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Revision: 1.73
Committed: Tue Jul 31 18:08:58 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +23 -13 lines
Log Message:
level up sound(s), a bit clumsy + partial rewrite of palyer_lvl_adj, should be much much fatser now to add exp

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 1.69 contr->item_power += tmp->item_power;
870    
871 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
872 root 1.58 if (tmp != current_weapon
873     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874     && !tmp->flag [FLAG_CURSED]
875     && !tmp->flag [FLAG_DAMNED])
876 root 1.49 continue;
877 root 1.46
878 root 1.9 for (i = 0; i < NUM_STATS; i++)
879 root 1.50 change_attr_value (&stats, i, tmp->stats.stat (i));
880 root 1.9
881 root 1.59 /* These are the items that currently can change digestion, regeneration,
882     * spell point recovery and mana point recovery. Seems sort of an arbitary
883 root 1.9 * list, but other items store other info into stats array.
884     */
885 root 1.49 if (tmp->type == WEAPON || tmp->type == BOW ||
886     tmp->type == ARMOUR || tmp->type == HELMET ||
887     tmp->type == SHIELD || tmp->type == RING ||
888     tmp->type == BOOTS || tmp->type == GLOVES ||
889     tmp->type == AMULET || tmp->type == GIRDLE ||
890     tmp->type == BRACERS || tmp->type == CLOAK ||
891     tmp->type == DISEASE || tmp->type == FORCE ||
892     tmp->type == SKILL)
893 root 1.9 {
894 root 1.72 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
895 root 1.19 contr->gen_hp += tmp->stats.hp;
896     contr->gen_sp += tmp->stats.sp;
897     contr->gen_grace += tmp->stats.grace;
898     contr->gen_sp_armour += tmp->gen_sp_armour;
899 root 1.3 }
900 root 1.9 } /* if this is a player */
901 root 1.46 else
902     {
903     if (tmp->type == WEAPON)
904     current_weapon = tmp;
905     }
906 root 1.3
907 root 1.9 /* Update slots used for items */
908     if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 root 1.19 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
910 root 1.47 slot[i].used += tmp->slot[i].info;
911 root 1.3
912 root 1.9 if (tmp->type == SYMPTOM)
913     {
914 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
915 root 1.39
916 root 1.9 if (speed_reduce_from_disease == 0)
917     speed_reduce_from_disease = 1;
918 root 1.3 }
919    
920 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
921 root 1.34 * (Negative protections are calculated exactly like positive.)
922 root 1.9 * Resistance from potions are treated special as well. If there's
923     * more than one potion-effect, the bigger prot.-value is taken.
924     */
925     if (tmp->type != POTION)
926     {
927     for (i = 0; i < NROFATTACKS; i++)
928     {
929     /* Potential for cursed potions, in which case we just can use
930 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
931 root 1.9 */
932     if (tmp->type == POTION_EFFECT)
933     {
934     if (potion_resist[i])
935     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
936     else
937     potion_resist[i] = tmp->resist[i];
938 root 1.3 }
939 root 1.9 else if (tmp->resist[i] > 0)
940 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
941 root 1.9 else if (tmp->resist[i] < 0)
942 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
943 root 1.9 }
944     }
945    
946     /* There may be other things that should not adjust the attacktype */
947 root 1.53 if (tmp->type != SYMPTOM)
948 root 1.46 {
949     attacktype |= tmp->attacktype;
950     path_attuned |= tmp->path_attuned;
951     path_repelled |= tmp->path_repelled;
952     path_denied |= tmp->path_denied;
953     move_type |= tmp->move_type;
954     stats.luck += tmp->stats.luck;
955     }
956 root 1.19
957     if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
958     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960     if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961     if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962     if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 root 1.9
965 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
967 root 1.9
968     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969     {
970 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
971     invisible = 1;
972 root 1.9 }
973    
974     if (tmp->stats.exp && tmp->type != SKILL)
975     {
976     if (tmp->stats.exp > 0)
977     {
978 root 1.40 added_speed += tmp->stats.exp / 3.f;
979 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
980 root 1.3 }
981 root 1.9 else
982 root 1.40 added_speed += tmp->stats.exp;
983 root 1.3 }
984    
985 root 1.9 switch (tmp->type)
986     {
987 root 1.46 #if 0
988 root 1.45 case WAND:
989     case ROD:
990     case HORN:
991 root 1.46 if (type != PLAYER || current_weapon == tmp)
992     chosen_skill = tmp;
993 root 1.45 break;
994 root 1.46 #endif
995 root 1.45
996 root 1.10 /* skills modifying the character -b.t. */
997     /* for all skills and skill granting objects */
998     case SKILL:
999 root 1.63 {
1000     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1001     break;
1002    
1003     if (chosen_skill)
1004     {
1005     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006     &name, &chosen_skill->name, &tmp->name);
1007    
1008     tmp->flag [FLAG_APPLIED] = false;
1009     update_stats ();
1010     return;
1011     }
1012     else
1013     chosen_skill = tmp;
1014    
1015     if (tmp->stats.dam > 0)
1016     { /* skill is a 'weapon' */
1017     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1018     weapon_speed = WEAPON_SPEED (tmp);
1019    
1020     if (weapon_speed < 0)
1021     weapon_speed = 0;
1022    
1023     weapon_weight = tmp->weight;
1024     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025    
1026     if (tmp->magic)
1027     stats.dam += tmp->magic;
1028     }
1029 root 1.3
1030 root 1.63 if (tmp->stats.wc)
1031     wc -= tmp->stats.wc + tmp->magic;
1032 root 1.19
1033 root 1.63 if (tmp->slaying)
1034     slaying = tmp->slaying;
1035 root 1.19
1036 root 1.63 if (tmp->stats.ac)
1037     ac -= tmp->stats.ac + tmp->magic;
1038 root 1.3
1039 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1040     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1041     }
1042 root 1.19
1043 root 1.10 break;
1044 root 1.3
1045 root 1.10 case SHIELD:
1046 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1047     contr->encumbrance += (int) tmp->weight / 2000;
1048 root 1.10 case RING:
1049     case AMULET:
1050     case GIRDLE:
1051     case HELMET:
1052     case BOOTS:
1053     case GLOVES:
1054     case CLOAK:
1055     if (tmp->stats.wc)
1056 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1057 root 1.19
1058 root 1.10 if (tmp->stats.dam)
1059 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1060 root 1.19
1061 root 1.10 if (tmp->stats.ac)
1062 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1063 root 1.19
1064 root 1.10 break;
1065    
1066 root 1.45 case BOW:
1067 root 1.10 case WEAPON:
1068 root 1.46 if (type != PLAYER || current_weapon == tmp)
1069 root 1.45 {
1070     wc -= tmp->stats.wc + tmp->magic;
1071    
1072     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1073     ac -= tmp->stats.ac + tmp->magic;
1074    
1075     stats.dam += tmp->stats.dam + tmp->magic;
1076     weapon_weight = tmp->weight;
1077     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078    
1079     if (weapon_speed < 0)
1080     weapon_speed = 0;
1081 root 1.19
1082 root 1.45 slaying = tmp->slaying;
1083    
1084     /* If there is desire that two handed weapons should do
1085     * extra strength damage, this is where the code should
1086     * go.
1087     */
1088    
1089     if (type == PLAYER)
1090 root 1.46 if (settings.spell_encumbrance)
1091     contr->encumbrance += tmp->weight * 3 / 1000;
1092 root 1.45 }
1093 root 1.9
1094 root 1.10 break;
1095 root 1.9
1096 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1097 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1098 root 1.40 contr->encumbrance += tmp->weight / 1000;
1099 root 1.10
1100     case BRACERS:
1101     case FORCE:
1102     if (tmp->stats.wc)
1103     {
1104     if (best_wc < tmp->stats.wc + tmp->magic)
1105     {
1106     wc += best_wc;
1107     best_wc = tmp->stats.wc + tmp->magic;
1108     }
1109     else
1110     wc += tmp->stats.wc + tmp->magic;
1111     }
1112 root 1.19
1113 root 1.10 if (tmp->stats.ac)
1114     {
1115     if (best_ac < tmp->stats.ac + tmp->magic)
1116     {
1117     ac += best_ac; /* Remove last bonus */
1118     best_ac = tmp->stats.ac + tmp->magic;
1119     }
1120     else /* To nullify the below effect */
1121     ac += tmp->stats.ac + tmp->magic;
1122     }
1123 root 1.19
1124 root 1.10 if (tmp->stats.wc)
1125     wc -= (tmp->stats.wc + tmp->magic);
1126 root 1.19
1127 root 1.10 if (tmp->stats.ac)
1128     ac -= (tmp->stats.ac + tmp->magic);
1129 root 1.19
1130 root 1.40 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1131     max = ARMOUR_SPEED (tmp) / 10.f;
1132 root 1.19
1133 root 1.10 break;
1134 root 1.9 } /* switch tmp->type */
1135     } /* item is equipped */
1136     } /* for loop of items */
1137    
1138     /* We've gone through all the objects the player has equipped. For many things, we
1139     * have generated intermediate values which we now need to assign.
1140     */
1141    
1142     /* 'total resistance = total protections - total vulnerabilities'.
1143     * If there is an uncursed potion in effect, granting more protection
1144     * than that, we take: 'total resistance = resistance from potion'.
1145     * If there is a cursed (and no uncursed) potion in effect, we take
1146     * 'total resistance = vulnerability from cursed potion'.
1147     */
1148     for (i = 0; i < NROFATTACKS; i++)
1149     {
1150 root 1.19 resist[i] = prot[i] - vuln[i];
1151    
1152     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1153     resist[i] = potion_resist[i];
1154 elmex 1.1 }
1155    
1156 root 1.9 /* Figure out the players sp/mana/hp totals. */
1157 root 1.19 if (type == PLAYER)
1158 root 1.9 {
1159     int pl_level;
1160    
1161 root 1.19 check_stat_bounds (&(stats));
1162     pl_level = level;
1163 root 1.9
1164     if (pl_level < 1)
1165     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1166    
1167     /* You basically get half a con bonus/level. But we do take into account rounding,
1168     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1169     */
1170 root 1.19 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1171 root 1.9 {
1172 root 1.19 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173    
1174     if (i % 2 && con_bonus[stats.Con] % 2)
1175 root 1.9 {
1176 root 1.19 if (con_bonus[stats.Con] > 0)
1177 root 1.9 j++;
1178     else
1179     j--;
1180     }
1181 root 1.19
1182     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1183 root 1.9 }
1184    
1185 root 1.19 for (i = 11; i <= level; i++)
1186     stats.maxhp += 2;
1187 elmex 1.1
1188 root 1.19 if (stats.hp > stats.maxhp)
1189     stats.hp = stats.maxhp;
1190 elmex 1.1
1191 root 1.9 /* Sp gain is controlled by the level of the player's
1192     * relevant experience object (mana_obj, see above)
1193     */
1194     /* following happen when skills system is not used */
1195     if (!mana_obj)
1196 root 1.19 mana_obj = this;
1197    
1198 root 1.9 if (!grace_obj)
1199 root 1.19 grace_obj = this;
1200    
1201 root 1.9 /* set maxsp */
1202 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1203     mana_obj = this;
1204 root 1.9
1205 root 1.19 if (mana_obj == this && type == PLAYER)
1206     stats.maxsp = 1;
1207 root 1.9 else
1208     {
1209 root 1.40 sp_tmp = 0.f;
1210 root 1.19
1211 root 1.9 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1212     {
1213     float stmp;
1214    
1215     /* Got some extra bonus at first level */
1216     if (i < 2)
1217 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1218 root 1.9 else
1219 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1220 root 1.19
1221 root 1.40 if (stmp < 1.f)
1222     stmp = 1.f;
1223 root 1.19
1224 root 1.9 sp_tmp += stmp;
1225 root 1.3 }
1226 root 1.19
1227 root 1.40 stats.maxsp = (sint16)sp_tmp;
1228 root 1.3
1229 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1230 root 1.19 stats.maxsp += 2;
1231 root 1.3 }
1232 root 1.54
1233 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1234 root 1.19 if (stats.sp > stats.maxsp * 2)
1235     stats.sp = stats.maxsp * 2;
1236 root 1.9
1237     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1238 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239     grace_obj = this;
1240 root 1.9
1241 root 1.19 if (grace_obj == this && type == PLAYER)
1242     stats.maxgrace = 1;
1243 root 1.9 else
1244     {
1245     /* store grace in a float - this way, the divisions below don't create
1246     * big jumps when you go from level to level - with int's, it then
1247     * becomes big jumps when the sums of the bonuses jump to the next
1248     * step of 8 - with floats, even fractional ones are useful.
1249     */
1250 root 1.40 sp_tmp = 0.f;
1251 root 1.19 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1252 root 1.9 {
1253 root 1.40 float grace_tmp = 0.f;
1254 root 1.9
1255     /* Got some extra bonus at first level */
1256     if (i < 2)
1257 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1258 root 1.9 else
1259 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1260 root 1.19
1261 root 1.40 if (grace_tmp < 1.f)
1262     grace_tmp = 1.f;
1263 root 1.19
1264 root 1.9 sp_tmp += grace_tmp;
1265 root 1.3 }
1266 root 1.19
1267 root 1.40 stats.maxgrace = (sint16)sp_tmp;
1268 root 1.3
1269 root 1.9 /* two grace points per level after 11 */
1270     for (i = 11; i <= grace_obj->level; i++)
1271 root 1.19 stats.maxgrace += 2;
1272 root 1.3 }
1273 root 1.54
1274 root 1.9 /* No limit on grace vs maxgrace */
1275 root 1.3
1276 root 1.19 if (contr->braced)
1277 root 1.9 {
1278     ac += 2;
1279     wc += 4;
1280 root 1.3 }
1281 root 1.9 else
1282 root 1.19 ac -= dex_bonus[stats.Dex];
1283 root 1.9
1284     /* In new exp/skills system, wc bonuses are related to
1285     * the players level in a relevant exp object (wc_obj)
1286     * not the general player level -b.t.
1287     * I changed this slightly so that wc bonuses are better
1288     * than before. This is to balance out the fact that
1289     * the player no longer gets a personal weapon w/ 1
1290     * improvement every level, now its fighterlevel/5. So
1291     * we give the player a bonus here in wc and dam
1292     * to make up for the change. Note that I left the
1293     * monster bonus the same as before. -b.t.
1294     */
1295 root 1.55 object *wc_obj = chosen_skill;
1296 root 1.9
1297 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1298 root 1.9 {
1299 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300    
1301 root 1.9 for (i = 1; i < wc_obj->level; i++)
1302     {
1303 root 1.54 /* additional wc every 6 levels */
1304 root 1.9 if (!(i % 6))
1305     wc--;
1306 root 1.37
1307 root 1.54 /* additional dam every 4 levels. */
1308 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1309     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1310 root 1.9 }
1311     }
1312     else
1313 root 1.37 wc -= level + thaco_bonus[stats.Str];
1314 root 1.9
1315 root 1.19 stats.dam += dam_bonus[stats.Str];
1316 root 1.9
1317 root 1.19 if (stats.dam < 1)
1318     stats.dam = 1;
1319 root 1.9
1320 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1321 root 1.19
1322     if (settings.search_items && contr->search_str[0])
1323     speed -= 1;
1324    
1325     if (attacktype == 0)
1326 root 1.67 attacktype = arch->attacktype;
1327 root 1.9 } /* End if player */
1328    
1329     if (added_speed >= 0)
1330 root 1.40 speed += added_speed / 10.f;
1331 root 1.9 else /* Something wrong here...: */
1332 root 1.40 speed /= 1.f - added_speed;
1333 root 1.3
1334 root 1.9 /* Max is determined by armour */
1335 root 1.19 if (speed > max)
1336     speed = max;
1337 elmex 1.1
1338 root 1.19 if (type == PLAYER)
1339 root 1.9 {
1340     /* f is a number the represents the number of kg above (positive num)
1341     * or below (negative number) that the player is carrying. If above
1342     * weight limit, then player suffers a speed reduction based on how
1343     * much above he is, and what is max carry is
1344     */
1345 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1346 root 1.9 if (f > 0)
1347 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1348 elmex 1.1 }
1349    
1350 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1351 root 1.9
1352     /* Put a lower limit on speed. Note with this speed, you move once every
1353     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1354     */
1355 root 1.19 speed = speed * speed_reduce_from_disease;
1356 elmex 1.1
1357 root 1.40 if (speed < 0.01f && type == PLAYER)
1358     speed = 0.01f;
1359 root 1.9
1360 root 1.19 if (type == PLAYER)
1361 root 1.9 {
1362     /* (This formula was made by vidarl@ifi.uio.no)
1363     * Note that we never used these values again - basically
1364     * all of these could be subbed into one big equation, but
1365     * that would just be a real pain to read.
1366     */
1367 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1368     float M2 = max_carry[stats.Str] / 100.f;
1369     float W = weapon_weight / 20000.f;
1370 root 1.56 float s = (20 - weapon_speed) / 10.f;
1371 root 1.40 float D = (stats.Dex - 14) / 14.f;
1372     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1373    
1374 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1375 root 1.40
1376 root 1.56 if (K <= 0.01f)
1377 root 1.40 K = 0.01f;
1378    
1379 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1380 root 1.9 }
1381 root 1.19
1382 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1383 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1384     stats.dam = arch->stats.dam * 3;
1385 root 1.9
1386 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388 root 1.9
1389     /* if for some reason the creature doesn't have any move type,
1390     * give them walking as a default.
1391     * The second case is a special case - to more closely mimic the
1392     * old behaviour - if your flying, your not walking - just
1393     * one or the other.
1394     */
1395 root 1.19 if (move_type == 0)
1396     move_type = MOVE_WALK;
1397     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398     move_type &= ~MOVE_WALK;
1399 elmex 1.1
1400 root 1.24 if (speed != old_speed)
1401     set_speed (speed);
1402 elmex 1.1
1403 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1404     * so we will check that now.
1405     */
1406 root 1.19 if (type == PLAYER)
1407     {
1408     esrv_update_stats (contr);
1409     esrv_update_spells (contr);
1410     }
1411 root 1.35
1412     // update the mapspace, if we are on a map
1413     if (!flag [FLAG_REMOVED] && map)
1414     map->at (x, y).flags_ = 0;
1415 elmex 1.1 }
1416    
1417     /*
1418     * Returns true if the given player is a legal class.
1419     * The function to add and remove class-bonuses to the stats doesn't
1420     * check if the stat becomes negative, thus this function
1421     * merely checks that all stats are 1 or more, and returns
1422     * false otherwise.
1423     */
1424 root 1.9 int
1425     allowed_class (const object *op)
1426     {
1427 root 1.40 return op->stats.Dex > 0
1428     && op->stats.Str > 0
1429     && op->stats.Con > 0
1430     && op->stats.Int > 0
1431     && op->stats.Wis > 0
1432     && op->stats.Pow > 0
1433     && op->stats.Cha > 0;
1434 elmex 1.1 }
1435    
1436     /*
1437     * set the new dragon name after gaining levels or
1438     * changing ability focus (later this can be extended to
1439     * eventually change the player's face and animation)
1440     *
1441     * Note that the title is written to 'own_title' in the
1442     * player struct. This should be changed to 'ext_title'
1443     * as soon as clients support this!
1444     * Please, anyone, write support for 'ext_title'.
1445     */
1446 root 1.9 void
1447     set_dragon_name (object *pl, const object *abil, const object *skin)
1448     {
1449     int atnr = -1; /* attacknumber of highest level */
1450     int level = 0; /* highest level */
1451 elmex 1.1 int i;
1452    
1453     /* Perhaps do something more clever? */
1454 root 1.9 if (!abil || !skin)
1455     return;
1456    
1457 elmex 1.1 /* first, look for the highest level */
1458 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1459     {
1460     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1461     {
1462     level = abil->resist[i];
1463     atnr = i;
1464     }
1465 elmex 1.1 }
1466 root 1.9
1467 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1468     or else at random */
1469 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1470 elmex 1.1 atnr = abil->stats.exp;
1471 root 1.9
1472     level = (int) (level / 5.);
1473    
1474 elmex 1.1 /* now set the new title */
1475 root 1.9 if (pl->contr != NULL)
1476     {
1477     if (level == 0)
1478     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1479     else if (level == 1)
1480     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1481     else if (level == 2)
1482     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1483     else if (level == 3)
1484     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1485 elmex 1.1 else
1486 root 1.9 {
1487     /* special titles for extra high resistance! */
1488     if (skin->resist[atnr] > 80)
1489     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1490     else if (skin->resist[atnr] > 50)
1491     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1492     else
1493     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1494     }
1495 elmex 1.1 }
1496 root 1.9
1497     strcpy (pl->contr->own_title, "");
1498 elmex 1.1 }
1499    
1500     /*
1501     * This function is called when a dragon-player gains
1502     * an overall level. Here, the dragon might gain new abilities
1503     * or change the ability-focus.
1504     */
1505 root 1.9 void
1506     dragon_level_gain (object *who)
1507     {
1508     object *abil = NULL; /* pointer to dragon ability force */
1509     object *skin = NULL; /* pointer to dragon skin force */
1510     object *tmp = NULL; /* tmp. object */
1511     char buf[MAX_BUF]; /* tmp. string buffer */
1512    
1513     /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1515     if (tmp->type == FORCE)
1516 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1517 root 1.29 abil = tmp;
1518 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1519 root 1.29 skin = tmp;
1520    
1521 root 1.9 /* if the force is missing -> bail out */
1522     if (abil == NULL)
1523     return;
1524    
1525     /* The ability_force keeps track of maximum level ever achieved.
1526     * New abilties can only be gained by surpassing this max level
1527     */
1528     if (who->level > abil->level)
1529     {
1530     /* increase our focused ability */
1531     abil->resist[abil->stats.exp]++;
1532    
1533    
1534     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1535     {
1536     /* time to hand out a new ability-gift */
1537     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1538     }
1539    
1540     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1541     {
1542     /* apply new ability focus */
1543     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1544     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1545    
1546     abil->stats.exp = abil->last_eat;
1547     abil->last_eat = 0;
1548     }
1549    
1550     abil->level = who->level;
1551     }
1552    
1553     /* last but not least, set the new title for the dragon */
1554     set_dragon_name (who, abil, skin);
1555 elmex 1.1 }
1556    
1557     /* Handy function - given the skill name skill_name, we find the skill
1558     * archetype/object, set appropriate values, and insert it into
1559     * the object (op) that is passed.
1560     * We return the skill - this makes it easier for calling functions that
1561     * want to do something with it immediately.
1562     */
1563 root 1.9 object *
1564     give_skill_by_name (object *op, const char *skill_name)
1565 elmex 1.1 {
1566 root 1.9 object *skill_obj;
1567 elmex 1.1
1568 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1569     if (!skill_obj)
1570     {
1571     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1572     return NULL;
1573     }
1574 root 1.55
1575 root 1.9 /* clear the flag - exp goes into this bucket, but player
1576     * still doesn't know it.
1577     */
1578     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1579     skill_obj->stats.exp = 0;
1580     skill_obj->level = 1;
1581     insert_ob_in_ob (skill_obj, op);
1582 root 1.26
1583 root 1.57 if (player *pl = op->contr)
1584 root 1.9 {
1585 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1586     if (pl->ns)
1587     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1588 elmex 1.1 }
1589 root 1.26
1590 root 1.9 return skill_obj;
1591 elmex 1.1 }
1592    
1593     /* player_lvl_adj() - for the new exp system. we are concerned with
1594     * whether the player gets more hp, sp and new levels.
1595     * Note this this function should only be called for players. Monstes
1596     * don't really gain levels
1597     * who is the player, op is what we are checking to gain the level
1598     * (eg, skill)
1599     */
1600 root 1.9 void
1601     player_lvl_adj (object *who, object *op)
1602     {
1603     char buf[MAX_BUF];
1604 root 1.73 bool changed = false;
1605 root 1.9
1606     if (!op) /* when rolling stats */
1607     op = who;
1608    
1609 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1610 root 1.9 {
1611 root 1.73 changed = true;
1612    
1613 root 1.9 op->level++;
1614    
1615 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1616 root 1.9 dragon_level_gain (who);
1617    
1618     /* Only roll these if it is the player (who) that gained the level */
1619     if (op == who && (who->level < 11) && who->type == PLAYER)
1620     {
1621     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1622     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1623     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1624     }
1625    
1626     if (op->level > 1)
1627     {
1628     if (op->type != PLAYER)
1629 root 1.73 {
1630     who->contr->play_sound (sound_find ("skill_up"));
1631     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1632     }
1633 root 1.9 else
1634 root 1.73 {
1635     who->contr->play_sound (sound_find ("level_up"));
1636     sprintf (buf, "You are now level %d.", op->level);
1637     }
1638 root 1.54
1639 root 1.9 if (who)
1640     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1641     }
1642 root 1.73 }
1643 root 1.54
1644 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1645 root 1.9 {
1646 root 1.73 changed = true;
1647    
1648 root 1.9 op->level--;
1649 root 1.54
1650 root 1.9 if (op->type != PLAYER)
1651     {
1652     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1653     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1654 root 1.3 }
1655 root 1.73 }
1656 root 1.54
1657 root 1.73 if (changed)
1658     {
1659     who->update_stats ();
1660     esrv_update_stats (who->contr);
1661     /* check if the spell data has changed */
1662     esrv_update_spells (who->contr);
1663 elmex 1.1 }
1664     }
1665    
1666     /*
1667     * Returns how much experience is needed for a player to become
1668     * the given level. level should really never exceed max_level
1669     */
1670    
1671 root 1.9 sint64
1672     level_exp (int level, double expmul)
1673     {
1674     if (level > settings.max_level)
1675     return (sint64) (expmul * levels[settings.max_level]);
1676 root 1.40
1677 root 1.9 return (sint64) (expmul * levels[level]);
1678 elmex 1.1 }
1679    
1680     /*
1681     * Ensure that the permanent experience requirements in an exp object are met.
1682     * This really just checks 'op to make sure the perm_exp value is within
1683     * proper range. Note that the checking of what is passed through
1684     * has been reduced. Since there is now a proper field for perm_exp,
1685     * this can now work on a much larger set of objects.
1686     */
1687 root 1.9 void
1688     calc_perm_exp (object *op)
1689 elmex 1.1 {
1690 root 1.9 int p_exp_min;
1691    
1692     /* Ensure that our permanent experience minimum is met.
1693     * permenent_exp_ratio is an integer percentage, we divide by 100
1694     * to get the fraction */
1695     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1696    
1697     if (op->perm_exp < p_exp_min)
1698     op->perm_exp = p_exp_min;
1699    
1700     /* Cap permanent experience. */
1701     if (op->perm_exp < 0)
1702     op->perm_exp = 0;
1703     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1704     op->perm_exp = MAX_EXPERIENCE;
1705 elmex 1.1 }
1706    
1707     /* Add experience to a player - exp should only be positive.
1708     * Updates permanent exp for the skill we are adding to.
1709     * skill_name is the skill to add exp to. Skill name can be
1710     * NULL, in which case exp increases the players general
1711     * total, but not any particular skill.
1712     * flag is what to do if the player doesn't have the skill:
1713     */
1714 root 1.9 static void
1715     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1716 elmex 1.1 {
1717 elmex 1.4 object *skill_obj = NULL;
1718     sint64 limit, exp_to_add;
1719     int i;
1720    
1721     /* prevents some forms of abuse. */
1722     if (op->contr->braced)
1723 root 1.46 exp /= 5;
1724 elmex 1.4
1725     /* Try to find the matching skill.
1726     * We do a shortcut/time saving mechanism first - see if it matches
1727 root 1.46 * chosen_skill. This means we don't need to search through
1728 elmex 1.4 * the players inventory.
1729     */
1730     if (skill_name)
1731     {
1732 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1733 elmex 1.4 skill_obj = op->chosen_skill;
1734     else
1735     {
1736     for (i = 0; i < NUM_SKILLS; i++)
1737 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1738 elmex 1.4 {
1739     skill_obj = op->contr->last_skill_ob[i];
1740     break;
1741     }
1742 root 1.3
1743 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1744     * it to the player if necessary
1745     */
1746     if (!skill_obj)
1747     {
1748     if (flag == SK_EXP_NONE)
1749     return;
1750     else if (flag == SK_EXP_ADD_SKILL)
1751     give_skill_by_name (op, skill_name);
1752 root 1.3 }
1753     }
1754 elmex 1.1 }
1755    
1756 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1757     {
1758     /* Basically, you can never gain more experience in one shot
1759     * than half what you need to gain for next level.
1760     */
1761     exp_to_add = exp;
1762     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1763     if (exp_to_add > limit)
1764     exp_to_add = limit;
1765    
1766 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1767 elmex 1.4 if (settings.permanent_exp_ratio)
1768     {
1769 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1770 elmex 1.4 calc_perm_exp (op);
1771     }
1772    
1773     player_lvl_adj (op, NULL);
1774     }
1775    
1776     if (skill_obj)
1777     {
1778     exp_to_add = exp;
1779     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1780     if (exp_to_add > limit)
1781     exp_to_add = limit;
1782    
1783     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1784     if (settings.permanent_exp_ratio)
1785     {
1786 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1787 elmex 1.4 calc_perm_exp (skill_obj);
1788     }
1789 elmex 1.1
1790 elmex 1.4 player_lvl_adj (op, skill_obj);
1791 elmex 1.1 }
1792     }
1793    
1794     /* This function checks to make sure that object 'op' can
1795     * lost 'exp' experience. It returns the amount of exp
1796     * object 'op' can in fact lose - it basically makes
1797     * adjustments based on permanent exp and the like.
1798     * This function should always be used for losing experience -
1799     * the 'exp' value passed should be positive - this is the
1800     * amount that should get subtract from the player.
1801     */
1802 root 1.9 sint64
1803     check_exp_loss (const object *op, sint64 exp)
1804 elmex 1.1 {
1805 root 1.9 sint64 del_exp;
1806 elmex 1.1
1807 root 1.9 if (exp > op->stats.exp)
1808     exp = op->stats.exp;
1809     if (settings.permanent_exp_ratio)
1810     {
1811     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1812     if (del_exp < 0)
1813     del_exp = 0;
1814     if (exp > del_exp)
1815     exp = del_exp;
1816 elmex 1.1 }
1817 root 1.9 return exp;
1818 elmex 1.1 }
1819    
1820 root 1.9 sint64
1821     check_exp_adjust (const object *op, sint64 exp)
1822 elmex 1.1 {
1823 root 1.9 if (exp < 0)
1824     return check_exp_loss (op, exp);
1825     else
1826     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1827 elmex 1.1 }
1828    
1829    
1830     /* Subtracts experience from player.
1831     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1832     * only subtract from the matching skill. Otherwise,
1833     * this subtracts a portion from all
1834     * skills the player has. Eg, if we figure the player is losing 10%
1835     * of his total exp, what happens is he loses 10% from all his skills.
1836     * Note that if permanent exp is used, player may not in fact lose
1837     * as much as listed. Eg, if player has gotten reduced to the point
1838     * where everything is at the minimum perm exp, he would lose nothing.
1839     * exp is the amount of exp to subtract - thus, it should be
1840     * a postive number.
1841     */
1842 root 1.9 static void
1843     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1844 elmex 1.1 {
1845 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1846     object *tmp;
1847     sint64 del_exp;
1848    
1849     for (tmp = op->inv; tmp; tmp = tmp->below)
1850     if (tmp->type == SKILL && tmp->stats.exp)
1851     {
1852     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1853     {
1854     del_exp = check_exp_loss (tmp, exp);
1855     tmp->stats.exp -= del_exp;
1856     player_lvl_adj (op, tmp);
1857     }
1858     else if (flag != SK_SUBTRACT_SKILL_EXP)
1859     {
1860     /* only want to process other skills if we are not trying
1861     * to match a specific skill.
1862     */
1863     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1864     tmp->stats.exp -= del_exp;
1865     player_lvl_adj (op, tmp);
1866     }
1867     }
1868 root 1.35
1869 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1870     {
1871     del_exp = check_exp_loss (op, exp);
1872     op->stats.exp -= del_exp;
1873     player_lvl_adj (op, NULL);
1874 elmex 1.1 }
1875     }
1876    
1877     /* change_exp() - changes experience to a player/monster. This
1878     * does bounds checking to make sure we don't overflow the max exp.
1879     *
1880     * The exp passed is typically not modified much by this function -
1881     * it is assumed the caller has modified the exp as needed.
1882     * skill_name is the skill that should get the exp added.
1883     * flag is what to do if player doesn't have the skill.
1884     * these last two values are only used for players.
1885     */
1886 root 1.9 void
1887     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1888     {
1889 elmex 1.1 #ifdef EXP_DEBUG
1890 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1891 elmex 1.1 #endif
1892    
1893 root 1.9 /* safety */
1894     if (!op)
1895     {
1896     LOG (llevError, "change_exp() called for null object!\n");
1897     return;
1898     }
1899    
1900     /* if no change in exp, just return - most of the below code
1901     * won't do anything if the value is 0 anyways.
1902     */
1903     if (exp == 0)
1904     return;
1905    
1906     /* Monsters are easy - we just adjust their exp - we
1907     * don't adjust level, since in most cases it is unrelated to
1908     * the exp they have - the monsters exp represents what its
1909     * worth.
1910     */
1911     if (op->type != PLAYER)
1912     {
1913     /* Sanity check */
1914     if (!QUERY_FLAG (op, FLAG_ALIVE))
1915     return;
1916    
1917     /* reset exp to max allowed value. We subtract from
1918     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1919     * more than max exp, just return.
1920     */
1921     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1922     {
1923     exp = MAX_EXPERIENCE - op->stats.exp;
1924     if (exp < 0)
1925     return;
1926 root 1.3 }
1927 elmex 1.1
1928 root 1.9 op->stats.exp += exp;
1929 elmex 1.1 }
1930 root 1.9 else
1931     { /* Players only */
1932     if (exp > 0)
1933     add_player_exp (op, exp, skill_name, flag);
1934     else
1935     /* note that when you lose exp, it doesn't go against
1936     * a particular skill, so we don't need to pass that
1937     * along.
1938     */
1939 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1940 elmex 1.1 }
1941     }
1942    
1943     /* Applies a death penalty experience, the size of this is defined by the
1944     * settings death_penalty_percentage and death_penalty_levels, and by the
1945     * amount of permenent experience, whichever gives the lowest loss.
1946     */
1947 root 1.9 void
1948     apply_death_exp_penalty (object *op)
1949     {
1950     object *tmp;
1951     sint64 loss;
1952     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1953     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1954    
1955     for (tmp = op->inv; tmp; tmp = tmp->below)
1956     if (tmp->type == SKILL && tmp->stats.exp)
1957     {
1958    
1959     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1960     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1961    
1962     /* With the revised exp system, you can get cases where
1963     * losing several levels would still require that you have more
1964     * exp than you currently have - this is true if the levels
1965     * tables is a lot harder.
1966     */
1967     if (level_loss < 0)
1968     level_loss = 0;
1969 root 1.3
1970 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1971 root 1.3
1972 root 1.9 tmp->stats.exp -= loss;
1973     player_lvl_adj (op, tmp);
1974     }
1975 elmex 1.1
1976 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1977     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1978 root 1.55
1979 root 1.9 if (level_loss < 0)
1980     level_loss = 0;
1981     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1982 elmex 1.1
1983 root 1.9 op->stats.exp -= loss;
1984     player_lvl_adj (op, NULL);
1985 elmex 1.1 }
1986    
1987     /* This function takes an object (monster/player, op), and
1988     * determines if it makes a basic save throw by looking at the
1989     * save_throw table. level is the effective level to make
1990     * the save at, and bonus is any plus/bonus (typically based on
1991     * resistance to particular attacktype.
1992     * Returns 1 if op makes his save, 0 if he failed
1993     */
1994 root 1.9 int
1995     did_make_save (const object *op, int level, int bonus)
1996 elmex 1.1 {
1997 root 1.9 if (level > MAX_SAVE_LEVEL)
1998     level = MAX_SAVE_LEVEL;
1999 elmex 1.1
2000 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2001     return 0;
2002 root 1.19
2003 root 1.9 return 1;
2004 elmex 1.1 }