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Revision: 1.84
Committed: Fri May 2 20:24:48 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_53
Changes since 1.83: +9 -11 lines
Log Message:
indent

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 1.84 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285     int success = 0;
286 root 1.9 char message[MAX_BUF];
287     int potion_max = 0;
288    
289 root 1.84 // keep some stats for comparison purposes
290 root 1.83 object::flags_t prev_flag = op->flag;
291     MoveType prev_move_type = op->move_type;
292     sint16 prev_resist [NROFATTACKS]; // clumsy
293     assert (sizeof (prev_resist) == sizeof (op->resist));
294     memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 root 1.9
296     if (op->type == PLAYER)
297     {
298     if (tmp->type == POTION)
299     {
300     potion_max = 1;
301 root 1.84
302 root 1.51 for (int j = 0; j < NUM_STATS; j++)
303 root 1.9 {
304 root 1.51 int ostat = op->contr->orig_stats.stat (j);
305     int i = tmp->stats.stat (j);
306 root 1.9
307     /* nstat is what the stat will be after use of the potion */
308 root 1.51 int nstat = flag * i + ostat;
309 root 1.9
310 root 1.84 /* Do some bounds checking. There is the potential for potions
311 root 1.9 * that adjust that stat by more than one point, so we need
312     * to allow for that.
313     */
314     if (nstat < 1 && i * flag < 0)
315     nstat = 1;
316 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
317     nstat = 20 + op->arch->stats.stat (j);
318 root 1.20
319 root 1.9 if (nstat != ostat)
320     {
321 root 1.50 op->contr->orig_stats.stat (j) = nstat;
322 root 1.9 potion_max = 0;
323 root 1.3 }
324 root 1.9 else if (i)
325     {
326     /* potion is useless - player has already hit the natural maximum */
327     potion_max = 1;
328 root 1.3 }
329     }
330 root 1.20
331 root 1.9 /* This section of code ups the characters normal stats also. I am not
332     * sure if this is strictly necessary, being that fix_player probably
333     * recalculates this anyway.
334     */
335 root 1.51 for (int j = 0; j < NUM_STATS; j++)
336 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337 root 1.20
338 root 1.48 check_stat_bounds (&op->stats);
339 root 1.9 } /* end of potion handling code */
340     }
341    
342 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
343 root 1.9 * everything to set
344     */
345     if (flag == -1)
346     {
347 root 1.48 op->attacktype &= ~tmp->attacktype;
348     op->path_attuned &= ~tmp->path_attuned;
349 root 1.9 op->path_repelled &= ~tmp->path_repelled;
350 root 1.48 op->path_denied &= ~tmp->path_denied;
351 root 1.9 /* Presuming here that creatures only have move_type,
352     * and not the other move_ fields.
353     */
354 root 1.48 op->move_type &= ~tmp->move_type;
355 elmex 1.1 }
356    
357 root 1.9 /* call fix_player since op object could have whatever attribute due
358 root 1.51 * to multiple items. if update_stats always has to be called after
359 root 1.9 * change_ability then might as well call it from here
360     */
361 root 1.19 op->update_stats ();
362 root 1.9
363 root 1.51 /* update_stats won't add the bows ability to the player, so don't
364 root 1.9 * print out message if this is a bow.
365     */
366     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367     {
368     success = 1;
369     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370     }
371 root 1.20
372 root 1.83 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 root 1.9 {
374     success = 1;
375     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376     }
377 root 1.20
378 root 1.83 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 root 1.9 {
380     success = 1;
381     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382     }
383 root 1.20
384 root 1.83 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 root 1.9 {
386     success = 1;
387     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388     }
389 root 1.20
390 root 1.9 /* movement type has changed. We don't care about cases where
391     * user has multiple items giving the same type appled like we
392     * used to - that is more work than what we gain, plus messages
393     * can be misleading (a little higher could be miscontrued from
394     * from fly high)
395     */
396 root 1.83 if (tmp->move_type && op->move_type != prev_move_type)
397 root 1.9 {
398     success = 1;
399 elmex 1.1
400 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401     * status doesn't make a difference if you are flying high
402     */
403     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404     {
405     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
406 root 1.3 }
407    
408 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
409     {
410     /* double conditional - second case covers if you have move_fly_low -
411     * in that case, you don't actually land
412     */
413 root 1.51 DIFF_MSG (flag, "You soar into the air!",
414 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 root 1.3 }
416 root 1.48
417 root 1.9 if (tmp->move_type & MOVE_SWIM)
418     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419 elmex 1.1
420 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
421     check_move_on (op, op);
422 elmex 1.1 }
423    
424 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
425     * originally undead may change their status
426     */
427 root 1.83 if (!op->arch->flag [FLAG_UNDEAD])
428     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 root 1.9 {
430     success = 1;
431     if (flag > 0)
432     {
433     op->race = "undead";
434     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435     }
436     else
437     {
438 root 1.67 op->race = op->arch->race;
439 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440     }
441     }
442 elmex 1.1
443 root 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 root 1.9 {
445     success = 1;
446     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 elmex 1.1 }
448 root 1.20
449 root 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 root 1.9 {
451     success = 1;
452     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 elmex 1.1 }
454 root 1.20
455 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
456     * vision
457     */
458 root 1.83 if (tmp->flag [FLAG_BLIND])
459 root 1.9 {
460     success = 1;
461     if (flag > 0)
462     {
463 root 1.83 if (op->flag [FLAG_WIZ])
464 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465     else
466     {
467     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468     SET_FLAG (op, FLAG_BLIND);
469     if (op->type == PLAYER)
470     op->contr->do_los = 1;
471 root 1.3 }
472 root 1.9 }
473     else
474     {
475 root 1.83 if (op->flag [FLAG_WIZ])
476 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477     else
478     {
479     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480     CLEAR_FLAG (op, FLAG_BLIND);
481     if (op->type == PLAYER)
482     op->contr->do_los = 1;
483 root 1.3 }
484     }
485 elmex 1.1 }
486    
487 root 1.83 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 root 1.9 {
489     success = 1;
490     if (op->type == PLAYER)
491     op->contr->do_los = 1;
492     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 elmex 1.1 }
494    
495 root 1.83 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 root 1.9 {
497     success = 1;
498     if (flag > 0)
499     {
500 root 1.83 if (op->flag [FLAG_WIZ])
501 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502     else
503     {
504     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505     if (op->type == PLAYER)
506     op->contr->do_los = 1;
507 root 1.3 }
508 root 1.9 }
509     else
510     {
511 root 1.83 if (op->flag [FLAG_WIZ])
512 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513     else
514     {
515     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516     if (op->type == PLAYER)
517     op->contr->do_los = 1;
518 root 1.3 }
519     }
520 elmex 1.1 }
521    
522 root 1.9 if (tmp->stats.luck)
523     {
524     success = 1;
525     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 elmex 1.1 }
527    
528 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
529     {
530     success = 1;
531     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 elmex 1.1 }
533    
534 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535     {
536     success = 1;
537     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 elmex 1.1 }
539    
540 root 1.9 /* for the future when artifacts set this -b.t. */
541     if (tmp->stats.grace && op->type == PLAYER)
542     {
543     success = 1;
544     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 elmex 1.1 }
546    
547 root 1.9 if (tmp->stats.food && op->type == PLAYER)
548     {
549     success = 1;
550     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 elmex 1.1 }
552    
553 root 1.9 /* Messages for changed resistance */
554 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
555 root 1.9 {
556     if (i == ATNR_PHYSICAL)
557     continue; /* Don't display about armour */
558    
559 root 1.83 if (op->resist [i] != prev_resist [i])
560 root 1.9 {
561     success = 1;
562 root 1.83
563     if (op->resist [i] > prev_resist [i])
564     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
565 root 1.9 else
566 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
567 root 1.9
568     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 root 1.3 }
570 elmex 1.1 }
571    
572 elmex 1.18 if (!potion_max)
573 root 1.84 for (int j = 0; j < NUM_STATS; j++)
574     if (int i = tmp->stats.stat (j))
575 root 1.9 {
576 root 1.84 success = 1;
577     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 root 1.3 }
579 root 1.20
580 root 1.9 return success;
581 elmex 1.1 }
582    
583     /*
584     * Stat draining by Vick 930307
585     * (Feeling evil, I made it work as well now. -Frank 8)
586     */
587 root 1.9 void
588 root 1.19 object::drain_stat ()
589 root 1.9 {
590 root 1.33 drain_specific_stat (rndm (NUM_STATS));
591 elmex 1.1 }
592    
593 root 1.9 void
594 root 1.19 object::drain_specific_stat (int deplete_stats)
595 root 1.9 {
596 elmex 1.1 object *tmp;
597     archetype *at;
598    
599 root 1.11 at = archetype::find (ARCH_DEPLETION);
600 root 1.9 if (!at)
601     {
602     LOG (llevError, "Couldn't find archetype depletion.\n");
603     return;
604     }
605     else
606     {
607 root 1.19 tmp = present_arch_in_ob (at, this);
608    
609 root 1.9 if (!tmp)
610     {
611     tmp = arch_to_object (at);
612 root 1.19 tmp = insert_ob_in_ob (tmp, this);
613 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
614     }
615     }
616    
617 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
619 root 1.19 update_stats ();
620 elmex 1.1 }
621    
622     /*
623     * A value of 0 indicates timeout, otherwise change the luck of the object.
624     * via an applied bad_luck object.
625     */
626 root 1.9 void
627 root 1.19 object::change_luck (int value)
628 root 1.9 {
629 root 1.19 archetype *at = archetype::find ("luck");
630 elmex 1.1 if (!at)
631 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
632     else
633     {
634 root 1.19 object *tmp = present_arch_in_ob (at, this);
635    
636 root 1.9 if (!tmp)
637     {
638     if (!value)
639     return;
640 root 1.19
641 root 1.9 tmp = arch_to_object (at);
642 root 1.19 tmp = insert_ob_in_ob (tmp, this);
643 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
644     }
645 root 1.19
646 root 1.9 if (value)
647     {
648     /* Limit the luck value of the bad luck object to +/-100. This
649     * (arbitrary) value prevents overflows (both in the bad luck object and
650     * in op itself).
651     */
652 root 1.19 int new_luck = tmp->stats.luck + value;
653    
654 root 1.9 if (new_luck >= -100 && new_luck <= 100)
655     {
656 root 1.19 stats.luck += value;
657 root 1.9 tmp->stats.luck = new_luck;
658     }
659     }
660     else
661     {
662     if (!tmp->stats.luck)
663 root 1.19 return;
664    
665 root 1.9 /* Randomly change the players luck. Basically, we move it
666     * back neutral (if greater>0, subtract, otherwise add)
667     */
668 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 root 1.9 {
670     int diff = tmp->stats.luck > 0 ? -1 : 1;
671    
672 root 1.19 stats.luck += diff;
673 root 1.9 tmp->stats.luck += diff;
674     }
675     }
676 elmex 1.1 }
677     }
678    
679     /*
680     * Subtracts stat-bonuses given by the class which the player has chosen.
681     */
682 root 1.9 void
683 root 1.19 object::remove_statbonus ()
684 root 1.9 {
685 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
686     {
687 root 1.67 sint8 v = arch->stats.stat (i);
688 root 1.51 stats.stat (i) -= v;
689     contr->orig_stats.stat (i) -= v;
690     }
691 elmex 1.1 }
692    
693     /*
694     * Adds stat-bonuses given by the class which the player has chosen.
695     */
696 root 1.9 void
697 root 1.19 object::add_statbonus ()
698 root 1.9 {
699 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
700     {
701 root 1.67 sint8 v = arch->stats.stat (i);
702 root 1.51 stats.stat (i) += v;
703     contr->orig_stats.stat (i) += v;
704     }
705 elmex 1.1 }
706    
707 root 1.74 /* These are the items that currently can change digestion, regeneration,
708     * spell point recovery and mana point recovery. Seems sort of an arbitary
709     * list, but other items store other info into stats array.
710     */
711     static struct digest_types : std::bitset<NUM_TYPES>
712     {
713     digest_types ()
714     {
715     set (WEAPON);
716     set (BOW);
717     set (ARMOUR);
718     set (HELMET);
719     set (SHIELD);
720     set (RING);
721     set (BOOTS);
722     set (GLOVES);
723     set (AMULET);
724     set (GIRDLE);
725     set (BRACERS);
726     set (CLOAK);
727     set (DISEASE);
728     set (FORCE);
729     set (SKILL);
730     }
731     } digest_types;
732    
733     static struct copy_flags : object::flags_t
734     {
735     copy_flags ()
736     {
737     set (FLAG_LIFESAVE);
738     set (FLAG_REFL_SPELL);
739     set (FLAG_REFL_MISSILE);
740     set (FLAG_STEALTH);
741     set (FLAG_XRAYS);
742     set (FLAG_BLIND);
743     set (FLAG_SEE_IN_DARK);
744     }
745     } copy_flags;
746    
747 elmex 1.1 /*
748     * Updates all abilities given by applied objects in the inventory
749     * of the given object. Note: This function works for both monsters
750     * and players; the "player" in the name is purely an archaic inheritance.
751     * This functions starts from base values (archetype or player object)
752     * and then adjusts them according to what the player has equipped.
753 root 1.36 *
754     * July 95 - inserted stuff to handle new skills/exp system - b.t.
755     * spell system split, grace points now added to system --peterm
756 elmex 1.1 */
757 root 1.9 void
758 root 1.19 object::update_stats ()
759 root 1.9 {
760 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
761 root 1.9 int weapon_weight = 0, weapon_speed = 0;
762     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 root 1.24 float old_speed = speed;
766 root 1.75 int stat_sum [NUM_STATS];
767 root 1.9
768     /* First task is to clear all the values back to their original values */
769 root 1.19 if (type == PLAYER)
770 root 1.9 {
771 root 1.75 for (int i = 0; i < NUM_STATS; i++)
772     stat_sum [i] = contr->orig_stats.stat (i);
773 root 1.19
774 root 1.9 if (settings.spell_encumbrance == TRUE)
775 root 1.19 contr->encumbrance = 0;
776 root 1.9
777 root 1.19 attacktype = 0;
778 root 1.39
779     contr->digestion = 0;
780     contr->gen_hp = 0;
781     contr->gen_sp = 0;
782     contr->gen_grace = 0;
783 root 1.19 contr->gen_sp_armour = 10;
784 root 1.39 contr->item_power = 0;
785 root 1.9 }
786    
787 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
788     slot[i].used = slot[i].info;
789 root 1.19
790     slaying = 0;
791 root 1.9
792 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
793 root 1.9 {
794 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
795     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 root 1.9 }
797    
798 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
799     CLEAR_FLAG (this, FLAG_STEALTH);
800     CLEAR_FLAG (this, FLAG_BLIND);
801    
802 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
803     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
804     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
805     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
806    
807     path_attuned = arch->path_attuned;
808     path_repelled = arch->path_repelled;
809     path_denied = arch->path_denied;
810     glow_radius = arch->glow_radius;
811     move_type = arch->move_type;
812 root 1.39
813 root 1.46 chosen_skill = 0;
814 root 1.9
815     /* initializing resistances from the values in player/monster's
816     * archetype clone
817     */
818 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
819 root 1.9
820 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
821 root 1.9 {
822 root 1.19 if (resist[i] > 0)
823     prot[i] = resist[i], vuln[i] = 0;
824 root 1.9 else
825 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
826 root 1.46
827 root 1.9 potion_resist[i] = 0;
828     }
829    
830 root 1.67 wc = arch->stats.wc;
831     stats.dam = arch->stats.dam;
832 root 1.9
833     /* for players which cannot use armour, they gain AC -1 per 3 levels,
834     * plus a small amount of physical resist, those poor suckers. ;)
835     * the fact that maxlevel is factored in could be considered sort of bogus -
836     * we should probably give them some bonus and cap it off - otherwise,
837     * basically, if a server updates its max level, these playes may find
838     * that their protection from physical goes down
839     */
840 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
841 root 1.9 {
842 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
843 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 elmex 1.1 }
845 root 1.9 else
846 root 1.67 ac = arch->stats.ac;
847 root 1.9
848 root 1.67 stats.luck = arch->stats.luck;
849     speed = arch->speed;
850 root 1.9
851     /* OK - we've reset most all the objects attributes to sane values.
852     * now go through and make adjustments for what the player has equipped.
853     */
854 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
855 root 1.9 {
856     /* This happens because apply_potion calls change_abil with the potion
857 root 1.40 * applied so we can tell the player what changed. But change_abil
858 root 1.9 * then calls this function.
859     */
860     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 root 1.19 continue;
862 root 1.3
863 root 1.64 /* See note in map.c:update_position about making this additive
864     * since light sources are never applied, need to put check here.
865     */
866     if (tmp->glow_radius > glow_radius)
867     glow_radius = tmp->glow_radius;
868    
869 root 1.9 /* For some things, we don't care what is equipped */
870     if (tmp->type == SKILL)
871     {
872     /* Want to take the highest skill here. */
873     if (IS_MANA_SKILL (tmp->subtype))
874     {
875     if (!mana_obj)
876     mana_obj = tmp;
877     else if (tmp->level > mana_obj->level)
878     mana_obj = tmp;
879     }
880 root 1.19
881 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
882     {
883     if (!grace_obj)
884     grace_obj = tmp;
885     else if (tmp->level > grace_obj->level)
886     grace_obj = tmp;
887 root 1.3 }
888     }
889    
890 root 1.9 /* Container objects are not meant to adjust a players, but other applied
891     * objects need to make adjustments.
892     * This block should handle all player specific changes
893     * The check for Praying is a bit of a hack - god given bonuses are put
894     * in the praying skill, and the player should always get those.
895     * It also means we need to put in additional checks for applied below,
896     * because the skill shouldn't count against body positions being used
897     * up, etc.
898     */
899 root 1.49 if ((tmp->flag [FLAG_APPLIED]
900 root 1.39 && tmp->type != CONTAINER
901     && tmp->type != CLOSE_CON)
902     || (tmp->type == SKILL
903     && tmp->subtype == SK_PRAYING))
904 root 1.9 {
905 root 1.19 if (type == PLAYER)
906 root 1.9 {
907 root 1.69 contr->item_power += tmp->item_power;
908    
909 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
910 root 1.58 if (tmp != current_weapon
911     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
912     && !tmp->flag [FLAG_CURSED]
913     && !tmp->flag [FLAG_DAMNED])
914 root 1.49 continue;
915 root 1.46
916 root 1.74 for (int i = 0; i < NUM_STATS; i++)
917 root 1.76 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
918 root 1.9
919 root 1.74 if (digest_types [tmp->type])
920 root 1.9 {
921 root 1.75 contr->digestion += tmp->stats.food;
922 root 1.19 contr->gen_hp += tmp->stats.hp;
923     contr->gen_sp += tmp->stats.sp;
924     contr->gen_grace += tmp->stats.grace;
925     contr->gen_sp_armour += tmp->gen_sp_armour;
926 root 1.3 }
927 root 1.9 } /* if this is a player */
928 root 1.46 else
929     {
930     if (tmp->type == WEAPON)
931     current_weapon = tmp;
932     }
933 root 1.3
934 root 1.9 /* Update slots used for items */
935     if (QUERY_FLAG (tmp, FLAG_APPLIED))
936 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 root 1.47 slot[i].used += tmp->slot[i].info;
938 root 1.3
939 root 1.9 if (tmp->type == SYMPTOM)
940 root 1.77 speed_reduce_from_disease =
941     min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 root 1.3
943 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
944 root 1.34 * (Negative protections are calculated exactly like positive.)
945 root 1.9 * Resistance from potions are treated special as well. If there's
946     * more than one potion-effect, the bigger prot.-value is taken.
947     */
948     if (tmp->type != POTION)
949     {
950 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
951 root 1.9 {
952     /* Potential for cursed potions, in which case we just can use
953 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
954 root 1.9 */
955     if (tmp->type == POTION_EFFECT)
956     {
957     if (potion_resist[i])
958 root 1.74 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 root 1.9 else
960     potion_resist[i] = tmp->resist[i];
961 root 1.3 }
962 root 1.9 else if (tmp->resist[i] > 0)
963 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
964 root 1.9 else if (tmp->resist[i] < 0)
965 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
966 root 1.9 }
967     }
968    
969     /* There may be other things that should not adjust the attacktype */
970 root 1.53 if (tmp->type != SYMPTOM)
971 root 1.46 {
972     attacktype |= tmp->attacktype;
973     path_attuned |= tmp->path_attuned;
974     path_repelled |= tmp->path_repelled;
975     path_denied |= tmp->path_denied;
976     move_type |= tmp->move_type;
977     stats.luck += tmp->stats.luck;
978     }
979 root 1.19
980 root 1.74 flag |= tmp->flag & copy_flags;
981 root 1.9
982 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
983 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
984 root 1.9
985     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986     {
987 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
988     invisible = 1;
989 root 1.9 }
990    
991     if (tmp->stats.exp && tmp->type != SKILL)
992     {
993     if (tmp->stats.exp > 0)
994     {
995 root 1.40 added_speed += tmp->stats.exp / 3.f;
996 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
997 root 1.3 }
998 root 1.9 else
999 root 1.40 added_speed += tmp->stats.exp;
1000 root 1.3 }
1001    
1002 root 1.9 switch (tmp->type)
1003     {
1004 root 1.46 #if 0
1005 root 1.45 case WAND:
1006     case ROD:
1007     case HORN:
1008 root 1.46 if (type != PLAYER || current_weapon == tmp)
1009     chosen_skill = tmp;
1010 root 1.45 break;
1011 root 1.46 #endif
1012 root 1.45
1013 root 1.10 /* skills modifying the character -b.t. */
1014     /* for all skills and skill granting objects */
1015     case SKILL:
1016 root 1.63 {
1017     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1018     break;
1019    
1020     if (chosen_skill)
1021     {
1022     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023     &name, &chosen_skill->name, &tmp->name);
1024    
1025     tmp->flag [FLAG_APPLIED] = false;
1026     update_stats ();
1027     return;
1028     }
1029     else
1030     chosen_skill = tmp;
1031    
1032     if (tmp->stats.dam > 0)
1033     { /* skill is a 'weapon' */
1034     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1035     weapon_speed = WEAPON_SPEED (tmp);
1036    
1037     if (weapon_speed < 0)
1038     weapon_speed = 0;
1039    
1040     weapon_weight = tmp->weight;
1041     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042    
1043     if (tmp->magic)
1044     stats.dam += tmp->magic;
1045     }
1046 root 1.3
1047 root 1.63 if (tmp->stats.wc)
1048     wc -= tmp->stats.wc + tmp->magic;
1049 root 1.19
1050 root 1.63 if (tmp->slaying)
1051     slaying = tmp->slaying;
1052 root 1.19
1053 root 1.63 if (tmp->stats.ac)
1054     ac -= tmp->stats.ac + tmp->magic;
1055 root 1.3
1056 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1058     }
1059 root 1.19
1060 root 1.10 break;
1061 root 1.3
1062 root 1.10 case SHIELD:
1063 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064     contr->encumbrance += (int) tmp->weight / 2000;
1065 root 1.10 case RING:
1066     case AMULET:
1067     case GIRDLE:
1068     case HELMET:
1069     case BOOTS:
1070     case GLOVES:
1071     case CLOAK:
1072     if (tmp->stats.wc)
1073 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1074 root 1.19
1075 root 1.10 if (tmp->stats.dam)
1076 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1077 root 1.19
1078 root 1.10 if (tmp->stats.ac)
1079 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1080 root 1.19
1081 root 1.10 break;
1082    
1083 root 1.45 case BOW:
1084 root 1.10 case WEAPON:
1085 root 1.46 if (type != PLAYER || current_weapon == tmp)
1086 root 1.45 {
1087     wc -= tmp->stats.wc + tmp->magic;
1088    
1089     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090     ac -= tmp->stats.ac + tmp->magic;
1091    
1092     stats.dam += tmp->stats.dam + tmp->magic;
1093     weapon_weight = tmp->weight;
1094     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095    
1096     if (weapon_speed < 0)
1097     weapon_speed = 0;
1098 root 1.19
1099 root 1.45 slaying = tmp->slaying;
1100    
1101     /* If there is desire that two handed weapons should do
1102     * extra strength damage, this is where the code should
1103     * go.
1104     */
1105    
1106     if (type == PLAYER)
1107 root 1.46 if (settings.spell_encumbrance)
1108     contr->encumbrance += tmp->weight * 3 / 1000;
1109 root 1.45 }
1110 root 1.9
1111 root 1.10 break;
1112 root 1.9
1113 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1114 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 root 1.40 contr->encumbrance += tmp->weight / 1000;
1116 root 1.10
1117     case BRACERS:
1118     case FORCE:
1119     if (tmp->stats.wc)
1120     {
1121     if (best_wc < tmp->stats.wc + tmp->magic)
1122     {
1123     wc += best_wc;
1124     best_wc = tmp->stats.wc + tmp->magic;
1125     }
1126     else
1127     wc += tmp->stats.wc + tmp->magic;
1128     }
1129 root 1.19
1130 root 1.10 if (tmp->stats.ac)
1131     {
1132     if (best_ac < tmp->stats.ac + tmp->magic)
1133     {
1134     ac += best_ac; /* Remove last bonus */
1135     best_ac = tmp->stats.ac + tmp->magic;
1136     }
1137     else /* To nullify the below effect */
1138     ac += tmp->stats.ac + tmp->magic;
1139     }
1140 root 1.19
1141 root 1.10 if (tmp->stats.wc)
1142     wc -= (tmp->stats.wc + tmp->magic);
1143 root 1.19
1144 root 1.10 if (tmp->stats.ac)
1145     ac -= (tmp->stats.ac + tmp->magic);
1146 root 1.19
1147 root 1.74 if (ARMOUR_SPEED (tmp))
1148     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 root 1.19
1150 root 1.10 break;
1151 root 1.9 } /* switch tmp->type */
1152     } /* item is equipped */
1153     } /* for loop of items */
1154    
1155     /* We've gone through all the objects the player has equipped. For many things, we
1156     * have generated intermediate values which we now need to assign.
1157     */
1158    
1159     /* 'total resistance = total protections - total vulnerabilities'.
1160     * If there is an uncursed potion in effect, granting more protection
1161     * than that, we take: 'total resistance = resistance from potion'.
1162     * If there is a cursed (and no uncursed) potion in effect, we take
1163     * 'total resistance = vulnerability from cursed potion'.
1164     */
1165 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
1166 root 1.9 {
1167 root 1.19 resist[i] = prot[i] - vuln[i];
1168    
1169     if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1170     resist[i] = potion_resist[i];
1171 elmex 1.1 }
1172    
1173 root 1.19 if (type == PLAYER)
1174 root 1.9 {
1175 root 1.75 // clamp various player stats
1176     for (int i = 0; i < NUM_STATS; ++i)
1177     stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178    
1179     contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180    
1181     /* Figure out the players sp/mana/hp totals. */
1182 root 1.9 int pl_level;
1183    
1184 root 1.19 check_stat_bounds (&(stats));
1185     pl_level = level;
1186 root 1.9
1187     if (pl_level < 1)
1188     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1189    
1190     /* You basically get half a con bonus/level. But we do take into account rounding,
1191     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192     */
1193 root 1.75 stats.maxhp = 0;
1194     for (int i = 1; i <= min (10, pl_level); i++)
1195 root 1.9 {
1196 root 1.75 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 root 1.19
1198     if (i % 2 && con_bonus[stats.Con] % 2)
1199 root 1.74 if (con_bonus[stats.Con] > 0)
1200     j++;
1201     else
1202     j--;
1203 root 1.19
1204     stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 root 1.9 }
1206    
1207 root 1.75 stats.maxhp += 2 * max (0, level - 10);
1208 elmex 1.1
1209 root 1.19 if (stats.hp > stats.maxhp)
1210     stats.hp = stats.maxhp;
1211 elmex 1.1
1212 root 1.9 /* Sp gain is controlled by the level of the player's
1213     * relevant experience object (mana_obj, see above)
1214     */
1215     /* following happen when skills system is not used */
1216     if (!mana_obj)
1217 root 1.19 mana_obj = this;
1218    
1219 root 1.9 if (!grace_obj)
1220 root 1.19 grace_obj = this;
1221    
1222 root 1.9 /* set maxsp */
1223 root 1.19 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224     mana_obj = this;
1225 root 1.9
1226 root 1.19 if (mana_obj == this && type == PLAYER)
1227     stats.maxsp = 1;
1228 root 1.9 else
1229     {
1230 root 1.74 float sp_tmp = 0.f;
1231 root 1.19
1232 root 1.75 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 root 1.9 {
1234     float stmp;
1235    
1236     /* Got some extra bonus at first level */
1237     if (i < 2)
1238 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 root 1.9 else
1240 root 1.40 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241 root 1.19
1242 root 1.74 sp_tmp += max (1.f, stmp);
1243 root 1.3 }
1244 root 1.19
1245 root 1.74 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 root 1.3 }
1247 root 1.54
1248 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1249 root 1.74 stats.sp = min (stats.sp, stats.maxsp * 2);
1250 root 1.9
1251     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 root 1.19 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253     grace_obj = this;
1254 root 1.9
1255 root 1.19 if (grace_obj == this && type == PLAYER)
1256     stats.maxgrace = 1;
1257 root 1.9 else
1258     {
1259     /* store grace in a float - this way, the divisions below don't create
1260     * big jumps when you go from level to level - with int's, it then
1261     * becomes big jumps when the sums of the bonuses jump to the next
1262     * step of 8 - with floats, even fractional ones are useful.
1263     */
1264 root 1.74 float sp_tmp = 0.f;
1265    
1266 root 1.75 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 root 1.9 {
1268 root 1.40 float grace_tmp = 0.f;
1269 root 1.9
1270     /* Got some extra bonus at first level */
1271     if (i < 2)
1272 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 root 1.9 else
1274 root 1.40 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275 root 1.19
1276 root 1.74 sp_tmp += max (1.f, grace_tmp);
1277 root 1.3 }
1278 root 1.19
1279 root 1.74 /* two grace points per level after 10 */
1280     stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 root 1.3 }
1282 root 1.54
1283 root 1.9 /* No limit on grace vs maxgrace */
1284 root 1.3
1285 root 1.19 if (contr->braced)
1286 root 1.9 {
1287     ac += 2;
1288     wc += 4;
1289 root 1.3 }
1290 root 1.9 else
1291 root 1.19 ac -= dex_bonus[stats.Dex];
1292 root 1.9
1293     /* In new exp/skills system, wc bonuses are related to
1294     * the players level in a relevant exp object (wc_obj)
1295     * not the general player level -b.t.
1296     * I changed this slightly so that wc bonuses are better
1297     * than before. This is to balance out the fact that
1298     * the player no longer gets a personal weapon w/ 1
1299     * improvement every level, now its fighterlevel/5. So
1300     * we give the player a bonus here in wc and dam
1301     * to make up for the change. Note that I left the
1302     * monster bonus the same as before. -b.t.
1303     */
1304 root 1.55 object *wc_obj = chosen_skill;
1305 root 1.9
1306 root 1.54 if (contr && wc_obj && wc_obj->level > 1)
1307 root 1.9 {
1308 root 1.37 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309    
1310 root 1.75 for (int i = 1; i < wc_obj->level; i++)
1311 root 1.9 {
1312 root 1.54 /* additional wc every 6 levels */
1313 root 1.9 if (!(i % 6))
1314     wc--;
1315 root 1.37
1316 root 1.54 /* additional dam every 4 levels. */
1317 root 1.37 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318     stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 root 1.9 }
1320     }
1321     else
1322 root 1.37 wc -= level + thaco_bonus[stats.Str];
1323 root 1.9
1324 root 1.19 stats.dam += dam_bonus[stats.Str];
1325 root 1.9
1326 root 1.19 if (stats.dam < 1)
1327     stats.dam = 1;
1328 root 1.9
1329 root 1.40 speed = 1.f + speed_bonus[stats.Dex];
1330 root 1.19
1331     if (settings.search_items && contr->search_str[0])
1332     speed -= 1;
1333    
1334     if (attacktype == 0)
1335 root 1.67 attacktype = arch->attacktype;
1336 root 1.9 } /* End if player */
1337    
1338     if (added_speed >= 0)
1339 root 1.40 speed += added_speed / 10.f;
1340 root 1.9 else /* Something wrong here...: */
1341 root 1.40 speed /= 1.f - added_speed;
1342 root 1.3
1343 root 1.9 /* Max is determined by armour */
1344 root 1.74 speed = min (speed, max_speed);
1345 elmex 1.1
1346 root 1.19 if (type == PLAYER)
1347 root 1.9 {
1348     /* f is a number the represents the number of kg above (positive num)
1349     * or below (negative number) that the player is carrying. If above
1350     * weight limit, then player suffers a speed reduction based on how
1351     * much above he is, and what is max carry is
1352     */
1353 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1354     if (f > 0.f)
1355 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1356 elmex 1.1 }
1357    
1358 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 root 1.78 speed *= speed_reduce_from_disease;
1360 root 1.77
1361 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1362 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 root 1.9 */
1364 root 1.78 if (speed < 0.04f && type == PLAYER)
1365     speed = 0.04f;
1366 root 1.9
1367 root 1.77 if (speed != old_speed)
1368     set_speed (speed);
1369    
1370 root 1.19 if (type == PLAYER)
1371 root 1.9 {
1372     /* (This formula was made by vidarl@ifi.uio.no)
1373     * Note that we never used these values again - basically
1374     * all of these could be subbed into one big equation, but
1375     * that would just be a real pain to read.
1376     */
1377 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1378     float M2 = max_carry[stats.Str] / 100.f;
1379     float W = weapon_weight / 20000.f;
1380 root 1.56 float s = (20 - weapon_speed) / 10.f;
1381 root 1.40 float D = (stats.Dex - 14) / 14.f;
1382     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1383    
1384 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1385 root 1.40
1386 root 1.56 if (K <= 0.01f)
1387 root 1.40 K = 0.01f;
1388    
1389 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1390 root 1.9 }
1391 root 1.19
1392 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1393 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1394     stats.dam = arch->stats.dam * 3;
1395 root 1.9
1396 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1397     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1398 root 1.9
1399     /* if for some reason the creature doesn't have any move type,
1400     * give them walking as a default.
1401     * The second case is a special case - to more closely mimic the
1402     * old behaviour - if your flying, your not walking - just
1403     * one or the other.
1404     */
1405 root 1.19 if (move_type == 0)
1406     move_type = MOVE_WALK;
1407     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408     move_type &= ~MOVE_WALK;
1409 elmex 1.1
1410 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1411     * so we will check that now.
1412     */
1413 root 1.19 if (type == PLAYER)
1414     {
1415     esrv_update_stats (contr);
1416     esrv_update_spells (contr);
1417     }
1418 root 1.35
1419     // update the mapspace, if we are on a map
1420     if (!flag [FLAG_REMOVED] && map)
1421     map->at (x, y).flags_ = 0;
1422 elmex 1.1 }
1423    
1424     /*
1425     * Returns true if the given player is a legal class.
1426     * The function to add and remove class-bonuses to the stats doesn't
1427     * check if the stat becomes negative, thus this function
1428     * merely checks that all stats are 1 or more, and returns
1429     * false otherwise.
1430     */
1431 root 1.9 int
1432     allowed_class (const object *op)
1433     {
1434 root 1.40 return op->stats.Dex > 0
1435     && op->stats.Str > 0
1436     && op->stats.Con > 0
1437     && op->stats.Int > 0
1438     && op->stats.Wis > 0
1439     && op->stats.Pow > 0
1440     && op->stats.Cha > 0;
1441 elmex 1.1 }
1442    
1443     /*
1444     * set the new dragon name after gaining levels or
1445     * changing ability focus (later this can be extended to
1446     * eventually change the player's face and animation)
1447     *
1448     * Note that the title is written to 'own_title' in the
1449     * player struct. This should be changed to 'ext_title'
1450     * as soon as clients support this!
1451     * Please, anyone, write support for 'ext_title'.
1452     */
1453 root 1.9 void
1454     set_dragon_name (object *pl, const object *abil, const object *skin)
1455     {
1456     int atnr = -1; /* attacknumber of highest level */
1457     int level = 0; /* highest level */
1458 elmex 1.1 int i;
1459    
1460     /* Perhaps do something more clever? */
1461 root 1.9 if (!abil || !skin)
1462     return;
1463    
1464 elmex 1.1 /* first, look for the highest level */
1465 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1466     {
1467     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1468     {
1469     level = abil->resist[i];
1470     atnr = i;
1471     }
1472 elmex 1.1 }
1473 root 1.9
1474 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1475     or else at random */
1476 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 elmex 1.1 atnr = abil->stats.exp;
1478 root 1.9
1479 root 1.81 level = (int) (level / 25.);
1480 root 1.9
1481 elmex 1.1 /* now set the new title */
1482 root 1.79 if (pl->contr)
1483 root 1.9 {
1484     if (level == 0)
1485     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1486     else if (level == 1)
1487     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1488     else if (level == 2)
1489     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1490     else if (level == 3)
1491     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1492 elmex 1.1 else
1493 root 1.9 {
1494     /* special titles for extra high resistance! */
1495     if (skin->resist[atnr] > 80)
1496     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1497     else if (skin->resist[atnr] > 50)
1498     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1499     else
1500     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1501     }
1502 elmex 1.1 }
1503 root 1.9
1504     strcpy (pl->contr->own_title, "");
1505 elmex 1.1 }
1506    
1507     /*
1508     * This function is called when a dragon-player gains
1509     * an overall level. Here, the dragon might gain new abilities
1510     * or change the ability-focus.
1511     */
1512 root 1.9 void
1513     dragon_level_gain (object *who)
1514     {
1515     object *abil = NULL; /* pointer to dragon ability force */
1516     object *skin = NULL; /* pointer to dragon skin force */
1517     object *tmp = NULL; /* tmp. object */
1518     char buf[MAX_BUF]; /* tmp. string buffer */
1519    
1520     /* now grab the 'dragon_ability'-forces from the player's inventory */
1521 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1522     if (tmp->type == FORCE)
1523 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1524 root 1.29 abil = tmp;
1525 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1526 root 1.29 skin = tmp;
1527    
1528 root 1.9 /* if the force is missing -> bail out */
1529     if (abil == NULL)
1530     return;
1531    
1532     /* The ability_force keeps track of maximum level ever achieved.
1533     * New abilties can only be gained by surpassing this max level
1534     */
1535     if (who->level > abil->level)
1536     {
1537     /* increase our focused ability */
1538     abil->resist[abil->stats.exp]++;
1539    
1540    
1541     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1542     {
1543     /* time to hand out a new ability-gift */
1544     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1545     }
1546    
1547     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1548     {
1549     /* apply new ability focus */
1550     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1551     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1552    
1553     abil->stats.exp = abil->last_eat;
1554     abil->last_eat = 0;
1555     }
1556    
1557     abil->level = who->level;
1558     }
1559    
1560     /* last but not least, set the new title for the dragon */
1561     set_dragon_name (who, abil, skin);
1562 elmex 1.1 }
1563    
1564     /* Handy function - given the skill name skill_name, we find the skill
1565     * archetype/object, set appropriate values, and insert it into
1566     * the object (op) that is passed.
1567     * We return the skill - this makes it easier for calling functions that
1568     * want to do something with it immediately.
1569     */
1570 root 1.9 object *
1571     give_skill_by_name (object *op, const char *skill_name)
1572 elmex 1.1 {
1573 root 1.9 object *skill_obj;
1574 elmex 1.1
1575 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576     if (!skill_obj)
1577     {
1578     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1579     return NULL;
1580     }
1581 root 1.55
1582 root 1.9 /* clear the flag - exp goes into this bucket, but player
1583     * still doesn't know it.
1584     */
1585     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586     skill_obj->stats.exp = 0;
1587     skill_obj->level = 1;
1588     insert_ob_in_ob (skill_obj, op);
1589 root 1.26
1590 root 1.57 if (player *pl = op->contr)
1591 root 1.9 {
1592 root 1.57 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1593     if (pl->ns)
1594     pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1595 elmex 1.1 }
1596 root 1.26
1597 root 1.9 return skill_obj;
1598 elmex 1.1 }
1599    
1600     /* player_lvl_adj() - for the new exp system. we are concerned with
1601     * whether the player gets more hp, sp and new levels.
1602     * Note this this function should only be called for players. Monstes
1603     * don't really gain levels
1604     * who is the player, op is what we are checking to gain the level
1605     * (eg, skill)
1606     */
1607 root 1.9 void
1608     player_lvl_adj (object *who, object *op)
1609     {
1610     char buf[MAX_BUF];
1611 root 1.73 bool changed = false;
1612 root 1.9
1613     if (!op) /* when rolling stats */
1614     op = who;
1615    
1616 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1617 root 1.9 {
1618 root 1.73 changed = true;
1619    
1620 root 1.9 op->level++;
1621    
1622 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1623 root 1.9 dragon_level_gain (who);
1624    
1625     /* Only roll these if it is the player (who) that gained the level */
1626     if (op == who && (who->level < 11) && who->type == PLAYER)
1627     {
1628     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1629     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1630     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1631     }
1632    
1633     if (op->level > 1)
1634     {
1635     if (op->type != PLAYER)
1636 root 1.73 {
1637     who->contr->play_sound (sound_find ("skill_up"));
1638     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1639     }
1640 root 1.9 else
1641 root 1.73 {
1642     who->contr->play_sound (sound_find ("level_up"));
1643     sprintf (buf, "You are now level %d.", op->level);
1644     }
1645 root 1.54
1646 root 1.9 if (who)
1647     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648     }
1649 root 1.73 }
1650 root 1.54
1651 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652 root 1.9 {
1653 root 1.73 changed = true;
1654    
1655 root 1.9 op->level--;
1656 root 1.54
1657 root 1.9 if (op->type != PLAYER)
1658     {
1659     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1660     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1661 root 1.3 }
1662 root 1.73 }
1663 root 1.54
1664 root 1.73 if (changed)
1665     {
1666     who->update_stats ();
1667     esrv_update_stats (who->contr);
1668     /* check if the spell data has changed */
1669     esrv_update_spells (who->contr);
1670 elmex 1.1 }
1671     }
1672    
1673     /*
1674     * Returns how much experience is needed for a player to become
1675     * the given level. level should really never exceed max_level
1676     */
1677    
1678 root 1.9 sint64
1679     level_exp (int level, double expmul)
1680     {
1681     if (level > settings.max_level)
1682     return (sint64) (expmul * levels[settings.max_level]);
1683 root 1.40
1684 root 1.9 return (sint64) (expmul * levels[level]);
1685 elmex 1.1 }
1686    
1687     /*
1688     * Ensure that the permanent experience requirements in an exp object are met.
1689     * This really just checks 'op to make sure the perm_exp value is within
1690     * proper range. Note that the checking of what is passed through
1691     * has been reduced. Since there is now a proper field for perm_exp,
1692     * this can now work on a much larger set of objects.
1693     */
1694 root 1.9 void
1695     calc_perm_exp (object *op)
1696 elmex 1.1 {
1697 root 1.9 int p_exp_min;
1698    
1699     /* Ensure that our permanent experience minimum is met.
1700     * permenent_exp_ratio is an integer percentage, we divide by 100
1701     * to get the fraction */
1702     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1703    
1704     if (op->perm_exp < p_exp_min)
1705     op->perm_exp = p_exp_min;
1706    
1707     /* Cap permanent experience. */
1708     if (op->perm_exp < 0)
1709     op->perm_exp = 0;
1710     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1711     op->perm_exp = MAX_EXPERIENCE;
1712 elmex 1.1 }
1713    
1714     /* Add experience to a player - exp should only be positive.
1715     * Updates permanent exp for the skill we are adding to.
1716     * skill_name is the skill to add exp to. Skill name can be
1717     * NULL, in which case exp increases the players general
1718     * total, but not any particular skill.
1719     * flag is what to do if the player doesn't have the skill:
1720     */
1721 root 1.9 static void
1722     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723 elmex 1.1 {
1724 elmex 1.4 object *skill_obj = NULL;
1725     sint64 limit, exp_to_add;
1726     int i;
1727    
1728     /* prevents some forms of abuse. */
1729     if (op->contr->braced)
1730 root 1.46 exp /= 5;
1731 elmex 1.4
1732     /* Try to find the matching skill.
1733     * We do a shortcut/time saving mechanism first - see if it matches
1734 root 1.46 * chosen_skill. This means we don't need to search through
1735 elmex 1.4 * the players inventory.
1736     */
1737     if (skill_name)
1738     {
1739 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1740 elmex 1.4 skill_obj = op->chosen_skill;
1741     else
1742     {
1743     for (i = 0; i < NUM_SKILLS; i++)
1744 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1745 elmex 1.4 {
1746     skill_obj = op->contr->last_skill_ob[i];
1747     break;
1748     }
1749 root 1.3
1750 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1751     * it to the player if necessary
1752     */
1753     if (!skill_obj)
1754     {
1755     if (flag == SK_EXP_NONE)
1756     return;
1757     else if (flag == SK_EXP_ADD_SKILL)
1758     give_skill_by_name (op, skill_name);
1759 root 1.3 }
1760     }
1761 elmex 1.1 }
1762    
1763 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1764     {
1765     /* Basically, you can never gain more experience in one shot
1766     * than half what you need to gain for next level.
1767     */
1768     exp_to_add = exp;
1769     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1770     if (exp_to_add > limit)
1771     exp_to_add = limit;
1772    
1773 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1774 elmex 1.4 if (settings.permanent_exp_ratio)
1775     {
1776 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1777 elmex 1.4 calc_perm_exp (op);
1778     }
1779    
1780     player_lvl_adj (op, NULL);
1781     }
1782    
1783     if (skill_obj)
1784     {
1785     exp_to_add = exp;
1786     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1787     if (exp_to_add > limit)
1788     exp_to_add = limit;
1789    
1790     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1791     if (settings.permanent_exp_ratio)
1792     {
1793 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1794 elmex 1.4 calc_perm_exp (skill_obj);
1795     }
1796 elmex 1.1
1797 elmex 1.4 player_lvl_adj (op, skill_obj);
1798 elmex 1.1 }
1799     }
1800    
1801     /* This function checks to make sure that object 'op' can
1802     * lost 'exp' experience. It returns the amount of exp
1803     * object 'op' can in fact lose - it basically makes
1804     * adjustments based on permanent exp and the like.
1805     * This function should always be used for losing experience -
1806     * the 'exp' value passed should be positive - this is the
1807     * amount that should get subtract from the player.
1808     */
1809 root 1.9 sint64
1810     check_exp_loss (const object *op, sint64 exp)
1811 elmex 1.1 {
1812 root 1.9 sint64 del_exp;
1813 elmex 1.1
1814 root 1.9 if (exp > op->stats.exp)
1815     exp = op->stats.exp;
1816     if (settings.permanent_exp_ratio)
1817     {
1818     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1819     if (del_exp < 0)
1820     del_exp = 0;
1821     if (exp > del_exp)
1822     exp = del_exp;
1823 elmex 1.1 }
1824 root 1.9 return exp;
1825 elmex 1.1 }
1826    
1827 root 1.9 sint64
1828     check_exp_adjust (const object *op, sint64 exp)
1829 elmex 1.1 {
1830 root 1.9 if (exp < 0)
1831     return check_exp_loss (op, exp);
1832     else
1833     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1834 elmex 1.1 }
1835    
1836    
1837     /* Subtracts experience from player.
1838     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839     * only subtract from the matching skill. Otherwise,
1840     * this subtracts a portion from all
1841     * skills the player has. Eg, if we figure the player is losing 10%
1842     * of his total exp, what happens is he loses 10% from all his skills.
1843     * Note that if permanent exp is used, player may not in fact lose
1844     * as much as listed. Eg, if player has gotten reduced to the point
1845     * where everything is at the minimum perm exp, he would lose nothing.
1846     * exp is the amount of exp to subtract - thus, it should be
1847     * a postive number.
1848     */
1849 root 1.9 static void
1850     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1851 elmex 1.1 {
1852 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1853     object *tmp;
1854     sint64 del_exp;
1855    
1856     for (tmp = op->inv; tmp; tmp = tmp->below)
1857     if (tmp->type == SKILL && tmp->stats.exp)
1858     {
1859     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1860     {
1861     del_exp = check_exp_loss (tmp, exp);
1862     tmp->stats.exp -= del_exp;
1863     player_lvl_adj (op, tmp);
1864     }
1865     else if (flag != SK_SUBTRACT_SKILL_EXP)
1866     {
1867     /* only want to process other skills if we are not trying
1868     * to match a specific skill.
1869     */
1870     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1871     tmp->stats.exp -= del_exp;
1872     player_lvl_adj (op, tmp);
1873     }
1874     }
1875 root 1.35
1876 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1877     {
1878     del_exp = check_exp_loss (op, exp);
1879     op->stats.exp -= del_exp;
1880     player_lvl_adj (op, NULL);
1881 elmex 1.1 }
1882     }
1883    
1884     /* change_exp() - changes experience to a player/monster. This
1885     * does bounds checking to make sure we don't overflow the max exp.
1886     *
1887     * The exp passed is typically not modified much by this function -
1888     * it is assumed the caller has modified the exp as needed.
1889     * skill_name is the skill that should get the exp added.
1890     * flag is what to do if player doesn't have the skill.
1891     * these last two values are only used for players.
1892     */
1893 root 1.9 void
1894     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1895     {
1896 elmex 1.1 #ifdef EXP_DEBUG
1897 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1898 elmex 1.1 #endif
1899    
1900 root 1.9 /* safety */
1901     if (!op)
1902     {
1903     LOG (llevError, "change_exp() called for null object!\n");
1904     return;
1905     }
1906    
1907     /* if no change in exp, just return - most of the below code
1908     * won't do anything if the value is 0 anyways.
1909     */
1910     if (exp == 0)
1911     return;
1912    
1913     /* Monsters are easy - we just adjust their exp - we
1914     * don't adjust level, since in most cases it is unrelated to
1915     * the exp they have - the monsters exp represents what its
1916     * worth.
1917     */
1918     if (op->type != PLAYER)
1919     {
1920     /* Sanity check */
1921     if (!QUERY_FLAG (op, FLAG_ALIVE))
1922     return;
1923    
1924     /* reset exp to max allowed value. We subtract from
1925     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1926     * more than max exp, just return.
1927     */
1928     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1929     {
1930     exp = MAX_EXPERIENCE - op->stats.exp;
1931     if (exp < 0)
1932     return;
1933 root 1.3 }
1934 elmex 1.1
1935 root 1.9 op->stats.exp += exp;
1936 elmex 1.1 }
1937 root 1.9 else
1938     { /* Players only */
1939     if (exp > 0)
1940     add_player_exp (op, exp, skill_name, flag);
1941     else
1942     /* note that when you lose exp, it doesn't go against
1943     * a particular skill, so we don't need to pass that
1944     * along.
1945     */
1946 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1947 elmex 1.1 }
1948     }
1949    
1950     /* Applies a death penalty experience, the size of this is defined by the
1951     * settings death_penalty_percentage and death_penalty_levels, and by the
1952     * amount of permenent experience, whichever gives the lowest loss.
1953     */
1954 root 1.9 void
1955     apply_death_exp_penalty (object *op)
1956     {
1957     object *tmp;
1958     sint64 loss;
1959     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961    
1962     for (tmp = op->inv; tmp; tmp = tmp->below)
1963     if (tmp->type == SKILL && tmp->stats.exp)
1964     {
1965    
1966     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1967     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1968    
1969     /* With the revised exp system, you can get cases where
1970     * losing several levels would still require that you have more
1971     * exp than you currently have - this is true if the levels
1972     * tables is a lot harder.
1973     */
1974     if (level_loss < 0)
1975     level_loss = 0;
1976 root 1.3
1977 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1978 root 1.3
1979 root 1.9 tmp->stats.exp -= loss;
1980     player_lvl_adj (op, tmp);
1981     }
1982 elmex 1.1
1983 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1985 root 1.55
1986 root 1.9 if (level_loss < 0)
1987     level_loss = 0;
1988     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1989 elmex 1.1
1990 root 1.9 op->stats.exp -= loss;
1991     player_lvl_adj (op, NULL);
1992 elmex 1.1 }
1993    
1994     /* This function takes an object (monster/player, op), and
1995     * determines if it makes a basic save throw by looking at the
1996     * save_throw table. level is the effective level to make
1997     * the save at, and bonus is any plus/bonus (typically based on
1998     * resistance to particular attacktype.
1999     * Returns 1 if op makes his save, 0 if he failed
2000     */
2001 root 1.9 int
2002     did_make_save (const object *op, int level, int bonus)
2003 elmex 1.1 {
2004 root 1.9 if (level > MAX_SAVE_LEVEL)
2005     level = MAX_SAVE_LEVEL;
2006 elmex 1.1
2007 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2008     return 0;
2009 root 1.19
2010 root 1.9 return 1;
2011 elmex 1.1 }