ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.71
Committed: Sat Jul 21 14:37:25 2007 UTC (16 years, 11 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.70: +6 -1 lines
Log Message:
adjusted digestion algorithm and clamped in limits

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 elmex 1.71 sint16 digestion = 0; // a local var to add digestion
814    
815 root 1.9 /* OK - we've reset most all the objects attributes to sane values.
816     * now go through and make adjustments for what the player has equipped.
817     */
818 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
819 root 1.9 {
820     /* This happens because apply_potion calls change_abil with the potion
821 root 1.40 * applied so we can tell the player what changed. But change_abil
822 root 1.9 * then calls this function.
823     */
824     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
825 root 1.19 continue;
826 root 1.3
827 root 1.64 /* See note in map.c:update_position about making this additive
828     * since light sources are never applied, need to put check here.
829     */
830     if (tmp->glow_radius > glow_radius)
831     glow_radius = tmp->glow_radius;
832    
833 root 1.9 /* For some things, we don't care what is equipped */
834     if (tmp->type == SKILL)
835     {
836     /* Want to take the highest skill here. */
837     if (IS_MANA_SKILL (tmp->subtype))
838     {
839     if (!mana_obj)
840     mana_obj = tmp;
841     else if (tmp->level > mana_obj->level)
842     mana_obj = tmp;
843     }
844 root 1.19
845 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
846     {
847     if (!grace_obj)
848     grace_obj = tmp;
849     else if (tmp->level > grace_obj->level)
850     grace_obj = tmp;
851 root 1.3 }
852     }
853    
854 root 1.9 /* Container objects are not meant to adjust a players, but other applied
855     * objects need to make adjustments.
856     * This block should handle all player specific changes
857     * The check for Praying is a bit of a hack - god given bonuses are put
858     * in the praying skill, and the player should always get those.
859     * It also means we need to put in additional checks for applied below,
860     * because the skill shouldn't count against body positions being used
861     * up, etc.
862     */
863 root 1.49 if ((tmp->flag [FLAG_APPLIED]
864 root 1.39 && tmp->type != CONTAINER
865     && tmp->type != CLOSE_CON)
866     || (tmp->type == SKILL
867     && tmp->subtype == SK_PRAYING))
868 root 1.9 {
869 root 1.19 if (type == PLAYER)
870 root 1.9 {
871 root 1.69 contr->item_power += tmp->item_power;
872    
873 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
874 root 1.58 if (tmp != current_weapon
875     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
876     && !tmp->flag [FLAG_CURSED]
877     && !tmp->flag [FLAG_DAMNED])
878 root 1.49 continue;
879 root 1.46
880 root 1.9 for (i = 0; i < NUM_STATS; i++)
881 root 1.50 change_attr_value (&stats, i, tmp->stats.stat (i));
882 root 1.9
883 root 1.59 /* These are the items that currently can change digestion, regeneration,
884     * spell point recovery and mana point recovery. Seems sort of an arbitary
885 root 1.9 * list, but other items store other info into stats array.
886     */
887 root 1.49 if (tmp->type == WEAPON || tmp->type == BOW ||
888     tmp->type == ARMOUR || tmp->type == HELMET ||
889     tmp->type == SHIELD || tmp->type == RING ||
890     tmp->type == BOOTS || tmp->type == GLOVES ||
891     tmp->type == AMULET || tmp->type == GIRDLE ||
892     tmp->type == BRACERS || tmp->type == CLOAK ||
893     tmp->type == DISEASE || tmp->type == FORCE ||
894     tmp->type == SKILL)
895 root 1.9 {
896 elmex 1.71 digestion += tmp->stats.food;
897 root 1.19 contr->gen_hp += tmp->stats.hp;
898     contr->gen_sp += tmp->stats.sp;
899     contr->gen_grace += tmp->stats.grace;
900     contr->gen_sp_armour += tmp->gen_sp_armour;
901 root 1.3 }
902 root 1.9 } /* if this is a player */
903 root 1.46 else
904     {
905     if (tmp->type == WEAPON)
906     current_weapon = tmp;
907     }
908 root 1.3
909 root 1.9 /* Update slots used for items */
910     if (QUERY_FLAG (tmp, FLAG_APPLIED))
911 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
912 root 1.47 slot[i].used += tmp->slot[i].info;
913 root 1.3
914 root 1.9 if (tmp->type == SYMPTOM)
915     {
916 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
917 root 1.39
918 root 1.9 if (speed_reduce_from_disease == 0)
919     speed_reduce_from_disease = 1;
920 root 1.3 }
921    
922 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
923 root 1.34 * (Negative protections are calculated exactly like positive.)
924 root 1.9 * Resistance from potions are treated special as well. If there's
925     * more than one potion-effect, the bigger prot.-value is taken.
926     */
927     if (tmp->type != POTION)
928     {
929     for (i = 0; i < NROFATTACKS; i++)
930     {
931     /* Potential for cursed potions, in which case we just can use
932 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
933 root 1.9 */
934     if (tmp->type == POTION_EFFECT)
935     {
936     if (potion_resist[i])
937     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
938     else
939     potion_resist[i] = tmp->resist[i];
940 root 1.3 }
941 root 1.9 else if (tmp->resist[i] > 0)
942 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
943 root 1.9 else if (tmp->resist[i] < 0)
944 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
945 root 1.9 }
946     }
947    
948     /* There may be other things that should not adjust the attacktype */
949 root 1.53 if (tmp->type != SYMPTOM)
950 root 1.46 {
951     attacktype |= tmp->attacktype;
952     path_attuned |= tmp->path_attuned;
953     path_repelled |= tmp->path_repelled;
954     path_denied |= tmp->path_denied;
955     move_type |= tmp->move_type;
956     stats.luck += tmp->stats.luck;
957     }
958 root 1.19
959     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
960     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
961     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
962     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
963     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
964     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
965     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
966 root 1.9
967 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
968 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
969 root 1.9
970     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
971     {
972 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
973     invisible = 1;
974 root 1.9 }
975    
976     if (tmp->stats.exp && tmp->type != SKILL)
977     {
978     if (tmp->stats.exp > 0)
979     {
980 root 1.40 added_speed += tmp->stats.exp / 3.f;
981 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
982 root 1.3 }
983 root 1.9 else
984 root 1.40 added_speed += tmp->stats.exp;
985 root 1.3 }
986    
987 root 1.9 switch (tmp->type)
988     {
989 root 1.46 #if 0
990 root 1.45 case WAND:
991     case ROD:
992     case HORN:
993 root 1.46 if (type != PLAYER || current_weapon == tmp)
994     chosen_skill = tmp;
995 root 1.45 break;
996 root 1.46 #endif
997 root 1.45
998 root 1.10 /* skills modifying the character -b.t. */
999     /* for all skills and skill granting objects */
1000     case SKILL:
1001 root 1.63 {
1002     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1003     break;
1004    
1005     if (chosen_skill)
1006     {
1007     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1008     &name, &chosen_skill->name, &tmp->name);
1009    
1010     tmp->flag [FLAG_APPLIED] = false;
1011     update_stats ();
1012     return;
1013     }
1014     else
1015     chosen_skill = tmp;
1016    
1017     if (tmp->stats.dam > 0)
1018     { /* skill is a 'weapon' */
1019     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1020     weapon_speed = WEAPON_SPEED (tmp);
1021    
1022     if (weapon_speed < 0)
1023     weapon_speed = 0;
1024    
1025     weapon_weight = tmp->weight;
1026     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1027    
1028     if (tmp->magic)
1029     stats.dam += tmp->magic;
1030     }
1031 root 1.3
1032 root 1.63 if (tmp->stats.wc)
1033     wc -= tmp->stats.wc + tmp->magic;
1034 root 1.19
1035 root 1.63 if (tmp->slaying)
1036     slaying = tmp->slaying;
1037 root 1.19
1038 root 1.63 if (tmp->stats.ac)
1039     ac -= tmp->stats.ac + tmp->magic;
1040 root 1.3
1041 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1043     }
1044 root 1.19
1045 root 1.10 break;
1046 root 1.3
1047 root 1.10 case SHIELD:
1048 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1049     contr->encumbrance += (int) tmp->weight / 2000;
1050 root 1.10 case RING:
1051     case AMULET:
1052     case GIRDLE:
1053     case HELMET:
1054     case BOOTS:
1055     case GLOVES:
1056     case CLOAK:
1057     if (tmp->stats.wc)
1058 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1059 root 1.19
1060 root 1.10 if (tmp->stats.dam)
1061 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1062 root 1.19
1063 root 1.10 if (tmp->stats.ac)
1064 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1065 root 1.19
1066 root 1.10 break;
1067    
1068 root 1.45 case BOW:
1069 root 1.10 case WEAPON:
1070 root 1.46 if (type != PLAYER || current_weapon == tmp)
1071 root 1.45 {
1072     wc -= tmp->stats.wc + tmp->magic;
1073    
1074     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1075     ac -= tmp->stats.ac + tmp->magic;
1076    
1077     stats.dam += tmp->stats.dam + tmp->magic;
1078     weapon_weight = tmp->weight;
1079     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1080    
1081     if (weapon_speed < 0)
1082     weapon_speed = 0;
1083 root 1.19
1084 root 1.45 slaying = tmp->slaying;
1085    
1086     /* If there is desire that two handed weapons should do
1087     * extra strength damage, this is where the code should
1088     * go.
1089     */
1090    
1091     if (type == PLAYER)
1092 root 1.46 if (settings.spell_encumbrance)
1093     contr->encumbrance += tmp->weight * 3 / 1000;
1094 root 1.45 }
1095 root 1.9
1096 root 1.10 break;
1097 root 1.9
1098 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1099 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1100 root 1.40 contr->encumbrance += tmp->weight / 1000;
1101 root 1.10
1102     case BRACERS:
1103     case FORCE:
1104     if (tmp->stats.wc)
1105     {
1106     if (best_wc < tmp->stats.wc + tmp->magic)
1107     {
1108     wc += best_wc;
1109     best_wc = tmp->stats.wc + tmp->magic;
1110     }
1111     else
1112     wc += tmp->stats.wc + tmp->magic;
1113     }
1114 root 1.19
1115 root 1.10 if (tmp->stats.ac)
1116     {
1117     if (best_ac < tmp->stats.ac + tmp->magic)
1118     {
1119     ac += best_ac; /* Remove last bonus */
1120     best_ac = tmp->stats.ac + tmp->magic;
1121     }
1122     else /* To nullify the below effect */
1123     ac += tmp->stats.ac + tmp->magic;
1124     }
1125 root 1.19
1126 root 1.10 if (tmp->stats.wc)
1127     wc -= (tmp->stats.wc + tmp->magic);
1128 root 1.19
1129 root 1.10 if (tmp->stats.ac)
1130     ac -= (tmp->stats.ac + tmp->magic);
1131 root 1.19
1132 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1133     max = ARMOUR_SPEED (tmp) / 10.f;
1134 root 1.19
1135 root 1.10 break;
1136 root 1.9 } /* switch tmp->type */
1137     } /* item is equipped */
1138     } /* for loop of items */
1139    
1140 elmex 1.71 // now clamp digestion to our limits
1141     contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142    
1143 root 1.9 /* We've gone through all the objects the player has equipped. For many things, we
1144     * have generated intermediate values which we now need to assign.
1145     */
1146    
1147     /* 'total resistance = total protections - total vulnerabilities'.
1148     * If there is an uncursed potion in effect, granting more protection
1149     * than that, we take: 'total resistance = resistance from potion'.
1150     * If there is a cursed (and no uncursed) potion in effect, we take
1151     * 'total resistance = vulnerability from cursed potion'.
1152     */
1153     for (i = 0; i < NROFATTACKS; i++)
1154     {
1155 root 1.19 resist[i] = prot[i] - vuln[i];
1156    
1157     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1158     resist[i] = potion_resist[i];
1159 elmex 1.1 }
1160    
1161 root 1.9 /* Figure out the players sp/mana/hp totals. */
1162 root 1.19 if (type == PLAYER)
1163 root 1.9 {
1164     int pl_level;
1165    
1166 root 1.19 check_stat_bounds (&(stats));
1167     pl_level = level;
1168 root 1.9
1169     if (pl_level < 1)
1170     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1171    
1172     /* You basically get half a con bonus/level. But we do take into account rounding,
1173     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1174     */
1175 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1176 root 1.9 {
1177 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1178    
1179     if (i % 2 && con_bonus[stats.Con] % 2)
1180 root 1.9 {
1181 root 1.19 if (con_bonus[stats.Con] > 0)
1182 root 1.9 j++;
1183     else
1184     j--;
1185     }
1186 root 1.19
1187     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1188 root 1.9 }
1189    
1190 root 1.19 for (i = 11; i <= level; i++)
1191     stats.maxhp += 2;
1192 elmex 1.1
1193 root 1.19 if (stats.hp > stats.maxhp)
1194     stats.hp = stats.maxhp;
1195 elmex 1.1
1196 root 1.9 /* Sp gain is controlled by the level of the player's
1197     * relevant experience object (mana_obj, see above)
1198     */
1199     /* following happen when skills system is not used */
1200     if (!mana_obj)
1201 root 1.19 mana_obj = this;
1202    
1203 root 1.9 if (!grace_obj)
1204 root 1.19 grace_obj = this;
1205    
1206 root 1.9 /* set maxsp */
1207 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1208     mana_obj = this;
1209 root 1.9
1210 root 1.19 if (mana_obj == this && type == PLAYER)
1211     stats.maxsp = 1;
1212 root 1.9 else
1213     {
1214 root 1.40 sp_tmp = 0.f;
1215 root 1.19
1216 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1217     {
1218     float stmp;
1219    
1220     /* Got some extra bonus at first level */
1221     if (i < 2)
1222 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1223 root 1.9 else
1224 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1225 root 1.19
1226 root 1.40 if (stmp < 1.f)
1227     stmp = 1.f;
1228 root 1.19
1229 root 1.9 sp_tmp += stmp;
1230 root 1.3 }
1231 root 1.19
1232 root 1.40 stats.maxsp = (sint16)sp_tmp;
1233 root 1.3
1234 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1235 root 1.19 stats.maxsp += 2;
1236 root 1.3 }
1237 root 1.54
1238 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1239 root 1.19 if (stats.sp > stats.maxsp * 2)
1240     stats.sp = stats.maxsp * 2;
1241 root 1.9
1242     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1243 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1244     grace_obj = this;
1245 root 1.9
1246 root 1.19 if (grace_obj == this && type == PLAYER)
1247     stats.maxgrace = 1;
1248 root 1.9 else
1249     {
1250     /* store grace in a float - this way, the divisions below don't create
1251     * big jumps when you go from level to level - with int's, it then
1252     * becomes big jumps when the sums of the bonuses jump to the next
1253     * step of 8 - with floats, even fractional ones are useful.
1254     */
1255 root 1.40 sp_tmp = 0.f;
1256 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1257 root 1.9 {
1258 root 1.40 float grace_tmp = 0.f;
1259 root 1.9
1260     /* Got some extra bonus at first level */
1261     if (i < 2)
1262 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1263 root 1.9 else
1264 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1265 root 1.19
1266 root 1.40 if (grace_tmp < 1.f)
1267     grace_tmp = 1.f;
1268 root 1.19
1269 root 1.9 sp_tmp += grace_tmp;
1270 root 1.3 }
1271 root 1.19
1272 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1273 root 1.3
1274 root 1.9 /* two grace points per level after 11 */
1275     for (i = 11; i <= grace_obj->level; i++)
1276 root 1.19 stats.maxgrace += 2;
1277 root 1.3 }
1278 root 1.54
1279 root 1.9 /* No limit on grace vs maxgrace */
1280 root 1.3
1281 root 1.19 if (contr->braced)
1282 root 1.9 {
1283     ac += 2;
1284     wc += 4;
1285 root 1.3 }
1286 root 1.9 else
1287 root 1.19 ac -= dex_bonus[stats.Dex];
1288 root 1.9
1289     /* In new exp/skills system, wc bonuses are related to
1290     * the players level in a relevant exp object (wc_obj)
1291     * not the general player level -b.t.
1292     * I changed this slightly so that wc bonuses are better
1293     * than before. This is to balance out the fact that
1294     * the player no longer gets a personal weapon w/ 1
1295     * improvement every level, now its fighterlevel/5. So
1296     * we give the player a bonus here in wc and dam
1297     * to make up for the change. Note that I left the
1298     * monster bonus the same as before. -b.t.
1299     */
1300 root 1.55 object *wc_obj = chosen_skill;
1301 root 1.9
1302 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1303 root 1.9 {
1304 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1305    
1306 root 1.9 for (i = 1; i < wc_obj->level; i++)
1307     {
1308 root 1.54 /* additional wc every 6 levels */
1309 root 1.9 if (!(i % 6))
1310     wc--;
1311 root 1.37
1312 root 1.54 /* additional dam every 4 levels. */
1313 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1314     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1315 root 1.9 }
1316     }
1317     else
1318 root 1.37 wc -= level + thaco_bonus[stats.Str];
1319 root 1.9
1320 root 1.19 stats.dam += dam_bonus[stats.Str];
1321 root 1.9
1322 root 1.19 if (stats.dam < 1)
1323     stats.dam = 1;
1324 root 1.9
1325 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1326 root 1.19
1327     if (settings.search_items && contr->search_str[0])
1328     speed -= 1;
1329    
1330     if (attacktype == 0)
1331 root 1.67 attacktype = arch->attacktype;
1332 root 1.9 } /* End if player */
1333    
1334     if (added_speed >= 0)
1335 root 1.40 speed += added_speed / 10.f;
1336 root 1.9 else /* Something wrong here...: */
1337 root 1.40 speed /= 1.f - added_speed;
1338 root 1.3
1339 root 1.9 /* Max is determined by armour */
1340 root 1.19 if (speed > max)
1341     speed = max;
1342 elmex 1.1
1343 root 1.19 if (type == PLAYER)
1344 root 1.9 {
1345     /* f is a number the represents the number of kg above (positive num)
1346     * or below (negative number) that the player is carrying. If above
1347     * weight limit, then player suffers a speed reduction based on how
1348     * much above he is, and what is max carry is
1349     */
1350 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1351 root 1.9 if (f > 0)
1352 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 elmex 1.1 }
1354    
1355 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 root 1.9
1357     /* Put a lower limit on speed. Note with this speed, you move once every
1358     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1359     */
1360 root 1.19 speed = speed * speed_reduce_from_disease;
1361 elmex 1.1
1362 root 1.40 if (speed < 0.01f && type == PLAYER)
1363     speed = 0.01f;
1364 root 1.9
1365 root 1.19 if (type == PLAYER)
1366 root 1.9 {
1367     /* (This formula was made by vidarl@ifi.uio.no)
1368     * Note that we never used these values again - basically
1369     * all of these could be subbed into one big equation, but
1370     * that would just be a real pain to read.
1371     */
1372 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1373     float M2 = max_carry[stats.Str] / 100.f;
1374     float W = weapon_weight / 20000.f;
1375 root 1.56 float s = (20 - weapon_speed) / 10.f;
1376 root 1.40 float D = (stats.Dex - 14) / 14.f;
1377     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1378    
1379 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1380 root 1.40
1381 root 1.56 if (K <= 0.01f)
1382 root 1.40 K = 0.01f;
1383    
1384 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1385 root 1.9 }
1386 root 1.19
1387 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1388 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1389     stats.dam = arch->stats.dam * 3;
1390 root 1.9
1391 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1392     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1393 root 1.9
1394     /* if for some reason the creature doesn't have any move type,
1395     * give them walking as a default.
1396     * The second case is a special case - to more closely mimic the
1397     * old behaviour - if your flying, your not walking - just
1398     * one or the other.
1399     */
1400 root 1.19 if (move_type == 0)
1401     move_type = MOVE_WALK;
1402     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1403     move_type &= ~MOVE_WALK;
1404 elmex 1.1
1405 root 1.24 if (speed != old_speed)
1406     set_speed (speed);
1407 elmex 1.1
1408 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1409     * so we will check that now.
1410     */
1411 root 1.19 if (type == PLAYER)
1412     {
1413     esrv_update_stats (contr);
1414     esrv_update_spells (contr);
1415     }
1416 root 1.35
1417     // update the mapspace, if we are on a map
1418     if (!flag [FLAG_REMOVED] && map)
1419     map->at (x, y).flags_ = 0;
1420 elmex 1.1 }
1421    
1422     /*
1423     * Returns true if the given player is a legal class.
1424     * The function to add and remove class-bonuses to the stats doesn't
1425     * check if the stat becomes negative, thus this function
1426     * merely checks that all stats are 1 or more, and returns
1427     * false otherwise.
1428     */
1429 root 1.9 int
1430     allowed_class (const object *op)
1431     {
1432 root 1.40 return op->stats.Dex > 0
1433     && op->stats.Str > 0
1434     && op->stats.Con > 0
1435     && op->stats.Int > 0
1436     && op->stats.Wis > 0
1437     && op->stats.Pow > 0
1438     && op->stats.Cha > 0;
1439 elmex 1.1 }
1440    
1441     /*
1442     * set the new dragon name after gaining levels or
1443     * changing ability focus (later this can be extended to
1444     * eventually change the player's face and animation)
1445     *
1446     * Note that the title is written to 'own_title' in the
1447     * player struct. This should be changed to 'ext_title'
1448     * as soon as clients support this!
1449     * Please, anyone, write support for 'ext_title'.
1450     */
1451 root 1.9 void
1452     set_dragon_name (object *pl, const object *abil, const object *skin)
1453     {
1454     int atnr = -1; /* attacknumber of highest level */
1455     int level = 0; /* highest level */
1456 elmex 1.1 int i;
1457    
1458     /* Perhaps do something more clever? */
1459 root 1.9 if (!abil || !skin)
1460     return;
1461    
1462 elmex 1.1 /* first, look for the highest level */
1463 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1464     {
1465     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1466     {
1467     level = abil->resist[i];
1468     atnr = i;
1469     }
1470 elmex 1.1 }
1471 root 1.9
1472 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1473     or else at random */
1474 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1475 elmex 1.1 atnr = abil->stats.exp;
1476 root 1.9
1477     level = (int) (level / 5.);
1478    
1479 elmex 1.1 /* now set the new title */
1480 root 1.9 if (pl->contr != NULL)
1481     {
1482     if (level == 0)
1483     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1484     else if (level == 1)
1485     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1486     else if (level == 2)
1487     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1488     else if (level == 3)
1489     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1490 elmex 1.1 else
1491 root 1.9 {
1492     /* special titles for extra high resistance! */
1493     if (skin->resist[atnr] > 80)
1494     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1495     else if (skin->resist[atnr] > 50)
1496     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1497     else
1498     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1499     }
1500 elmex 1.1 }
1501 root 1.9
1502     strcpy (pl->contr->own_title, "");
1503 elmex 1.1 }
1504    
1505     /*
1506     * This function is called when a dragon-player gains
1507     * an overall level. Here, the dragon might gain new abilities
1508     * or change the ability-focus.
1509     */
1510 root 1.9 void
1511     dragon_level_gain (object *who)
1512     {
1513     object *abil = NULL; /* pointer to dragon ability force */
1514     object *skin = NULL; /* pointer to dragon skin force */
1515     object *tmp = NULL; /* tmp. object */
1516     char buf[MAX_BUF]; /* tmp. string buffer */
1517    
1518     /* now grab the 'dragon_ability'-forces from the player's inventory */
1519 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1520     if (tmp->type == FORCE)
1521 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1522 root 1.29 abil = tmp;
1523 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1524 root 1.29 skin = tmp;
1525    
1526 root 1.9 /* if the force is missing -> bail out */
1527     if (abil == NULL)
1528     return;
1529    
1530     /* The ability_force keeps track of maximum level ever achieved.
1531     * New abilties can only be gained by surpassing this max level
1532     */
1533     if (who->level > abil->level)
1534     {
1535     /* increase our focused ability */
1536     abil->resist[abil->stats.exp]++;
1537    
1538    
1539     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1540     {
1541     /* time to hand out a new ability-gift */
1542     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1543     }
1544    
1545     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1546     {
1547     /* apply new ability focus */
1548     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1549     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1550    
1551     abil->stats.exp = abil->last_eat;
1552     abil->last_eat = 0;
1553     }
1554    
1555     abil->level = who->level;
1556     }
1557    
1558     /* last but not least, set the new title for the dragon */
1559     set_dragon_name (who, abil, skin);
1560 elmex 1.1 }
1561    
1562     /* Handy function - given the skill name skill_name, we find the skill
1563     * archetype/object, set appropriate values, and insert it into
1564     * the object (op) that is passed.
1565     * We return the skill - this makes it easier for calling functions that
1566     * want to do something with it immediately.
1567     */
1568 root 1.9 object *
1569     give_skill_by_name (object *op, const char *skill_name)
1570 elmex 1.1 {
1571 root 1.9 object *skill_obj;
1572 elmex 1.1
1573 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1574     if (!skill_obj)
1575     {
1576     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1577     return NULL;
1578     }
1579 root 1.55
1580 root 1.9 /* clear the flag - exp goes into this bucket, but player
1581     * still doesn't know it.
1582     */
1583     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1584     skill_obj->stats.exp = 0;
1585     skill_obj->level = 1;
1586     insert_ob_in_ob (skill_obj, op);
1587 root 1.26
1588 root 1.57 if (player *pl = op->contr)
1589 root 1.9 {
1590 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1591     if (pl->ns)
1592     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1593 elmex 1.1 }
1594 root 1.26
1595 root 1.9 return skill_obj;
1596 elmex 1.1 }
1597    
1598     /* player_lvl_adj() - for the new exp system. we are concerned with
1599     * whether the player gets more hp, sp and new levels.
1600     * Note this this function should only be called for players. Monstes
1601     * don't really gain levels
1602     * who is the player, op is what we are checking to gain the level
1603     * (eg, skill)
1604     */
1605 root 1.9 void
1606     player_lvl_adj (object *who, object *op)
1607     {
1608     char buf[MAX_BUF];
1609    
1610     if (!op) /* when rolling stats */
1611     op = who;
1612    
1613     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1614     {
1615     op->level++;
1616    
1617 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1618 root 1.9 dragon_level_gain (who);
1619    
1620     /* Only roll these if it is the player (who) that gained the level */
1621     if (op == who && (who->level < 11) && who->type == PLAYER)
1622     {
1623     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1624     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1625     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1626     }
1627    
1628 root 1.19 who->update_stats ();
1629 root 1.9 if (op->level > 1)
1630     {
1631     if (op->type != PLAYER)
1632     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1633     else
1634     sprintf (buf, "You are now level %d.", op->level);
1635 root 1.54
1636 root 1.9 if (who)
1637     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1638     }
1639 root 1.54
1640 root 1.9 player_lvl_adj (who, op); /* To increase more levels */
1641     }
1642     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643     {
1644     op->level--;
1645 root 1.19 who->update_stats ();
1646 root 1.54
1647 root 1.9 if (op->type != PLAYER)
1648     {
1649     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1650     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1651 root 1.3 }
1652 root 1.54
1653 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1654 elmex 1.1 }
1655 root 1.19
1656 root 1.9 /* check if the spell data has changed */
1657 root 1.19 esrv_update_stats (who->contr);
1658 root 1.9 esrv_update_spells (who->contr);
1659 elmex 1.1 }
1660    
1661     /*
1662     * Returns how much experience is needed for a player to become
1663     * the given level. level should really never exceed max_level
1664     */
1665    
1666 root 1.9 sint64
1667     level_exp (int level, double expmul)
1668     {
1669     if (level > settings.max_level)
1670     return (sint64) (expmul * levels[settings.max_level]);
1671 root 1.40
1672 root 1.9 return (sint64) (expmul * levels[level]);
1673 elmex 1.1 }
1674    
1675     /*
1676     * Ensure that the permanent experience requirements in an exp object are met.
1677     * This really just checks 'op to make sure the perm_exp value is within
1678     * proper range. Note that the checking of what is passed through
1679     * has been reduced. Since there is now a proper field for perm_exp,
1680     * this can now work on a much larger set of objects.
1681     */
1682 root 1.9 void
1683     calc_perm_exp (object *op)
1684 elmex 1.1 {
1685 root 1.9 int p_exp_min;
1686    
1687     /* Ensure that our permanent experience minimum is met.
1688     * permenent_exp_ratio is an integer percentage, we divide by 100
1689     * to get the fraction */
1690     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1691    
1692     if (op->perm_exp < p_exp_min)
1693     op->perm_exp = p_exp_min;
1694    
1695     /* Cap permanent experience. */
1696     if (op->perm_exp < 0)
1697     op->perm_exp = 0;
1698     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1699     op->perm_exp = MAX_EXPERIENCE;
1700 elmex 1.1 }
1701    
1702     /* Add experience to a player - exp should only be positive.
1703     * Updates permanent exp for the skill we are adding to.
1704     * skill_name is the skill to add exp to. Skill name can be
1705     * NULL, in which case exp increases the players general
1706     * total, but not any particular skill.
1707     * flag is what to do if the player doesn't have the skill:
1708     */
1709 root 1.9 static void
1710     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1711 elmex 1.1 {
1712 elmex 1.4 object *skill_obj = NULL;
1713     sint64 limit, exp_to_add;
1714     int i;
1715    
1716     /* prevents some forms of abuse. */
1717     if (op->contr->braced)
1718 root 1.46 exp /= 5;
1719 elmex 1.4
1720     /* Try to find the matching skill.
1721     * We do a shortcut/time saving mechanism first - see if it matches
1722 root 1.46 * chosen_skill. This means we don't need to search through
1723 elmex 1.4 * the players inventory.
1724     */
1725     if (skill_name)
1726     {
1727 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1728 elmex 1.4 skill_obj = op->chosen_skill;
1729     else
1730     {
1731     for (i = 0; i < NUM_SKILLS; i++)
1732 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1733 elmex 1.4 {
1734     skill_obj = op->contr->last_skill_ob[i];
1735     break;
1736     }
1737 root 1.3
1738 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1739     * it to the player if necessary
1740     */
1741     if (!skill_obj)
1742     {
1743     if (flag == SK_EXP_NONE)
1744     return;
1745     else if (flag == SK_EXP_ADD_SKILL)
1746     give_skill_by_name (op, skill_name);
1747 root 1.3 }
1748     }
1749 elmex 1.1 }
1750    
1751 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1752     {
1753     /* Basically, you can never gain more experience in one shot
1754     * than half what you need to gain for next level.
1755     */
1756     exp_to_add = exp;
1757     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1758     if (exp_to_add > limit)
1759     exp_to_add = limit;
1760    
1761 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1762 elmex 1.4 if (settings.permanent_exp_ratio)
1763     {
1764 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1765 elmex 1.4 calc_perm_exp (op);
1766     }
1767    
1768     player_lvl_adj (op, NULL);
1769     }
1770    
1771     if (skill_obj)
1772     {
1773     exp_to_add = exp;
1774     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1775     if (exp_to_add > limit)
1776     exp_to_add = limit;
1777    
1778     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1779     if (settings.permanent_exp_ratio)
1780     {
1781 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1782 elmex 1.4 calc_perm_exp (skill_obj);
1783     }
1784 elmex 1.1
1785 elmex 1.4 player_lvl_adj (op, skill_obj);
1786 elmex 1.1 }
1787     }
1788    
1789     /* This function checks to make sure that object 'op' can
1790     * lost 'exp' experience. It returns the amount of exp
1791     * object 'op' can in fact lose - it basically makes
1792     * adjustments based on permanent exp and the like.
1793     * This function should always be used for losing experience -
1794     * the 'exp' value passed should be positive - this is the
1795     * amount that should get subtract from the player.
1796     */
1797 root 1.9 sint64
1798     check_exp_loss (const object *op, sint64 exp)
1799 elmex 1.1 {
1800 root 1.9 sint64 del_exp;
1801 elmex 1.1
1802 root 1.9 if (exp > op->stats.exp)
1803     exp = op->stats.exp;
1804     if (settings.permanent_exp_ratio)
1805     {
1806     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1807     if (del_exp < 0)
1808     del_exp = 0;
1809     if (exp > del_exp)
1810     exp = del_exp;
1811 elmex 1.1 }
1812 root 1.9 return exp;
1813 elmex 1.1 }
1814    
1815 root 1.9 sint64
1816     check_exp_adjust (const object *op, sint64 exp)
1817 elmex 1.1 {
1818 root 1.9 if (exp < 0)
1819     return check_exp_loss (op, exp);
1820     else
1821     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1822 elmex 1.1 }
1823    
1824    
1825     /* Subtracts experience from player.
1826     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1827     * only subtract from the matching skill. Otherwise,
1828     * this subtracts a portion from all
1829     * skills the player has. Eg, if we figure the player is losing 10%
1830     * of his total exp, what happens is he loses 10% from all his skills.
1831     * Note that if permanent exp is used, player may not in fact lose
1832     * as much as listed. Eg, if player has gotten reduced to the point
1833     * where everything is at the minimum perm exp, he would lose nothing.
1834     * exp is the amount of exp to subtract - thus, it should be
1835     * a postive number.
1836     */
1837 root 1.9 static void
1838     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1839 elmex 1.1 {
1840 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1841     object *tmp;
1842     sint64 del_exp;
1843    
1844     for (tmp = op->inv; tmp; tmp = tmp->below)
1845     if (tmp->type == SKILL && tmp->stats.exp)
1846     {
1847     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1848     {
1849     del_exp = check_exp_loss (tmp, exp);
1850     tmp->stats.exp -= del_exp;
1851     player_lvl_adj (op, tmp);
1852     }
1853     else if (flag != SK_SUBTRACT_SKILL_EXP)
1854     {
1855     /* only want to process other skills if we are not trying
1856     * to match a specific skill.
1857     */
1858     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1859     tmp->stats.exp -= del_exp;
1860     player_lvl_adj (op, tmp);
1861     }
1862     }
1863 root 1.35
1864 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1865     {
1866     del_exp = check_exp_loss (op, exp);
1867     op->stats.exp -= del_exp;
1868     player_lvl_adj (op, NULL);
1869 elmex 1.1 }
1870     }
1871    
1872     /* change_exp() - changes experience to a player/monster. This
1873     * does bounds checking to make sure we don't overflow the max exp.
1874     *
1875     * The exp passed is typically not modified much by this function -
1876     * it is assumed the caller has modified the exp as needed.
1877     * skill_name is the skill that should get the exp added.
1878     * flag is what to do if player doesn't have the skill.
1879     * these last two values are only used for players.
1880     */
1881 root 1.9 void
1882     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1883     {
1884 elmex 1.1 #ifdef EXP_DEBUG
1885 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1886 elmex 1.1 #endif
1887    
1888 root 1.9 /* safety */
1889     if (!op)
1890     {
1891     LOG (llevError, "change_exp() called for null object!\n");
1892     return;
1893     }
1894    
1895     /* if no change in exp, just return - most of the below code
1896     * won't do anything if the value is 0 anyways.
1897     */
1898     if (exp == 0)
1899     return;
1900    
1901     /* Monsters are easy - we just adjust their exp - we
1902     * don't adjust level, since in most cases it is unrelated to
1903     * the exp they have - the monsters exp represents what its
1904     * worth.
1905     */
1906     if (op->type != PLAYER)
1907     {
1908     /* Sanity check */
1909     if (!QUERY_FLAG (op, FLAG_ALIVE))
1910     return;
1911    
1912     /* reset exp to max allowed value. We subtract from
1913     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1914     * more than max exp, just return.
1915     */
1916     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1917     {
1918     exp = MAX_EXPERIENCE - op->stats.exp;
1919     if (exp < 0)
1920     return;
1921 root 1.3 }
1922 elmex 1.1
1923 root 1.9 op->stats.exp += exp;
1924 elmex 1.1 }
1925 root 1.9 else
1926     { /* Players only */
1927     if (exp > 0)
1928     add_player_exp (op, exp, skill_name, flag);
1929     else
1930     /* note that when you lose exp, it doesn't go against
1931     * a particular skill, so we don't need to pass that
1932     * along.
1933     */
1934 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1935 elmex 1.1 }
1936     }
1937    
1938     /* Applies a death penalty experience, the size of this is defined by the
1939     * settings death_penalty_percentage and death_penalty_levels, and by the
1940     * amount of permenent experience, whichever gives the lowest loss.
1941     */
1942 root 1.9 void
1943     apply_death_exp_penalty (object *op)
1944     {
1945     object *tmp;
1946     sint64 loss;
1947     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1948     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1949    
1950     for (tmp = op->inv; tmp; tmp = tmp->below)
1951     if (tmp->type == SKILL && tmp->stats.exp)
1952     {
1953    
1954     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1955     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1956    
1957     /* With the revised exp system, you can get cases where
1958     * losing several levels would still require that you have more
1959     * exp than you currently have - this is true if the levels
1960     * tables is a lot harder.
1961     */
1962     if (level_loss < 0)
1963     level_loss = 0;
1964 root 1.3
1965 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1966 root 1.3
1967 root 1.9 tmp->stats.exp -= loss;
1968     player_lvl_adj (op, tmp);
1969     }
1970 elmex 1.1
1971 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1972     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1973 root 1.55
1974 root 1.9 if (level_loss < 0)
1975     level_loss = 0;
1976     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1977 elmex 1.1
1978 root 1.9 op->stats.exp -= loss;
1979     player_lvl_adj (op, NULL);
1980 elmex 1.1 }
1981    
1982     /* This function takes an object (monster/player, op), and
1983     * determines if it makes a basic save throw by looking at the
1984     * save_throw table. level is the effective level to make
1985     * the save at, and bonus is any plus/bonus (typically based on
1986     * resistance to particular attacktype.
1987     * Returns 1 if op makes his save, 0 if he failed
1988     */
1989 root 1.9 int
1990     did_make_save (const object *op, int level, int bonus)
1991 elmex 1.1 {
1992 root 1.9 if (level > MAX_SAVE_LEVEL)
1993     level = MAX_SAVE_LEVEL;
1994 elmex 1.1
1995 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1996     return 0;
1997 root 1.19
1998 root 1.9 return 1;
1999 elmex 1.1 }