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Revision: 1.83
Committed: Fri May 2 20:16:24 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.82: +25 -24 lines
Log Message:
- get rid of the only use of object_copy as an instantiated type,
  saves gobs of code (~4kb) in change_abil, is probably way faster
  and removes some very ugly code.
- this->remove in operator =, as x/y gets overwritten

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 root 1.83 object::flags_t prev_flag = op->flag;
289     MoveType prev_move_type = op->move_type;
290     sint16 prev_resist [NROFATTACKS]; // clumsy
291     assert (sizeof (prev_resist) == sizeof (op->resist));
292     memcpy (prev_resist, op->resist, sizeof (prev_resist));
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 1.83 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
371 root 1.9 {
372     success = 1;
373     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
374     }
375 root 1.20
376 root 1.83 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
377 root 1.9 {
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 1.83 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
383 root 1.9 {
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 root 1.83 if (tmp->move_type && op->move_type != prev_move_type)
395 root 1.9 {
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 1.83 if (!op->arch->flag [FLAG_UNDEAD])
426     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 root 1.9 {
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 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 root 1.9 {
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 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 root 1.9 {
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 root 1.83 if (tmp->flag [FLAG_BLIND])
457 root 1.9 {
458     success = 1;
459     if (flag > 0)
460     {
461 root 1.83 if (op->flag [FLAG_WIZ])
462 root 1.9 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 root 1.83 if (op->flag [FLAG_WIZ])
474 root 1.9 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 1.83 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 root 1.9 {
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 1.83 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 root 1.9 {
495     success = 1;
496     if (flag > 0)
497     {
498 root 1.83 if (op->flag [FLAG_WIZ])
499 root 1.9 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 root 1.83 if (op->flag [FLAG_WIZ])
510 root 1.9 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 root 1.83 if (op->resist [i] != prev_resist [i])
558 root 1.9 {
559     success = 1;
560 root 1.83
561     if (op->resist [i] > prev_resist [i])
562     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 root 1.9 else
564 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 root 1.9
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 root 1.77 speed_reduce_from_disease =
943     min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 root 1.3
945 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
946 root 1.34 * (Negative protections are calculated exactly like positive.)
947 root 1.9 * Resistance from potions are treated special as well. If there's
948     * more than one potion-effect, the bigger prot.-value is taken.
949     */
950     if (tmp->type != POTION)
951     {
952 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
953 root 1.9 {
954     /* Potential for cursed potions, in which case we just can use
955 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
956 root 1.9 */
957     if (tmp->type == POTION_EFFECT)
958     {
959     if (potion_resist[i])
960 root 1.74 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
961 root 1.9 else
962     potion_resist[i] = tmp->resist[i];
963 root 1.3 }
964 root 1.9 else if (tmp->resist[i] > 0)
965 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
966 root 1.9 else if (tmp->resist[i] < 0)
967 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
968 root 1.9 }
969     }
970    
971     /* There may be other things that should not adjust the attacktype */
972 root 1.53 if (tmp->type != SYMPTOM)
973 root 1.46 {
974     attacktype |= tmp->attacktype;
975     path_attuned |= tmp->path_attuned;
976     path_repelled |= tmp->path_repelled;
977     path_denied |= tmp->path_denied;
978     move_type |= tmp->move_type;
979     stats.luck += tmp->stats.luck;
980     }
981 root 1.19
982 root 1.74 flag |= tmp->flag & copy_flags;
983 root 1.9
984 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
985 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
986 root 1.9
987     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
988     {
989 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
990     invisible = 1;
991 root 1.9 }
992    
993     if (tmp->stats.exp && tmp->type != SKILL)
994     {
995     if (tmp->stats.exp > 0)
996     {
997 root 1.40 added_speed += tmp->stats.exp / 3.f;
998 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
999 root 1.3 }
1000 root 1.9 else
1001 root 1.40 added_speed += tmp->stats.exp;
1002 root 1.3 }
1003    
1004 root 1.9 switch (tmp->type)
1005     {
1006 root 1.46 #if 0
1007 root 1.45 case WAND:
1008     case ROD:
1009     case HORN:
1010 root 1.46 if (type != PLAYER || current_weapon == tmp)
1011     chosen_skill = tmp;
1012 root 1.45 break;
1013 root 1.46 #endif
1014 root 1.45
1015 root 1.10 /* skills modifying the character -b.t. */
1016     /* for all skills and skill granting objects */
1017     case SKILL:
1018 root 1.63 {
1019     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1020     break;
1021    
1022     if (chosen_skill)
1023     {
1024     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025     &name, &chosen_skill->name, &tmp->name);
1026    
1027     tmp->flag [FLAG_APPLIED] = false;
1028     update_stats ();
1029     return;
1030     }
1031     else
1032     chosen_skill = tmp;
1033    
1034     if (tmp->stats.dam > 0)
1035     { /* skill is a 'weapon' */
1036     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1037     weapon_speed = WEAPON_SPEED (tmp);
1038    
1039     if (weapon_speed < 0)
1040     weapon_speed = 0;
1041    
1042     weapon_weight = tmp->weight;
1043     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1044    
1045     if (tmp->magic)
1046     stats.dam += tmp->magic;
1047     }
1048 root 1.3
1049 root 1.63 if (tmp->stats.wc)
1050     wc -= tmp->stats.wc + tmp->magic;
1051 root 1.19
1052 root 1.63 if (tmp->slaying)
1053     slaying = tmp->slaying;
1054 root 1.19
1055 root 1.63 if (tmp->stats.ac)
1056     ac -= tmp->stats.ac + tmp->magic;
1057 root 1.3
1058 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1060     }
1061 root 1.19
1062 root 1.10 break;
1063 root 1.3
1064 root 1.10 case SHIELD:
1065 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1066     contr->encumbrance += (int) tmp->weight / 2000;
1067 root 1.10 case RING:
1068     case AMULET:
1069     case GIRDLE:
1070     case HELMET:
1071     case BOOTS:
1072     case GLOVES:
1073     case CLOAK:
1074     if (tmp->stats.wc)
1075 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1076 root 1.19
1077 root 1.10 if (tmp->stats.dam)
1078 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1079 root 1.19
1080 root 1.10 if (tmp->stats.ac)
1081 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1082 root 1.19
1083 root 1.10 break;
1084    
1085 root 1.45 case BOW:
1086 root 1.10 case WEAPON:
1087 root 1.46 if (type != PLAYER || current_weapon == tmp)
1088 root 1.45 {
1089     wc -= tmp->stats.wc + tmp->magic;
1090    
1091     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1092     ac -= tmp->stats.ac + tmp->magic;
1093    
1094     stats.dam += tmp->stats.dam + tmp->magic;
1095     weapon_weight = tmp->weight;
1096     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1097    
1098     if (weapon_speed < 0)
1099     weapon_speed = 0;
1100 root 1.19
1101 root 1.45 slaying = tmp->slaying;
1102    
1103     /* If there is desire that two handed weapons should do
1104     * extra strength damage, this is where the code should
1105     * go.
1106     */
1107    
1108     if (type == PLAYER)
1109 root 1.46 if (settings.spell_encumbrance)
1110     contr->encumbrance += tmp->weight * 3 / 1000;
1111 root 1.45 }
1112 root 1.9
1113 root 1.10 break;
1114 root 1.9
1115 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1116 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1117 root 1.40 contr->encumbrance += tmp->weight / 1000;
1118 root 1.10
1119     case BRACERS:
1120     case FORCE:
1121     if (tmp->stats.wc)
1122     {
1123     if (best_wc < tmp->stats.wc + tmp->magic)
1124     {
1125     wc += best_wc;
1126     best_wc = tmp->stats.wc + tmp->magic;
1127     }
1128     else
1129     wc += tmp->stats.wc + tmp->magic;
1130     }
1131 root 1.19
1132 root 1.10 if (tmp->stats.ac)
1133     {
1134     if (best_ac < tmp->stats.ac + tmp->magic)
1135     {
1136     ac += best_ac; /* Remove last bonus */
1137     best_ac = tmp->stats.ac + tmp->magic;
1138     }
1139     else /* To nullify the below effect */
1140     ac += tmp->stats.ac + tmp->magic;
1141     }
1142 root 1.19
1143 root 1.10 if (tmp->stats.wc)
1144     wc -= (tmp->stats.wc + tmp->magic);
1145 root 1.19
1146 root 1.10 if (tmp->stats.ac)
1147     ac -= (tmp->stats.ac + tmp->magic);
1148 root 1.19
1149 root 1.74 if (ARMOUR_SPEED (tmp))
1150     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151 root 1.19
1152 root 1.10 break;
1153 root 1.9 } /* switch tmp->type */
1154     } /* item is equipped */
1155     } /* for loop of items */
1156    
1157     /* We've gone through all the objects the player has equipped. For many things, we
1158     * have generated intermediate values which we now need to assign.
1159     */
1160    
1161     /* 'total resistance = total protections - total vulnerabilities'.
1162     * If there is an uncursed potion in effect, granting more protection
1163     * than that, we take: 'total resistance = resistance from potion'.
1164     * If there is a cursed (and no uncursed) potion in effect, we take
1165     * 'total resistance = vulnerability from cursed potion'.
1166     */
1167 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1168 root 1.9 {
1169 root 1.19 resist[i] = prot[i] - vuln[i];
1170    
1171     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1172     resist[i] = potion_resist[i];
1173 elmex 1.1 }
1174    
1175 root 1.19 if (type == PLAYER)
1176 root 1.9 {
1177 root 1.75 // clamp various player stats
1178     for (int i = 0; i < NUM_STATS; ++i)
1179     stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180    
1181     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182    
1183     /* Figure out the players sp/mana/hp totals. */
1184 root 1.9 int pl_level;
1185    
1186 root 1.19 check_stat_bounds (&(stats));
1187     pl_level = level;
1188 root 1.9
1189     if (pl_level < 1)
1190     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1191    
1192     /* You basically get half a con bonus/level. But we do take into account rounding,
1193     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1194     */
1195 root 1.75 stats.maxhp = 0;
1196     for (int i = 1; i <= min (10, pl_level); i++)
1197 root 1.9 {
1198 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1199 root 1.19
1200     if (i % 2 && con_bonus[stats.Con] % 2)
1201 root 1.74 if (con_bonus[stats.Con] > 0)
1202     j++;
1203     else
1204     j--;
1205 root 1.19
1206     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1207 root 1.9 }
1208    
1209 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1210 elmex 1.1
1211 root 1.19 if (stats.hp > stats.maxhp)
1212     stats.hp = stats.maxhp;
1213 elmex 1.1
1214 root 1.9 /* Sp gain is controlled by the level of the player's
1215     * relevant experience object (mana_obj, see above)
1216     */
1217     /* following happen when skills system is not used */
1218     if (!mana_obj)
1219 root 1.19 mana_obj = this;
1220    
1221 root 1.9 if (!grace_obj)
1222 root 1.19 grace_obj = this;
1223    
1224 root 1.9 /* set maxsp */
1225 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1226     mana_obj = this;
1227 root 1.9
1228 root 1.19 if (mana_obj == this && type == PLAYER)
1229     stats.maxsp = 1;
1230 root 1.9 else
1231     {
1232 root 1.74 float sp_tmp = 0.f;
1233 root 1.19
1234 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1235 root 1.9 {
1236     float stmp;
1237    
1238     /* Got some extra bonus at first level */
1239     if (i < 2)
1240 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1241 root 1.9 else
1242 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1243 root 1.19
1244 root 1.74 sp_tmp += max (1.f, stmp);
1245 root 1.3 }
1246 root 1.19
1247 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1248 root 1.3 }
1249 root 1.54
1250 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1251 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1252 root 1.9
1253     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1254 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1255     grace_obj = this;
1256 root 1.9
1257 root 1.19 if (grace_obj == this && type == PLAYER)
1258     stats.maxgrace = 1;
1259 root 1.9 else
1260     {
1261     /* store grace in a float - this way, the divisions below don't create
1262     * big jumps when you go from level to level - with int's, it then
1263     * becomes big jumps when the sums of the bonuses jump to the next
1264     * step of 8 - with floats, even fractional ones are useful.
1265     */
1266 root 1.74 float sp_tmp = 0.f;
1267    
1268 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1269 root 1.9 {
1270 root 1.40 float grace_tmp = 0.f;
1271 root 1.9
1272     /* Got some extra bonus at first level */
1273     if (i < 2)
1274 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1275 root 1.9 else
1276 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1277 root 1.19
1278 root 1.74 sp_tmp += max (1.f, grace_tmp);
1279 root 1.3 }
1280 root 1.19
1281 root 1.74 /* two grace points per level after 10 */
1282     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1283 root 1.3 }
1284 root 1.54
1285 root 1.9 /* No limit on grace vs maxgrace */
1286 root 1.3
1287 root 1.19 if (contr->braced)
1288 root 1.9 {
1289     ac += 2;
1290     wc += 4;
1291 root 1.3 }
1292 root 1.9 else
1293 root 1.19 ac -= dex_bonus[stats.Dex];
1294 root 1.9
1295     /* In new exp/skills system, wc bonuses are related to
1296     * the players level in a relevant exp object (wc_obj)
1297     * not the general player level -b.t.
1298     * I changed this slightly so that wc bonuses are better
1299     * than before. This is to balance out the fact that
1300     * the player no longer gets a personal weapon w/ 1
1301     * improvement every level, now its fighterlevel/5. So
1302     * we give the player a bonus here in wc and dam
1303     * to make up for the change. Note that I left the
1304     * monster bonus the same as before. -b.t.
1305     */
1306 root 1.55 object *wc_obj = chosen_skill;
1307 root 1.9
1308 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1309 root 1.9 {
1310 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311    
1312 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1313 root 1.9 {
1314 root 1.54 /* additional wc every 6 levels */
1315 root 1.9 if (!(i % 6))
1316     wc--;
1317 root 1.37
1318 root 1.54 /* additional dam every 4 levels. */
1319 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1320     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1321 root 1.9 }
1322     }
1323     else
1324 root 1.37 wc -= level + thaco_bonus[stats.Str];
1325 root 1.9
1326 root 1.19 stats.dam += dam_bonus[stats.Str];
1327 root 1.9
1328 root 1.19 if (stats.dam < 1)
1329     stats.dam = 1;
1330 root 1.9
1331 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1332 root 1.19
1333     if (settings.search_items && contr->search_str[0])
1334     speed -= 1;
1335    
1336     if (attacktype == 0)
1337 root 1.67 attacktype = arch->attacktype;
1338 root 1.9 } /* End if player */
1339    
1340     if (added_speed >= 0)
1341 root 1.40 speed += added_speed / 10.f;
1342 root 1.9 else /* Something wrong here...: */
1343 root 1.40 speed /= 1.f - added_speed;
1344 root 1.3
1345 root 1.9 /* Max is determined by armour */
1346 root 1.74 speed = min (speed, max_speed);
1347 elmex 1.1
1348 root 1.19 if (type == PLAYER)
1349 root 1.9 {
1350     /* f is a number the represents the number of kg above (positive num)
1351     * or below (negative number) that the player is carrying. If above
1352     * weight limit, then player suffers a speed reduction based on how
1353     * much above he is, and what is max carry is
1354     */
1355 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1356     if (f > 0.f)
1357 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1358 elmex 1.1 }
1359    
1360 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 root 1.78 speed *= speed_reduce_from_disease;
1362 root 1.77
1363 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1364 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1365 root 1.9 */
1366 root 1.78 if (speed < 0.04f && type == PLAYER)
1367     speed = 0.04f;
1368 root 1.9
1369 root 1.77 if (speed != old_speed)
1370     set_speed (speed);
1371    
1372 root 1.19 if (type == PLAYER)
1373 root 1.9 {
1374     /* (This formula was made by vidarl@ifi.uio.no)
1375     * Note that we never used these values again - basically
1376     * all of these could be subbed into one big equation, but
1377     * that would just be a real pain to read.
1378     */
1379 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1380     float M2 = max_carry[stats.Str] / 100.f;
1381     float W = weapon_weight / 20000.f;
1382 root 1.56 float s = (20 - weapon_speed) / 10.f;
1383 root 1.40 float D = (stats.Dex - 14) / 14.f;
1384     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1385    
1386 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1387 root 1.40
1388 root 1.56 if (K <= 0.01f)
1389 root 1.40 K = 0.01f;
1390    
1391 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1392 root 1.9 }
1393 root 1.19
1394 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1395 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1396     stats.dam = arch->stats.dam * 3;
1397 root 1.9
1398 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1399     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1400 root 1.9
1401     /* if for some reason the creature doesn't have any move type,
1402     * give them walking as a default.
1403     * The second case is a special case - to more closely mimic the
1404     * old behaviour - if your flying, your not walking - just
1405     * one or the other.
1406     */
1407 root 1.19 if (move_type == 0)
1408     move_type = MOVE_WALK;
1409     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1410     move_type &= ~MOVE_WALK;
1411 elmex 1.1
1412 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1413     * so we will check that now.
1414     */
1415 root 1.19 if (type == PLAYER)
1416     {
1417     esrv_update_stats (contr);
1418     esrv_update_spells (contr);
1419     }
1420 root 1.35
1421     // update the mapspace, if we are on a map
1422     if (!flag [FLAG_REMOVED] && map)
1423     map->at (x, y).flags_ = 0;
1424 elmex 1.1 }
1425    
1426     /*
1427     * Returns true if the given player is a legal class.
1428     * The function to add and remove class-bonuses to the stats doesn't
1429     * check if the stat becomes negative, thus this function
1430     * merely checks that all stats are 1 or more, and returns
1431     * false otherwise.
1432     */
1433 root 1.9 int
1434     allowed_class (const object *op)
1435     {
1436 root 1.40 return op->stats.Dex > 0
1437     && op->stats.Str > 0
1438     && op->stats.Con > 0
1439     && op->stats.Int > 0
1440     && op->stats.Wis > 0
1441     && op->stats.Pow > 0
1442     && op->stats.Cha > 0;
1443 elmex 1.1 }
1444    
1445     /*
1446     * set the new dragon name after gaining levels or
1447     * changing ability focus (later this can be extended to
1448     * eventually change the player's face and animation)
1449     *
1450     * Note that the title is written to 'own_title' in the
1451     * player struct. This should be changed to 'ext_title'
1452     * as soon as clients support this!
1453     * Please, anyone, write support for 'ext_title'.
1454     */
1455 root 1.9 void
1456     set_dragon_name (object *pl, const object *abil, const object *skin)
1457     {
1458     int atnr = -1; /* attacknumber of highest level */
1459     int level = 0; /* highest level */
1460 elmex 1.1 int i;
1461    
1462     /* Perhaps do something more clever? */
1463 root 1.9 if (!abil || !skin)
1464     return;
1465    
1466 elmex 1.1 /* first, look for the highest level */
1467 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1468     {
1469     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1470     {
1471     level = abil->resist[i];
1472     atnr = i;
1473     }
1474 elmex 1.1 }
1475 root 1.9
1476 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1477     or else at random */
1478 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 elmex 1.1 atnr = abil->stats.exp;
1480 root 1.9
1481 root 1.81 level = (int) (level / 25.);
1482 root 1.9
1483 elmex 1.1 /* now set the new title */
1484 root 1.79 if (pl->contr)
1485 root 1.9 {
1486     if (level == 0)
1487     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488     else if (level == 1)
1489     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1490     else if (level == 2)
1491     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1492     else if (level == 3)
1493     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1494 elmex 1.1 else
1495 root 1.9 {
1496     /* special titles for extra high resistance! */
1497     if (skin->resist[atnr] > 80)
1498     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1499     else if (skin->resist[atnr] > 50)
1500     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1501     else
1502     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1503     }
1504 elmex 1.1 }
1505 root 1.9
1506     strcpy (pl->contr->own_title, "");
1507 elmex 1.1 }
1508    
1509     /*
1510     * This function is called when a dragon-player gains
1511     * an overall level. Here, the dragon might gain new abilities
1512     * or change the ability-focus.
1513     */
1514 root 1.9 void
1515     dragon_level_gain (object *who)
1516     {
1517     object *abil = NULL; /* pointer to dragon ability force */
1518     object *skin = NULL; /* pointer to dragon skin force */
1519     object *tmp = NULL; /* tmp. object */
1520     char buf[MAX_BUF]; /* tmp. string buffer */
1521    
1522     /* now grab the 'dragon_ability'-forces from the player's inventory */
1523 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1524     if (tmp->type == FORCE)
1525 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1526 root 1.29 abil = tmp;
1527 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1528 root 1.29 skin = tmp;
1529    
1530 root 1.9 /* if the force is missing -> bail out */
1531     if (abil == NULL)
1532     return;
1533    
1534     /* The ability_force keeps track of maximum level ever achieved.
1535     * New abilties can only be gained by surpassing this max level
1536     */
1537     if (who->level > abil->level)
1538     {
1539     /* increase our focused ability */
1540     abil->resist[abil->stats.exp]++;
1541    
1542    
1543     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1544     {
1545     /* time to hand out a new ability-gift */
1546     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1547     }
1548    
1549     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1550     {
1551     /* apply new ability focus */
1552     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1553     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1554    
1555     abil->stats.exp = abil->last_eat;
1556     abil->last_eat = 0;
1557     }
1558    
1559     abil->level = who->level;
1560     }
1561    
1562     /* last but not least, set the new title for the dragon */
1563     set_dragon_name (who, abil, skin);
1564 elmex 1.1 }
1565    
1566     /* Handy function - given the skill name skill_name, we find the skill
1567     * archetype/object, set appropriate values, and insert it into
1568     * the object (op) that is passed.
1569     * We return the skill - this makes it easier for calling functions that
1570     * want to do something with it immediately.
1571     */
1572 root 1.9 object *
1573     give_skill_by_name (object *op, const char *skill_name)
1574 elmex 1.1 {
1575 root 1.9 object *skill_obj;
1576 elmex 1.1
1577 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1578     if (!skill_obj)
1579     {
1580     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1581     return NULL;
1582     }
1583 root 1.55
1584 root 1.9 /* clear the flag - exp goes into this bucket, but player
1585     * still doesn't know it.
1586     */
1587     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1588     skill_obj->stats.exp = 0;
1589     skill_obj->level = 1;
1590     insert_ob_in_ob (skill_obj, op);
1591 root 1.26
1592 root 1.57 if (player *pl = op->contr)
1593 root 1.9 {
1594 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1595     if (pl->ns)
1596     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1597 elmex 1.1 }
1598 root 1.26
1599 root 1.9 return skill_obj;
1600 elmex 1.1 }
1601    
1602     /* player_lvl_adj() - for the new exp system. we are concerned with
1603     * whether the player gets more hp, sp and new levels.
1604     * Note this this function should only be called for players. Monstes
1605     * don't really gain levels
1606     * who is the player, op is what we are checking to gain the level
1607     * (eg, skill)
1608     */
1609 root 1.9 void
1610     player_lvl_adj (object *who, object *op)
1611     {
1612     char buf[MAX_BUF];
1613 root 1.73 bool changed = false;
1614 root 1.9
1615     if (!op) /* when rolling stats */
1616     op = who;
1617    
1618 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1619 root 1.9 {
1620 root 1.73 changed = true;
1621    
1622 root 1.9 op->level++;
1623    
1624 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1625 root 1.9 dragon_level_gain (who);
1626    
1627     /* Only roll these if it is the player (who) that gained the level */
1628     if (op == who && (who->level < 11) && who->type == PLAYER)
1629     {
1630     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1631     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1632     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1633     }
1634    
1635     if (op->level > 1)
1636     {
1637     if (op->type != PLAYER)
1638 root 1.73 {
1639     who->contr->play_sound (sound_find ("skill_up"));
1640     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641     }
1642 root 1.9 else
1643 root 1.73 {
1644     who->contr->play_sound (sound_find ("level_up"));
1645     sprintf (buf, "You are now level %d.", op->level);
1646     }
1647 root 1.54
1648 root 1.9 if (who)
1649     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1650     }
1651 root 1.73 }
1652 root 1.54
1653 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1654 root 1.9 {
1655 root 1.73 changed = true;
1656    
1657 root 1.9 op->level--;
1658 root 1.54
1659 root 1.9 if (op->type != PLAYER)
1660     {
1661     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1662     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1663 root 1.3 }
1664 root 1.73 }
1665 root 1.54
1666 root 1.73 if (changed)
1667     {
1668     who->update_stats ();
1669     esrv_update_stats (who->contr);
1670     /* check if the spell data has changed */
1671     esrv_update_spells (who->contr);
1672 elmex 1.1 }
1673     }
1674    
1675     /*
1676     * Returns how much experience is needed for a player to become
1677     * the given level. level should really never exceed max_level
1678     */
1679    
1680 root 1.9 sint64
1681     level_exp (int level, double expmul)
1682     {
1683     if (level > settings.max_level)
1684     return (sint64) (expmul * levels[settings.max_level]);
1685 root 1.40
1686 root 1.9 return (sint64) (expmul * levels[level]);
1687 elmex 1.1 }
1688    
1689     /*
1690     * Ensure that the permanent experience requirements in an exp object are met.
1691     * This really just checks 'op to make sure the perm_exp value is within
1692     * proper range. Note that the checking of what is passed through
1693     * has been reduced. Since there is now a proper field for perm_exp,
1694     * this can now work on a much larger set of objects.
1695     */
1696 root 1.9 void
1697     calc_perm_exp (object *op)
1698 elmex 1.1 {
1699 root 1.9 int p_exp_min;
1700    
1701     /* Ensure that our permanent experience minimum is met.
1702     * permenent_exp_ratio is an integer percentage, we divide by 100
1703     * to get the fraction */
1704     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1705    
1706     if (op->perm_exp < p_exp_min)
1707     op->perm_exp = p_exp_min;
1708    
1709     /* Cap permanent experience. */
1710     if (op->perm_exp < 0)
1711     op->perm_exp = 0;
1712     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1713     op->perm_exp = MAX_EXPERIENCE;
1714 elmex 1.1 }
1715    
1716     /* Add experience to a player - exp should only be positive.
1717     * Updates permanent exp for the skill we are adding to.
1718     * skill_name is the skill to add exp to. Skill name can be
1719     * NULL, in which case exp increases the players general
1720     * total, but not any particular skill.
1721     * flag is what to do if the player doesn't have the skill:
1722     */
1723 root 1.9 static void
1724     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1725 elmex 1.1 {
1726 elmex 1.4 object *skill_obj = NULL;
1727     sint64 limit, exp_to_add;
1728     int i;
1729    
1730     /* prevents some forms of abuse. */
1731     if (op->contr->braced)
1732 root 1.46 exp /= 5;
1733 elmex 1.4
1734     /* Try to find the matching skill.
1735     * We do a shortcut/time saving mechanism first - see if it matches
1736 root 1.46 * chosen_skill. This means we don't need to search through
1737 elmex 1.4 * the players inventory.
1738     */
1739     if (skill_name)
1740     {
1741 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1742 elmex 1.4 skill_obj = op->chosen_skill;
1743     else
1744     {
1745     for (i = 0; i < NUM_SKILLS; i++)
1746 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1747 elmex 1.4 {
1748     skill_obj = op->contr->last_skill_ob[i];
1749     break;
1750     }
1751 root 1.3
1752 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1753     * it to the player if necessary
1754     */
1755     if (!skill_obj)
1756     {
1757     if (flag == SK_EXP_NONE)
1758     return;
1759     else if (flag == SK_EXP_ADD_SKILL)
1760     give_skill_by_name (op, skill_name);
1761 root 1.3 }
1762     }
1763 elmex 1.1 }
1764    
1765 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1766     {
1767     /* Basically, you can never gain more experience in one shot
1768     * than half what you need to gain for next level.
1769     */
1770     exp_to_add = exp;
1771     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1772     if (exp_to_add > limit)
1773     exp_to_add = limit;
1774    
1775 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1776 elmex 1.4 if (settings.permanent_exp_ratio)
1777     {
1778 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1779 elmex 1.4 calc_perm_exp (op);
1780     }
1781    
1782     player_lvl_adj (op, NULL);
1783     }
1784    
1785     if (skill_obj)
1786     {
1787     exp_to_add = exp;
1788     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1789     if (exp_to_add > limit)
1790     exp_to_add = limit;
1791    
1792     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1793     if (settings.permanent_exp_ratio)
1794     {
1795 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1796 elmex 1.4 calc_perm_exp (skill_obj);
1797     }
1798 elmex 1.1
1799 elmex 1.4 player_lvl_adj (op, skill_obj);
1800 elmex 1.1 }
1801     }
1802    
1803     /* This function checks to make sure that object 'op' can
1804     * lost 'exp' experience. It returns the amount of exp
1805     * object 'op' can in fact lose - it basically makes
1806     * adjustments based on permanent exp and the like.
1807     * This function should always be used for losing experience -
1808     * the 'exp' value passed should be positive - this is the
1809     * amount that should get subtract from the player.
1810     */
1811 root 1.9 sint64
1812     check_exp_loss (const object *op, sint64 exp)
1813 elmex 1.1 {
1814 root 1.9 sint64 del_exp;
1815 elmex 1.1
1816 root 1.9 if (exp > op->stats.exp)
1817     exp = op->stats.exp;
1818     if (settings.permanent_exp_ratio)
1819     {
1820     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1821     if (del_exp < 0)
1822     del_exp = 0;
1823     if (exp > del_exp)
1824     exp = del_exp;
1825 elmex 1.1 }
1826 root 1.9 return exp;
1827 elmex 1.1 }
1828    
1829 root 1.9 sint64
1830     check_exp_adjust (const object *op, sint64 exp)
1831 elmex 1.1 {
1832 root 1.9 if (exp < 0)
1833     return check_exp_loss (op, exp);
1834     else
1835     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1836 elmex 1.1 }
1837    
1838    
1839     /* Subtracts experience from player.
1840     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1841     * only subtract from the matching skill. Otherwise,
1842     * this subtracts a portion from all
1843     * skills the player has. Eg, if we figure the player is losing 10%
1844     * of his total exp, what happens is he loses 10% from all his skills.
1845     * Note that if permanent exp is used, player may not in fact lose
1846     * as much as listed. Eg, if player has gotten reduced to the point
1847     * where everything is at the minimum perm exp, he would lose nothing.
1848     * exp is the amount of exp to subtract - thus, it should be
1849     * a postive number.
1850     */
1851 root 1.9 static void
1852     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1853 elmex 1.1 {
1854 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1855     object *tmp;
1856     sint64 del_exp;
1857    
1858     for (tmp = op->inv; tmp; tmp = tmp->below)
1859     if (tmp->type == SKILL && tmp->stats.exp)
1860     {
1861     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1862     {
1863     del_exp = check_exp_loss (tmp, exp);
1864     tmp->stats.exp -= del_exp;
1865     player_lvl_adj (op, tmp);
1866     }
1867     else if (flag != SK_SUBTRACT_SKILL_EXP)
1868     {
1869     /* only want to process other skills if we are not trying
1870     * to match a specific skill.
1871     */
1872     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1873     tmp->stats.exp -= del_exp;
1874     player_lvl_adj (op, tmp);
1875     }
1876     }
1877 root 1.35
1878 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1879     {
1880     del_exp = check_exp_loss (op, exp);
1881     op->stats.exp -= del_exp;
1882     player_lvl_adj (op, NULL);
1883 elmex 1.1 }
1884     }
1885    
1886     /* change_exp() - changes experience to a player/monster. This
1887     * does bounds checking to make sure we don't overflow the max exp.
1888     *
1889     * The exp passed is typically not modified much by this function -
1890     * it is assumed the caller has modified the exp as needed.
1891     * skill_name is the skill that should get the exp added.
1892     * flag is what to do if player doesn't have the skill.
1893     * these last two values are only used for players.
1894     */
1895 root 1.9 void
1896     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1897     {
1898 elmex 1.1 #ifdef EXP_DEBUG
1899 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1900 elmex 1.1 #endif
1901    
1902 root 1.9 /* safety */
1903     if (!op)
1904     {
1905     LOG (llevError, "change_exp() called for null object!\n");
1906     return;
1907     }
1908    
1909     /* if no change in exp, just return - most of the below code
1910     * won't do anything if the value is 0 anyways.
1911     */
1912     if (exp == 0)
1913     return;
1914    
1915     /* Monsters are easy - we just adjust their exp - we
1916     * don't adjust level, since in most cases it is unrelated to
1917     * the exp they have - the monsters exp represents what its
1918     * worth.
1919     */
1920     if (op->type != PLAYER)
1921     {
1922     /* Sanity check */
1923     if (!QUERY_FLAG (op, FLAG_ALIVE))
1924     return;
1925    
1926     /* reset exp to max allowed value. We subtract from
1927     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1928     * more than max exp, just return.
1929     */
1930     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1931     {
1932     exp = MAX_EXPERIENCE - op->stats.exp;
1933     if (exp < 0)
1934     return;
1935 root 1.3 }
1936 elmex 1.1
1937 root 1.9 op->stats.exp += exp;
1938 elmex 1.1 }
1939 root 1.9 else
1940     { /* Players only */
1941     if (exp > 0)
1942     add_player_exp (op, exp, skill_name, flag);
1943     else
1944     /* note that when you lose exp, it doesn't go against
1945     * a particular skill, so we don't need to pass that
1946     * along.
1947     */
1948 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1949 elmex 1.1 }
1950     }
1951    
1952     /* Applies a death penalty experience, the size of this is defined by the
1953     * settings death_penalty_percentage and death_penalty_levels, and by the
1954     * amount of permenent experience, whichever gives the lowest loss.
1955     */
1956 root 1.9 void
1957     apply_death_exp_penalty (object *op)
1958     {
1959     object *tmp;
1960     sint64 loss;
1961     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1962     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1963    
1964     for (tmp = op->inv; tmp; tmp = tmp->below)
1965     if (tmp->type == SKILL && tmp->stats.exp)
1966     {
1967    
1968     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1969     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1970    
1971     /* With the revised exp system, you can get cases where
1972     * losing several levels would still require that you have more
1973     * exp than you currently have - this is true if the levels
1974     * tables is a lot harder.
1975     */
1976     if (level_loss < 0)
1977     level_loss = 0;
1978 root 1.3
1979 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1980 root 1.3
1981 root 1.9 tmp->stats.exp -= loss;
1982     player_lvl_adj (op, tmp);
1983     }
1984 elmex 1.1
1985 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1986     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987 root 1.55
1988 root 1.9 if (level_loss < 0)
1989     level_loss = 0;
1990     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1991 elmex 1.1
1992 root 1.9 op->stats.exp -= loss;
1993     player_lvl_adj (op, NULL);
1994 elmex 1.1 }
1995    
1996     /* This function takes an object (monster/player, op), and
1997     * determines if it makes a basic save throw by looking at the
1998     * save_throw table. level is the effective level to make
1999     * the save at, and bonus is any plus/bonus (typically based on
2000     * resistance to particular attacktype.
2001     * Returns 1 if op makes his save, 0 if he failed
2002     */
2003 root 1.9 int
2004     did_make_save (const object *op, int level, int bonus)
2005 elmex 1.1 {
2006 root 1.9 if (level > MAX_SAVE_LEVEL)
2007     level = MAX_SAVE_LEVEL;
2008 elmex 1.1
2009 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2010     return 0;
2011 root 1.19
2012 root 1.9 return 1;
2013 elmex 1.1 }