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Revision: 1.76
Committed: Tue Aug 7 22:57:57 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.75: +1 -2 lines
Log Message:
talk is cheap

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 root 1.76 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
920 root 1.9
921 root 1.74 if (digest_types [tmp->type])
922 root 1.9 {
923 root 1.75 contr->digestion += tmp->stats.food;
924 root 1.19 contr->gen_hp += tmp->stats.hp;
925     contr->gen_sp += tmp->stats.sp;
926     contr->gen_grace += tmp->stats.grace;
927     contr->gen_sp_armour += tmp->gen_sp_armour;
928 root 1.3 }
929 root 1.9 } /* if this is a player */
930 root 1.46 else
931     {
932     if (tmp->type == WEAPON)
933     current_weapon = tmp;
934     }
935 root 1.3
936 root 1.9 /* Update slots used for items */
937     if (QUERY_FLAG (tmp, FLAG_APPLIED))
938 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
939 root 1.47 slot[i].used += tmp->slot[i].info;
940 root 1.3
941 root 1.9 if (tmp->type == SYMPTOM)
942     {
943 root 1.40 speed_reduce_from_disease = tmp->last_sp / 100.f;
944 root 1.39
945 root 1.9 if (speed_reduce_from_disease == 0)
946     speed_reduce_from_disease = 1;
947 root 1.3 }
948    
949 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
950 root 1.34 * (Negative protections are calculated exactly like positive.)
951 root 1.9 * Resistance from potions are treated special as well. If there's
952     * more than one potion-effect, the bigger prot.-value is taken.
953     */
954     if (tmp->type != POTION)
955     {
956 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
957 root 1.9 {
958     /* Potential for cursed potions, in which case we just can use
959 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
960 root 1.9 */
961     if (tmp->type == POTION_EFFECT)
962     {
963     if (potion_resist[i])
964 root 1.74 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
965 root 1.9 else
966     potion_resist[i] = tmp->resist[i];
967 root 1.3 }
968 root 1.9 else if (tmp->resist[i] > 0)
969 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
970 root 1.9 else if (tmp->resist[i] < 0)
971 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
972 root 1.9 }
973     }
974    
975     /* There may be other things that should not adjust the attacktype */
976 root 1.53 if (tmp->type != SYMPTOM)
977 root 1.46 {
978     attacktype |= tmp->attacktype;
979     path_attuned |= tmp->path_attuned;
980     path_repelled |= tmp->path_repelled;
981     path_denied |= tmp->path_denied;
982     move_type |= tmp->move_type;
983     stats.luck += tmp->stats.luck;
984     }
985 root 1.19
986 root 1.74 flag |= tmp->flag & copy_flags;
987 root 1.9
988 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
989 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
990 root 1.9
991     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
992     {
993 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
994     invisible = 1;
995 root 1.9 }
996    
997     if (tmp->stats.exp && tmp->type != SKILL)
998     {
999     if (tmp->stats.exp > 0)
1000     {
1001 root 1.40 added_speed += tmp->stats.exp / 3.f;
1002 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1003 root 1.3 }
1004 root 1.9 else
1005 root 1.40 added_speed += tmp->stats.exp;
1006 root 1.3 }
1007    
1008 root 1.9 switch (tmp->type)
1009     {
1010 root 1.46 #if 0
1011 root 1.45 case WAND:
1012     case ROD:
1013     case HORN:
1014 root 1.46 if (type != PLAYER || current_weapon == tmp)
1015     chosen_skill = tmp;
1016 root 1.45 break;
1017 root 1.46 #endif
1018 root 1.45
1019 root 1.10 /* skills modifying the character -b.t. */
1020     /* for all skills and skill granting objects */
1021     case SKILL:
1022 root 1.63 {
1023     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1024     break;
1025    
1026     if (chosen_skill)
1027     {
1028     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1029     &name, &chosen_skill->name, &tmp->name);
1030    
1031     tmp->flag [FLAG_APPLIED] = false;
1032     update_stats ();
1033     return;
1034     }
1035     else
1036     chosen_skill = tmp;
1037    
1038     if (tmp->stats.dam > 0)
1039     { /* skill is a 'weapon' */
1040     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1041     weapon_speed = WEAPON_SPEED (tmp);
1042    
1043     if (weapon_speed < 0)
1044     weapon_speed = 0;
1045    
1046     weapon_weight = tmp->weight;
1047     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1048    
1049     if (tmp->magic)
1050     stats.dam += tmp->magic;
1051     }
1052 root 1.3
1053 root 1.63 if (tmp->stats.wc)
1054     wc -= tmp->stats.wc + tmp->magic;
1055 root 1.19
1056 root 1.63 if (tmp->slaying)
1057     slaying = tmp->slaying;
1058 root 1.19
1059 root 1.63 if (tmp->stats.ac)
1060     ac -= tmp->stats.ac + tmp->magic;
1061 root 1.3
1062 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1064     }
1065 root 1.19
1066 root 1.10 break;
1067 root 1.3
1068 root 1.10 case SHIELD:
1069 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1070     contr->encumbrance += (int) tmp->weight / 2000;
1071 root 1.10 case RING:
1072     case AMULET:
1073     case GIRDLE:
1074     case HELMET:
1075     case BOOTS:
1076     case GLOVES:
1077     case CLOAK:
1078     if (tmp->stats.wc)
1079 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1080 root 1.19
1081 root 1.10 if (tmp->stats.dam)
1082 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1083 root 1.19
1084 root 1.10 if (tmp->stats.ac)
1085 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1086 root 1.19
1087 root 1.10 break;
1088    
1089 root 1.45 case BOW:
1090 root 1.10 case WEAPON:
1091 root 1.46 if (type != PLAYER || current_weapon == tmp)
1092 root 1.45 {
1093     wc -= tmp->stats.wc + tmp->magic;
1094    
1095     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1096     ac -= tmp->stats.ac + tmp->magic;
1097    
1098     stats.dam += tmp->stats.dam + tmp->magic;
1099     weapon_weight = tmp->weight;
1100     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1101    
1102     if (weapon_speed < 0)
1103     weapon_speed = 0;
1104 root 1.19
1105 root 1.45 slaying = tmp->slaying;
1106    
1107     /* If there is desire that two handed weapons should do
1108     * extra strength damage, this is where the code should
1109     * go.
1110     */
1111    
1112     if (type == PLAYER)
1113 root 1.46 if (settings.spell_encumbrance)
1114     contr->encumbrance += tmp->weight * 3 / 1000;
1115 root 1.45 }
1116 root 1.9
1117 root 1.10 break;
1118 root 1.9
1119 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1120 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1121 root 1.40 contr->encumbrance += tmp->weight / 1000;
1122 root 1.10
1123     case BRACERS:
1124     case FORCE:
1125     if (tmp->stats.wc)
1126     {
1127     if (best_wc < tmp->stats.wc + tmp->magic)
1128     {
1129     wc += best_wc;
1130     best_wc = tmp->stats.wc + tmp->magic;
1131     }
1132     else
1133     wc += tmp->stats.wc + tmp->magic;
1134     }
1135 root 1.19
1136 root 1.10 if (tmp->stats.ac)
1137     {
1138     if (best_ac < tmp->stats.ac + tmp->magic)
1139     {
1140     ac += best_ac; /* Remove last bonus */
1141     best_ac = tmp->stats.ac + tmp->magic;
1142     }
1143     else /* To nullify the below effect */
1144     ac += tmp->stats.ac + tmp->magic;
1145     }
1146 root 1.19
1147 root 1.10 if (tmp->stats.wc)
1148     wc -= (tmp->stats.wc + tmp->magic);
1149 root 1.19
1150 root 1.10 if (tmp->stats.ac)
1151     ac -= (tmp->stats.ac + tmp->magic);
1152 root 1.19
1153 root 1.74 if (ARMOUR_SPEED (tmp))
1154     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1155 root 1.19
1156 root 1.10 break;
1157 root 1.9 } /* switch tmp->type */
1158     } /* item is equipped */
1159     } /* for loop of items */
1160    
1161     /* We've gone through all the objects the player has equipped. For many things, we
1162     * have generated intermediate values which we now need to assign.
1163     */
1164    
1165     /* 'total resistance = total protections - total vulnerabilities'.
1166     * If there is an uncursed potion in effect, granting more protection
1167     * than that, we take: 'total resistance = resistance from potion'.
1168     * If there is a cursed (and no uncursed) potion in effect, we take
1169     * 'total resistance = vulnerability from cursed potion'.
1170     */
1171 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1172 root 1.9 {
1173 root 1.19 resist[i] = prot[i] - vuln[i];
1174    
1175     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1176     resist[i] = potion_resist[i];
1177 elmex 1.1 }
1178    
1179 root 1.19 if (type == PLAYER)
1180 root 1.9 {
1181 root 1.75 // clamp various player stats
1182     for (int i = 0; i < NUM_STATS; ++i)
1183     stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1184    
1185     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186    
1187     /* Figure out the players sp/mana/hp totals. */
1188 root 1.9 int pl_level;
1189    
1190 root 1.19 check_stat_bounds (&(stats));
1191     pl_level = level;
1192 root 1.9
1193     if (pl_level < 1)
1194     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1195    
1196     /* You basically get half a con bonus/level. But we do take into account rounding,
1197     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1198     */
1199 root 1.75 stats.maxhp = 0;
1200     for (int i = 1; i <= min (10, pl_level); i++)
1201 root 1.9 {
1202 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1203 root 1.19
1204     if (i % 2 && con_bonus[stats.Con] % 2)
1205 root 1.74 if (con_bonus[stats.Con] > 0)
1206     j++;
1207     else
1208     j--;
1209 root 1.19
1210     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1211 root 1.9 }
1212    
1213 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1214 elmex 1.1
1215 root 1.19 if (stats.hp > stats.maxhp)
1216     stats.hp = stats.maxhp;
1217 elmex 1.1
1218 root 1.9 /* Sp gain is controlled by the level of the player's
1219     * relevant experience object (mana_obj, see above)
1220     */
1221     /* following happen when skills system is not used */
1222     if (!mana_obj)
1223 root 1.19 mana_obj = this;
1224    
1225 root 1.9 if (!grace_obj)
1226 root 1.19 grace_obj = this;
1227    
1228 root 1.9 /* set maxsp */
1229 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1230     mana_obj = this;
1231 root 1.9
1232 root 1.19 if (mana_obj == this && type == PLAYER)
1233     stats.maxsp = 1;
1234 root 1.9 else
1235     {
1236 root 1.74 float sp_tmp = 0.f;
1237 root 1.19
1238 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1239 root 1.9 {
1240     float stmp;
1241    
1242     /* Got some extra bonus at first level */
1243     if (i < 2)
1244 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1245 root 1.9 else
1246 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1247 root 1.19
1248 root 1.74 sp_tmp += max (1.f, stmp);
1249 root 1.3 }
1250 root 1.19
1251 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1252 root 1.3 }
1253 root 1.54
1254 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1255 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1256 root 1.9
1257     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1258 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1259     grace_obj = this;
1260 root 1.9
1261 root 1.19 if (grace_obj == this && type == PLAYER)
1262     stats.maxgrace = 1;
1263 root 1.9 else
1264     {
1265     /* store grace in a float - this way, the divisions below don't create
1266     * big jumps when you go from level to level - with int's, it then
1267     * becomes big jumps when the sums of the bonuses jump to the next
1268     * step of 8 - with floats, even fractional ones are useful.
1269     */
1270 root 1.74 float sp_tmp = 0.f;
1271    
1272 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1273 root 1.9 {
1274 root 1.40 float grace_tmp = 0.f;
1275 root 1.9
1276     /* Got some extra bonus at first level */
1277     if (i < 2)
1278 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1279 root 1.9 else
1280 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1281 root 1.19
1282 root 1.74 sp_tmp += max (1.f, grace_tmp);
1283 root 1.3 }
1284 root 1.19
1285 root 1.74 /* two grace points per level after 10 */
1286     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1287 root 1.3 }
1288 root 1.54
1289 root 1.9 /* No limit on grace vs maxgrace */
1290 root 1.3
1291 root 1.19 if (contr->braced)
1292 root 1.9 {
1293     ac += 2;
1294     wc += 4;
1295 root 1.3 }
1296 root 1.9 else
1297 root 1.19 ac -= dex_bonus[stats.Dex];
1298 root 1.9
1299     /* In new exp/skills system, wc bonuses are related to
1300     * the players level in a relevant exp object (wc_obj)
1301     * not the general player level -b.t.
1302     * I changed this slightly so that wc bonuses are better
1303     * than before. This is to balance out the fact that
1304     * the player no longer gets a personal weapon w/ 1
1305     * improvement every level, now its fighterlevel/5. So
1306     * we give the player a bonus here in wc and dam
1307     * to make up for the change. Note that I left the
1308     * monster bonus the same as before. -b.t.
1309     */
1310 root 1.55 object *wc_obj = chosen_skill;
1311 root 1.9
1312 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1313 root 1.9 {
1314 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1315    
1316 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1317 root 1.9 {
1318 root 1.54 /* additional wc every 6 levels */
1319 root 1.9 if (!(i % 6))
1320     wc--;
1321 root 1.37
1322 root 1.54 /* additional dam every 4 levels. */
1323 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1324     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1325 root 1.9 }
1326     }
1327     else
1328 root 1.37 wc -= level + thaco_bonus[stats.Str];
1329 root 1.9
1330 root 1.19 stats.dam += dam_bonus[stats.Str];
1331 root 1.9
1332 root 1.19 if (stats.dam < 1)
1333     stats.dam = 1;
1334 root 1.9
1335 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1336 root 1.19
1337     if (settings.search_items && contr->search_str[0])
1338     speed -= 1;
1339    
1340     if (attacktype == 0)
1341 root 1.67 attacktype = arch->attacktype;
1342 root 1.9 } /* End if player */
1343    
1344     if (added_speed >= 0)
1345 root 1.40 speed += added_speed / 10.f;
1346 root 1.9 else /* Something wrong here...: */
1347 root 1.40 speed /= 1.f - added_speed;
1348 root 1.3
1349 root 1.9 /* Max is determined by armour */
1350 root 1.74 speed = min (speed, max_speed);
1351 elmex 1.1
1352 root 1.19 if (type == PLAYER)
1353 root 1.9 {
1354     /* f is a number the represents the number of kg above (positive num)
1355     * or below (negative number) that the player is carrying. If above
1356     * weight limit, then player suffers a speed reduction based on how
1357     * much above he is, and what is max carry is
1358     */
1359 root 1.19 f = (carrying / 1000) - max_carry[stats.Str];
1360 root 1.9 if (f > 0)
1361 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1362 elmex 1.1 }
1363    
1364 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1365 root 1.9
1366     /* Put a lower limit on speed. Note with this speed, you move once every
1367     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1368     */
1369 root 1.19 speed = speed * speed_reduce_from_disease;
1370 elmex 1.1
1371 root 1.40 if (speed < 0.01f && type == PLAYER)
1372     speed = 0.01f;
1373 root 1.9
1374 root 1.19 if (type == PLAYER)
1375 root 1.9 {
1376     /* (This formula was made by vidarl@ifi.uio.no)
1377     * Note that we never used these values again - basically
1378     * all of these could be subbed into one big equation, but
1379     * that would just be a real pain to read.
1380     */
1381 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1382     float M2 = max_carry[stats.Str] / 100.f;
1383     float W = weapon_weight / 20000.f;
1384 root 1.56 float s = (20 - weapon_speed) / 10.f;
1385 root 1.40 float D = (stats.Dex - 14) / 14.f;
1386     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1387    
1388 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1389 root 1.40
1390 root 1.56 if (K <= 0.01f)
1391 root 1.40 K = 0.01f;
1392    
1393 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1394 root 1.9 }
1395 root 1.19
1396 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1397 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1398     stats.dam = arch->stats.dam * 3;
1399 root 1.9
1400 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1401     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1402 root 1.9
1403     /* if for some reason the creature doesn't have any move type,
1404     * give them walking as a default.
1405     * The second case is a special case - to more closely mimic the
1406     * old behaviour - if your flying, your not walking - just
1407     * one or the other.
1408     */
1409 root 1.19 if (move_type == 0)
1410     move_type = MOVE_WALK;
1411     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412     move_type &= ~MOVE_WALK;
1413 elmex 1.1
1414 root 1.24 if (speed != old_speed)
1415     set_speed (speed);
1416 elmex 1.1
1417 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1418     * so we will check that now.
1419     */
1420 root 1.19 if (type == PLAYER)
1421     {
1422     esrv_update_stats (contr);
1423     esrv_update_spells (contr);
1424     }
1425 root 1.35
1426     // update the mapspace, if we are on a map
1427     if (!flag [FLAG_REMOVED] && map)
1428     map->at (x, y).flags_ = 0;
1429 elmex 1.1 }
1430    
1431     /*
1432     * Returns true if the given player is a legal class.
1433     * The function to add and remove class-bonuses to the stats doesn't
1434     * check if the stat becomes negative, thus this function
1435     * merely checks that all stats are 1 or more, and returns
1436     * false otherwise.
1437     */
1438 root 1.9 int
1439     allowed_class (const object *op)
1440     {
1441 root 1.40 return op->stats.Dex > 0
1442     && op->stats.Str > 0
1443     && op->stats.Con > 0
1444     && op->stats.Int > 0
1445     && op->stats.Wis > 0
1446     && op->stats.Pow > 0
1447     && op->stats.Cha > 0;
1448 elmex 1.1 }
1449    
1450     /*
1451     * set the new dragon name after gaining levels or
1452     * changing ability focus (later this can be extended to
1453     * eventually change the player's face and animation)
1454     *
1455     * Note that the title is written to 'own_title' in the
1456     * player struct. This should be changed to 'ext_title'
1457     * as soon as clients support this!
1458     * Please, anyone, write support for 'ext_title'.
1459     */
1460 root 1.9 void
1461     set_dragon_name (object *pl, const object *abil, const object *skin)
1462     {
1463     int atnr = -1; /* attacknumber of highest level */
1464     int level = 0; /* highest level */
1465 elmex 1.1 int i;
1466    
1467     /* Perhaps do something more clever? */
1468 root 1.9 if (!abil || !skin)
1469     return;
1470    
1471 elmex 1.1 /* first, look for the highest level */
1472 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1473     {
1474     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1475     {
1476     level = abil->resist[i];
1477     atnr = i;
1478     }
1479 elmex 1.1 }
1480 root 1.9
1481 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1482     or else at random */
1483 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 elmex 1.1 atnr = abil->stats.exp;
1485 root 1.9
1486     level = (int) (level / 5.);
1487    
1488 elmex 1.1 /* now set the new title */
1489 root 1.9 if (pl->contr != NULL)
1490     {
1491     if (level == 0)
1492     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1493     else if (level == 1)
1494     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1495     else if (level == 2)
1496     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1497     else if (level == 3)
1498     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1499 elmex 1.1 else
1500 root 1.9 {
1501     /* special titles for extra high resistance! */
1502     if (skin->resist[atnr] > 80)
1503     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504     else if (skin->resist[atnr] > 50)
1505     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1506     else
1507     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1508     }
1509 elmex 1.1 }
1510 root 1.9
1511     strcpy (pl->contr->own_title, "");
1512 elmex 1.1 }
1513    
1514     /*
1515     * This function is called when a dragon-player gains
1516     * an overall level. Here, the dragon might gain new abilities
1517     * or change the ability-focus.
1518     */
1519 root 1.9 void
1520     dragon_level_gain (object *who)
1521     {
1522     object *abil = NULL; /* pointer to dragon ability force */
1523     object *skin = NULL; /* pointer to dragon skin force */
1524     object *tmp = NULL; /* tmp. object */
1525     char buf[MAX_BUF]; /* tmp. string buffer */
1526    
1527     /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1529     if (tmp->type == FORCE)
1530 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1531 root 1.29 abil = tmp;
1532 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1533 root 1.29 skin = tmp;
1534    
1535 root 1.9 /* if the force is missing -> bail out */
1536     if (abil == NULL)
1537     return;
1538    
1539     /* The ability_force keeps track of maximum level ever achieved.
1540     * New abilties can only be gained by surpassing this max level
1541     */
1542     if (who->level > abil->level)
1543     {
1544     /* increase our focused ability */
1545     abil->resist[abil->stats.exp]++;
1546    
1547    
1548     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1549     {
1550     /* time to hand out a new ability-gift */
1551     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1552     }
1553    
1554     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1555     {
1556     /* apply new ability focus */
1557     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1558     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1559    
1560     abil->stats.exp = abil->last_eat;
1561     abil->last_eat = 0;
1562     }
1563    
1564     abil->level = who->level;
1565     }
1566    
1567     /* last but not least, set the new title for the dragon */
1568     set_dragon_name (who, abil, skin);
1569 elmex 1.1 }
1570    
1571     /* Handy function - given the skill name skill_name, we find the skill
1572     * archetype/object, set appropriate values, and insert it into
1573     * the object (op) that is passed.
1574     * We return the skill - this makes it easier for calling functions that
1575     * want to do something with it immediately.
1576     */
1577 root 1.9 object *
1578     give_skill_by_name (object *op, const char *skill_name)
1579 elmex 1.1 {
1580 root 1.9 object *skill_obj;
1581 elmex 1.1
1582 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1583     if (!skill_obj)
1584     {
1585     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1586     return NULL;
1587     }
1588 root 1.55
1589 root 1.9 /* clear the flag - exp goes into this bucket, but player
1590     * still doesn't know it.
1591     */
1592     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1593     skill_obj->stats.exp = 0;
1594     skill_obj->level = 1;
1595     insert_ob_in_ob (skill_obj, op);
1596 root 1.26
1597 root 1.57 if (player *pl = op->contr)
1598 root 1.9 {
1599 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1600     if (pl->ns)
1601     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1602 elmex 1.1 }
1603 root 1.26
1604 root 1.9 return skill_obj;
1605 elmex 1.1 }
1606    
1607     /* player_lvl_adj() - for the new exp system. we are concerned with
1608     * whether the player gets more hp, sp and new levels.
1609     * Note this this function should only be called for players. Monstes
1610     * don't really gain levels
1611     * who is the player, op is what we are checking to gain the level
1612     * (eg, skill)
1613     */
1614 root 1.9 void
1615     player_lvl_adj (object *who, object *op)
1616     {
1617     char buf[MAX_BUF];
1618 root 1.73 bool changed = false;
1619 root 1.9
1620     if (!op) /* when rolling stats */
1621     op = who;
1622    
1623 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1624 root 1.9 {
1625 root 1.73 changed = true;
1626    
1627 root 1.9 op->level++;
1628    
1629 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1630 root 1.9 dragon_level_gain (who);
1631    
1632     /* Only roll these if it is the player (who) that gained the level */
1633     if (op == who && (who->level < 11) && who->type == PLAYER)
1634     {
1635     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1636     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1637     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1638     }
1639    
1640     if (op->level > 1)
1641     {
1642     if (op->type != PLAYER)
1643 root 1.73 {
1644     who->contr->play_sound (sound_find ("skill_up"));
1645     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1646     }
1647 root 1.9 else
1648 root 1.73 {
1649     who->contr->play_sound (sound_find ("level_up"));
1650     sprintf (buf, "You are now level %d.", op->level);
1651     }
1652 root 1.54
1653 root 1.9 if (who)
1654     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1655     }
1656 root 1.73 }
1657 root 1.54
1658 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1659 root 1.9 {
1660 root 1.73 changed = true;
1661    
1662 root 1.9 op->level--;
1663 root 1.54
1664 root 1.9 if (op->type != PLAYER)
1665     {
1666     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1667     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1668 root 1.3 }
1669 root 1.73 }
1670 root 1.54
1671 root 1.73 if (changed)
1672     {
1673     who->update_stats ();
1674     esrv_update_stats (who->contr);
1675     /* check if the spell data has changed */
1676     esrv_update_spells (who->contr);
1677 elmex 1.1 }
1678     }
1679    
1680     /*
1681     * Returns how much experience is needed for a player to become
1682     * the given level. level should really never exceed max_level
1683     */
1684    
1685 root 1.9 sint64
1686     level_exp (int level, double expmul)
1687     {
1688     if (level > settings.max_level)
1689     return (sint64) (expmul * levels[settings.max_level]);
1690 root 1.40
1691 root 1.9 return (sint64) (expmul * levels[level]);
1692 elmex 1.1 }
1693    
1694     /*
1695     * Ensure that the permanent experience requirements in an exp object are met.
1696     * This really just checks 'op to make sure the perm_exp value is within
1697     * proper range. Note that the checking of what is passed through
1698     * has been reduced. Since there is now a proper field for perm_exp,
1699     * this can now work on a much larger set of objects.
1700     */
1701 root 1.9 void
1702     calc_perm_exp (object *op)
1703 elmex 1.1 {
1704 root 1.9 int p_exp_min;
1705    
1706     /* Ensure that our permanent experience minimum is met.
1707     * permenent_exp_ratio is an integer percentage, we divide by 100
1708     * to get the fraction */
1709     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1710    
1711     if (op->perm_exp < p_exp_min)
1712     op->perm_exp = p_exp_min;
1713    
1714     /* Cap permanent experience. */
1715     if (op->perm_exp < 0)
1716     op->perm_exp = 0;
1717     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1718     op->perm_exp = MAX_EXPERIENCE;
1719 elmex 1.1 }
1720    
1721     /* Add experience to a player - exp should only be positive.
1722     * Updates permanent exp for the skill we are adding to.
1723     * skill_name is the skill to add exp to. Skill name can be
1724     * NULL, in which case exp increases the players general
1725     * total, but not any particular skill.
1726     * flag is what to do if the player doesn't have the skill:
1727     */
1728 root 1.9 static void
1729     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1730 elmex 1.1 {
1731 elmex 1.4 object *skill_obj = NULL;
1732     sint64 limit, exp_to_add;
1733     int i;
1734    
1735     /* prevents some forms of abuse. */
1736     if (op->contr->braced)
1737 root 1.46 exp /= 5;
1738 elmex 1.4
1739     /* Try to find the matching skill.
1740     * We do a shortcut/time saving mechanism first - see if it matches
1741 root 1.46 * chosen_skill. This means we don't need to search through
1742 elmex 1.4 * the players inventory.
1743     */
1744     if (skill_name)
1745     {
1746 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1747 elmex 1.4 skill_obj = op->chosen_skill;
1748     else
1749     {
1750     for (i = 0; i < NUM_SKILLS; i++)
1751 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1752 elmex 1.4 {
1753     skill_obj = op->contr->last_skill_ob[i];
1754     break;
1755     }
1756 root 1.3
1757 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1758     * it to the player if necessary
1759     */
1760     if (!skill_obj)
1761     {
1762     if (flag == SK_EXP_NONE)
1763     return;
1764     else if (flag == SK_EXP_ADD_SKILL)
1765     give_skill_by_name (op, skill_name);
1766 root 1.3 }
1767     }
1768 elmex 1.1 }
1769    
1770 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1771     {
1772     /* Basically, you can never gain more experience in one shot
1773     * than half what you need to gain for next level.
1774     */
1775     exp_to_add = exp;
1776     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1777     if (exp_to_add > limit)
1778     exp_to_add = limit;
1779    
1780 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1781 elmex 1.4 if (settings.permanent_exp_ratio)
1782     {
1783 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1784 elmex 1.4 calc_perm_exp (op);
1785     }
1786    
1787     player_lvl_adj (op, NULL);
1788     }
1789    
1790     if (skill_obj)
1791     {
1792     exp_to_add = exp;
1793     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1794     if (exp_to_add > limit)
1795     exp_to_add = limit;
1796    
1797     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1798     if (settings.permanent_exp_ratio)
1799     {
1800 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1801 elmex 1.4 calc_perm_exp (skill_obj);
1802     }
1803 elmex 1.1
1804 elmex 1.4 player_lvl_adj (op, skill_obj);
1805 elmex 1.1 }
1806     }
1807    
1808     /* This function checks to make sure that object 'op' can
1809     * lost 'exp' experience. It returns the amount of exp
1810     * object 'op' can in fact lose - it basically makes
1811     * adjustments based on permanent exp and the like.
1812     * This function should always be used for losing experience -
1813     * the 'exp' value passed should be positive - this is the
1814     * amount that should get subtract from the player.
1815     */
1816 root 1.9 sint64
1817     check_exp_loss (const object *op, sint64 exp)
1818 elmex 1.1 {
1819 root 1.9 sint64 del_exp;
1820 elmex 1.1
1821 root 1.9 if (exp > op->stats.exp)
1822     exp = op->stats.exp;
1823     if (settings.permanent_exp_ratio)
1824     {
1825     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1826     if (del_exp < 0)
1827     del_exp = 0;
1828     if (exp > del_exp)
1829     exp = del_exp;
1830 elmex 1.1 }
1831 root 1.9 return exp;
1832 elmex 1.1 }
1833    
1834 root 1.9 sint64
1835     check_exp_adjust (const object *op, sint64 exp)
1836 elmex 1.1 {
1837 root 1.9 if (exp < 0)
1838     return check_exp_loss (op, exp);
1839     else
1840     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1841 elmex 1.1 }
1842    
1843    
1844     /* Subtracts experience from player.
1845     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1846     * only subtract from the matching skill. Otherwise,
1847     * this subtracts a portion from all
1848     * skills the player has. Eg, if we figure the player is losing 10%
1849     * of his total exp, what happens is he loses 10% from all his skills.
1850     * Note that if permanent exp is used, player may not in fact lose
1851     * as much as listed. Eg, if player has gotten reduced to the point
1852     * where everything is at the minimum perm exp, he would lose nothing.
1853     * exp is the amount of exp to subtract - thus, it should be
1854     * a postive number.
1855     */
1856 root 1.9 static void
1857     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1858 elmex 1.1 {
1859 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1860     object *tmp;
1861     sint64 del_exp;
1862    
1863     for (tmp = op->inv; tmp; tmp = tmp->below)
1864     if (tmp->type == SKILL && tmp->stats.exp)
1865     {
1866     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1867     {
1868     del_exp = check_exp_loss (tmp, exp);
1869     tmp->stats.exp -= del_exp;
1870     player_lvl_adj (op, tmp);
1871     }
1872     else if (flag != SK_SUBTRACT_SKILL_EXP)
1873     {
1874     /* only want to process other skills if we are not trying
1875     * to match a specific skill.
1876     */
1877     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1878     tmp->stats.exp -= del_exp;
1879     player_lvl_adj (op, tmp);
1880     }
1881     }
1882 root 1.35
1883 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1884     {
1885     del_exp = check_exp_loss (op, exp);
1886     op->stats.exp -= del_exp;
1887     player_lvl_adj (op, NULL);
1888 elmex 1.1 }
1889     }
1890    
1891     /* change_exp() - changes experience to a player/monster. This
1892     * does bounds checking to make sure we don't overflow the max exp.
1893     *
1894     * The exp passed is typically not modified much by this function -
1895     * it is assumed the caller has modified the exp as needed.
1896     * skill_name is the skill that should get the exp added.
1897     * flag is what to do if player doesn't have the skill.
1898     * these last two values are only used for players.
1899     */
1900 root 1.9 void
1901     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1902     {
1903 elmex 1.1 #ifdef EXP_DEBUG
1904 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1905 elmex 1.1 #endif
1906    
1907 root 1.9 /* safety */
1908     if (!op)
1909     {
1910     LOG (llevError, "change_exp() called for null object!\n");
1911     return;
1912     }
1913    
1914     /* if no change in exp, just return - most of the below code
1915     * won't do anything if the value is 0 anyways.
1916     */
1917     if (exp == 0)
1918     return;
1919    
1920     /* Monsters are easy - we just adjust their exp - we
1921     * don't adjust level, since in most cases it is unrelated to
1922     * the exp they have - the monsters exp represents what its
1923     * worth.
1924     */
1925     if (op->type != PLAYER)
1926     {
1927     /* Sanity check */
1928     if (!QUERY_FLAG (op, FLAG_ALIVE))
1929     return;
1930    
1931     /* reset exp to max allowed value. We subtract from
1932     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1933     * more than max exp, just return.
1934     */
1935     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1936     {
1937     exp = MAX_EXPERIENCE - op->stats.exp;
1938     if (exp < 0)
1939     return;
1940 root 1.3 }
1941 elmex 1.1
1942 root 1.9 op->stats.exp += exp;
1943 elmex 1.1 }
1944 root 1.9 else
1945     { /* Players only */
1946     if (exp > 0)
1947     add_player_exp (op, exp, skill_name, flag);
1948     else
1949     /* note that when you lose exp, it doesn't go against
1950     * a particular skill, so we don't need to pass that
1951     * along.
1952     */
1953 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1954 elmex 1.1 }
1955     }
1956    
1957     /* Applies a death penalty experience, the size of this is defined by the
1958     * settings death_penalty_percentage and death_penalty_levels, and by the
1959     * amount of permenent experience, whichever gives the lowest loss.
1960     */
1961 root 1.9 void
1962     apply_death_exp_penalty (object *op)
1963     {
1964     object *tmp;
1965     sint64 loss;
1966     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1967     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1968    
1969     for (tmp = op->inv; tmp; tmp = tmp->below)
1970     if (tmp->type == SKILL && tmp->stats.exp)
1971     {
1972    
1973     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1974     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1975    
1976     /* With the revised exp system, you can get cases where
1977     * losing several levels would still require that you have more
1978     * exp than you currently have - this is true if the levels
1979     * tables is a lot harder.
1980     */
1981     if (level_loss < 0)
1982     level_loss = 0;
1983 root 1.3
1984 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1985 root 1.3
1986 root 1.9 tmp->stats.exp -= loss;
1987     player_lvl_adj (op, tmp);
1988     }
1989 elmex 1.1
1990 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1991     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1992 root 1.55
1993 root 1.9 if (level_loss < 0)
1994     level_loss = 0;
1995     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1996 elmex 1.1
1997 root 1.9 op->stats.exp -= loss;
1998     player_lvl_adj (op, NULL);
1999 elmex 1.1 }
2000    
2001     /* This function takes an object (monster/player, op), and
2002     * determines if it makes a basic save throw by looking at the
2003     * save_throw table. level is the effective level to make
2004     * the save at, and bonus is any plus/bonus (typically based on
2005     * resistance to particular attacktype.
2006     * Returns 1 if op makes his save, 0 if he failed
2007     */
2008 root 1.9 int
2009     did_make_save (const object *op, int level, int bonus)
2010 elmex 1.1 {
2011 root 1.9 if (level > MAX_SAVE_LEVEL)
2012     level = MAX_SAVE_LEVEL;
2013 elmex 1.1
2014 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2015     return 0;
2016 root 1.19
2017 root 1.9 return 1;
2018 elmex 1.1 }