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Revision: 1.75
Committed: Tue Aug 7 22:36:18 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +23 -17 lines
Log Message:
- some optimisations
- it is incorrect to clamp digestion and other values multiple times,
  it should be summed and then clamped. otherwise the order of items
  (which is undefined) changes the results.

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 root 1.74 /* These are the items that currently can change digestion, regeneration,
710     * spell point recovery and mana point recovery. Seems sort of an arbitary
711     * list, but other items store other info into stats array.
712     */
713     static struct digest_types : std::bitset<NUM_TYPES>
714     {
715     digest_types ()
716     {
717     set (WEAPON);
718     set (BOW);
719     set (ARMOUR);
720     set (HELMET);
721     set (SHIELD);
722     set (RING);
723     set (BOOTS);
724     set (GLOVES);
725     set (AMULET);
726     set (GIRDLE);
727     set (BRACERS);
728     set (CLOAK);
729     set (DISEASE);
730     set (FORCE);
731     set (SKILL);
732     }
733     } digest_types;
734    
735     static struct copy_flags : object::flags_t
736     {
737     copy_flags ()
738     {
739     set (FLAG_LIFESAVE);
740     set (FLAG_REFL_SPELL);
741     set (FLAG_REFL_MISSILE);
742     set (FLAG_STEALTH);
743     set (FLAG_XRAYS);
744     set (FLAG_BLIND);
745     set (FLAG_SEE_IN_DARK);
746     }
747     } copy_flags;
748    
749 elmex 1.1 /*
750     * Updates all abilities given by applied objects in the inventory
751     * of the given object. Note: This function works for both monsters
752     * and players; the "player" in the name is purely an archaic inheritance.
753     * This functions starts from base values (archetype or player object)
754     * and then adjusts them according to what the player has equipped.
755 root 1.36 *
756     * July 95 - inserted stuff to handle new skills/exp system - b.t.
757     * spell system split, grace points now added to system --peterm
758 elmex 1.1 */
759 root 1.9 void
760 root 1.19 object::update_stats ()
761 root 1.9 {
762 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 root 1.9 int weapon_weight = 0, weapon_speed = 0;
764     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 root 1.24 float old_speed = speed;
768 root 1.75 int stat_sum [NUM_STATS];
769 root 1.9
770     /* First task is to clear all the values back to their original values */
771 root 1.19 if (type == PLAYER)
772 root 1.9 {
773 root 1.75 for (int i = 0; i < NUM_STATS; i++)
774     stat_sum [i] = contr->orig_stats.stat (i);
775 root 1.19
776 root 1.9 if (settings.spell_encumbrance == TRUE)
777 root 1.19 contr->encumbrance = 0;
778 root 1.9
779 root 1.19 attacktype = 0;
780 root 1.39
781     contr->digestion = 0;
782     contr->gen_hp = 0;
783     contr->gen_sp = 0;
784     contr->gen_grace = 0;
785 root 1.19 contr->gen_sp_armour = 10;
786 root 1.39 contr->item_power = 0;
787 root 1.9 }
788    
789 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
790     slot[i].used = slot[i].info;
791 root 1.19
792     slaying = 0;
793 root 1.9
794 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
795 root 1.9 {
796 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
797     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 root 1.9 }
799    
800 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
801     CLEAR_FLAG (this, FLAG_STEALTH);
802     CLEAR_FLAG (this, FLAG_BLIND);
803    
804 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
805     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
806     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
807     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
808    
809     path_attuned = arch->path_attuned;
810     path_repelled = arch->path_repelled;
811     path_denied = arch->path_denied;
812     glow_radius = arch->glow_radius;
813     move_type = arch->move_type;
814 root 1.39
815 root 1.46 chosen_skill = 0;
816 root 1.9
817     /* initializing resistances from the values in player/monster's
818     * archetype clone
819     */
820 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
821 root 1.9
822 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
823 root 1.9 {
824 root 1.19 if (resist[i] > 0)
825     prot[i] = resist[i], vuln[i] = 0;
826 root 1.9 else
827 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
828 root 1.46
829 root 1.9 potion_resist[i] = 0;
830     }
831    
832 root 1.67 wc = arch->stats.wc;
833     stats.dam = arch->stats.dam;
834 root 1.9
835     /* for players which cannot use armour, they gain AC -1 per 3 levels,
836     * plus a small amount of physical resist, those poor suckers. ;)
837     * the fact that maxlevel is factored in could be considered sort of bogus -
838     * we should probably give them some bonus and cap it off - otherwise,
839     * basically, if a server updates its max level, these playes may find
840     * that their protection from physical goes down
841     */
842 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
843 root 1.9 {
844 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
845 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 elmex 1.1 }
847 root 1.9 else
848 root 1.67 ac = arch->stats.ac;
849 root 1.9
850 root 1.67 stats.luck = arch->stats.luck;
851     speed = arch->speed;
852 root 1.9
853     /* OK - we've reset most all the objects attributes to sane values.
854     * now go through and make adjustments for what the player has equipped.
855     */
856 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
857 root 1.9 {
858     /* This happens because apply_potion calls change_abil with the potion
859 root 1.40 * applied so we can tell the player what changed. But change_abil
860 root 1.9 * then calls this function.
861     */
862     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 root 1.19 continue;
864 root 1.3
865 root 1.64 /* See note in map.c:update_position about making this additive
866     * since light sources are never applied, need to put check here.
867     */
868     if (tmp->glow_radius > glow_radius)
869     glow_radius = tmp->glow_radius;
870    
871 root 1.9 /* For some things, we don't care what is equipped */
872     if (tmp->type == SKILL)
873     {
874     /* Want to take the highest skill here. */
875     if (IS_MANA_SKILL (tmp->subtype))
876     {
877     if (!mana_obj)
878     mana_obj = tmp;
879     else if (tmp->level > mana_obj->level)
880     mana_obj = tmp;
881     }
882 root 1.19
883 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
884     {
885     if (!grace_obj)
886     grace_obj = tmp;
887     else if (tmp->level > grace_obj->level)
888     grace_obj = tmp;
889 root 1.3 }
890     }
891    
892 root 1.9 /* Container objects are not meant to adjust a players, but other applied
893     * objects need to make adjustments.
894     * This block should handle all player specific changes
895     * The check for Praying is a bit of a hack - god given bonuses are put
896     * in the praying skill, and the player should always get those.
897     * It also means we need to put in additional checks for applied below,
898     * because the skill shouldn't count against body positions being used
899     * up, etc.
900     */
901 root 1.49 if ((tmp->flag [FLAG_APPLIED]
902 root 1.39 && tmp->type != CONTAINER
903     && tmp->type != CLOSE_CON)
904     || (tmp->type == SKILL
905     && tmp->subtype == SK_PRAYING))
906 root 1.9 {
907 root 1.19 if (type == PLAYER)
908 root 1.9 {
909 root 1.69 contr->item_power += tmp->item_power;
910    
911 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 root 1.58 if (tmp != current_weapon
913     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914     && !tmp->flag [FLAG_CURSED]
915     && !tmp->flag [FLAG_DAMNED])
916 root 1.49 continue;
917 root 1.46
918 root 1.74 for (int i = 0; i < NUM_STATS; i++)
919     if (expect_false (tmp->stats.stat (i)))
920 root 1.75 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 root 1.9
922 root 1.74 if (digest_types [tmp->type])
923 root 1.9 {
924 root 1.75 contr->digestion += tmp->stats.food;
925 root 1.19 contr->gen_hp += tmp->stats.hp;
926     contr->gen_sp += tmp->stats.sp;
927     contr->gen_grace += tmp->stats.grace;
928     contr->gen_sp_armour += tmp->gen_sp_armour;
929 root 1.3 }
930 root 1.9 } /* if this is a player */
931 root 1.46 else
932     {
933     if (tmp->type == WEAPON)
934     current_weapon = tmp;
935     }
936 root 1.3
937 root 1.9 /* Update slots used for items */
938     if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 root 1.47 slot[i].used += tmp->slot[i].info;
941 root 1.3
942 root 1.9 if (tmp->type == SYMPTOM)
943     {
944 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
945 root 1.39
946 root 1.9 if (speed_reduce_from_disease == 0)
947     speed_reduce_from_disease = 1;
948 root 1.3 }
949    
950 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 root 1.34 * (Negative protections are calculated exactly like positive.)
952 root 1.9 * Resistance from potions are treated special as well. If there's
953     * more than one potion-effect, the bigger prot.-value is taken.
954     */
955     if (tmp->type != POTION)
956     {
957 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
958 root 1.9 {
959     /* Potential for cursed potions, in which case we just can use
960 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
961 root 1.9 */
962     if (tmp->type == POTION_EFFECT)
963     {
964     if (potion_resist[i])
965 root 1.74 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
966 root 1.9 else
967     potion_resist[i] = tmp->resist[i];
968 root 1.3 }
969 root 1.9 else if (tmp->resist[i] > 0)
970 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
971 root 1.9 else if (tmp->resist[i] < 0)
972 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
973 root 1.9 }
974     }
975    
976     /* There may be other things that should not adjust the attacktype */
977 root 1.53 if (tmp->type != SYMPTOM)
978 root 1.46 {
979     attacktype |= tmp->attacktype;
980     path_attuned |= tmp->path_attuned;
981     path_repelled |= tmp->path_repelled;
982     path_denied |= tmp->path_denied;
983     move_type |= tmp->move_type;
984     stats.luck += tmp->stats.luck;
985     }
986 root 1.19
987 root 1.74 flag |= tmp->flag & copy_flags;
988 root 1.9
989 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
990 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
991 root 1.9
992     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
993     {
994 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
995     invisible = 1;
996 root 1.9 }
997    
998     if (tmp->stats.exp && tmp->type != SKILL)
999     {
1000     if (tmp->stats.exp > 0)
1001     {
1002 root 1.40 added_speed += tmp->stats.exp / 3.f;
1003 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1004 root 1.3 }
1005 root 1.9 else
1006 root 1.40 added_speed += tmp->stats.exp;
1007 root 1.3 }
1008    
1009 root 1.9 switch (tmp->type)
1010     {
1011 root 1.46 #if 0
1012 root 1.45 case WAND:
1013     case ROD:
1014     case HORN:
1015 root 1.46 if (type != PLAYER || current_weapon == tmp)
1016     chosen_skill = tmp;
1017 root 1.45 break;
1018 root 1.46 #endif
1019 root 1.45
1020 root 1.10 /* skills modifying the character -b.t. */
1021     /* for all skills and skill granting objects */
1022     case SKILL:
1023 root 1.63 {
1024     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1025     break;
1026    
1027     if (chosen_skill)
1028     {
1029     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1030     &name, &chosen_skill->name, &tmp->name);
1031    
1032     tmp->flag [FLAG_APPLIED] = false;
1033     update_stats ();
1034     return;
1035     }
1036     else
1037     chosen_skill = tmp;
1038    
1039     if (tmp->stats.dam > 0)
1040     { /* skill is a 'weapon' */
1041     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1042     weapon_speed = WEAPON_SPEED (tmp);
1043    
1044     if (weapon_speed < 0)
1045     weapon_speed = 0;
1046    
1047     weapon_weight = tmp->weight;
1048     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049    
1050     if (tmp->magic)
1051     stats.dam += tmp->magic;
1052     }
1053 root 1.3
1054 root 1.63 if (tmp->stats.wc)
1055     wc -= tmp->stats.wc + tmp->magic;
1056 root 1.19
1057 root 1.63 if (tmp->slaying)
1058     slaying = tmp->slaying;
1059 root 1.19
1060 root 1.63 if (tmp->stats.ac)
1061     ac -= tmp->stats.ac + tmp->magic;
1062 root 1.3
1063 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1065     }
1066 root 1.19
1067 root 1.10 break;
1068 root 1.3
1069 root 1.10 case SHIELD:
1070 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071     contr->encumbrance += (int) tmp->weight / 2000;
1072 root 1.10 case RING:
1073     case AMULET:
1074     case GIRDLE:
1075     case HELMET:
1076     case BOOTS:
1077     case GLOVES:
1078     case CLOAK:
1079     if (tmp->stats.wc)
1080 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1081 root 1.19
1082 root 1.10 if (tmp->stats.dam)
1083 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1084 root 1.19
1085 root 1.10 if (tmp->stats.ac)
1086 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1087 root 1.19
1088 root 1.10 break;
1089    
1090 root 1.45 case BOW:
1091 root 1.10 case WEAPON:
1092 root 1.46 if (type != PLAYER || current_weapon == tmp)
1093 root 1.45 {
1094     wc -= tmp->stats.wc + tmp->magic;
1095    
1096     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1097     ac -= tmp->stats.ac + tmp->magic;
1098    
1099     stats.dam += tmp->stats.dam + tmp->magic;
1100     weapon_weight = tmp->weight;
1101     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102    
1103     if (weapon_speed < 0)
1104     weapon_speed = 0;
1105 root 1.19
1106 root 1.45 slaying = tmp->slaying;
1107    
1108     /* If there is desire that two handed weapons should do
1109     * extra strength damage, this is where the code should
1110     * go.
1111     */
1112    
1113     if (type == PLAYER)
1114 root 1.46 if (settings.spell_encumbrance)
1115     contr->encumbrance += tmp->weight * 3 / 1000;
1116 root 1.45 }
1117 root 1.9
1118 root 1.10 break;
1119 root 1.9
1120 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1121 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1122 root 1.40 contr->encumbrance += tmp->weight / 1000;
1123 root 1.10
1124     case BRACERS:
1125     case FORCE:
1126     if (tmp->stats.wc)
1127     {
1128     if (best_wc < tmp->stats.wc + tmp->magic)
1129     {
1130     wc += best_wc;
1131     best_wc = tmp->stats.wc + tmp->magic;
1132     }
1133     else
1134     wc += tmp->stats.wc + tmp->magic;
1135     }
1136 root 1.19
1137 root 1.10 if (tmp->stats.ac)
1138     {
1139     if (best_ac < tmp->stats.ac + tmp->magic)
1140     {
1141     ac += best_ac; /* Remove last bonus */
1142     best_ac = tmp->stats.ac + tmp->magic;
1143     }
1144     else /* To nullify the below effect */
1145     ac += tmp->stats.ac + tmp->magic;
1146     }
1147 root 1.19
1148 root 1.10 if (tmp->stats.wc)
1149     wc -= (tmp->stats.wc + tmp->magic);
1150 root 1.19
1151 root 1.10 if (tmp->stats.ac)
1152     ac -= (tmp->stats.ac + tmp->magic);
1153 root 1.19
1154 root 1.74 if (ARMOUR_SPEED (tmp))
1155     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156 root 1.19
1157 root 1.10 break;
1158 root 1.9 } /* switch tmp->type */
1159     } /* item is equipped */
1160     } /* for loop of items */
1161    
1162     /* We've gone through all the objects the player has equipped. For many things, we
1163     * have generated intermediate values which we now need to assign.
1164     */
1165    
1166     /* 'total resistance = total protections - total vulnerabilities'.
1167     * If there is an uncursed potion in effect, granting more protection
1168     * than that, we take: 'total resistance = resistance from potion'.
1169     * If there is a cursed (and no uncursed) potion in effect, we take
1170     * 'total resistance = vulnerability from cursed potion'.
1171     */
1172 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1173 root 1.9 {
1174 root 1.19 resist[i] = prot[i] - vuln[i];
1175    
1176     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1177     resist[i] = potion_resist[i];
1178 elmex 1.1 }
1179    
1180 root 1.19 if (type == PLAYER)
1181 root 1.9 {
1182 root 1.75 // clamp various player stats
1183     for (int i = 0; i < NUM_STATS; ++i)
1184     stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1185    
1186     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1187    
1188     /* Figure out the players sp/mana/hp totals. */
1189 root 1.9 int pl_level;
1190    
1191 root 1.19 check_stat_bounds (&(stats));
1192     pl_level = level;
1193 root 1.9
1194     if (pl_level < 1)
1195     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1196    
1197     /* You basically get half a con bonus/level. But we do take into account rounding,
1198     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1199     */
1200 root 1.75 stats.maxhp = 0;
1201     for (int i = 1; i <= min (10, pl_level); i++)
1202 root 1.9 {
1203 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1204 root 1.19
1205     if (i % 2 && con_bonus[stats.Con] % 2)
1206 root 1.74 if (con_bonus[stats.Con] > 0)
1207     j++;
1208     else
1209     j--;
1210 root 1.19
1211     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1212 root 1.9 }
1213    
1214 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1215 elmex 1.1
1216 root 1.19 if (stats.hp > stats.maxhp)
1217     stats.hp = stats.maxhp;
1218 elmex 1.1
1219 root 1.9 /* Sp gain is controlled by the level of the player's
1220     * relevant experience object (mana_obj, see above)
1221     */
1222     /* following happen when skills system is not used */
1223     if (!mana_obj)
1224 root 1.19 mana_obj = this;
1225    
1226 root 1.9 if (!grace_obj)
1227 root 1.19 grace_obj = this;
1228    
1229 root 1.9 /* set maxsp */
1230 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1231     mana_obj = this;
1232 root 1.9
1233 root 1.19 if (mana_obj == this && type == PLAYER)
1234     stats.maxsp = 1;
1235 root 1.9 else
1236     {
1237 root 1.74 float sp_tmp = 0.f;
1238 root 1.19
1239 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1240 root 1.9 {
1241     float stmp;
1242    
1243     /* Got some extra bonus at first level */
1244     if (i < 2)
1245 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1246 root 1.9 else
1247 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1248 root 1.19
1249 root 1.74 sp_tmp += max (1.f, stmp);
1250 root 1.3 }
1251 root 1.19
1252 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1253 root 1.3 }
1254 root 1.54
1255 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1256 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1257 root 1.9
1258     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1259 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1260     grace_obj = this;
1261 root 1.9
1262 root 1.19 if (grace_obj == this && type == PLAYER)
1263     stats.maxgrace = 1;
1264 root 1.9 else
1265     {
1266     /* store grace in a float - this way, the divisions below don't create
1267     * big jumps when you go from level to level - with int's, it then
1268     * becomes big jumps when the sums of the bonuses jump to the next
1269     * step of 8 - with floats, even fractional ones are useful.
1270     */
1271 root 1.74 float sp_tmp = 0.f;
1272    
1273 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1274 root 1.9 {
1275 root 1.40 float grace_tmp = 0.f;
1276 root 1.9
1277     /* Got some extra bonus at first level */
1278     if (i < 2)
1279 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1280 root 1.9 else
1281 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1282 root 1.19
1283 root 1.74 sp_tmp += max (1.f, grace_tmp);
1284 root 1.3 }
1285 root 1.19
1286 root 1.74 /* two grace points per level after 10 */
1287     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1288 root 1.3 }
1289 root 1.54
1290 root 1.9 /* No limit on grace vs maxgrace */
1291 root 1.3
1292 root 1.19 if (contr->braced)
1293 root 1.9 {
1294     ac += 2;
1295     wc += 4;
1296 root 1.3 }
1297 root 1.9 else
1298 root 1.19 ac -= dex_bonus[stats.Dex];
1299 root 1.9
1300     /* In new exp/skills system, wc bonuses are related to
1301     * the players level in a relevant exp object (wc_obj)
1302     * not the general player level -b.t.
1303     * I changed this slightly so that wc bonuses are better
1304     * than before. This is to balance out the fact that
1305     * the player no longer gets a personal weapon w/ 1
1306     * improvement every level, now its fighterlevel/5. So
1307     * we give the player a bonus here in wc and dam
1308     * to make up for the change. Note that I left the
1309     * monster bonus the same as before. -b.t.
1310     */
1311 root 1.55 object *wc_obj = chosen_skill;
1312 root 1.9
1313 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1314 root 1.9 {
1315 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1316    
1317 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1318 root 1.9 {
1319 root 1.54 /* additional wc every 6 levels */
1320 root 1.9 if (!(i % 6))
1321     wc--;
1322 root 1.37
1323 root 1.54 /* additional dam every 4 levels. */
1324 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1325     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1326 root 1.9 }
1327     }
1328     else
1329 root 1.37 wc -= level + thaco_bonus[stats.Str];
1330 root 1.9
1331 root 1.19 stats.dam += dam_bonus[stats.Str];
1332 root 1.9
1333 root 1.19 if (stats.dam < 1)
1334     stats.dam = 1;
1335 root 1.9
1336 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1337 root 1.19
1338     if (settings.search_items && contr->search_str[0])
1339     speed -= 1;
1340    
1341     if (attacktype == 0)
1342 root 1.67 attacktype = arch->attacktype;
1343 root 1.9 } /* End if player */
1344    
1345     if (added_speed >= 0)
1346 root 1.40 speed += added_speed / 10.f;
1347 root 1.9 else /* Something wrong here...: */
1348 root 1.40 speed /= 1.f - added_speed;
1349 root 1.3
1350 root 1.9 /* Max is determined by armour */
1351 root 1.74 speed = min (speed, max_speed);
1352 elmex 1.1
1353 root 1.19 if (type == PLAYER)
1354 root 1.9 {
1355     /* f is a number the represents the number of kg above (positive num)
1356     * or below (negative number) that the player is carrying. If above
1357     * weight limit, then player suffers a speed reduction based on how
1358     * much above he is, and what is max carry is
1359     */
1360 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1361 root 1.9 if (f > 0)
1362 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1363 elmex 1.1 }
1364    
1365 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1366 root 1.9
1367     /* Put a lower limit on speed. Note with this speed, you move once every
1368     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1369     */
1370 root 1.19 speed = speed * speed_reduce_from_disease;
1371 elmex 1.1
1372 root 1.40 if (speed < 0.01f && type == PLAYER)
1373     speed = 0.01f;
1374 root 1.9
1375 root 1.19 if (type == PLAYER)
1376 root 1.9 {
1377     /* (This formula was made by vidarl@ifi.uio.no)
1378     * Note that we never used these values again - basically
1379     * all of these could be subbed into one big equation, but
1380     * that would just be a real pain to read.
1381     */
1382 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1383     float M2 = max_carry[stats.Str] / 100.f;
1384     float W = weapon_weight / 20000.f;
1385 root 1.56 float s = (20 - weapon_speed) / 10.f;
1386 root 1.40 float D = (stats.Dex - 14) / 14.f;
1387     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1388    
1389 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1390 root 1.40
1391 root 1.56 if (K <= 0.01f)
1392 root 1.40 K = 0.01f;
1393    
1394 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1395 root 1.9 }
1396 root 1.19
1397 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1398 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1399     stats.dam = arch->stats.dam * 3;
1400 root 1.9
1401 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1402     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1403 root 1.9
1404     /* if for some reason the creature doesn't have any move type,
1405     * give them walking as a default.
1406     * The second case is a special case - to more closely mimic the
1407     * old behaviour - if your flying, your not walking - just
1408     * one or the other.
1409     */
1410 root 1.19 if (move_type == 0)
1411     move_type = MOVE_WALK;
1412     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1413     move_type &= ~MOVE_WALK;
1414 elmex 1.1
1415 root 1.24 if (speed != old_speed)
1416     set_speed (speed);
1417 elmex 1.1
1418 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1419     * so we will check that now.
1420     */
1421 root 1.19 if (type == PLAYER)
1422     {
1423     esrv_update_stats (contr);
1424     esrv_update_spells (contr);
1425     }
1426 root 1.35
1427     // update the mapspace, if we are on a map
1428     if (!flag [FLAG_REMOVED] && map)
1429     map->at (x, y).flags_ = 0;
1430 elmex 1.1 }
1431    
1432     /*
1433     * Returns true if the given player is a legal class.
1434     * The function to add and remove class-bonuses to the stats doesn't
1435     * check if the stat becomes negative, thus this function
1436     * merely checks that all stats are 1 or more, and returns
1437     * false otherwise.
1438     */
1439 root 1.9 int
1440     allowed_class (const object *op)
1441     {
1442 root 1.40 return op->stats.Dex > 0
1443     && op->stats.Str > 0
1444     && op->stats.Con > 0
1445     && op->stats.Int > 0
1446     && op->stats.Wis > 0
1447     && op->stats.Pow > 0
1448     && op->stats.Cha > 0;
1449 elmex 1.1 }
1450    
1451     /*
1452     * set the new dragon name after gaining levels or
1453     * changing ability focus (later this can be extended to
1454     * eventually change the player's face and animation)
1455     *
1456     * Note that the title is written to 'own_title' in the
1457     * player struct. This should be changed to 'ext_title'
1458     * as soon as clients support this!
1459     * Please, anyone, write support for 'ext_title'.
1460     */
1461 root 1.9 void
1462     set_dragon_name (object *pl, const object *abil, const object *skin)
1463     {
1464     int atnr = -1; /* attacknumber of highest level */
1465     int level = 0; /* highest level */
1466 elmex 1.1 int i;
1467    
1468     /* Perhaps do something more clever? */
1469 root 1.9 if (!abil || !skin)
1470     return;
1471    
1472 elmex 1.1 /* first, look for the highest level */
1473 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1474     {
1475     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1476     {
1477     level = abil->resist[i];
1478     atnr = i;
1479     }
1480 elmex 1.1 }
1481 root 1.9
1482 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1483     or else at random */
1484 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 elmex 1.1 atnr = abil->stats.exp;
1486 root 1.9
1487     level = (int) (level / 5.);
1488    
1489 elmex 1.1 /* now set the new title */
1490 root 1.9 if (pl->contr != NULL)
1491     {
1492     if (level == 0)
1493     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1494     else if (level == 1)
1495     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1496     else if (level == 2)
1497     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1498     else if (level == 3)
1499     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1500 elmex 1.1 else
1501 root 1.9 {
1502     /* special titles for extra high resistance! */
1503     if (skin->resist[atnr] > 80)
1504     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1505     else if (skin->resist[atnr] > 50)
1506     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1507     else
1508     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1509     }
1510 elmex 1.1 }
1511 root 1.9
1512     strcpy (pl->contr->own_title, "");
1513 elmex 1.1 }
1514    
1515     /*
1516     * This function is called when a dragon-player gains
1517     * an overall level. Here, the dragon might gain new abilities
1518     * or change the ability-focus.
1519     */
1520 root 1.9 void
1521     dragon_level_gain (object *who)
1522     {
1523     object *abil = NULL; /* pointer to dragon ability force */
1524     object *skin = NULL; /* pointer to dragon skin force */
1525     object *tmp = NULL; /* tmp. object */
1526     char buf[MAX_BUF]; /* tmp. string buffer */
1527    
1528     /* now grab the 'dragon_ability'-forces from the player's inventory */
1529 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1530     if (tmp->type == FORCE)
1531 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1532 root 1.29 abil = tmp;
1533 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1534 root 1.29 skin = tmp;
1535    
1536 root 1.9 /* if the force is missing -> bail out */
1537     if (abil == NULL)
1538     return;
1539    
1540     /* The ability_force keeps track of maximum level ever achieved.
1541     * New abilties can only be gained by surpassing this max level
1542     */
1543     if (who->level > abil->level)
1544     {
1545     /* increase our focused ability */
1546     abil->resist[abil->stats.exp]++;
1547    
1548    
1549     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1550     {
1551     /* time to hand out a new ability-gift */
1552     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1553     }
1554    
1555     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1556     {
1557     /* apply new ability focus */
1558     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1559     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1560    
1561     abil->stats.exp = abil->last_eat;
1562     abil->last_eat = 0;
1563     }
1564    
1565     abil->level = who->level;
1566     }
1567    
1568     /* last but not least, set the new title for the dragon */
1569     set_dragon_name (who, abil, skin);
1570 elmex 1.1 }
1571    
1572     /* Handy function - given the skill name skill_name, we find the skill
1573     * archetype/object, set appropriate values, and insert it into
1574     * the object (op) that is passed.
1575     * We return the skill - this makes it easier for calling functions that
1576     * want to do something with it immediately.
1577     */
1578 root 1.9 object *
1579     give_skill_by_name (object *op, const char *skill_name)
1580 elmex 1.1 {
1581 root 1.9 object *skill_obj;
1582 elmex 1.1
1583 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1584     if (!skill_obj)
1585     {
1586     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1587     return NULL;
1588     }
1589 root 1.55
1590 root 1.9 /* clear the flag - exp goes into this bucket, but player
1591     * still doesn't know it.
1592     */
1593     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594     skill_obj->stats.exp = 0;
1595     skill_obj->level = 1;
1596     insert_ob_in_ob (skill_obj, op);
1597 root 1.26
1598 root 1.57 if (player *pl = op->contr)
1599 root 1.9 {
1600 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601     if (pl->ns)
1602     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 elmex 1.1 }
1604 root 1.26
1605 root 1.9 return skill_obj;
1606 elmex 1.1 }
1607    
1608     /* player_lvl_adj() - for the new exp system. we are concerned with
1609     * whether the player gets more hp, sp and new levels.
1610     * Note this this function should only be called for players. Monstes
1611     * don't really gain levels
1612     * who is the player, op is what we are checking to gain the level
1613     * (eg, skill)
1614     */
1615 root 1.9 void
1616     player_lvl_adj (object *who, object *op)
1617     {
1618     char buf[MAX_BUF];
1619 root 1.73 bool changed = false;
1620 root 1.9
1621     if (!op) /* when rolling stats */
1622     op = who;
1623    
1624 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 root 1.9 {
1626 root 1.73 changed = true;
1627    
1628 root 1.9 op->level++;
1629    
1630 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1631 root 1.9 dragon_level_gain (who);
1632    
1633     /* Only roll these if it is the player (who) that gained the level */
1634     if (op == who && (who->level < 11) && who->type == PLAYER)
1635     {
1636     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1637     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1638     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1639     }
1640    
1641     if (op->level > 1)
1642     {
1643     if (op->type != PLAYER)
1644 root 1.73 {
1645     who->contr->play_sound (sound_find ("skill_up"));
1646     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647     }
1648 root 1.9 else
1649 root 1.73 {
1650     who->contr->play_sound (sound_find ("level_up"));
1651     sprintf (buf, "You are now level %d.", op->level);
1652     }
1653 root 1.54
1654 root 1.9 if (who)
1655     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1656     }
1657 root 1.73 }
1658 root 1.54
1659 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1660 root 1.9 {
1661 root 1.73 changed = true;
1662    
1663 root 1.9 op->level--;
1664 root 1.54
1665 root 1.9 if (op->type != PLAYER)
1666     {
1667     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1668     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1669 root 1.3 }
1670 root 1.73 }
1671 root 1.54
1672 root 1.73 if (changed)
1673     {
1674     who->update_stats ();
1675     esrv_update_stats (who->contr);
1676     /* check if the spell data has changed */
1677     esrv_update_spells (who->contr);
1678 elmex 1.1 }
1679     }
1680    
1681     /*
1682     * Returns how much experience is needed for a player to become
1683     * the given level. level should really never exceed max_level
1684     */
1685    
1686 root 1.9 sint64
1687     level_exp (int level, double expmul)
1688     {
1689     if (level > settings.max_level)
1690     return (sint64) (expmul * levels[settings.max_level]);
1691 root 1.40
1692 root 1.9 return (sint64) (expmul * levels[level]);
1693 elmex 1.1 }
1694    
1695     /*
1696     * Ensure that the permanent experience requirements in an exp object are met.
1697     * This really just checks 'op to make sure the perm_exp value is within
1698     * proper range. Note that the checking of what is passed through
1699     * has been reduced. Since there is now a proper field for perm_exp,
1700     * this can now work on a much larger set of objects.
1701     */
1702 root 1.9 void
1703     calc_perm_exp (object *op)
1704 elmex 1.1 {
1705 root 1.9 int p_exp_min;
1706    
1707     /* Ensure that our permanent experience minimum is met.
1708     * permenent_exp_ratio is an integer percentage, we divide by 100
1709     * to get the fraction */
1710     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1711    
1712     if (op->perm_exp < p_exp_min)
1713     op->perm_exp = p_exp_min;
1714    
1715     /* Cap permanent experience. */
1716     if (op->perm_exp < 0)
1717     op->perm_exp = 0;
1718     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1719     op->perm_exp = MAX_EXPERIENCE;
1720 elmex 1.1 }
1721    
1722     /* Add experience to a player - exp should only be positive.
1723     * Updates permanent exp for the skill we are adding to.
1724     * skill_name is the skill to add exp to. Skill name can be
1725     * NULL, in which case exp increases the players general
1726     * total, but not any particular skill.
1727     * flag is what to do if the player doesn't have the skill:
1728     */
1729 root 1.9 static void
1730     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1731 elmex 1.1 {
1732 elmex 1.4 object *skill_obj = NULL;
1733     sint64 limit, exp_to_add;
1734     int i;
1735    
1736     /* prevents some forms of abuse. */
1737     if (op->contr->braced)
1738 root 1.46 exp /= 5;
1739 elmex 1.4
1740     /* Try to find the matching skill.
1741     * We do a shortcut/time saving mechanism first - see if it matches
1742 root 1.46 * chosen_skill. This means we don't need to search through
1743 elmex 1.4 * the players inventory.
1744     */
1745     if (skill_name)
1746     {
1747 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1748 elmex 1.4 skill_obj = op->chosen_skill;
1749     else
1750     {
1751     for (i = 0; i < NUM_SKILLS; i++)
1752 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1753 elmex 1.4 {
1754     skill_obj = op->contr->last_skill_ob[i];
1755     break;
1756     }
1757 root 1.3
1758 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1759     * it to the player if necessary
1760     */
1761     if (!skill_obj)
1762     {
1763     if (flag == SK_EXP_NONE)
1764     return;
1765     else if (flag == SK_EXP_ADD_SKILL)
1766     give_skill_by_name (op, skill_name);
1767 root 1.3 }
1768     }
1769 elmex 1.1 }
1770    
1771 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1772     {
1773     /* Basically, you can never gain more experience in one shot
1774     * than half what you need to gain for next level.
1775     */
1776     exp_to_add = exp;
1777     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1778     if (exp_to_add > limit)
1779     exp_to_add = limit;
1780    
1781 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1782 elmex 1.4 if (settings.permanent_exp_ratio)
1783     {
1784 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1785 elmex 1.4 calc_perm_exp (op);
1786     }
1787    
1788     player_lvl_adj (op, NULL);
1789     }
1790    
1791     if (skill_obj)
1792     {
1793     exp_to_add = exp;
1794     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1795     if (exp_to_add > limit)
1796     exp_to_add = limit;
1797    
1798     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1799     if (settings.permanent_exp_ratio)
1800     {
1801 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1802 elmex 1.4 calc_perm_exp (skill_obj);
1803     }
1804 elmex 1.1
1805 elmex 1.4 player_lvl_adj (op, skill_obj);
1806 elmex 1.1 }
1807     }
1808    
1809     /* This function checks to make sure that object 'op' can
1810     * lost 'exp' experience. It returns the amount of exp
1811     * object 'op' can in fact lose - it basically makes
1812     * adjustments based on permanent exp and the like.
1813     * This function should always be used for losing experience -
1814     * the 'exp' value passed should be positive - this is the
1815     * amount that should get subtract from the player.
1816     */
1817 root 1.9 sint64
1818     check_exp_loss (const object *op, sint64 exp)
1819 elmex 1.1 {
1820 root 1.9 sint64 del_exp;
1821 elmex 1.1
1822 root 1.9 if (exp > op->stats.exp)
1823     exp = op->stats.exp;
1824     if (settings.permanent_exp_ratio)
1825     {
1826     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1827     if (del_exp < 0)
1828     del_exp = 0;
1829     if (exp > del_exp)
1830     exp = del_exp;
1831 elmex 1.1 }
1832 root 1.9 return exp;
1833 elmex 1.1 }
1834    
1835 root 1.9 sint64
1836     check_exp_adjust (const object *op, sint64 exp)
1837 elmex 1.1 {
1838 root 1.9 if (exp < 0)
1839     return check_exp_loss (op, exp);
1840     else
1841     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1842 elmex 1.1 }
1843    
1844    
1845     /* Subtracts experience from player.
1846     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1847     * only subtract from the matching skill. Otherwise,
1848     * this subtracts a portion from all
1849     * skills the player has. Eg, if we figure the player is losing 10%
1850     * of his total exp, what happens is he loses 10% from all his skills.
1851     * Note that if permanent exp is used, player may not in fact lose
1852     * as much as listed. Eg, if player has gotten reduced to the point
1853     * where everything is at the minimum perm exp, he would lose nothing.
1854     * exp is the amount of exp to subtract - thus, it should be
1855     * a postive number.
1856     */
1857 root 1.9 static void
1858     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1859 elmex 1.1 {
1860 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1861     object *tmp;
1862     sint64 del_exp;
1863    
1864     for (tmp = op->inv; tmp; tmp = tmp->below)
1865     if (tmp->type == SKILL && tmp->stats.exp)
1866     {
1867     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1868     {
1869     del_exp = check_exp_loss (tmp, exp);
1870     tmp->stats.exp -= del_exp;
1871     player_lvl_adj (op, tmp);
1872     }
1873     else if (flag != SK_SUBTRACT_SKILL_EXP)
1874     {
1875     /* only want to process other skills if we are not trying
1876     * to match a specific skill.
1877     */
1878     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1879     tmp->stats.exp -= del_exp;
1880     player_lvl_adj (op, tmp);
1881     }
1882     }
1883 root 1.35
1884 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1885     {
1886     del_exp = check_exp_loss (op, exp);
1887     op->stats.exp -= del_exp;
1888     player_lvl_adj (op, NULL);
1889 elmex 1.1 }
1890     }
1891    
1892     /* change_exp() - changes experience to a player/monster. This
1893     * does bounds checking to make sure we don't overflow the max exp.
1894     *
1895     * The exp passed is typically not modified much by this function -
1896     * it is assumed the caller has modified the exp as needed.
1897     * skill_name is the skill that should get the exp added.
1898     * flag is what to do if player doesn't have the skill.
1899     * these last two values are only used for players.
1900     */
1901 root 1.9 void
1902     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1903     {
1904 elmex 1.1 #ifdef EXP_DEBUG
1905 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1906 elmex 1.1 #endif
1907    
1908 root 1.9 /* safety */
1909     if (!op)
1910     {
1911     LOG (llevError, "change_exp() called for null object!\n");
1912     return;
1913     }
1914    
1915     /* if no change in exp, just return - most of the below code
1916     * won't do anything if the value is 0 anyways.
1917     */
1918     if (exp == 0)
1919     return;
1920    
1921     /* Monsters are easy - we just adjust their exp - we
1922     * don't adjust level, since in most cases it is unrelated to
1923     * the exp they have - the monsters exp represents what its
1924     * worth.
1925     */
1926     if (op->type != PLAYER)
1927     {
1928     /* Sanity check */
1929     if (!QUERY_FLAG (op, FLAG_ALIVE))
1930     return;
1931    
1932     /* reset exp to max allowed value. We subtract from
1933     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1934     * more than max exp, just return.
1935     */
1936     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1937     {
1938     exp = MAX_EXPERIENCE - op->stats.exp;
1939     if (exp < 0)
1940     return;
1941 root 1.3 }
1942 elmex 1.1
1943 root 1.9 op->stats.exp += exp;
1944 elmex 1.1 }
1945 root 1.9 else
1946     { /* Players only */
1947     if (exp > 0)
1948     add_player_exp (op, exp, skill_name, flag);
1949     else
1950     /* note that when you lose exp, it doesn't go against
1951     * a particular skill, so we don't need to pass that
1952     * along.
1953     */
1954 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1955 elmex 1.1 }
1956     }
1957    
1958     /* Applies a death penalty experience, the size of this is defined by the
1959     * settings death_penalty_percentage and death_penalty_levels, and by the
1960     * amount of permenent experience, whichever gives the lowest loss.
1961     */
1962 root 1.9 void
1963     apply_death_exp_penalty (object *op)
1964     {
1965     object *tmp;
1966     sint64 loss;
1967     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1968     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1969    
1970     for (tmp = op->inv; tmp; tmp = tmp->below)
1971     if (tmp->type == SKILL && tmp->stats.exp)
1972     {
1973    
1974     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1975     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1976    
1977     /* With the revised exp system, you can get cases where
1978     * losing several levels would still require that you have more
1979     * exp than you currently have - this is true if the levels
1980     * tables is a lot harder.
1981     */
1982     if (level_loss < 0)
1983     level_loss = 0;
1984 root 1.3
1985 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1986 root 1.3
1987 root 1.9 tmp->stats.exp -= loss;
1988     player_lvl_adj (op, tmp);
1989     }
1990 elmex 1.1
1991 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1992     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1993 root 1.55
1994 root 1.9 if (level_loss < 0)
1995     level_loss = 0;
1996     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1997 elmex 1.1
1998 root 1.9 op->stats.exp -= loss;
1999     player_lvl_adj (op, NULL);
2000 elmex 1.1 }
2001    
2002     /* This function takes an object (monster/player, op), and
2003     * determines if it makes a basic save throw by looking at the
2004     * save_throw table. level is the effective level to make
2005     * the save at, and bonus is any plus/bonus (typically based on
2006     * resistance to particular attacktype.
2007     * Returns 1 if op makes his save, 0 if he failed
2008     */
2009 root 1.9 int
2010     did_make_save (const object *op, int level, int bonus)
2011 elmex 1.1 {
2012 root 1.9 if (level > MAX_SAVE_LEVEL)
2013     level = MAX_SAVE_LEVEL;
2014 elmex 1.1
2015 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2016     return 0;
2017 root 1.19
2018 root 1.9 return 1;
2019 elmex 1.1 }