ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.82
Committed: Mon Apr 21 23:35:24 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.81: +1 -2 lines
Log Message:
- fix weight/pickup bugs, visible_to
- do more automatic nrof/weight updates
- kill funcpoint.h

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.80 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.30 *
4 root 1.82 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.65 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.30 *
8 root 1.80 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.68 * 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 root 1.80 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.30 */
23 elmex 1.1
24     #include <global.h>
25    
26     /* Handy little macro that adds exp and keeps it within bounds. Since
27     * we are now using 64 bit values, I'm not all concerned about overflow issues
28     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
29     */
30     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
31    
32 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
33     -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,
34     22, 25, 30, 40, 50
35 elmex 1.1 };
36    
37     /* changed the name of this to "sp_bonus" from "int_bonus"
38     * because Pow can now be the stat that controls spellpoint
39     * advancement. -b.t.
40     */
41 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
42     -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,
43     30, 40, 50, 70, 100
44 elmex 1.1 };
45    
46 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
47     -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,
48     30, 40, 50, 70, 100
49 elmex 1.1 };
50    
51     /* 0.92.7 Changed way charisma works. Values now
52     * represent how much more it costs to buy something than to sell it
53     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
54     * would only get 5 gp when you sell.) Let query_cost do the calculations
55     * on how to really do this. Buy keeping it this simple number, it is
56     * much easier to know how things will be influenced. A value of '1' means
57     * buying and selling is both the same value - any value less than or equal
58     * to 1 should not be used.
59     * At least as of now, the only place that uses this code is query_cost,
60     * in server/shop.c. This bonus is split evenly between buying and selling
61     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
62     * at .667
63     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
64     * it is 1-diff
65     */
66    
67     const float cha_bonus[MAX_STAT + 1] = { 10.0,
68 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
69     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
70     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
71     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
72     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
73     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
74 elmex 1.1 };
75    
76 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
77     -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
78 elmex 1.1 };
79    
80     /* speed_bonus uses dex as its stat */
81 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
82 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,
83     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
84     1.6, 1.8, 2.0, 2.5, 3.0
85     };
86    
87     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
88     * strength.
89     */
90 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
91     -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
92 elmex 1.1 };
93    
94 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
95     -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
96 elmex 1.1 };
97    
98     /* Max you can carry before you start getting extra speed penalties */
99 root 1.9 const int max_carry[MAX_STAT + 1] = {
100     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
101     301, 326, 352, 400, 450, 500, 600, 1000
102 elmex 1.1 };
103    
104     /* weight_limit - the absolute most a character can carry - a character can't
105     * pick stuff up if it would put him above this limit.
106     * value is in grams, so we don't need to do conversion later
107     * These limits are probably overly generous, but being there were no values
108     * before, you need to start someplace.
109     */
110    
111 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
112     200000, /* 0 */
113     250000, 300000, 350000, 400000, 500000, /* 5 */
114     600000, 700000, 800000, 900000, 1000000, /* 10 */
115     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
119 elmex 1.1 };
120    
121 root 1.9 const int learn_spell[MAX_STAT + 1] = {
122     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,
123     100, 100, 100, 100, 100, 100
124 elmex 1.1 };
125    
126 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
127     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
128 elmex 1.1 };
129    
130 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
131     -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
132 elmex 1.1 };
133    
134 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
135     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
136 elmex 1.1 };
137    
138     /*
139     Since this is nowhere defined ...
140     Both come in handy at least in function add_exp()
141     */
142    
143     #define MAX_EXPERIENCE levels[settings.max_level]
144    
145     /* because exp_obj sum to make the total score,
146     * we cannot allow that sum to exceed the maximum
147     * amount of experience a player can gain. Thus
148     * we define MAX_EXP_IN_OBJ. It is important to try
149     * to make the value of MAX_EXP_CAT close to the
150     * actual number of experience objects in the game,
151     * otherwise the maximum level in any experience
152     * category could be quite low. To help the situation
153     * out a little I added 10 more levels, and jacked
154     * up the last level experience value. Its out of
155     * line with progression of previous levels, so
156     * if more levels are desired, this should be fixed.
157     * -b.t.
158     */
159    
160 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
161 elmex 1.1
162     extern sint64 *levels;
163    
164     #define MAX_SAVE_LEVEL 110
165 root 1.9
166 elmex 1.1 /* This no longer needs to be changed anytime the number of
167     * levels is increased - rather, did_make_save will do the
168     * right thing and always use range within this table.
169     * for safety, savethrow should not be accessed directly anymore,
170     * and instead did_make_save should be used instead.
171     */
172 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
173 elmex 1.1 18,
174 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
175     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
176     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
177     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
178     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
179     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
180 elmex 1.1 };
181    
182     const char *const attacks[NROFATTACKS] = {
183     "physical", "magical", "fire", "electricity", "cold", "confusion",
184     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
185     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
186 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
187 elmex 1.1 "life stealing"
188     };
189    
190     static const char *const drain_msg[NUM_STATS] = {
191     "Oh no! You are weakened!",
192     "You're feeling clumsy!",
193     "You feel less healthy",
194     "You suddenly begin to lose your memory!",
195 root 1.9 "Watch out, your mind is going!",
196 root 1.28 "Your spirit feels drained!",
197 root 1.27 "Your face gets distorted!",
198 elmex 1.1 };
199     const char *const restore_msg[NUM_STATS] = {
200     "You feel your strength return.",
201     "You feel your agility return.",
202     "You feel your health return.",
203 root 1.27 "You feel your memory return.",
204 elmex 1.1 "You feel your wisdom return.",
205 root 1.28 "You feel your spirits return.",
206 elmex 1.1 "You feel your charisma return.",
207     };
208     const char *const gain_msg[NUM_STATS] = {
209 root 1.9 "You feel stronger.",
210     "You feel more agile.",
211     "You feel healthy.",
212 root 1.27 "You feel smarter.",
213 root 1.9 "You feel wiser.",
214 root 1.28 "You feel more potent.",
215 root 1.9 "You seem to look better.",
216 elmex 1.1 };
217     const char *const lose_msg[NUM_STATS] = {
218 root 1.9 "You feel weaker!",
219     "You feel clumsy!",
220     "You feel less healthy!",
221 root 1.27 "You feel stupid!",
222 root 1.9 "You lose some of your memory!",
223 root 1.28 "You feel less potent!",
224 root 1.9 "You look ugly!",
225 elmex 1.1 };
226    
227     const char *const statname[NUM_STATS] = {
228 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
229 elmex 1.1 };
230    
231     const char *const short_stat_name[NUM_STATS] = {
232 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
233 elmex 1.1 };
234    
235     /*
236     * Like set_attr_value(), but instead the value (which can be negative)
237     * is added to the specified stat.
238     */
239     void
240 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
241 root 1.9 {
242 root 1.50 stats->stat (attr) += value;
243     }
244 root 1.19
245 elmex 1.1 /*
246     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
247     * 1-30 stat limit.
248     */
249 root 1.9 void
250 root 1.19 check_stat_bounds (living *stats)
251 root 1.9 {
252 root 1.50 for (int i = 0; i < NUM_STATS; i++)
253     {
254     sint8 &v = stats->stat (i);
255     v = clamp (v, MIN_STAT, MAX_STAT);
256     }
257 elmex 1.1 }
258    
259     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
260    
261     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262     * make this macro to clean those up. Not usuable outside change_abil
263     * function since some of the values passed to new_draw_info are hardcoded.
264     */
265     #define DIFF_MSG(flag, msg1, msg2) \
266     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
267    
268     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 root 1.9
270 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
271     * the object.
272     * It is the calling functions responsibilty to check to see if the object
273     * can be applied or not.
274     * The main purpose of calling this function is the messages that are
275 root 1.48 * displayed - update_stats should really always be called after this when
276 elmex 1.1 * removing an object - that is because it is impossible to know if some object
277     * is the only source of an attacktype or spell attunement, so this function
278     * will clear the bits, but the player may still have some other object
279     * that gives them that ability.
280     */
281 root 1.9 int
282     change_abil (object *op, object *tmp)
283     {
284 root 1.51 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
285 root 1.9 char message[MAX_BUF];
286     int potion_max = 0;
287    
288     /* remember what object was like before it was changed. note that
289     * refop is a local copy of op only to be used for detecting changes
290 root 1.20 * found by update_stats. refop is not a real object
291 root 1.9 */
292 root 1.20 object_copy refop = *op;
293 root 1.9
294     if (op->type == PLAYER)
295     {
296     if (tmp->type == POTION)
297     {
298     potion_max = 1;
299 root 1.51 for (int j = 0; j < NUM_STATS; j++)
300 root 1.9 {
301 root 1.51 int ostat = op->contr->orig_stats.stat (j);
302     int i = tmp->stats.stat (j);
303 root 1.9
304     /* nstat is what the stat will be after use of the potion */
305 root 1.51 int nstat = flag * i + ostat;
306 root 1.9
307     /* Do some bounds checking. While I don't think any
308     * potions do so right now, there is the potential for potions
309     * that adjust that stat by more than one point, so we need
310     * to allow for that.
311     */
312     if (nstat < 1 && i * flag < 0)
313     nstat = 1;
314 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
315     nstat = 20 + op->arch->stats.stat (j);
316 root 1.20
317 root 1.9 if (nstat != ostat)
318     {
319 root 1.50 op->contr->orig_stats.stat (j) = nstat;
320 root 1.9 potion_max = 0;
321 root 1.3 }
322 root 1.9 else if (i)
323     {
324     /* potion is useless - player has already hit the natural maximum */
325     potion_max = 1;
326 root 1.3 }
327     }
328 root 1.20
329 root 1.9 /* This section of code ups the characters normal stats also. I am not
330     * sure if this is strictly necessary, being that fix_player probably
331     * recalculates this anyway.
332     */
333 root 1.51 for (int j = 0; j < NUM_STATS; j++)
334 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
335 root 1.20
336 root 1.48 check_stat_bounds (&op->stats);
337 root 1.9 } /* end of potion handling code */
338     }
339    
340 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
341 root 1.9 * everything to set
342     */
343     if (flag == -1)
344     {
345 root 1.48 op->attacktype &= ~tmp->attacktype;
346     op->path_attuned &= ~tmp->path_attuned;
347 root 1.9 op->path_repelled &= ~tmp->path_repelled;
348 root 1.48 op->path_denied &= ~tmp->path_denied;
349 root 1.9 /* Presuming here that creatures only have move_type,
350     * and not the other move_ fields.
351     */
352 root 1.48 op->move_type &= ~tmp->move_type;
353 elmex 1.1 }
354    
355 root 1.9 /* call fix_player since op object could have whatever attribute due
356 root 1.51 * to multiple items. if update_stats always has to be called after
357 root 1.9 * change_ability then might as well call it from here
358     */
359 root 1.19 op->update_stats ();
360 root 1.9
361 root 1.51 /* update_stats won't add the bows ability to the player, so don't
362 root 1.9 * print out message if this is a bow.
363     */
364     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
365     {
366     success = 1;
367     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
368     }
369 root 1.20
370 root 1.9 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
371     {
372     success = 1;
373     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
374     }
375 root 1.20
376 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
377     {
378     success = 1;
379     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
380     }
381 root 1.20
382 root 1.9 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
383     {
384     success = 1;
385     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
386     }
387 root 1.20
388 root 1.9 /* movement type has changed. We don't care about cases where
389     * user has multiple items giving the same type appled like we
390     * used to - that is more work than what we gain, plus messages
391     * can be misleading (a little higher could be miscontrued from
392     * from fly high)
393     */
394     if (tmp->move_type && op->move_type != refop.move_type)
395     {
396     success = 1;
397 elmex 1.1
398 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
399     * status doesn't make a difference if you are flying high
400     */
401     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402     {
403     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
404 root 1.3 }
405    
406 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
407     {
408     /* double conditional - second case covers if you have move_fly_low -
409     * in that case, you don't actually land
410     */
411 root 1.51 DIFF_MSG (flag, "You soar into the air!",
412 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
413 root 1.3 }
414 root 1.48
415 root 1.9 if (tmp->move_type & MOVE_SWIM)
416     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
417 elmex 1.1
418 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
419     check_move_on (op, op);
420 elmex 1.1 }
421    
422 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
423     * originally undead may change their status
424     */
425 root 1.67 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
426 root 1.9 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
427     {
428     success = 1;
429     if (flag > 0)
430     {
431     op->race = "undead";
432     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433     }
434     else
435     {
436 root 1.67 op->race = op->arch->race;
437 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438     }
439     }
440 elmex 1.1
441 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
442     {
443     success = 1;
444     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 elmex 1.1 }
446 root 1.20
447 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
448     {
449     success = 1;
450     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 elmex 1.1 }
452 root 1.20
453 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
454     * vision
455     */
456     if (QUERY_FLAG (tmp, FLAG_BLIND))
457     {
458     success = 1;
459     if (flag > 0)
460     {
461     if (QUERY_FLAG (op, FLAG_WIZ))
462     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463     else
464     {
465     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466     SET_FLAG (op, FLAG_BLIND);
467     if (op->type == PLAYER)
468     op->contr->do_los = 1;
469 root 1.3 }
470 root 1.9 }
471     else
472     {
473     if (QUERY_FLAG (op, FLAG_WIZ))
474     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475     else
476     {
477     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478     CLEAR_FLAG (op, FLAG_BLIND);
479     if (op->type == PLAYER)
480     op->contr->do_los = 1;
481 root 1.3 }
482     }
483 elmex 1.1 }
484    
485 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
486     {
487     success = 1;
488     if (op->type == PLAYER)
489     op->contr->do_los = 1;
490     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 elmex 1.1 }
492    
493 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
494     {
495     success = 1;
496     if (flag > 0)
497     {
498     if (QUERY_FLAG (op, FLAG_WIZ))
499     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500     else
501     {
502     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503     if (op->type == PLAYER)
504     op->contr->do_los = 1;
505 root 1.3 }
506 root 1.9 }
507     else
508     {
509     if (QUERY_FLAG (op, FLAG_WIZ))
510     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511     else
512     {
513     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514     if (op->type == PLAYER)
515     op->contr->do_los = 1;
516 root 1.3 }
517     }
518 elmex 1.1 }
519    
520 root 1.9 if (tmp->stats.luck)
521     {
522     success = 1;
523     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 elmex 1.1 }
525    
526 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
527     {
528     success = 1;
529     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 elmex 1.1 }
531    
532 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533     {
534     success = 1;
535     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 elmex 1.1 }
537    
538 root 1.9 /* for the future when artifacts set this -b.t. */
539     if (tmp->stats.grace && op->type == PLAYER)
540     {
541     success = 1;
542     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 elmex 1.1 }
544    
545 root 1.9 if (tmp->stats.food && op->type == PLAYER)
546     {
547     success = 1;
548     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 elmex 1.1 }
550    
551 root 1.9 /* Messages for changed resistance */
552 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
553 root 1.9 {
554     if (i == ATNR_PHYSICAL)
555     continue; /* Don't display about armour */
556    
557     if (op->resist[i] != refop.resist[i])
558     {
559     success = 1;
560     if (op->resist[i] > refop.resist[i])
561     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
562     else
563     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
564    
565     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 root 1.3 }
567 elmex 1.1 }
568    
569 elmex 1.18 if (!potion_max)
570 root 1.9 {
571 root 1.51 for (int j = 0; j < NUM_STATS; j++)
572 root 1.9 {
573 root 1.51 if (int i = tmp->stats.stat (j))
574 root 1.9 {
575     success = 1;
576     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
577 root 1.3 }
578     }
579 elmex 1.1 }
580 root 1.20
581 root 1.9 return success;
582 elmex 1.1 }
583    
584     /*
585     * Stat draining by Vick 930307
586     * (Feeling evil, I made it work as well now. -Frank 8)
587     */
588 root 1.9 void
589 root 1.19 object::drain_stat ()
590 root 1.9 {
591 root 1.33 drain_specific_stat (rndm (NUM_STATS));
592 elmex 1.1 }
593    
594 root 1.9 void
595 root 1.19 object::drain_specific_stat (int deplete_stats)
596 root 1.9 {
597 elmex 1.1 object *tmp;
598     archetype *at;
599    
600 root 1.11 at = archetype::find (ARCH_DEPLETION);
601 root 1.9 if (!at)
602     {
603     LOG (llevError, "Couldn't find archetype depletion.\n");
604     return;
605     }
606     else
607     {
608 root 1.19 tmp = present_arch_in_ob (at, this);
609    
610 root 1.9 if (!tmp)
611     {
612     tmp = arch_to_object (at);
613 root 1.19 tmp = insert_ob_in_ob (tmp, this);
614 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
615     }
616     }
617    
618 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
620 root 1.19 update_stats ();
621 elmex 1.1 }
622    
623     /*
624     * A value of 0 indicates timeout, otherwise change the luck of the object.
625     * via an applied bad_luck object.
626     */
627 root 1.9 void
628 root 1.19 object::change_luck (int value)
629 root 1.9 {
630 root 1.19 archetype *at = archetype::find ("luck");
631 elmex 1.1 if (!at)
632 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
633     else
634     {
635 root 1.19 object *tmp = present_arch_in_ob (at, this);
636    
637 root 1.9 if (!tmp)
638     {
639     if (!value)
640     return;
641 root 1.19
642 root 1.9 tmp = arch_to_object (at);
643 root 1.19 tmp = insert_ob_in_ob (tmp, this);
644 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
645     }
646 root 1.19
647 root 1.9 if (value)
648     {
649     /* Limit the luck value of the bad luck object to +/-100. This
650     * (arbitrary) value prevents overflows (both in the bad luck object and
651     * in op itself).
652     */
653 root 1.19 int new_luck = tmp->stats.luck + value;
654    
655 root 1.9 if (new_luck >= -100 && new_luck <= 100)
656     {
657 root 1.19 stats.luck += value;
658 root 1.9 tmp->stats.luck = new_luck;
659     }
660     }
661     else
662     {
663     if (!tmp->stats.luck)
664 root 1.19 return;
665    
666 root 1.9 /* Randomly change the players luck. Basically, we move it
667     * back neutral (if greater>0, subtract, otherwise add)
668     */
669 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 root 1.9 {
671     int diff = tmp->stats.luck > 0 ? -1 : 1;
672    
673 root 1.19 stats.luck += diff;
674 root 1.9 tmp->stats.luck += diff;
675     }
676     }
677 elmex 1.1 }
678     }
679    
680     /*
681     * Subtracts stat-bonuses given by the class which the player has chosen.
682     */
683 root 1.9 void
684 root 1.19 object::remove_statbonus ()
685 root 1.9 {
686 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
687     {
688 root 1.67 sint8 v = arch->stats.stat (i);
689 root 1.51 stats.stat (i) -= v;
690     contr->orig_stats.stat (i) -= v;
691     }
692 elmex 1.1 }
693    
694     /*
695     * Adds stat-bonuses given by the class which the player has chosen.
696     */
697 root 1.9 void
698 root 1.19 object::add_statbonus ()
699 root 1.9 {
700 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
701     {
702 root 1.67 sint8 v = arch->stats.stat (i);
703 root 1.51 stats.stat (i) += v;
704     contr->orig_stats.stat (i) += v;
705     }
706 elmex 1.1 }
707    
708 root 1.74 /* These are the items that currently can change digestion, regeneration,
709     * spell point recovery and mana point recovery. Seems sort of an arbitary
710     * list, but other items store other info into stats array.
711     */
712     static struct digest_types : std::bitset<NUM_TYPES>
713     {
714     digest_types ()
715     {
716     set (WEAPON);
717     set (BOW);
718     set (ARMOUR);
719     set (HELMET);
720     set (SHIELD);
721     set (RING);
722     set (BOOTS);
723     set (GLOVES);
724     set (AMULET);
725     set (GIRDLE);
726     set (BRACERS);
727     set (CLOAK);
728     set (DISEASE);
729     set (FORCE);
730     set (SKILL);
731     }
732     } digest_types;
733    
734     static struct copy_flags : object::flags_t
735     {
736     copy_flags ()
737     {
738     set (FLAG_LIFESAVE);
739     set (FLAG_REFL_SPELL);
740     set (FLAG_REFL_MISSILE);
741     set (FLAG_STEALTH);
742     set (FLAG_XRAYS);
743     set (FLAG_BLIND);
744     set (FLAG_SEE_IN_DARK);
745     }
746     } copy_flags;
747    
748 elmex 1.1 /*
749     * Updates all abilities given by applied objects in the inventory
750     * of the given object. Note: This function works for both monsters
751     * and players; the "player" in the name is purely an archaic inheritance.
752     * This functions starts from base values (archetype or player object)
753     * and then adjusts them according to what the player has equipped.
754 root 1.36 *
755     * July 95 - inserted stuff to handle new skills/exp system - b.t.
756     * spell system split, grace points now added to system --peterm
757 elmex 1.1 */
758 root 1.9 void
759 root 1.19 object::update_stats ()
760 root 1.9 {
761 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 root 1.9 int weapon_weight = 0, weapon_speed = 0;
763     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 root 1.24 float old_speed = speed;
767 root 1.75 int stat_sum [NUM_STATS];
768 root 1.9
769     /* First task is to clear all the values back to their original values */
770 root 1.19 if (type == PLAYER)
771 root 1.9 {
772 root 1.75 for (int i = 0; i < NUM_STATS; i++)
773     stat_sum [i] = contr->orig_stats.stat (i);
774 root 1.19
775 root 1.9 if (settings.spell_encumbrance == TRUE)
776 root 1.19 contr->encumbrance = 0;
777 root 1.9
778 root 1.19 attacktype = 0;
779 root 1.39
780     contr->digestion = 0;
781     contr->gen_hp = 0;
782     contr->gen_sp = 0;
783     contr->gen_grace = 0;
784 root 1.19 contr->gen_sp_armour = 10;
785 root 1.39 contr->item_power = 0;
786 root 1.9 }
787    
788 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
789     slot[i].used = slot[i].info;
790 root 1.19
791     slaying = 0;
792 root 1.9
793 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
794 root 1.9 {
795 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
796     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 root 1.9 }
798    
799 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
800     CLEAR_FLAG (this, FLAG_STEALTH);
801     CLEAR_FLAG (this, FLAG_BLIND);
802    
803 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807    
808     path_attuned = arch->path_attuned;
809     path_repelled = arch->path_repelled;
810     path_denied = arch->path_denied;
811     glow_radius = arch->glow_radius;
812     move_type = arch->move_type;
813 root 1.39
814 root 1.46 chosen_skill = 0;
815 root 1.9
816     /* initializing resistances from the values in player/monster's
817     * archetype clone
818     */
819 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
820 root 1.9
821 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
822 root 1.9 {
823 root 1.19 if (resist[i] > 0)
824     prot[i] = resist[i], vuln[i] = 0;
825 root 1.9 else
826 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
827 root 1.46
828 root 1.9 potion_resist[i] = 0;
829     }
830    
831 root 1.67 wc = arch->stats.wc;
832     stats.dam = arch->stats.dam;
833 root 1.9
834     /* for players which cannot use armour, they gain AC -1 per 3 levels,
835     * plus a small amount of physical resist, those poor suckers. ;)
836     * the fact that maxlevel is factored in could be considered sort of bogus -
837     * we should probably give them some bonus and cap it off - otherwise,
838     * basically, if a server updates its max level, these playes may find
839     * that their protection from physical goes down
840     */
841 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 root 1.9 {
843 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
844 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 elmex 1.1 }
846 root 1.9 else
847 root 1.67 ac = arch->stats.ac;
848 root 1.9
849 root 1.67 stats.luck = arch->stats.luck;
850     speed = arch->speed;
851 root 1.9
852     /* OK - we've reset most all the objects attributes to sane values.
853     * now go through and make adjustments for what the player has equipped.
854     */
855 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
856 root 1.9 {
857     /* This happens because apply_potion calls change_abil with the potion
858 root 1.40 * applied so we can tell the player what changed. But change_abil
859 root 1.9 * then calls this function.
860     */
861     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 root 1.19 continue;
863 root 1.3
864 root 1.64 /* See note in map.c:update_position about making this additive
865     * since light sources are never applied, need to put check here.
866     */
867     if (tmp->glow_radius > glow_radius)
868     glow_radius = tmp->glow_radius;
869    
870 root 1.9 /* For some things, we don't care what is equipped */
871     if (tmp->type == SKILL)
872     {
873     /* Want to take the highest skill here. */
874     if (IS_MANA_SKILL (tmp->subtype))
875     {
876     if (!mana_obj)
877     mana_obj = tmp;
878     else if (tmp->level > mana_obj->level)
879     mana_obj = tmp;
880     }
881 root 1.19
882 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
883     {
884     if (!grace_obj)
885     grace_obj = tmp;
886     else if (tmp->level > grace_obj->level)
887     grace_obj = tmp;
888 root 1.3 }
889     }
890    
891 root 1.9 /* Container objects are not meant to adjust a players, but other applied
892     * objects need to make adjustments.
893     * This block should handle all player specific changes
894     * The check for Praying is a bit of a hack - god given bonuses are put
895     * in the praying skill, and the player should always get those.
896     * It also means we need to put in additional checks for applied below,
897     * because the skill shouldn't count against body positions being used
898     * up, etc.
899     */
900 root 1.49 if ((tmp->flag [FLAG_APPLIED]
901 root 1.39 && tmp->type != CONTAINER
902     && tmp->type != CLOSE_CON)
903     || (tmp->type == SKILL
904     && tmp->subtype == SK_PRAYING))
905 root 1.9 {
906 root 1.19 if (type == PLAYER)
907 root 1.9 {
908 root 1.69 contr->item_power += tmp->item_power;
909    
910 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
911 root 1.58 if (tmp != current_weapon
912     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913     && !tmp->flag [FLAG_CURSED]
914     && !tmp->flag [FLAG_DAMNED])
915 root 1.49 continue;
916 root 1.46
917 root 1.74 for (int i = 0; i < NUM_STATS; i++)
918 root 1.76 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
919 root 1.9
920 root 1.74 if (digest_types [tmp->type])
921 root 1.9 {
922 root 1.75 contr->digestion += tmp->stats.food;
923 root 1.19 contr->gen_hp += tmp->stats.hp;
924     contr->gen_sp += tmp->stats.sp;
925     contr->gen_grace += tmp->stats.grace;
926     contr->gen_sp_armour += tmp->gen_sp_armour;
927 root 1.3 }
928 root 1.9 } /* if this is a player */
929 root 1.46 else
930     {
931     if (tmp->type == WEAPON)
932     current_weapon = tmp;
933     }
934 root 1.3
935 root 1.9 /* Update slots used for items */
936     if (QUERY_FLAG (tmp, FLAG_APPLIED))
937 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
938 root 1.47 slot[i].used += tmp->slot[i].info;
939 root 1.3
940 root 1.9 if (tmp->type == SYMPTOM)
941 root 1.77 speed_reduce_from_disease =
942     min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
943 root 1.3
944 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
945 root 1.34 * (Negative protections are calculated exactly like positive.)
946 root 1.9 * Resistance from potions are treated special as well. If there's
947     * more than one potion-effect, the bigger prot.-value is taken.
948     */
949     if (tmp->type != POTION)
950     {
951 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
952 root 1.9 {
953     /* Potential for cursed potions, in which case we just can use
954 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
955 root 1.9 */
956     if (tmp->type == POTION_EFFECT)
957     {
958     if (potion_resist[i])
959 root 1.74 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
960 root 1.9 else
961     potion_resist[i] = tmp->resist[i];
962 root 1.3 }
963 root 1.9 else if (tmp->resist[i] > 0)
964 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
965 root 1.9 else if (tmp->resist[i] < 0)
966 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
967 root 1.9 }
968     }
969    
970     /* There may be other things that should not adjust the attacktype */
971 root 1.53 if (tmp->type != SYMPTOM)
972 root 1.46 {
973     attacktype |= tmp->attacktype;
974     path_attuned |= tmp->path_attuned;
975     path_repelled |= tmp->path_repelled;
976     path_denied |= tmp->path_denied;
977     move_type |= tmp->move_type;
978     stats.luck += tmp->stats.luck;
979     }
980 root 1.19
981 root 1.74 flag |= tmp->flag & copy_flags;
982 root 1.9
983 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
984 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
985 root 1.9
986     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
987     {
988 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
989     invisible = 1;
990 root 1.9 }
991    
992     if (tmp->stats.exp && tmp->type != SKILL)
993     {
994     if (tmp->stats.exp > 0)
995     {
996 root 1.40 added_speed += tmp->stats.exp / 3.f;
997 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
998 root 1.3 }
999 root 1.9 else
1000 root 1.40 added_speed += tmp->stats.exp;
1001 root 1.3 }
1002    
1003 root 1.9 switch (tmp->type)
1004     {
1005 root 1.46 #if 0
1006 root 1.45 case WAND:
1007     case ROD:
1008     case HORN:
1009 root 1.46 if (type != PLAYER || current_weapon == tmp)
1010     chosen_skill = tmp;
1011 root 1.45 break;
1012 root 1.46 #endif
1013 root 1.45
1014 root 1.10 /* skills modifying the character -b.t. */
1015     /* for all skills and skill granting objects */
1016     case SKILL:
1017 root 1.63 {
1018     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1019     break;
1020    
1021     if (chosen_skill)
1022     {
1023     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024     &name, &chosen_skill->name, &tmp->name);
1025    
1026     tmp->flag [FLAG_APPLIED] = false;
1027     update_stats ();
1028     return;
1029     }
1030     else
1031     chosen_skill = tmp;
1032    
1033     if (tmp->stats.dam > 0)
1034     { /* skill is a 'weapon' */
1035     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1036     weapon_speed = WEAPON_SPEED (tmp);
1037    
1038     if (weapon_speed < 0)
1039     weapon_speed = 0;
1040    
1041     weapon_weight = tmp->weight;
1042     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043    
1044     if (tmp->magic)
1045     stats.dam += tmp->magic;
1046     }
1047 root 1.3
1048 root 1.63 if (tmp->stats.wc)
1049     wc -= tmp->stats.wc + tmp->magic;
1050 root 1.19
1051 root 1.63 if (tmp->slaying)
1052     slaying = tmp->slaying;
1053 root 1.19
1054 root 1.63 if (tmp->stats.ac)
1055     ac -= tmp->stats.ac + tmp->magic;
1056 root 1.3
1057 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1058     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1059     }
1060 root 1.19
1061 root 1.10 break;
1062 root 1.3
1063 root 1.10 case SHIELD:
1064 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1065     contr->encumbrance += (int) tmp->weight / 2000;
1066 root 1.10 case RING:
1067     case AMULET:
1068     case GIRDLE:
1069     case HELMET:
1070     case BOOTS:
1071     case GLOVES:
1072     case CLOAK:
1073     if (tmp->stats.wc)
1074 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1075 root 1.19
1076 root 1.10 if (tmp->stats.dam)
1077 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1078 root 1.19
1079 root 1.10 if (tmp->stats.ac)
1080 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1081 root 1.19
1082 root 1.10 break;
1083    
1084 root 1.45 case BOW:
1085 root 1.10 case WEAPON:
1086 root 1.46 if (type != PLAYER || current_weapon == tmp)
1087 root 1.45 {
1088     wc -= tmp->stats.wc + tmp->magic;
1089    
1090     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1091     ac -= tmp->stats.ac + tmp->magic;
1092    
1093     stats.dam += tmp->stats.dam + tmp->magic;
1094     weapon_weight = tmp->weight;
1095     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096    
1097     if (weapon_speed < 0)
1098     weapon_speed = 0;
1099 root 1.19
1100 root 1.45 slaying = tmp->slaying;
1101    
1102     /* If there is desire that two handed weapons should do
1103     * extra strength damage, this is where the code should
1104     * go.
1105     */
1106    
1107     if (type == PLAYER)
1108 root 1.46 if (settings.spell_encumbrance)
1109     contr->encumbrance += tmp->weight * 3 / 1000;
1110 root 1.45 }
1111 root 1.9
1112 root 1.10 break;
1113 root 1.9
1114 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1115 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 root 1.40 contr->encumbrance += tmp->weight / 1000;
1117 root 1.10
1118     case BRACERS:
1119     case FORCE:
1120     if (tmp->stats.wc)
1121     {
1122     if (best_wc < tmp->stats.wc + tmp->magic)
1123     {
1124     wc += best_wc;
1125     best_wc = tmp->stats.wc + tmp->magic;
1126     }
1127     else
1128     wc += tmp->stats.wc + tmp->magic;
1129     }
1130 root 1.19
1131 root 1.10 if (tmp->stats.ac)
1132     {
1133     if (best_ac < tmp->stats.ac + tmp->magic)
1134     {
1135     ac += best_ac; /* Remove last bonus */
1136     best_ac = tmp->stats.ac + tmp->magic;
1137     }
1138     else /* To nullify the below effect */
1139     ac += tmp->stats.ac + tmp->magic;
1140     }
1141 root 1.19
1142 root 1.10 if (tmp->stats.wc)
1143     wc -= (tmp->stats.wc + tmp->magic);
1144 root 1.19
1145 root 1.10 if (tmp->stats.ac)
1146     ac -= (tmp->stats.ac + tmp->magic);
1147 root 1.19
1148 root 1.74 if (ARMOUR_SPEED (tmp))
1149     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150 root 1.19
1151 root 1.10 break;
1152 root 1.9 } /* switch tmp->type */
1153     } /* item is equipped */
1154     } /* for loop of items */
1155    
1156     /* We've gone through all the objects the player has equipped. For many things, we
1157     * have generated intermediate values which we now need to assign.
1158     */
1159    
1160     /* 'total resistance = total protections - total vulnerabilities'.
1161     * If there is an uncursed potion in effect, granting more protection
1162     * than that, we take: 'total resistance = resistance from potion'.
1163     * If there is a cursed (and no uncursed) potion in effect, we take
1164     * 'total resistance = vulnerability from cursed potion'.
1165     */
1166 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1167 root 1.9 {
1168 root 1.19 resist[i] = prot[i] - vuln[i];
1169    
1170     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1171     resist[i] = potion_resist[i];
1172 elmex 1.1 }
1173    
1174 root 1.19 if (type == PLAYER)
1175 root 1.9 {
1176 root 1.75 // clamp various player stats
1177     for (int i = 0; i < NUM_STATS; ++i)
1178     stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179    
1180     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181    
1182     /* Figure out the players sp/mana/hp totals. */
1183 root 1.9 int pl_level;
1184    
1185 root 1.19 check_stat_bounds (&(stats));
1186     pl_level = level;
1187 root 1.9
1188     if (pl_level < 1)
1189     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190    
1191     /* You basically get half a con bonus/level. But we do take into account rounding,
1192     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193     */
1194 root 1.75 stats.maxhp = 0;
1195     for (int i = 1; i <= min (10, pl_level); i++)
1196 root 1.9 {
1197 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1198 root 1.19
1199     if (i % 2 && con_bonus[stats.Con] % 2)
1200 root 1.74 if (con_bonus[stats.Con] > 0)
1201     j++;
1202     else
1203     j--;
1204 root 1.19
1205     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1206 root 1.9 }
1207    
1208 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1209 elmex 1.1
1210 root 1.19 if (stats.hp > stats.maxhp)
1211     stats.hp = stats.maxhp;
1212 elmex 1.1
1213 root 1.9 /* Sp gain is controlled by the level of the player's
1214     * relevant experience object (mana_obj, see above)
1215     */
1216     /* following happen when skills system is not used */
1217     if (!mana_obj)
1218 root 1.19 mana_obj = this;
1219    
1220 root 1.9 if (!grace_obj)
1221 root 1.19 grace_obj = this;
1222    
1223 root 1.9 /* set maxsp */
1224 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1225     mana_obj = this;
1226 root 1.9
1227 root 1.19 if (mana_obj == this && type == PLAYER)
1228     stats.maxsp = 1;
1229 root 1.9 else
1230     {
1231 root 1.74 float sp_tmp = 0.f;
1232 root 1.19
1233 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 root 1.9 {
1235     float stmp;
1236    
1237     /* Got some extra bonus at first level */
1238     if (i < 2)
1239 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1240 root 1.9 else
1241 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1242 root 1.19
1243 root 1.74 sp_tmp += max (1.f, stmp);
1244 root 1.3 }
1245 root 1.19
1246 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1247 root 1.3 }
1248 root 1.54
1249 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1250 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1251 root 1.9
1252     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1253 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1254     grace_obj = this;
1255 root 1.9
1256 root 1.19 if (grace_obj == this && type == PLAYER)
1257     stats.maxgrace = 1;
1258 root 1.9 else
1259     {
1260     /* store grace in a float - this way, the divisions below don't create
1261     * big jumps when you go from level to level - with int's, it then
1262     * becomes big jumps when the sums of the bonuses jump to the next
1263     * step of 8 - with floats, even fractional ones are useful.
1264     */
1265 root 1.74 float sp_tmp = 0.f;
1266    
1267 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 root 1.9 {
1269 root 1.40 float grace_tmp = 0.f;
1270 root 1.9
1271     /* Got some extra bonus at first level */
1272     if (i < 2)
1273 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1274 root 1.9 else
1275 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1276 root 1.19
1277 root 1.74 sp_tmp += max (1.f, grace_tmp);
1278 root 1.3 }
1279 root 1.19
1280 root 1.74 /* two grace points per level after 10 */
1281     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1282 root 1.3 }
1283 root 1.54
1284 root 1.9 /* No limit on grace vs maxgrace */
1285 root 1.3
1286 root 1.19 if (contr->braced)
1287 root 1.9 {
1288     ac += 2;
1289     wc += 4;
1290 root 1.3 }
1291 root 1.9 else
1292 root 1.19 ac -= dex_bonus[stats.Dex];
1293 root 1.9
1294     /* In new exp/skills system, wc bonuses are related to
1295     * the players level in a relevant exp object (wc_obj)
1296     * not the general player level -b.t.
1297     * I changed this slightly so that wc bonuses are better
1298     * than before. This is to balance out the fact that
1299     * the player no longer gets a personal weapon w/ 1
1300     * improvement every level, now its fighterlevel/5. So
1301     * we give the player a bonus here in wc and dam
1302     * to make up for the change. Note that I left the
1303     * monster bonus the same as before. -b.t.
1304     */
1305 root 1.55 object *wc_obj = chosen_skill;
1306 root 1.9
1307 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1308 root 1.9 {
1309 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310    
1311 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1312 root 1.9 {
1313 root 1.54 /* additional wc every 6 levels */
1314 root 1.9 if (!(i % 6))
1315     wc--;
1316 root 1.37
1317 root 1.54 /* additional dam every 4 levels. */
1318 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1319     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1320 root 1.9 }
1321     }
1322     else
1323 root 1.37 wc -= level + thaco_bonus[stats.Str];
1324 root 1.9
1325 root 1.19 stats.dam += dam_bonus[stats.Str];
1326 root 1.9
1327 root 1.19 if (stats.dam < 1)
1328     stats.dam = 1;
1329 root 1.9
1330 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1331 root 1.19
1332     if (settings.search_items && contr->search_str[0])
1333     speed -= 1;
1334    
1335     if (attacktype == 0)
1336 root 1.67 attacktype = arch->attacktype;
1337 root 1.9 } /* End if player */
1338    
1339     if (added_speed >= 0)
1340 root 1.40 speed += added_speed / 10.f;
1341 root 1.9 else /* Something wrong here...: */
1342 root 1.40 speed /= 1.f - added_speed;
1343 root 1.3
1344 root 1.9 /* Max is determined by armour */
1345 root 1.74 speed = min (speed, max_speed);
1346 elmex 1.1
1347 root 1.19 if (type == PLAYER)
1348 root 1.9 {
1349     /* f is a number the represents the number of kg above (positive num)
1350     * or below (negative number) that the player is carrying. If above
1351     * weight limit, then player suffers a speed reduction based on how
1352     * much above he is, and what is max carry is
1353     */
1354 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1355     if (f > 0.f)
1356 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1357 elmex 1.1 }
1358    
1359 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 root 1.78 speed *= speed_reduce_from_disease;
1361 root 1.77
1362 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1363 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1364 root 1.9 */
1365 root 1.78 if (speed < 0.04f && type == PLAYER)
1366     speed = 0.04f;
1367 root 1.9
1368 root 1.77 if (speed != old_speed)
1369     set_speed (speed);
1370    
1371 root 1.19 if (type == PLAYER)
1372 root 1.9 {
1373     /* (This formula was made by vidarl@ifi.uio.no)
1374     * Note that we never used these values again - basically
1375     * all of these could be subbed into one big equation, but
1376     * that would just be a real pain to read.
1377     */
1378 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1379     float M2 = max_carry[stats.Str] / 100.f;
1380     float W = weapon_weight / 20000.f;
1381 root 1.56 float s = (20 - weapon_speed) / 10.f;
1382 root 1.40 float D = (stats.Dex - 14) / 14.f;
1383     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1384    
1385 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1386 root 1.40
1387 root 1.56 if (K <= 0.01f)
1388 root 1.40 K = 0.01f;
1389    
1390 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1391 root 1.9 }
1392 root 1.19
1393 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1394 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1395     stats.dam = arch->stats.dam * 3;
1396 root 1.9
1397 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1398     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1399 root 1.9
1400     /* if for some reason the creature doesn't have any move type,
1401     * give them walking as a default.
1402     * The second case is a special case - to more closely mimic the
1403     * old behaviour - if your flying, your not walking - just
1404     * one or the other.
1405     */
1406 root 1.19 if (move_type == 0)
1407     move_type = MOVE_WALK;
1408     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409     move_type &= ~MOVE_WALK;
1410 elmex 1.1
1411 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1412     * so we will check that now.
1413     */
1414 root 1.19 if (type == PLAYER)
1415     {
1416     esrv_update_stats (contr);
1417     esrv_update_spells (contr);
1418     }
1419 root 1.35
1420     // update the mapspace, if we are on a map
1421     if (!flag [FLAG_REMOVED] && map)
1422     map->at (x, y).flags_ = 0;
1423 elmex 1.1 }
1424    
1425     /*
1426     * Returns true if the given player is a legal class.
1427     * The function to add and remove class-bonuses to the stats doesn't
1428     * check if the stat becomes negative, thus this function
1429     * merely checks that all stats are 1 or more, and returns
1430     * false otherwise.
1431     */
1432 root 1.9 int
1433     allowed_class (const object *op)
1434     {
1435 root 1.40 return op->stats.Dex > 0
1436     && op->stats.Str > 0
1437     && op->stats.Con > 0
1438     && op->stats.Int > 0
1439     && op->stats.Wis > 0
1440     && op->stats.Pow > 0
1441     && op->stats.Cha > 0;
1442 elmex 1.1 }
1443    
1444     /*
1445     * set the new dragon name after gaining levels or
1446     * changing ability focus (later this can be extended to
1447     * eventually change the player's face and animation)
1448     *
1449     * Note that the title is written to 'own_title' in the
1450     * player struct. This should be changed to 'ext_title'
1451     * as soon as clients support this!
1452     * Please, anyone, write support for 'ext_title'.
1453     */
1454 root 1.9 void
1455     set_dragon_name (object *pl, const object *abil, const object *skin)
1456     {
1457     int atnr = -1; /* attacknumber of highest level */
1458     int level = 0; /* highest level */
1459 elmex 1.1 int i;
1460    
1461     /* Perhaps do something more clever? */
1462 root 1.9 if (!abil || !skin)
1463     return;
1464    
1465 elmex 1.1 /* first, look for the highest level */
1466 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1467     {
1468     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1469     {
1470     level = abil->resist[i];
1471     atnr = i;
1472     }
1473 elmex 1.1 }
1474 root 1.9
1475 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1476     or else at random */
1477 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1478 elmex 1.1 atnr = abil->stats.exp;
1479 root 1.9
1480 root 1.81 level = (int) (level / 25.);
1481 root 1.9
1482 elmex 1.1 /* now set the new title */
1483 root 1.79 if (pl->contr)
1484 root 1.9 {
1485     if (level == 0)
1486     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1487     else if (level == 1)
1488     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1489     else if (level == 2)
1490     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1491     else if (level == 3)
1492     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1493 elmex 1.1 else
1494 root 1.9 {
1495     /* special titles for extra high resistance! */
1496     if (skin->resist[atnr] > 80)
1497     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498     else if (skin->resist[atnr] > 50)
1499     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1500     else
1501     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1502     }
1503 elmex 1.1 }
1504 root 1.9
1505     strcpy (pl->contr->own_title, "");
1506 elmex 1.1 }
1507    
1508     /*
1509     * This function is called when a dragon-player gains
1510     * an overall level. Here, the dragon might gain new abilities
1511     * or change the ability-focus.
1512     */
1513 root 1.9 void
1514     dragon_level_gain (object *who)
1515     {
1516     object *abil = NULL; /* pointer to dragon ability force */
1517     object *skin = NULL; /* pointer to dragon skin force */
1518     object *tmp = NULL; /* tmp. object */
1519     char buf[MAX_BUF]; /* tmp. string buffer */
1520    
1521     /* now grab the 'dragon_ability'-forces from the player's inventory */
1522 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1523     if (tmp->type == FORCE)
1524 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1525 root 1.29 abil = tmp;
1526 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1527 root 1.29 skin = tmp;
1528    
1529 root 1.9 /* if the force is missing -> bail out */
1530     if (abil == NULL)
1531     return;
1532    
1533     /* The ability_force keeps track of maximum level ever achieved.
1534     * New abilties can only be gained by surpassing this max level
1535     */
1536     if (who->level > abil->level)
1537     {
1538     /* increase our focused ability */
1539     abil->resist[abil->stats.exp]++;
1540    
1541    
1542     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1543     {
1544     /* time to hand out a new ability-gift */
1545     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1546     }
1547    
1548     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1549     {
1550     /* apply new ability focus */
1551     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1552     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1553    
1554     abil->stats.exp = abil->last_eat;
1555     abil->last_eat = 0;
1556     }
1557    
1558     abil->level = who->level;
1559     }
1560    
1561     /* last but not least, set the new title for the dragon */
1562     set_dragon_name (who, abil, skin);
1563 elmex 1.1 }
1564    
1565     /* Handy function - given the skill name skill_name, we find the skill
1566     * archetype/object, set appropriate values, and insert it into
1567     * the object (op) that is passed.
1568     * We return the skill - this makes it easier for calling functions that
1569     * want to do something with it immediately.
1570     */
1571 root 1.9 object *
1572     give_skill_by_name (object *op, const char *skill_name)
1573 elmex 1.1 {
1574 root 1.9 object *skill_obj;
1575 elmex 1.1
1576 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1577     if (!skill_obj)
1578     {
1579     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1580     return NULL;
1581     }
1582 root 1.55
1583 root 1.9 /* clear the flag - exp goes into this bucket, but player
1584     * still doesn't know it.
1585     */
1586     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1587     skill_obj->stats.exp = 0;
1588     skill_obj->level = 1;
1589     insert_ob_in_ob (skill_obj, op);
1590 root 1.26
1591 root 1.57 if (player *pl = op->contr)
1592 root 1.9 {
1593 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1594     if (pl->ns)
1595     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1596 elmex 1.1 }
1597 root 1.26
1598 root 1.9 return skill_obj;
1599 elmex 1.1 }
1600    
1601     /* player_lvl_adj() - for the new exp system. we are concerned with
1602     * whether the player gets more hp, sp and new levels.
1603     * Note this this function should only be called for players. Monstes
1604     * don't really gain levels
1605     * who is the player, op is what we are checking to gain the level
1606     * (eg, skill)
1607     */
1608 root 1.9 void
1609     player_lvl_adj (object *who, object *op)
1610     {
1611     char buf[MAX_BUF];
1612 root 1.73 bool changed = false;
1613 root 1.9
1614     if (!op) /* when rolling stats */
1615     op = who;
1616    
1617 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1618 root 1.9 {
1619 root 1.73 changed = true;
1620    
1621 root 1.9 op->level++;
1622    
1623 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1624 root 1.9 dragon_level_gain (who);
1625    
1626     /* Only roll these if it is the player (who) that gained the level */
1627     if (op == who && (who->level < 11) && who->type == PLAYER)
1628     {
1629     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1630     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1631     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1632     }
1633    
1634     if (op->level > 1)
1635     {
1636     if (op->type != PLAYER)
1637 root 1.73 {
1638     who->contr->play_sound (sound_find ("skill_up"));
1639     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640     }
1641 root 1.9 else
1642 root 1.73 {
1643     who->contr->play_sound (sound_find ("level_up"));
1644     sprintf (buf, "You are now level %d.", op->level);
1645     }
1646 root 1.54
1647 root 1.9 if (who)
1648     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649     }
1650 root 1.73 }
1651 root 1.54
1652 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 root 1.9 {
1654 root 1.73 changed = true;
1655    
1656 root 1.9 op->level--;
1657 root 1.54
1658 root 1.9 if (op->type != PLAYER)
1659     {
1660     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1661     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1662 root 1.3 }
1663 root 1.73 }
1664 root 1.54
1665 root 1.73 if (changed)
1666     {
1667     who->update_stats ();
1668     esrv_update_stats (who->contr);
1669     /* check if the spell data has changed */
1670     esrv_update_spells (who->contr);
1671 elmex 1.1 }
1672     }
1673    
1674     /*
1675     * Returns how much experience is needed for a player to become
1676     * the given level. level should really never exceed max_level
1677     */
1678    
1679 root 1.9 sint64
1680     level_exp (int level, double expmul)
1681     {
1682     if (level > settings.max_level)
1683     return (sint64) (expmul * levels[settings.max_level]);
1684 root 1.40
1685 root 1.9 return (sint64) (expmul * levels[level]);
1686 elmex 1.1 }
1687    
1688     /*
1689     * Ensure that the permanent experience requirements in an exp object are met.
1690     * This really just checks 'op to make sure the perm_exp value is within
1691     * proper range. Note that the checking of what is passed through
1692     * has been reduced. Since there is now a proper field for perm_exp,
1693     * this can now work on a much larger set of objects.
1694     */
1695 root 1.9 void
1696     calc_perm_exp (object *op)
1697 elmex 1.1 {
1698 root 1.9 int p_exp_min;
1699    
1700     /* Ensure that our permanent experience minimum is met.
1701     * permenent_exp_ratio is an integer percentage, we divide by 100
1702     * to get the fraction */
1703     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1704    
1705     if (op->perm_exp < p_exp_min)
1706     op->perm_exp = p_exp_min;
1707    
1708     /* Cap permanent experience. */
1709     if (op->perm_exp < 0)
1710     op->perm_exp = 0;
1711     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1712     op->perm_exp = MAX_EXPERIENCE;
1713 elmex 1.1 }
1714    
1715     /* Add experience to a player - exp should only be positive.
1716     * Updates permanent exp for the skill we are adding to.
1717     * skill_name is the skill to add exp to. Skill name can be
1718     * NULL, in which case exp increases the players general
1719     * total, but not any particular skill.
1720     * flag is what to do if the player doesn't have the skill:
1721     */
1722 root 1.9 static void
1723     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1724 elmex 1.1 {
1725 elmex 1.4 object *skill_obj = NULL;
1726     sint64 limit, exp_to_add;
1727     int i;
1728    
1729     /* prevents some forms of abuse. */
1730     if (op->contr->braced)
1731 root 1.46 exp /= 5;
1732 elmex 1.4
1733     /* Try to find the matching skill.
1734     * We do a shortcut/time saving mechanism first - see if it matches
1735 root 1.46 * chosen_skill. This means we don't need to search through
1736 elmex 1.4 * the players inventory.
1737     */
1738     if (skill_name)
1739     {
1740 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1741 elmex 1.4 skill_obj = op->chosen_skill;
1742     else
1743     {
1744     for (i = 0; i < NUM_SKILLS; i++)
1745 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1746 elmex 1.4 {
1747     skill_obj = op->contr->last_skill_ob[i];
1748     break;
1749     }
1750 root 1.3
1751 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1752     * it to the player if necessary
1753     */
1754     if (!skill_obj)
1755     {
1756     if (flag == SK_EXP_NONE)
1757     return;
1758     else if (flag == SK_EXP_ADD_SKILL)
1759     give_skill_by_name (op, skill_name);
1760 root 1.3 }
1761     }
1762 elmex 1.1 }
1763    
1764 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1765     {
1766     /* Basically, you can never gain more experience in one shot
1767     * than half what you need to gain for next level.
1768     */
1769     exp_to_add = exp;
1770     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1771     if (exp_to_add > limit)
1772     exp_to_add = limit;
1773    
1774 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1775 elmex 1.4 if (settings.permanent_exp_ratio)
1776     {
1777 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1778 elmex 1.4 calc_perm_exp (op);
1779     }
1780    
1781     player_lvl_adj (op, NULL);
1782     }
1783    
1784     if (skill_obj)
1785     {
1786     exp_to_add = exp;
1787     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1788     if (exp_to_add > limit)
1789     exp_to_add = limit;
1790    
1791     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1792     if (settings.permanent_exp_ratio)
1793     {
1794 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1795 elmex 1.4 calc_perm_exp (skill_obj);
1796     }
1797 elmex 1.1
1798 elmex 1.4 player_lvl_adj (op, skill_obj);
1799 elmex 1.1 }
1800     }
1801    
1802     /* This function checks to make sure that object 'op' can
1803     * lost 'exp' experience. It returns the amount of exp
1804     * object 'op' can in fact lose - it basically makes
1805     * adjustments based on permanent exp and the like.
1806     * This function should always be used for losing experience -
1807     * the 'exp' value passed should be positive - this is the
1808     * amount that should get subtract from the player.
1809     */
1810 root 1.9 sint64
1811     check_exp_loss (const object *op, sint64 exp)
1812 elmex 1.1 {
1813 root 1.9 sint64 del_exp;
1814 elmex 1.1
1815 root 1.9 if (exp > op->stats.exp)
1816     exp = op->stats.exp;
1817     if (settings.permanent_exp_ratio)
1818     {
1819     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1820     if (del_exp < 0)
1821     del_exp = 0;
1822     if (exp > del_exp)
1823     exp = del_exp;
1824 elmex 1.1 }
1825 root 1.9 return exp;
1826 elmex 1.1 }
1827    
1828 root 1.9 sint64
1829     check_exp_adjust (const object *op, sint64 exp)
1830 elmex 1.1 {
1831 root 1.9 if (exp < 0)
1832     return check_exp_loss (op, exp);
1833     else
1834     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1835 elmex 1.1 }
1836    
1837    
1838     /* Subtracts experience from player.
1839     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1840     * only subtract from the matching skill. Otherwise,
1841     * this subtracts a portion from all
1842     * skills the player has. Eg, if we figure the player is losing 10%
1843     * of his total exp, what happens is he loses 10% from all his skills.
1844     * Note that if permanent exp is used, player may not in fact lose
1845     * as much as listed. Eg, if player has gotten reduced to the point
1846     * where everything is at the minimum perm exp, he would lose nothing.
1847     * exp is the amount of exp to subtract - thus, it should be
1848     * a postive number.
1849     */
1850 root 1.9 static void
1851     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1852 elmex 1.1 {
1853 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1854     object *tmp;
1855     sint64 del_exp;
1856    
1857     for (tmp = op->inv; tmp; tmp = tmp->below)
1858     if (tmp->type == SKILL && tmp->stats.exp)
1859     {
1860     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1861     {
1862     del_exp = check_exp_loss (tmp, exp);
1863     tmp->stats.exp -= del_exp;
1864     player_lvl_adj (op, tmp);
1865     }
1866     else if (flag != SK_SUBTRACT_SKILL_EXP)
1867     {
1868     /* only want to process other skills if we are not trying
1869     * to match a specific skill.
1870     */
1871     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1872     tmp->stats.exp -= del_exp;
1873     player_lvl_adj (op, tmp);
1874     }
1875     }
1876 root 1.35
1877 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1878     {
1879     del_exp = check_exp_loss (op, exp);
1880     op->stats.exp -= del_exp;
1881     player_lvl_adj (op, NULL);
1882 elmex 1.1 }
1883     }
1884    
1885     /* change_exp() - changes experience to a player/monster. This
1886     * does bounds checking to make sure we don't overflow the max exp.
1887     *
1888     * The exp passed is typically not modified much by this function -
1889     * it is assumed the caller has modified the exp as needed.
1890     * skill_name is the skill that should get the exp added.
1891     * flag is what to do if player doesn't have the skill.
1892     * these last two values are only used for players.
1893     */
1894 root 1.9 void
1895     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1896     {
1897 elmex 1.1 #ifdef EXP_DEBUG
1898 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1899 elmex 1.1 #endif
1900    
1901 root 1.9 /* safety */
1902     if (!op)
1903     {
1904     LOG (llevError, "change_exp() called for null object!\n");
1905     return;
1906     }
1907    
1908     /* if no change in exp, just return - most of the below code
1909     * won't do anything if the value is 0 anyways.
1910     */
1911     if (exp == 0)
1912     return;
1913    
1914     /* Monsters are easy - we just adjust their exp - we
1915     * don't adjust level, since in most cases it is unrelated to
1916     * the exp they have - the monsters exp represents what its
1917     * worth.
1918     */
1919     if (op->type != PLAYER)
1920     {
1921     /* Sanity check */
1922     if (!QUERY_FLAG (op, FLAG_ALIVE))
1923     return;
1924    
1925     /* reset exp to max allowed value. We subtract from
1926     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1927     * more than max exp, just return.
1928     */
1929     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1930     {
1931     exp = MAX_EXPERIENCE - op->stats.exp;
1932     if (exp < 0)
1933     return;
1934 root 1.3 }
1935 elmex 1.1
1936 root 1.9 op->stats.exp += exp;
1937 elmex 1.1 }
1938 root 1.9 else
1939     { /* Players only */
1940     if (exp > 0)
1941     add_player_exp (op, exp, skill_name, flag);
1942     else
1943     /* note that when you lose exp, it doesn't go against
1944     * a particular skill, so we don't need to pass that
1945     * along.
1946     */
1947 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1948 elmex 1.1 }
1949     }
1950    
1951     /* Applies a death penalty experience, the size of this is defined by the
1952     * settings death_penalty_percentage and death_penalty_levels, and by the
1953     * amount of permenent experience, whichever gives the lowest loss.
1954     */
1955 root 1.9 void
1956     apply_death_exp_penalty (object *op)
1957     {
1958     object *tmp;
1959     sint64 loss;
1960     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1961     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1962    
1963     for (tmp = op->inv; tmp; tmp = tmp->below)
1964     if (tmp->type == SKILL && tmp->stats.exp)
1965     {
1966    
1967     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1968     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1969    
1970     /* With the revised exp system, you can get cases where
1971     * losing several levels would still require that you have more
1972     * exp than you currently have - this is true if the levels
1973     * tables is a lot harder.
1974     */
1975     if (level_loss < 0)
1976     level_loss = 0;
1977 root 1.3
1978 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1979 root 1.3
1980 root 1.9 tmp->stats.exp -= loss;
1981     player_lvl_adj (op, tmp);
1982     }
1983 elmex 1.1
1984 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1985     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1986 root 1.55
1987 root 1.9 if (level_loss < 0)
1988     level_loss = 0;
1989     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1990 elmex 1.1
1991 root 1.9 op->stats.exp -= loss;
1992     player_lvl_adj (op, NULL);
1993 elmex 1.1 }
1994    
1995     /* This function takes an object (monster/player, op), and
1996     * determines if it makes a basic save throw by looking at the
1997     * save_throw table. level is the effective level to make
1998     * the save at, and bonus is any plus/bonus (typically based on
1999     * resistance to particular attacktype.
2000     * Returns 1 if op makes his save, 0 if he failed
2001     */
2002 root 1.9 int
2003     did_make_save (const object *op, int level, int bonus)
2004 elmex 1.1 {
2005 root 1.9 if (level > MAX_SAVE_LEVEL)
2006     level = MAX_SAVE_LEVEL;
2007 elmex 1.1
2008 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2009     return 0;
2010 root 1.19
2011 root 1.9 return 1;
2012 elmex 1.1 }