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Revision: 1.9
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +1433 -1221 lines
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File Contents

# User Rev Content
1 root 1.9
2 elmex 1.1 /*
3     * static char *rcsid_living_c =
4 root 1.9 * "$Id: living.C,v 1.8 2006-09-09 22:09:19 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #include <funcpoint.h>
32    
33     /* Handy little macro that adds exp and keeps it within bounds. Since
34     * we are now using 64 bit values, I'm not all concerned about overflow issues
35     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
36     */
37     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
38    
39 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
40     -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,
41     22, 25, 30, 40, 50
42 elmex 1.1 };
43    
44     /* changed the name of this to "sp_bonus" from "int_bonus"
45     * because Pow can now be the stat that controls spellpoint
46     * advancement. -b.t.
47     */
48 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
49     -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,
50     30, 40, 50, 70, 100
51 elmex 1.1 };
52    
53 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
54     -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,
55     30, 40, 50, 70, 100
56 elmex 1.1 };
57    
58     /* 0.92.7 Changed way charisma works. Values now
59     * represent how much more it costs to buy something than to sell it
60     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
61     * would only get 5 gp when you sell.) Let query_cost do the calculations
62     * on how to really do this. Buy keeping it this simple number, it is
63     * much easier to know how things will be influenced. A value of '1' means
64     * buying and selling is both the same value - any value less than or equal
65     * to 1 should not be used.
66     * At least as of now, the only place that uses this code is query_cost,
67     * in server/shop.c. This bonus is split evenly between buying and selling
68     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
69     * at .667
70     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
71     * it is 1-diff
72     */
73    
74     const float cha_bonus[MAX_STAT + 1] = { 10.0,
75 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
76     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
77     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
78     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
79     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
80     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
81 elmex 1.1 };
82    
83 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
84     -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
85 elmex 1.1 };
86    
87     /* speed_bonus uses dex as its stat */
88 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
89 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,
90     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
91     1.6, 1.8, 2.0, 2.5, 3.0
92     };
93    
94     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
95     * strength.
96     */
97 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
98     -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
99 elmex 1.1 };
100    
101 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
102     -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
103 elmex 1.1 };
104    
105     /* Max you can carry before you start getting extra speed penalties */
106 root 1.9 const int max_carry[MAX_STAT + 1] = {
107     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
108     301, 326, 352, 400, 450, 500, 600, 1000
109 elmex 1.1 };
110    
111     /* weight_limit - the absolute most a character can carry - a character can't
112     * pick stuff up if it would put him above this limit.
113     * value is in grams, so we don't need to do conversion later
114     * These limits are probably overly generous, but being there were no values
115     * before, you need to start someplace.
116     */
117    
118 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
119     200000, /* 0 */
120     250000, 300000, 350000, 400000, 500000, /* 5 */
121     600000, 700000, 800000, 900000, 1000000, /* 10 */
122     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
123     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
124     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
125     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
126 elmex 1.1 };
127    
128 root 1.9 const int learn_spell[MAX_STAT + 1] = {
129     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,
130     100, 100, 100, 100, 100, 100
131 elmex 1.1 };
132    
133 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
134     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
135 elmex 1.1 };
136    
137 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
138     -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
139 elmex 1.1 };
140    
141 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
142     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
143 elmex 1.1 };
144    
145     /*
146     Since this is nowhere defined ...
147     Both come in handy at least in function add_exp()
148     */
149    
150     #define MAX_EXPERIENCE levels[settings.max_level]
151    
152     /* because exp_obj sum to make the total score,
153     * we cannot allow that sum to exceed the maximum
154     * amount of experience a player can gain. Thus
155     * we define MAX_EXP_IN_OBJ. It is important to try
156     * to make the value of MAX_EXP_CAT close to the
157     * actual number of experience objects in the game,
158     * otherwise the maximum level in any experience
159     * category could be quite low. To help the situation
160     * out a little I added 10 more levels, and jacked
161     * up the last level experience value. Its out of
162     * line with progression of previous levels, so
163     * if more levels are desired, this should be fixed.
164     * -b.t.
165     */
166    
167 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 elmex 1.1
169     #ifndef WIN32
170     extern uint64 *levels;
171     #else
172     extern sint64 *levels;
173     #endif
174    
175     #define MAX_SAVE_LEVEL 110
176 root 1.9
177 elmex 1.1 /* This no longer needs to be changed anytime the number of
178     * levels is increased - rather, did_make_save will do the
179     * right thing and always use range within this table.
180     * for safety, savethrow should not be accessed directly anymore,
181     * and instead did_make_save should be used instead.
182     */
183 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
184 elmex 1.1 18,
185 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
186     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
187     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
188     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
189     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
190     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
191 elmex 1.1 };
192    
193     const char *const attacks[NROFATTACKS] = {
194     "physical", "magical", "fire", "electricity", "cold", "confusion",
195     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
196     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
197 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
198 elmex 1.1 "life stealing"
199     };
200    
201     static const char *const drain_msg[NUM_STATS] = {
202     "Oh no! You are weakened!",
203     "You're feeling clumsy!",
204     "You feel less healthy",
205     "You suddenly begin to lose your memory!",
206     "Your face gets distorted!",
207 root 1.9 "Watch out, your mind is going!",
208 elmex 1.1 "Your spirit feels drained!"
209     };
210     const char *const restore_msg[NUM_STATS] = {
211     "You feel your strength return.",
212     "You feel your agility return.",
213     "You feel your health return.",
214     "You feel your wisdom return.",
215     "You feel your charisma return.",
216 root 1.9 "You feel your memory return.",
217 elmex 1.1 "You feel your spirits return."
218     };
219     const char *const gain_msg[NUM_STATS] = {
220 root 1.9 "You feel stronger.",
221     "You feel more agile.",
222     "You feel healthy.",
223     "You feel wiser.",
224     "You seem to look better.",
225     "You feel smarter.",
226     "You feel more potent."
227 elmex 1.1 };
228     const char *const lose_msg[NUM_STATS] = {
229 root 1.9 "You feel weaker!",
230     "You feel clumsy!",
231     "You feel less healthy!",
232     "You lose some of your memory!",
233     "You look ugly!",
234     "You feel stupid!",
235     "You feel less potent!"
236 elmex 1.1 };
237    
238     const char *const statname[NUM_STATS] = {
239 root 1.9 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
240 elmex 1.1 };
241    
242     const char *const short_stat_name[NUM_STATS] = {
243 root 1.9 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
244 elmex 1.1 };
245    
246     /*
247     * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248     * what attr is (STR to POW).
249     */
250    
251     void
252 root 1.9 set_attr_value (living * stats, int attr, sint8 value)
253     {
254     switch (attr)
255     {
256     case STR:
257     stats->Str = value;
258     break;
259     case DEX:
260     stats->Dex = value;
261     break;
262     case CON:
263     stats->Con = value;
264     break;
265     case WIS:
266     stats->Wis = value;
267     break;
268     case POW:
269     stats->Pow = value;
270     break;
271     case CHA:
272     stats->Cha = value;
273     break;
274     case INT:
275     stats->Int = value;
276     break;
277     }
278 elmex 1.1 }
279    
280     /*
281     * Like set_attr_value(), but instead the value (which can be negative)
282     * is added to the specified stat.
283     */
284    
285     void
286 root 1.9 change_attr_value (living * stats, int attr, sint8 value)
287     {
288     if (value == 0)
289     return;
290     switch (attr)
291     {
292     case STR:
293     stats->Str += value;
294     break;
295     case DEX:
296     stats->Dex += value;
297     break;
298     case CON:
299     stats->Con += value;
300     break;
301     case WIS:
302     stats->Wis += value;
303     break;
304     case POW:
305     stats->Pow += value;
306     break;
307     case CHA:
308     stats->Cha += value;
309     break;
310     case INT:
311     stats->Int += value;
312     break;
313     default:
314     LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315     }
316 elmex 1.1 }
317    
318     /*
319     * returns the specified stat. See also set_attr_value().
320     */
321    
322     sint8
323 root 1.9 get_attr_value (const living * stats, int attr)
324     {
325     switch (attr)
326     {
327     case STR:
328     return (stats->Str);
329     case DEX:
330     return (stats->Dex);
331     case CON:
332     return (stats->Con);
333     case WIS:
334     return (stats->Wis);
335     case CHA:
336     return (stats->Cha);
337     case INT:
338     return (stats->Int);
339     case POW:
340     return (stats->Pow);
341     }
342 elmex 1.1 return 0;
343     }
344    
345     /*
346     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347     * 1-30 stat limit.
348     */
349    
350 root 1.9 void
351     check_stat_bounds (living * stats)
352     {
353     int i, v;
354    
355     for (i = 0; i < NUM_STATS; i++)
356     if ((v = get_attr_value (stats, i)) > MAX_STAT)
357     set_attr_value (stats, i, MAX_STAT);
358     else if (v < MIN_STAT)
359     set_attr_value (stats, i, MIN_STAT);
360 elmex 1.1 }
361    
362     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363    
364     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
365     * make this macro to clean those up. Not usuable outside change_abil
366     * function since some of the values passed to new_draw_info are hardcoded.
367     */
368     #define DIFF_MSG(flag, msg1, msg2) \
369     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
370    
371     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
372 root 1.9
373 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
374     * the object.
375     * It is the calling functions responsibilty to check to see if the object
376     * can be applied or not.
377     * The main purpose of calling this function is the messages that are
378     * displayed - fix_player should really always be called after this when
379     * removing an object - that is because it is impossible to know if some object
380     * is the only source of an attacktype or spell attunement, so this function
381     * will clear the bits, but the player may still have some other object
382     * that gives them that ability.
383     */
384 root 1.9 int
385     change_abil (object *op, object *tmp)
386     {
387     int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
388     char message[MAX_BUF];
389     int potion_max = 0;
390    
391     /* remember what object was like before it was changed. note that
392     * refop is a local copy of op only to be used for detecting changes
393     * found by fix_player. refop is not a real object
394     */
395     object_pod refop = *op;
396    
397     if (op->type == PLAYER)
398     {
399     if (tmp->type == POTION)
400     {
401     potion_max = 1;
402     for (j = 0; j < NUM_STATS; j++)
403     {
404     int nstat, ostat;
405    
406     ostat = get_attr_value (&(op->contr->orig_stats), j);
407     i = get_attr_value (&(tmp->stats), j);
408    
409     /* nstat is what the stat will be after use of the potion */
410     nstat = flag * i + ostat;
411    
412     /* Do some bounds checking. While I don't think any
413     * potions do so right now, there is the potential for potions
414     * that adjust that stat by more than one point, so we need
415     * to allow for that.
416     */
417     if (nstat < 1 && i * flag < 0)
418     nstat = 1;
419     else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
420     {
421     nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
422 root 1.3 }
423 root 1.9 if (nstat != ostat)
424     {
425     set_attr_value (&(op->contr->orig_stats), j, nstat);
426     potion_max = 0;
427 root 1.3 }
428 root 1.9 else if (i)
429     {
430     /* potion is useless - player has already hit the natural maximum */
431     potion_max = 1;
432 root 1.3 }
433     }
434 root 1.9 /* This section of code ups the characters normal stats also. I am not
435     * sure if this is strictly necessary, being that fix_player probably
436     * recalculates this anyway.
437     */
438     for (j = 0; j < NUM_STATS; j++)
439     change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
440     check_stat_bounds (&(op->stats));
441     } /* end of potion handling code */
442     }
443    
444     /* reset attributes that fix_player doesn't reset since it doesn't search
445     * everything to set
446     */
447     if (flag == -1)
448     {
449     op->attacktype &= ~tmp->attacktype;
450     op->path_attuned &= ~tmp->path_attuned;
451     op->path_repelled &= ~tmp->path_repelled;
452     op->path_denied &= ~tmp->path_denied;
453     /* Presuming here that creatures only have move_type,
454     * and not the other move_ fields.
455     */
456     op->move_type &= ~tmp->move_type;
457 elmex 1.1 }
458    
459 root 1.9 /* call fix_player since op object could have whatever attribute due
460     * to multiple items. if fix_player always has to be called after
461     * change_ability then might as well call it from here
462     */
463     fix_player (op);
464    
465     /* Fix player won't add the bows ability to the player, so don't
466     * print out message if this is a bow.
467     */
468     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469     {
470     success = 1;
471     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472     }
473     if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474     {
475     success = 1;
476     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477     }
478     if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479     {
480     success = 1;
481     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482     }
483     if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484     {
485     success = 1;
486     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487     }
488     /* movement type has changed. We don't care about cases where
489     * user has multiple items giving the same type appled like we
490     * used to - that is more work than what we gain, plus messages
491     * can be misleading (a little higher could be miscontrued from
492     * from fly high)
493     */
494     if (tmp->move_type && op->move_type != refop.move_type)
495     {
496     success = 1;
497 elmex 1.1
498 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
499     * status doesn't make a difference if you are flying high
500     */
501     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
502     {
503     DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
504 root 1.3 }
505    
506 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
507     {
508     /* double conditional - second case covers if you have move_fly_low -
509     * in that case, you don't actually land
510     */
511     DIFF_MSG (flag, "You soar into the air air!.",
512     (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 root 1.3 }
514 root 1.9 if (tmp->move_type & MOVE_SWIM)
515     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516 elmex 1.1
517 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
518     check_move_on (op, op);
519 elmex 1.1 }
520    
521 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
522     * originally undead may change their status
523     */
524     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
525     if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
526     {
527     success = 1;
528     if (flag > 0)
529     {
530     op->race = "undead";
531     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532     }
533     else
534     {
535     op->race = op->arch->clone.race;
536     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537     }
538     }
539 elmex 1.1
540 root 1.9 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541     {
542     success = 1;
543     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 elmex 1.1 }
545 root 1.9 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546     {
547     success = 1;
548     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 elmex 1.1 }
550 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
551     * vision
552     */
553     if (QUERY_FLAG (tmp, FLAG_BLIND))
554     {
555     success = 1;
556     if (flag > 0)
557     {
558     if (QUERY_FLAG (op, FLAG_WIZ))
559     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
560     else
561     {
562     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
563     SET_FLAG (op, FLAG_BLIND);
564     if (op->type == PLAYER)
565     op->contr->do_los = 1;
566 root 1.3 }
567 root 1.9 }
568     else
569     {
570     if (QUERY_FLAG (op, FLAG_WIZ))
571     new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
572     else
573     {
574     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
575     CLEAR_FLAG (op, FLAG_BLIND);
576     if (op->type == PLAYER)
577     op->contr->do_los = 1;
578 root 1.3 }
579     }
580 elmex 1.1 }
581    
582 root 1.9 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
583     {
584     success = 1;
585     if (op->type == PLAYER)
586     op->contr->do_los = 1;
587     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
588 elmex 1.1 }
589    
590 root 1.9 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
591     {
592     success = 1;
593     if (flag > 0)
594     {
595     if (QUERY_FLAG (op, FLAG_WIZ))
596     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
597     else
598     {
599     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
600     if (op->type == PLAYER)
601     op->contr->do_los = 1;
602 root 1.3 }
603 root 1.9 }
604     else
605     {
606     if (QUERY_FLAG (op, FLAG_WIZ))
607     new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
608     else
609     {
610     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
611     if (op->type == PLAYER)
612     op->contr->do_los = 1;
613 root 1.3 }
614     }
615 elmex 1.1 }
616    
617 root 1.9 if (tmp->stats.luck)
618     {
619     success = 1;
620     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
621 elmex 1.1 }
622    
623 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
624     {
625     success = 1;
626     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
627 elmex 1.1 }
628    
629 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
630     {
631     success = 1;
632     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
633 elmex 1.1 }
634    
635 root 1.9 /* for the future when artifacts set this -b.t. */
636     if (tmp->stats.grace && op->type == PLAYER)
637     {
638     success = 1;
639     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
640 elmex 1.1 }
641    
642 root 1.9 if (tmp->stats.food && op->type == PLAYER)
643     {
644     success = 1;
645     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 elmex 1.1 }
647    
648 root 1.9 /* Messages for changed resistance */
649     for (i = 0; i < NROFATTACKS; i++)
650     {
651     if (i == ATNR_PHYSICAL)
652     continue; /* Don't display about armour */
653    
654     if (op->resist[i] != refop.resist[i])
655     {
656     success = 1;
657     if (op->resist[i] > refop.resist[i])
658     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
659     else
660     sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
661    
662     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 root 1.3 }
664 elmex 1.1 }
665    
666 root 1.9 if (tmp->type != EXPERIENCE && !potion_max)
667     {
668     for (j = 0; j < NUM_STATS; j++)
669     {
670     if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671     {
672     success = 1;
673     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 root 1.3 }
675     }
676 elmex 1.1 }
677 root 1.9 return success;
678 elmex 1.1 }
679    
680     /*
681     * Stat draining by Vick 930307
682     * (Feeling evil, I made it work as well now. -Frank 8)
683     */
684    
685 root 1.9 void
686     drain_stat (object *op)
687     {
688     drain_specific_stat (op, RANDOM () % NUM_STATS);
689 elmex 1.1 }
690    
691 root 1.9 void
692     drain_specific_stat (object *op, int deplete_stats)
693     {
694 elmex 1.1 object *tmp;
695     archetype *at;
696    
697 root 1.9 at = find_archetype (ARCH_DEPLETION);
698     if (!at)
699     {
700     LOG (llevError, "Couldn't find archetype depletion.\n");
701     return;
702     }
703     else
704     {
705     tmp = present_arch_in_ob (at, op);
706     if (!tmp)
707     {
708     tmp = arch_to_object (at);
709     tmp = insert_ob_in_ob (tmp, op);
710     SET_FLAG (tmp, FLAG_APPLIED);
711     }
712     }
713    
714     new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
715     change_attr_value (&tmp->stats, deplete_stats, -1);
716     fix_player (op);
717 elmex 1.1 }
718    
719     /*
720     * A value of 0 indicates timeout, otherwise change the luck of the object.
721     * via an applied bad_luck object.
722     */
723    
724 root 1.9 void
725     change_luck (object *op, int value)
726     {
727 elmex 1.1 object *tmp;
728     archetype *at;
729     int new_luck;
730    
731 root 1.9 at = find_archetype ("luck");
732 elmex 1.1 if (!at)
733 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
734     else
735     {
736     tmp = present_arch_in_ob (at, op);
737     if (!tmp)
738     {
739     if (!value)
740     return;
741     tmp = arch_to_object (at);
742     tmp = insert_ob_in_ob (tmp, op);
743     SET_FLAG (tmp, FLAG_APPLIED);
744     }
745     if (value)
746     {
747     /* Limit the luck value of the bad luck object to +/-100. This
748     * (arbitrary) value prevents overflows (both in the bad luck object and
749     * in op itself).
750     */
751     new_luck = tmp->stats.luck + value;
752     if (new_luck >= -100 && new_luck <= 100)
753     {
754     op->stats.luck += value;
755     tmp->stats.luck = new_luck;
756     }
757     }
758     else
759     {
760     if (!tmp->stats.luck)
761     {
762     return;
763     }
764     /* Randomly change the players luck. Basically, we move it
765     * back neutral (if greater>0, subtract, otherwise add)
766     */
767     if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
768     {
769     int diff = tmp->stats.luck > 0 ? -1 : 1;
770    
771     op->stats.luck += diff;
772     tmp->stats.luck += diff;
773     }
774     }
775 elmex 1.1 }
776     }
777    
778     /*
779     * Subtracts stat-bonuses given by the class which the player has chosen.
780     */
781    
782 root 1.9 void
783     remove_statbonus (object *op)
784     {
785 elmex 1.1 op->stats.Str -= op->arch->clone.stats.Str;
786     op->stats.Dex -= op->arch->clone.stats.Dex;
787     op->stats.Con -= op->arch->clone.stats.Con;
788     op->stats.Wis -= op->arch->clone.stats.Wis;
789     op->stats.Pow -= op->arch->clone.stats.Pow;
790     op->stats.Cha -= op->arch->clone.stats.Cha;
791     op->stats.Int -= op->arch->clone.stats.Int;
792     op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793     op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794     op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795     op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796     op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797     op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798     op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799     }
800    
801     /*
802     * Adds stat-bonuses given by the class which the player has chosen.
803     */
804    
805 root 1.9 void
806     add_statbonus (object *op)
807     {
808 elmex 1.1 op->stats.Str += op->arch->clone.stats.Str;
809     op->stats.Dex += op->arch->clone.stats.Dex;
810     op->stats.Con += op->arch->clone.stats.Con;
811     op->stats.Wis += op->arch->clone.stats.Wis;
812     op->stats.Pow += op->arch->clone.stats.Pow;
813     op->stats.Cha += op->arch->clone.stats.Cha;
814     op->stats.Int += op->arch->clone.stats.Int;
815     op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816     op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817     op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818     op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819     op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820     op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821     op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822     }
823    
824     /*
825     * Updates all abilities given by applied objects in the inventory
826     * of the given object. Note: This function works for both monsters
827     * and players; the "player" in the name is purely an archaic inheritance.
828     * This functions starts from base values (archetype or player object)
829     * and then adjusts them according to what the player has equipped.
830     */
831 root 1.9
832 elmex 1.1 /* July 95 - inserted stuff to handle new skills/exp system - b.t.
833     spell system split, grace points now added to system --peterm
834     */
835    
836 root 1.9 void
837     fix_player (object *op)
838     {
839     int i, j;
840     float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
841     int weapon_weight = 0, weapon_speed = 0;
842     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844     object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
845    
846     /* First task is to clear all the values back to their original values */
847     if (op->type == PLAYER)
848     {
849     for (i = 0; i < NUM_STATS; i++)
850     {
851     set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
852     }
853     if (settings.spell_encumbrance == TRUE)
854     op->contr->encumbrance = 0;
855    
856     op->attacktype = 0;
857     op->contr->digestion = 0;
858     op->contr->gen_hp = 0;
859     op->contr->gen_sp = 0;
860     op->contr->gen_grace = 0;
861     op->contr->gen_sp_armour = 10;
862     op->contr->item_power = 0;
863    
864     /* Don't clobber all the range_ values. range_golem otherwise
865     * gets reset for no good reason, and we don't want to reset
866     * range_magic (what spell is readied). These three below
867     * well get filled in based on what the player has equipped.
868     */
869     op->contr->ranges[range_bow] = NULL;
870     op->contr->ranges[range_misc] = NULL;
871     op->contr->ranges[range_skill] = NULL;
872     }
873     memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874    
875     op->slaying = 0;
876    
877     if (!QUERY_FLAG (op, FLAG_WIZ))
878     {
879     CLEAR_FLAG (op, FLAG_XRAYS);
880     CLEAR_FLAG (op, FLAG_MAKE_INVIS);
881     }
882    
883     CLEAR_FLAG (op, FLAG_LIFESAVE);
884     CLEAR_FLAG (op, FLAG_STEALTH);
885     CLEAR_FLAG (op, FLAG_BLIND);
886     if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887     CLEAR_FLAG (op, FLAG_REFL_SPELL);
888     if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889     CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890     if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891     CLEAR_FLAG (op, FLAG_UNDEAD);
892     if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893     CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894    
895     op->path_attuned = op->arch->clone.path_attuned;
896     op->path_repelled = op->arch->clone.path_repelled;
897     op->path_denied = op->arch->clone.path_denied;
898     op->glow_radius = op->arch->clone.glow_radius;
899     op->move_type = op->arch->clone.move_type;
900     op->chosen_skill = NULL;
901    
902     /* initializing resistances from the values in player/monster's
903     * archetype clone
904     */
905     memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
906    
907     for (i = 0; i < NROFATTACKS; i++)
908     {
909     if (op->resist[i] > 0)
910     prot[i] = op->resist[i], vuln[i] = 0;
911     else
912     vuln[i] = -(op->resist[i]), prot[i] = 0;
913     potion_resist[i] = 0;
914     }
915    
916     wc = op->arch->clone.stats.wc;
917     op->stats.dam = op->arch->clone.stats.dam;
918    
919     /* for players which cannot use armour, they gain AC -1 per 3 levels,
920     * plus a small amount of physical resist, those poor suckers. ;)
921     * the fact that maxlevel is factored in could be considered sort of bogus -
922     * we should probably give them some bonus and cap it off - otherwise,
923     * basically, if a server updates its max level, these playes may find
924     * that their protection from physical goes down
925     */
926     if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
927     {
928     ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
929     prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
930 elmex 1.1 }
931 root 1.9 else
932     ac = op->arch->clone.stats.ac;
933    
934     op->stats.luck = op->arch->clone.stats.luck;
935     op->speed = op->arch->clone.speed;
936    
937     /* OK - we've reset most all the objects attributes to sane values.
938     * now go through and make adjustments for what the player has equipped.
939     */
940    
941     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
942     {
943     /* See note in map.c:update_position about making this additive
944     * since light sources are never applied, need to put check here.
945     */
946     if (tmp->glow_radius > op->glow_radius)
947     op->glow_radius = tmp->glow_radius;
948 root 1.3
949 root 1.9 /* This happens because apply_potion calls change_abil with the potion
950     * applied so we can tell the player what chagned. But change_abil
951     * then calls this function.
952     */
953     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954     {
955     continue;
956 root 1.3 }
957    
958 root 1.9 /* For some things, we don't care what is equipped */
959     if (tmp->type == SKILL)
960     {
961     /* Want to take the highest skill here. */
962     if (IS_MANA_SKILL (tmp->subtype))
963     {
964     if (!mana_obj)
965     mana_obj = tmp;
966     else if (tmp->level > mana_obj->level)
967     mana_obj = tmp;
968     }
969     if (IS_GRACE_SKILL (tmp->subtype))
970     {
971     if (!grace_obj)
972     grace_obj = tmp;
973     else if (tmp->level > grace_obj->level)
974     grace_obj = tmp;
975 root 1.3 }
976     }
977    
978 root 1.9 /* Container objects are not meant to adjust a players, but other applied
979     * objects need to make adjustments.
980     * This block should handle all player specific changes
981     * The check for Praying is a bit of a hack - god given bonuses are put
982     * in the praying skill, and the player should always get those.
983     * It also means we need to put in additional checks for applied below,
984     * because the skill shouldn't count against body positions being used
985     * up, etc.
986     */
987     if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
988     (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
989     {
990     if (op->type == PLAYER)
991     {
992     if (tmp->type == BOW)
993     op->contr->ranges[range_bow] = tmp;
994    
995     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996     op->contr->ranges[range_misc] = tmp;
997    
998     for (i = 0; i < NUM_STATS; i++)
999     change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
1000    
1001     /* these are the items that currently can change digestion, regeneration,
1002     * spell point recovery and mana point recovery. Seems sort of an arbitary
1003     * list, but other items store other info into stats array.
1004     */
1005     if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1006     (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007     (tmp->type == SHIELD) || (tmp->type == RING) ||
1008     (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009     (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010     (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1011     {
1012     op->contr->digestion += tmp->stats.food;
1013     op->contr->gen_hp += tmp->stats.hp;
1014     op->contr->gen_sp += tmp->stats.sp;
1015     op->contr->gen_grace += tmp->stats.grace;
1016     op->contr->gen_sp_armour += tmp->gen_sp_armour;
1017     op->contr->item_power += tmp->item_power;
1018 root 1.3 }
1019 root 1.9 } /* if this is a player */
1020 root 1.3
1021 root 1.9 /* Update slots used for items */
1022     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023     {
1024     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1025     op->body_used[i] += tmp->body_info[i];
1026 root 1.3 }
1027    
1028 root 1.9 if (tmp->type == SYMPTOM)
1029     {
1030     speed_reduce_from_disease = tmp->last_sp / 100.0;
1031     if (speed_reduce_from_disease == 0)
1032     speed_reduce_from_disease = 1;
1033 root 1.3 }
1034    
1035 root 1.9 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036     * (Negative protections are calculated extactly like positive.)
1037     * Resistance from potions are treated special as well. If there's
1038     * more than one potion-effect, the bigger prot.-value is taken.
1039     */
1040     if (tmp->type != POTION)
1041     {
1042     for (i = 0; i < NROFATTACKS; i++)
1043     {
1044     /* Potential for cursed potions, in which case we just can use
1045     * a straight MAX, as potion_resist is initialized to zero.
1046     */
1047     if (tmp->type == POTION_EFFECT)
1048     {
1049     if (potion_resist[i])
1050     potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051     else
1052     potion_resist[i] = tmp->resist[i];
1053 root 1.3 }
1054 root 1.9 else if (tmp->resist[i] > 0)
1055     prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056     else if (tmp->resist[i] < 0)
1057     vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1058     }
1059     }
1060    
1061     /* There may be other things that should not adjust the attacktype */
1062     if (tmp->type != BOW && tmp->type != SYMPTOM)
1063     op->attacktype |= tmp->attacktype;
1064    
1065     op->path_attuned |= tmp->path_attuned;
1066     op->path_repelled |= tmp->path_repelled;
1067     op->path_denied |= tmp->path_denied;
1068     op->stats.luck += tmp->stats.luck;
1069     op->move_type |= tmp->move_type;
1070    
1071     if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1072     SET_FLAG (op, FLAG_LIFESAVE);
1073     if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1074     SET_FLAG (op, FLAG_REFL_SPELL);
1075     if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1076     SET_FLAG (op, FLAG_REFL_MISSILE);
1077     if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078     SET_FLAG (op, FLAG_STEALTH);
1079     if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080     SET_FLAG (op, FLAG_XRAYS);
1081     if (QUERY_FLAG (tmp, FLAG_BLIND))
1082     SET_FLAG (op, FLAG_BLIND);
1083     if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084     SET_FLAG (op, FLAG_SEE_IN_DARK);
1085    
1086     if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1087     SET_FLAG (op, FLAG_UNDEAD);
1088    
1089     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090     {
1091     SET_FLAG (op, FLAG_MAKE_INVIS);
1092     op->invisible = 1;
1093     }
1094    
1095     if (tmp->stats.exp && tmp->type != SKILL)
1096     {
1097     if (tmp->stats.exp > 0)
1098     {
1099     added_speed += (float) tmp->stats.exp / 3.0;
1100     bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1101 root 1.3 }
1102 root 1.9 else
1103     added_speed += (float) tmp->stats.exp;
1104 root 1.3 }
1105    
1106 root 1.9 switch (tmp->type)
1107     {
1108     /* skills modifying the character -b.t. */
1109     /* for all skills and skill granting objects */
1110 root 1.3 case SKILL:
1111 root 1.9 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1112     break;
1113 root 1.3
1114 root 1.9 if (IS_COMBAT_SKILL (tmp->subtype))
1115     wc_obj = tmp;
1116 root 1.3
1117 root 1.9 if (op->chosen_skill)
1118     {
1119     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1120 root 1.3 }
1121 root 1.9 op->chosen_skill = tmp;
1122     if (tmp->stats.dam > 0)
1123     { /* skill is a 'weapon' */
1124     if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1125     weapon_speed = (int) WEAPON_SPEED (tmp);
1126     if (weapon_speed < 0)
1127     weapon_speed = 0;
1128     weapon_weight = tmp->weight;
1129     op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1130     if (tmp->magic)
1131     op->stats.dam += tmp->magic;
1132 root 1.3 }
1133 root 1.9 if (tmp->stats.wc)
1134     wc -= (tmp->stats.wc + tmp->magic);
1135 root 1.3
1136 root 1.9 if (tmp->slaying != NULL)
1137     op->slaying = tmp->slaying;
1138 root 1.3
1139 root 1.9 if (tmp->stats.ac)
1140     ac -= (tmp->stats.ac + tmp->magic);
1141     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1142     op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143    
1144     if (op->type == PLAYER)
1145     op->contr->ranges[range_skill] = op;
1146     break;
1147 root 1.3
1148     case SKILL_TOOL:
1149 root 1.9 if (op->chosen_skill)
1150     {
1151     LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 root 1.3 }
1153 root 1.9 op->chosen_skill = tmp;
1154     if (op->type == PLAYER)
1155     op->contr->ranges[range_skill] = op;
1156     break;
1157 root 1.3
1158     case SHIELD:
1159 root 1.9 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1160     op->contr->encumbrance += (int) tmp->weight / 2000;
1161 root 1.3 case RING:
1162     case AMULET:
1163     case GIRDLE:
1164     case HELMET:
1165     case BOOTS:
1166     case GLOVES:
1167     case CLOAK:
1168 root 1.9 if (tmp->stats.wc)
1169     wc -= (tmp->stats.wc + tmp->magic);
1170     if (tmp->stats.dam)
1171     op->stats.dam += (tmp->stats.dam + tmp->magic);
1172     if (tmp->stats.ac)
1173     ac -= (tmp->stats.ac + tmp->magic);
1174     break;
1175 root 1.3
1176     case WEAPON:
1177 root 1.9 wc -= (tmp->stats.wc + tmp->magic);
1178     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179     ac -= tmp->stats.ac + tmp->magic;
1180     op->stats.dam += (tmp->stats.dam + tmp->magic);
1181     weapon_weight = tmp->weight;
1182     weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183     if (weapon_speed < 0)
1184     weapon_speed = 0;
1185     op->slaying = tmp->slaying;
1186     /* If there is desire that two handed weapons should do
1187     * extra strength damage, this is where the code should
1188     * go.
1189     */
1190     op->current_weapon = tmp;
1191     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1192     op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193    
1194     break;
1195    
1196     case ARMOUR: /* Only the best of these three are used: */
1197     if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1198     op->contr->encumbrance += (int) tmp->weight / 1000;
1199 root 1.3
1200     case BRACERS:
1201     case FORCE:
1202 root 1.9 if (tmp->stats.wc)
1203     {
1204     if (best_wc < tmp->stats.wc + tmp->magic)
1205     {
1206     wc += best_wc;
1207     best_wc = tmp->stats.wc + tmp->magic;
1208     }
1209     else
1210     wc += tmp->stats.wc + tmp->magic;
1211 root 1.3 }
1212 root 1.9 if (tmp->stats.ac)
1213     {
1214     if (best_ac < tmp->stats.ac + tmp->magic)
1215     {
1216     ac += best_ac; /* Remove last bonus */
1217     best_ac = tmp->stats.ac + tmp->magic;
1218 root 1.3 }
1219 root 1.9 else /* To nullify the below effect */
1220     ac += tmp->stats.ac + tmp->magic;
1221 root 1.3 }
1222 root 1.9 if (tmp->stats.wc)
1223     wc -= (tmp->stats.wc + tmp->magic);
1224     if (tmp->stats.ac)
1225     ac -= (tmp->stats.ac + tmp->magic);
1226     if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1227     max = ARMOUR_SPEED (tmp) / 10.0;
1228     break;
1229     } /* switch tmp->type */
1230     } /* item is equipped */
1231     } /* for loop of items */
1232    
1233     /* We've gone through all the objects the player has equipped. For many things, we
1234     * have generated intermediate values which we now need to assign.
1235     */
1236    
1237     /* 'total resistance = total protections - total vulnerabilities'.
1238     * If there is an uncursed potion in effect, granting more protection
1239     * than that, we take: 'total resistance = resistance from potion'.
1240     * If there is a cursed (and no uncursed) potion in effect, we take
1241     * 'total resistance = vulnerability from cursed potion'.
1242     */
1243     for (i = 0; i < NROFATTACKS; i++)
1244     {
1245     op->resist[i] = prot[i] - vuln[i];
1246     if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1247 root 1.3 op->resist[i] = potion_resist[i];
1248 elmex 1.1 }
1249    
1250 root 1.9 /* Figure out the players sp/mana/hp totals. */
1251     if (op->type == PLAYER)
1252     {
1253     int pl_level;
1254    
1255     check_stat_bounds (&(op->stats));
1256     pl_level = op->level;
1257    
1258     if (pl_level < 1)
1259     pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260    
1261     /* You basically get half a con bonus/level. But we do take into account rounding,
1262     * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263     */
1264     for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265     {
1266     j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1267     if (i % 2 && con_bonus[op->stats.Con] % 2)
1268     {
1269     if (con_bonus[op->stats.Con] > 0)
1270     j++;
1271     else
1272     j--;
1273     }
1274     op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275     }
1276    
1277     for (i = 11; i <= op->level; i++)
1278     op->stats.maxhp += 2;
1279 elmex 1.1
1280 root 1.9 if (op->stats.hp > op->stats.maxhp)
1281     op->stats.hp = op->stats.maxhp;
1282 elmex 1.1
1283 root 1.9 /* Sp gain is controlled by the level of the player's
1284     * relevant experience object (mana_obj, see above)
1285     */
1286     /* following happen when skills system is not used */
1287     if (!mana_obj)
1288     mana_obj = op;
1289     if (!grace_obj)
1290     grace_obj = op;
1291     /* set maxsp */
1292     if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1293     mana_obj = op;
1294    
1295     if (mana_obj == op && op->type == PLAYER)
1296     {
1297     op->stats.maxsp = 1;
1298     }
1299     else
1300     {
1301     sp_tmp = 0.0;
1302     for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303     {
1304     float stmp;
1305    
1306     /* Got some extra bonus at first level */
1307     if (i < 2)
1308     {
1309     stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1310     }
1311     else
1312     {
1313     stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1314 root 1.3 }
1315 root 1.9 if (stmp < 1.0)
1316     stmp = 1.0;
1317     sp_tmp += stmp;
1318 root 1.3 }
1319 root 1.9 op->stats.maxsp = (int) sp_tmp;
1320 root 1.3
1321 root 1.9 for (i = 11; i <= mana_obj->level; i++)
1322     op->stats.maxsp += 2;
1323 root 1.3 }
1324 root 1.9 /* Characters can get their sp supercharged via rune of transferrance */
1325     if (op->stats.sp > op->stats.maxsp * 2)
1326     op->stats.sp = op->stats.maxsp * 2;
1327    
1328     /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329     if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1330     grace_obj = op;
1331    
1332     if (grace_obj == op && op->type == PLAYER)
1333     {
1334     op->stats.maxgrace = 1;
1335     }
1336     else
1337     {
1338     /* store grace in a float - this way, the divisions below don't create
1339     * big jumps when you go from level to level - with int's, it then
1340     * becomes big jumps when the sums of the bonuses jump to the next
1341     * step of 8 - with floats, even fractional ones are useful.
1342     */
1343     sp_tmp = 0.0;
1344     for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345     {
1346     float grace_tmp = 0.0;
1347    
1348     /* Got some extra bonus at first level */
1349     if (i < 2)
1350     {
1351     grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352     2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353     }
1354     else
1355     {
1356     grace_tmp = (float) op->contr->levgrace[i]
1357     + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 root 1.3 }
1359 root 1.9 if (grace_tmp < 1.0)
1360     grace_tmp = 1.0;
1361     sp_tmp += grace_tmp;
1362 root 1.3 }
1363 root 1.9 op->stats.maxgrace = (int) sp_tmp;
1364 root 1.3
1365 root 1.9 /* two grace points per level after 11 */
1366     for (i = 11; i <= grace_obj->level; i++)
1367     op->stats.maxgrace += 2;
1368 root 1.3 }
1369 root 1.9 /* No limit on grace vs maxgrace */
1370 root 1.3
1371 root 1.9 if (op->contr->braced)
1372     {
1373     ac += 2;
1374     wc += 4;
1375 root 1.3 }
1376 root 1.9 else
1377     ac -= dex_bonus[op->stats.Dex];
1378    
1379     /* In new exp/skills system, wc bonuses are related to
1380     * the players level in a relevant exp object (wc_obj)
1381     * not the general player level -b.t.
1382     * I changed this slightly so that wc bonuses are better
1383     * than before. This is to balance out the fact that
1384     * the player no longer gets a personal weapon w/ 1
1385     * improvement every level, now its fighterlevel/5. So
1386     * we give the player a bonus here in wc and dam
1387     * to make up for the change. Note that I left the
1388     * monster bonus the same as before. -b.t.
1389     */
1390    
1391     if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1392     {
1393     wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1394     for (i = 1; i < wc_obj->level; i++)
1395     {
1396     /* addtional wc every 6 levels */
1397     if (!(i % 6))
1398     wc--;
1399     /* addtional dam every 4 levels. */
1400     if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1401     op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1402     }
1403     }
1404     else
1405     wc -= (op->level + thaco_bonus[op->stats.Str]);
1406    
1407     op->stats.dam += dam_bonus[op->stats.Str];
1408    
1409     if (op->stats.dam < 1)
1410     op->stats.dam = 1;
1411    
1412     op->speed = 1.0 + speed_bonus[op->stats.Dex];
1413     if (settings.search_items && op->contr->search_str[0])
1414     op->speed -= 1;
1415     if (op->attacktype == 0)
1416     op->attacktype = op->arch->clone.attacktype;
1417    
1418     } /* End if player */
1419    
1420     if (added_speed >= 0)
1421     op->speed += added_speed / 10.0;
1422     else /* Something wrong here...: */
1423     op->speed /= (float) (1.0 - added_speed);
1424 root 1.3
1425 root 1.9 /* Max is determined by armour */
1426     if (op->speed > max)
1427     op->speed = max;
1428 elmex 1.1
1429 root 1.9 if (op->type == PLAYER)
1430     {
1431     /* f is a number the represents the number of kg above (positive num)
1432     * or below (negative number) that the player is carrying. If above
1433     * weight limit, then player suffers a speed reduction based on how
1434     * much above he is, and what is max carry is
1435     */
1436     f = (op->carrying / 1000) - max_carry[op->stats.Str];
1437     if (f > 0)
1438     op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1439 elmex 1.1 }
1440    
1441 root 1.9 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1442    
1443     /* Put a lower limit on speed. Note with this speed, you move once every
1444     * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445     */
1446     op->speed = op->speed * speed_reduce_from_disease;
1447 elmex 1.1
1448 root 1.9 if (op->speed < 0.01 && op->type == PLAYER)
1449     op->speed = 0.01;
1450    
1451     if (op->type == PLAYER)
1452     {
1453     float M, W, s, D, K, S, M2;
1454 elmex 1.1
1455 root 1.9 /* (This formula was made by vidarl@ifi.uio.no)
1456     * Note that we never used these values again - basically
1457     * all of these could be subbed into one big equation, but
1458     * that would just be a real pain to read.
1459     */
1460     M = (max_carry[op->stats.Str] - 121) / 121.0;
1461     M2 = max_carry[op->stats.Str] / 100.0;
1462     W = weapon_weight / 20000.0;
1463     s = 2 - weapon_speed / 10.0;
1464     D = (op->stats.Dex - 14) / 14.0;
1465     K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1466     K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1467     if (K <= 0)
1468     K = 0.01;
1469     S = op->speed / (K * s);
1470     op->contr->weapon_sp = S;
1471     }
1472     /* I want to limit the power of small monsters with big weapons: */
1473     if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1474     op->stats.dam = op->arch->clone.stats.dam * 3;
1475    
1476     /* Prevent overflows of wc - best you can get is ABS(120) - this
1477     * should be more than enough - remember, AC is also in 8 bits,
1478     * so its value is the same.
1479     */
1480     if (wc > 120)
1481     wc = 120;
1482     else if (wc < -120)
1483     wc = -120;
1484     op->stats.wc = wc;
1485    
1486     if (ac > 120)
1487     ac = 120;
1488     else if (ac < -120)
1489     ac = -120;
1490     op->stats.ac = ac;
1491    
1492     /* if for some reason the creature doesn't have any move type,
1493     * give them walking as a default.
1494     * The second case is a special case - to more closely mimic the
1495     * old behaviour - if your flying, your not walking - just
1496     * one or the other.
1497     */
1498     if (op->move_type == 0)
1499     op->move_type = MOVE_WALK;
1500     else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501     op->move_type &= ~MOVE_WALK;
1502 elmex 1.1
1503 root 1.9 update_ob_speed (op);
1504 elmex 1.1
1505 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1506     * so we will check that now.
1507     */
1508     if (op->type == PLAYER)
1509     esrv_update_spells (op->contr);
1510 elmex 1.1 }
1511    
1512     /*
1513     * Returns true if the given player is a legal class.
1514     * The function to add and remove class-bonuses to the stats doesn't
1515     * check if the stat becomes negative, thus this function
1516     * merely checks that all stats are 1 or more, and returns
1517     * false otherwise.
1518     */
1519    
1520 root 1.9 int
1521     allowed_class (const object *op)
1522     {
1523     return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1524     op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1525 elmex 1.1 }
1526    
1527     /*
1528     * set the new dragon name after gaining levels or
1529     * changing ability focus (later this can be extended to
1530     * eventually change the player's face and animation)
1531     *
1532     * Note that the title is written to 'own_title' in the
1533     * player struct. This should be changed to 'ext_title'
1534     * as soon as clients support this!
1535     * Please, anyone, write support for 'ext_title'.
1536     */
1537 root 1.9 void
1538     set_dragon_name (object *pl, const object *abil, const object *skin)
1539     {
1540     int atnr = -1; /* attacknumber of highest level */
1541     int level = 0; /* highest level */
1542 elmex 1.1 int i;
1543    
1544     /* Perhaps do something more clever? */
1545 root 1.9 if (!abil || !skin)
1546     return;
1547    
1548 elmex 1.1 /* first, look for the highest level */
1549 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1550     {
1551     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1552     {
1553     level = abil->resist[i];
1554     atnr = i;
1555     }
1556 elmex 1.1 }
1557 root 1.9
1558 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1559     or else at random */
1560 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1561 elmex 1.1 atnr = abil->stats.exp;
1562 root 1.9
1563     level = (int) (level / 5.);
1564    
1565 elmex 1.1 /* now set the new title */
1566 root 1.9 if (pl->contr != NULL)
1567     {
1568     if (level == 0)
1569     sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1570     else if (level == 1)
1571     sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1572     else if (level == 2)
1573     sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1574     else if (level == 3)
1575     sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1576 elmex 1.1 else
1577 root 1.9 {
1578     /* special titles for extra high resistance! */
1579     if (skin->resist[atnr] > 80)
1580     sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1581     else if (skin->resist[atnr] > 50)
1582     sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1583     else
1584     sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1585     }
1586 elmex 1.1 }
1587 root 1.9
1588     strcpy (pl->contr->own_title, "");
1589 elmex 1.1 }
1590    
1591     /*
1592     * This function is called when a dragon-player gains
1593     * an overall level. Here, the dragon might gain new abilities
1594     * or change the ability-focus.
1595     */
1596 root 1.9 void
1597     dragon_level_gain (object *who)
1598     {
1599     object *abil = NULL; /* pointer to dragon ability force */
1600     object *skin = NULL; /* pointer to dragon skin force */
1601     object *tmp = NULL; /* tmp. object */
1602     char buf[MAX_BUF]; /* tmp. string buffer */
1603    
1604     /* now grab the 'dragon_ability'-forces from the player's inventory */
1605     for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1606     {
1607     if (tmp->type == FORCE)
1608     {
1609     if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610     abil = tmp;
1611     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1612     skin = tmp;
1613     }
1614     }
1615     /* if the force is missing -> bail out */
1616     if (abil == NULL)
1617     return;
1618    
1619     /* The ability_force keeps track of maximum level ever achieved.
1620     * New abilties can only be gained by surpassing this max level
1621     */
1622     if (who->level > abil->level)
1623     {
1624     /* increase our focused ability */
1625     abil->resist[abil->stats.exp]++;
1626    
1627    
1628     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1629     {
1630     /* time to hand out a new ability-gift */
1631     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1632     }
1633    
1634     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1635     {
1636     /* apply new ability focus */
1637     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1638     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1639    
1640     abil->stats.exp = abil->last_eat;
1641     abil->last_eat = 0;
1642     }
1643    
1644     abil->level = who->level;
1645     }
1646    
1647     /* last but not least, set the new title for the dragon */
1648     set_dragon_name (who, abil, skin);
1649 elmex 1.1 }
1650    
1651     /* Handy function - given the skill name skill_name, we find the skill
1652     * archetype/object, set appropriate values, and insert it into
1653     * the object (op) that is passed.
1654     * We return the skill - this makes it easier for calling functions that
1655     * want to do something with it immediately.
1656     */
1657 root 1.9 object *
1658     give_skill_by_name (object *op, const char *skill_name)
1659 elmex 1.1 {
1660 root 1.9 object *skill_obj;
1661 elmex 1.1
1662 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1663     if (!skill_obj)
1664     {
1665     LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1666     return NULL;
1667     }
1668     /* clear the flag - exp goes into this bucket, but player
1669     * still doesn't know it.
1670     */
1671     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672     skill_obj->stats.exp = 0;
1673     skill_obj->level = 1;
1674     insert_ob_in_ob (skill_obj, op);
1675     if (op->contr)
1676     {
1677     op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1678     op->contr->last_skill_exp[skill_obj->subtype] = -1;
1679 elmex 1.1 }
1680 root 1.9 return skill_obj;
1681 elmex 1.1 }
1682    
1683    
1684     /* player_lvl_adj() - for the new exp system. we are concerned with
1685     * whether the player gets more hp, sp and new levels.
1686     * Note this this function should only be called for players. Monstes
1687     * don't really gain levels
1688     * who is the player, op is what we are checking to gain the level
1689     * (eg, skill)
1690     */
1691 root 1.9 void
1692     player_lvl_adj (object *who, object *op)
1693     {
1694     char buf[MAX_BUF];
1695    
1696     if (!op) /* when rolling stats */
1697     op = who;
1698    
1699     if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700     {
1701     op->level++;
1702    
1703     if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1704     dragon_level_gain (who);
1705    
1706     /* Only roll these if it is the player (who) that gained the level */
1707     if (op == who && (who->level < 11) && who->type == PLAYER)
1708     {
1709     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712     }
1713    
1714     fix_player (who);
1715     if (op->level > 1)
1716     {
1717     if (op->type != PLAYER)
1718     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719     else
1720     sprintf (buf, "You are now level %d.", op->level);
1721     if (who)
1722     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723     }
1724     player_lvl_adj (who, op); /* To increase more levels */
1725     }
1726     else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727     {
1728     op->level--;
1729     fix_player (who);
1730     if (op->type != PLAYER)
1731     {
1732     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 root 1.3 }
1735 root 1.9 player_lvl_adj (who, op); /* To decrease more levels */
1736 elmex 1.1 }
1737 root 1.9 /* check if the spell data has changed */
1738     esrv_update_spells (who->contr);
1739 elmex 1.1 }
1740    
1741     /*
1742     * Returns how much experience is needed for a player to become
1743     * the given level. level should really never exceed max_level
1744     */
1745    
1746 root 1.9 sint64
1747     level_exp (int level, double expmul)
1748     {
1749     if (level > settings.max_level)
1750     return (sint64) (expmul * levels[settings.max_level]);
1751     return (sint64) (expmul * levels[level]);
1752 elmex 1.1 }
1753    
1754     /*
1755     * Ensure that the permanent experience requirements in an exp object are met.
1756     * This really just checks 'op to make sure the perm_exp value is within
1757     * proper range. Note that the checking of what is passed through
1758     * has been reduced. Since there is now a proper field for perm_exp,
1759     * this can now work on a much larger set of objects.
1760     */
1761 root 1.9 void
1762     calc_perm_exp (object *op)
1763 elmex 1.1 {
1764 root 1.9 int p_exp_min;
1765    
1766     /* Ensure that our permanent experience minimum is met.
1767     * permenent_exp_ratio is an integer percentage, we divide by 100
1768     * to get the fraction */
1769     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1770    
1771     if (op->perm_exp < p_exp_min)
1772     op->perm_exp = p_exp_min;
1773    
1774     /* Cap permanent experience. */
1775     if (op->perm_exp < 0)
1776     op->perm_exp = 0;
1777     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778     op->perm_exp = MAX_EXPERIENCE;
1779 elmex 1.1 }
1780    
1781    
1782     /* Add experience to a player - exp should only be positive.
1783     * Updates permanent exp for the skill we are adding to.
1784     * skill_name is the skill to add exp to. Skill name can be
1785     * NULL, in which case exp increases the players general
1786     * total, but not any particular skill.
1787     * flag is what to do if the player doesn't have the skill:
1788     */
1789    
1790 root 1.9 static void
1791     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792 elmex 1.1 {
1793 elmex 1.4 object *skill_obj = NULL;
1794     sint64 limit, exp_to_add;
1795     int i;
1796    
1797     /* prevents some forms of abuse. */
1798     if (op->contr->braced)
1799     exp = exp / 5;
1800    
1801     /* Try to find the matching skill.
1802     * We do a shortcut/time saving mechanism first - see if it matches
1803     * chosen_skill. This means we don't need to search through
1804     * the players inventory.
1805     */
1806     if (skill_name)
1807     {
1808 root 1.9 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1809 elmex 1.4 skill_obj = op->chosen_skill;
1810     else
1811     {
1812     for (i = 0; i < NUM_SKILLS; i++)
1813 root 1.9 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1814 elmex 1.4 {
1815     skill_obj = op->contr->last_skill_ob[i];
1816     break;
1817     }
1818 root 1.3
1819 elmex 1.4 /* Player doesn't have the skill. Check to see what to do, and give
1820     * it to the player if necessary
1821     */
1822     if (!skill_obj)
1823     {
1824     if (flag == SK_EXP_NONE)
1825     return;
1826     else if (flag == SK_EXP_ADD_SKILL)
1827     give_skill_by_name (op, skill_name);
1828 root 1.3 }
1829     }
1830 elmex 1.1 }
1831    
1832 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1833     {
1834     /* Basically, you can never gain more experience in one shot
1835     * than half what you need to gain for next level.
1836     */
1837     exp_to_add = exp;
1838     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1839     if (exp_to_add > limit)
1840     exp_to_add = limit;
1841    
1842 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1843 elmex 1.4 if (settings.permanent_exp_ratio)
1844     {
1845 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1846 elmex 1.4 calc_perm_exp (op);
1847     }
1848    
1849     player_lvl_adj (op, NULL);
1850     }
1851    
1852     if (skill_obj)
1853     {
1854     exp_to_add = exp;
1855     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1856     if (exp_to_add > limit)
1857     exp_to_add = limit;
1858    
1859     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1860     if (settings.permanent_exp_ratio)
1861     {
1862 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1863 elmex 1.4 calc_perm_exp (skill_obj);
1864     }
1865 elmex 1.1
1866 elmex 1.4 player_lvl_adj (op, skill_obj);
1867 elmex 1.1 }
1868     }
1869    
1870     /* This function checks to make sure that object 'op' can
1871     * lost 'exp' experience. It returns the amount of exp
1872     * object 'op' can in fact lose - it basically makes
1873     * adjustments based on permanent exp and the like.
1874     * This function should always be used for losing experience -
1875     * the 'exp' value passed should be positive - this is the
1876     * amount that should get subtract from the player.
1877     */
1878 root 1.9 sint64
1879     check_exp_loss (const object *op, sint64 exp)
1880 elmex 1.1 {
1881 root 1.9 sint64 del_exp;
1882 elmex 1.1
1883 root 1.9 if (exp > op->stats.exp)
1884     exp = op->stats.exp;
1885     if (settings.permanent_exp_ratio)
1886     {
1887     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1888     if (del_exp < 0)
1889     del_exp = 0;
1890     if (exp > del_exp)
1891     exp = del_exp;
1892 elmex 1.1 }
1893 root 1.9 return exp;
1894 elmex 1.1 }
1895    
1896 root 1.9 sint64
1897     check_exp_adjust (const object *op, sint64 exp)
1898 elmex 1.1 {
1899 root 1.9 if (exp < 0)
1900     return check_exp_loss (op, exp);
1901     else
1902     return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1903 elmex 1.1 }
1904    
1905    
1906     /* Subtracts experience from player.
1907     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1908     * only subtract from the matching skill. Otherwise,
1909     * this subtracts a portion from all
1910     * skills the player has. Eg, if we figure the player is losing 10%
1911     * of his total exp, what happens is he loses 10% from all his skills.
1912     * Note that if permanent exp is used, player may not in fact lose
1913     * as much as listed. Eg, if player has gotten reduced to the point
1914     * where everything is at the minimum perm exp, he would lose nothing.
1915     * exp is the amount of exp to subtract - thus, it should be
1916     * a postive number.
1917     */
1918 root 1.9 static void
1919     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1920 elmex 1.1 {
1921 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1922     object *tmp;
1923     sint64 del_exp;
1924    
1925     for (tmp = op->inv; tmp; tmp = tmp->below)
1926     if (tmp->type == SKILL && tmp->stats.exp)
1927     {
1928     if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1929     {
1930     del_exp = check_exp_loss (tmp, exp);
1931     tmp->stats.exp -= del_exp;
1932     player_lvl_adj (op, tmp);
1933     }
1934     else if (flag != SK_SUBTRACT_SKILL_EXP)
1935     {
1936     /* only want to process other skills if we are not trying
1937     * to match a specific skill.
1938     */
1939     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940     tmp->stats.exp -= del_exp;
1941     player_lvl_adj (op, tmp);
1942     }
1943     }
1944     if (flag != SK_SUBTRACT_SKILL_EXP)
1945     {
1946     del_exp = check_exp_loss (op, exp);
1947     op->stats.exp -= del_exp;
1948     player_lvl_adj (op, NULL);
1949 elmex 1.1 }
1950     }
1951    
1952    
1953    
1954     /* change_exp() - changes experience to a player/monster. This
1955     * does bounds checking to make sure we don't overflow the max exp.
1956     *
1957     * The exp passed is typically not modified much by this function -
1958     * it is assumed the caller has modified the exp as needed.
1959     * skill_name is the skill that should get the exp added.
1960     * flag is what to do if player doesn't have the skill.
1961     * these last two values are only used for players.
1962     */
1963 root 1.9
1964     void
1965     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966     {
1967 elmex 1.1
1968     #ifdef EXP_DEBUG
1969 root 1.9 # ifndef WIN32
1970     LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971     # else
1972     LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1973     # endif
1974 elmex 1.1 #endif
1975    
1976 root 1.9 /* safety */
1977     if (!op)
1978     {
1979     LOG (llevError, "change_exp() called for null object!\n");
1980     return;
1981     }
1982    
1983     /* if no change in exp, just return - most of the below code
1984     * won't do anything if the value is 0 anyways.
1985     */
1986     if (exp == 0)
1987     return;
1988    
1989     /* Monsters are easy - we just adjust their exp - we
1990     * don't adjust level, since in most cases it is unrelated to
1991     * the exp they have - the monsters exp represents what its
1992     * worth.
1993     */
1994     if (op->type != PLAYER)
1995     {
1996     /* Sanity check */
1997     if (!QUERY_FLAG (op, FLAG_ALIVE))
1998     return;
1999    
2000     /* reset exp to max allowed value. We subtract from
2001     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2002     * more than max exp, just return.
2003     */
2004     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2005     {
2006     exp = MAX_EXPERIENCE - op->stats.exp;
2007     if (exp < 0)
2008     return;
2009 root 1.3 }
2010 elmex 1.1
2011 root 1.9 op->stats.exp += exp;
2012 elmex 1.1 }
2013 root 1.9 else
2014     { /* Players only */
2015     if (exp > 0)
2016     add_player_exp (op, exp, skill_name, flag);
2017     else
2018     /* note that when you lose exp, it doesn't go against
2019     * a particular skill, so we don't need to pass that
2020     * along.
2021     */
2022     subtract_player_exp (op, FABS (exp), skill_name, flag);
2023 elmex 1.1
2024     }
2025     }
2026    
2027     /* Applies a death penalty experience, the size of this is defined by the
2028     * settings death_penalty_percentage and death_penalty_levels, and by the
2029     * amount of permenent experience, whichever gives the lowest loss.
2030     */
2031    
2032 root 1.9 void
2033     apply_death_exp_penalty (object *op)
2034     {
2035     object *tmp;
2036     sint64 loss;
2037     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2038     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2039    
2040     for (tmp = op->inv; tmp; tmp = tmp->below)
2041     if (tmp->type == SKILL && tmp->stats.exp)
2042     {
2043    
2044     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2045     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2046    
2047     /* With the revised exp system, you can get cases where
2048     * losing several levels would still require that you have more
2049     * exp than you currently have - this is true if the levels
2050     * tables is a lot harder.
2051     */
2052     if (level_loss < 0)
2053     level_loss = 0;
2054 root 1.3
2055 root 1.9 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
2056 root 1.3
2057 root 1.9 tmp->stats.exp -= loss;
2058     player_lvl_adj (op, tmp);
2059     }
2060 elmex 1.1
2061 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062     level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
2063     if (level_loss < 0)
2064     level_loss = 0;
2065     loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2066 elmex 1.1
2067 root 1.9 op->stats.exp -= loss;
2068     player_lvl_adj (op, NULL);
2069 elmex 1.1 }
2070    
2071     /* This function takes an object (monster/player, op), and
2072     * determines if it makes a basic save throw by looking at the
2073     * save_throw table. level is the effective level to make
2074     * the save at, and bonus is any plus/bonus (typically based on
2075     * resistance to particular attacktype.
2076     * Returns 1 if op makes his save, 0 if he failed
2077     */
2078 root 1.9 int
2079     did_make_save (const object *op, int level, int bonus)
2080 elmex 1.1 {
2081 root 1.9 if (level > MAX_SAVE_LEVEL)
2082     level = MAX_SAVE_LEVEL;
2083 elmex 1.1
2084 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085     return 0;
2086     return 1;
2087 elmex 1.1 }