 1.9 if (level > MAX_SAVE_LEVEL)
1990     level = MAX_SAVE_LEVEL;
1991 elmex 1.1
1992 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1993     return 0;
1994 root 1.19
1995 root 1.9 return 1;
1996 elmex 1.1 }