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Revision: 1.99
Committed: Fri Nov 6 12:49:19 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.98: +2 -2 lines
Log Message:
make effectively static symbols actually static, part 1

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 1.98 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.98 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.65 *
22 root 1.80 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.30 */
24 elmex 1.1
25     #include <global.h>
26    
27     /* Handy little macro that adds exp and keeps it within bounds. Since
28     * we are now using 64 bit values, I'm not all concerned about overflow issues
29     * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30     */
31     #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32    
33 root 1.9 static const int con_bonus[MAX_STAT + 1] = {
34     -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35     22, 25, 30, 40, 50
36 elmex 1.1 };
37    
38     /* changed the name of this to "sp_bonus" from "int_bonus"
39     * because Pow can now be the stat that controls spellpoint
40     * advancement. -b.t.
41     */
42 root 1.9 static const int sp_bonus[MAX_STAT + 1] = {
43     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
44     30, 40, 50, 70, 100
45 elmex 1.1 };
46    
47 root 1.9 static const int grace_bonus[MAX_STAT + 1] = {
48     -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49     30, 40, 50, 70, 100
50 elmex 1.1 };
51    
52     /* 0.92.7 Changed way charisma works. Values now
53     * represent how much more it costs to buy something than to sell it
54     * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55     * would only get 5 gp when you sell.) Let query_cost do the calculations
56     * on how to really do this. Buy keeping it this simple number, it is
57     * much easier to know how things will be influenced. A value of '1' means
58     * buying and selling is both the same value - any value less than or equal
59     * to 1 should not be used.
60     * At least as of now, the only place that uses this code is query_cost,
61     * in server/shop.c. This bonus is split evenly between buying and selling
62     * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63     * at .667
64     * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65     * it is 1-diff
66     */
67    
68     const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 root 1.9 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70     5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71     2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72     2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73     1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74     1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 elmex 1.1 };
76    
77 root 1.9 const int dex_bonus[MAX_STAT + 1] = {
78     -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
79 elmex 1.1 };
80    
81     /* speed_bonus uses dex as its stat */
82 root 1.9 const float speed_bonus[MAX_STAT + 1] = {
83 elmex 1.1 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
84     0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85     1.6, 1.8, 2.0, 2.5, 3.0
86     };
87    
88     /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89     * strength.
90     */
91 root 1.9 const int dam_bonus[MAX_STAT + 1] = {
92     -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
93 elmex 1.1 };
94    
95 root 1.9 const int thaco_bonus[MAX_STAT + 1] = {
96     -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
97 elmex 1.1 };
98    
99     /* Max you can carry before you start getting extra speed penalties */
100 root 1.9 const int max_carry[MAX_STAT + 1] = {
101     2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102     301, 326, 352, 400, 450, 500, 600, 1000
103 elmex 1.1 };
104    
105     /* weight_limit - the absolute most a character can carry - a character can't
106     * pick stuff up if it would put him above this limit.
107     * value is in grams, so we don't need to do conversion later
108     * These limits are probably overly generous, but being there were no values
109     * before, you need to start someplace.
110     */
111    
112 root 1.9 const uint32 weight_limit[MAX_STAT + 1] = {
113     200000, /* 0 */
114     250000, 300000, 350000, 400000, 500000, /* 5 */
115     600000, 700000, 800000, 900000, 1000000, /* 10 */
116     1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117     1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118     2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119     3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 elmex 1.1 };
121    
122 root 1.9 const int learn_spell[MAX_STAT + 1] = {
123     0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124     100, 100, 100, 100, 100, 100
125 elmex 1.1 };
126    
127 root 1.9 const int cleric_chance[MAX_STAT + 1] = {
128     100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
129 elmex 1.1 };
130    
131 root 1.9 const int turn_bonus[MAX_STAT + 1] = {
132     -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
133 elmex 1.1 };
134    
135 root 1.9 const int fear_bonus[MAX_STAT + 1] = {
136     3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
137 elmex 1.1 };
138    
139     /*
140     Since this is nowhere defined ...
141     Both come in handy at least in function add_exp()
142     */
143    
144     #define MAX_EXPERIENCE levels[settings.max_level]
145    
146     /* because exp_obj sum to make the total score,
147     * we cannot allow that sum to exceed the maximum
148     * amount of experience a player can gain. Thus
149     * we define MAX_EXP_IN_OBJ. It is important to try
150     * to make the value of MAX_EXP_CAT close to the
151     * actual number of experience objects in the game,
152     * otherwise the maximum level in any experience
153     * category could be quite low. To help the situation
154     * out a little I added 10 more levels, and jacked
155     * up the last level experience value. Its out of
156     * line with progression of previous levels, so
157     * if more levels are desired, this should be fixed.
158     * -b.t.
159     */
160    
161 root 1.9 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 elmex 1.1
163     extern sint64 *levels;
164    
165     #define MAX_SAVE_LEVEL 110
166 root 1.9
167 elmex 1.1 /* This no longer needs to be changed anytime the number of
168     * levels is increased - rather, did_make_save will do the
169     * right thing and always use range within this table.
170     * for safety, savethrow should not be accessed directly anymore,
171     * and instead did_make_save should be used instead.
172     */
173 root 1.9 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 elmex 1.1 18,
175 root 1.9 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176     9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177     6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178     4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179     2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180     1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 elmex 1.1 };
182    
183     const char *const attacks[NROFATTACKS] = {
184     "physical", "magical", "fire", "electricity", "cold", "confusion",
185     "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186     "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 root 1.9 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 elmex 1.1 "life stealing"
189     };
190    
191     static const char *const drain_msg[NUM_STATS] = {
192     "Oh no! You are weakened!",
193     "You're feeling clumsy!",
194     "You feel less healthy",
195     "You suddenly begin to lose your memory!",
196 root 1.9 "Watch out, your mind is going!",
197 root 1.28 "Your spirit feels drained!",
198 root 1.27 "Your face gets distorted!",
199 elmex 1.1 };
200     const char *const restore_msg[NUM_STATS] = {
201     "You feel your strength return.",
202     "You feel your agility return.",
203     "You feel your health return.",
204 root 1.27 "You feel your memory return.",
205 elmex 1.1 "You feel your wisdom return.",
206 root 1.28 "You feel your spirits return.",
207 elmex 1.1 "You feel your charisma return.",
208     };
209     const char *const gain_msg[NUM_STATS] = {
210 root 1.9 "You feel stronger.",
211     "You feel more agile.",
212     "You feel healthy.",
213 root 1.27 "You feel smarter.",
214 root 1.9 "You feel wiser.",
215 root 1.28 "You feel more potent.",
216 root 1.9 "You seem to look better.",
217 elmex 1.1 };
218     const char *const lose_msg[NUM_STATS] = {
219 root 1.9 "You feel weaker!",
220     "You feel clumsy!",
221     "You feel less healthy!",
222 root 1.27 "You feel stupid!",
223 root 1.9 "You lose some of your memory!",
224 root 1.28 "You feel less potent!",
225 root 1.9 "You look ugly!",
226 elmex 1.1 };
227    
228     const char *const statname[NUM_STATS] = {
229 root 1.21 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230 elmex 1.1 };
231    
232     const char *const short_stat_name[NUM_STATS] = {
233 root 1.21 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234 elmex 1.1 };
235    
236     /*
237     * Like set_attr_value(), but instead the value (which can be negative)
238     * is added to the specified stat.
239     */
240     void
241 root 1.19 change_attr_value (living *stats, int attr, sint8 value)
242 root 1.9 {
243 root 1.50 stats->stat (attr) += value;
244     }
245 root 1.19
246 elmex 1.1 /*
247     * Ensures that all stats (str/dex/con/wis/cha/int) are within the
248     * 1-30 stat limit.
249     */
250 root 1.9 void
251 root 1.19 check_stat_bounds (living *stats)
252 root 1.9 {
253 root 1.50 for (int i = 0; i < NUM_STATS; i++)
254     {
255     sint8 &v = stats->stat (i);
256     v = clamp (v, MIN_STAT, MAX_STAT);
257     }
258 elmex 1.1 }
259    
260     #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
261    
262     /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263     * make this macro to clean those up. Not usuable outside change_abil
264     * function since some of the values passed to new_draw_info are hardcoded.
265     */
266     #define DIFF_MSG(flag, msg1, msg2) \
267     new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
268    
269     /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 root 1.9
271 elmex 1.1 /* flag is set to 1 if we are applying the object, -1 if we are removing
272     * the object.
273     * It is the calling functions responsibilty to check to see if the object
274     * can be applied or not.
275     * The main purpose of calling this function is the messages that are
276 root 1.48 * displayed - update_stats should really always be called after this when
277 elmex 1.1 * removing an object - that is because it is impossible to know if some object
278     * is the only source of an attacktype or spell attunement, so this function
279     * will clear the bits, but the player may still have some other object
280     * that gives them that ability.
281     */
282 root 1.9 int
283     change_abil (object *op, object *tmp)
284     {
285 root 1.84 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286     int success = 0;
287 root 1.9 char message[MAX_BUF];
288     int potion_max = 0;
289    
290 root 1.84 // keep some stats for comparison purposes
291 root 1.83 object::flags_t prev_flag = op->flag;
292     MoveType prev_move_type = op->move_type;
293     sint16 prev_resist [NROFATTACKS]; // clumsy
294     assert (sizeof (prev_resist) == sizeof (op->resist));
295     memcpy (prev_resist, op->resist, sizeof (prev_resist));
296 root 1.9
297     if (op->type == PLAYER)
298     {
299     if (tmp->type == POTION)
300     {
301     potion_max = 1;
302 root 1.84
303 root 1.51 for (int j = 0; j < NUM_STATS; j++)
304 root 1.9 {
305 root 1.51 int ostat = op->contr->orig_stats.stat (j);
306     int i = tmp->stats.stat (j);
307 root 1.9
308     /* nstat is what the stat will be after use of the potion */
309 root 1.51 int nstat = flag * i + ostat;
310 root 1.9
311 root 1.84 /* Do some bounds checking. There is the potential for potions
312 root 1.9 * that adjust that stat by more than one point, so we need
313     * to allow for that.
314     */
315     if (nstat < 1 && i * flag < 0)
316     nstat = 1;
317 root 1.67 else if (nstat > 20 + op->arch->stats.stat (j))
318     nstat = 20 + op->arch->stats.stat (j);
319 root 1.20
320 root 1.9 if (nstat != ostat)
321     {
322 root 1.50 op->contr->orig_stats.stat (j) = nstat;
323 root 1.9 potion_max = 0;
324 root 1.3 }
325 root 1.9 else if (i)
326     {
327     /* potion is useless - player has already hit the natural maximum */
328     potion_max = 1;
329 root 1.3 }
330     }
331 root 1.20
332 root 1.9 /* This section of code ups the characters normal stats also. I am not
333     * sure if this is strictly necessary, being that fix_player probably
334     * recalculates this anyway.
335     */
336 root 1.51 for (int j = 0; j < NUM_STATS; j++)
337 root 1.50 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338 root 1.20
339 root 1.48 check_stat_bounds (&op->stats);
340 root 1.9 } /* end of potion handling code */
341     }
342    
343 root 1.51 /* reset attributes that update_stats doesn't reset since it doesn't search
344 root 1.9 * everything to set
345     */
346     if (flag == -1)
347     {
348 root 1.48 op->attacktype &= ~tmp->attacktype;
349     op->path_attuned &= ~tmp->path_attuned;
350 root 1.9 op->path_repelled &= ~tmp->path_repelled;
351 root 1.48 op->path_denied &= ~tmp->path_denied;
352 root 1.9 /* Presuming here that creatures only have move_type,
353     * and not the other move_ fields.
354     */
355 root 1.48 op->move_type &= ~tmp->move_type;
356 elmex 1.1 }
357    
358 root 1.9 /* call fix_player since op object could have whatever attribute due
359 root 1.51 * to multiple items. if update_stats always has to be called after
360 root 1.9 * change_ability then might as well call it from here
361     */
362 root 1.19 op->update_stats ();
363 root 1.9
364 root 1.51 /* update_stats won't add the bows ability to the player, so don't
365 root 1.9 * print out message if this is a bow.
366     */
367     if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368     {
369     success = 1;
370     DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
371     }
372 root 1.20
373 root 1.83 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
374 root 1.9 {
375     success = 1;
376     DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
377     }
378 root 1.20
379 root 1.83 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
380 root 1.9 {
381     success = 1;
382     DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
383     }
384 root 1.20
385 root 1.83 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
386 root 1.9 {
387     success = 1;
388     DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
389     }
390 root 1.20
391 root 1.9 /* movement type has changed. We don't care about cases where
392     * user has multiple items giving the same type appled like we
393     * used to - that is more work than what we gain, plus messages
394     * can be misleading (a little higher could be miscontrued from
395     * from fly high)
396     */
397 root 1.83 if (tmp->move_type && op->move_type != prev_move_type)
398 root 1.9 {
399     success = 1;
400 elmex 1.1
401 root 1.9 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
402     * status doesn't make a difference if you are flying high
403     */
404     if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405     {
406 root 1.86 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
407 root 1.3 }
408    
409 root 1.9 if (tmp->move_type & MOVE_FLY_HIGH)
410     {
411     /* double conditional - second case covers if you have move_fly_low -
412     * in that case, you don't actually land
413     */
414 root 1.51 DIFF_MSG (flag, "You soar into the air!",
415 root 1.9 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
416 root 1.3 }
417 root 1.48
418 root 1.9 if (tmp->move_type & MOVE_SWIM)
419     DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420 elmex 1.1
421 root 1.9 /* Changing move status may mean you are affected by things you weren't before */
422     check_move_on (op, op);
423 elmex 1.1 }
424    
425 root 1.9 /* becoming UNDEAD... a special treatment for this flag. Only those not
426     * originally undead may change their status
427     */
428 root 1.83 if (!op->arch->flag [FLAG_UNDEAD])
429     if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
430 root 1.9 {
431     success = 1;
432     if (flag > 0)
433     {
434     op->race = "undead";
435     new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
436     }
437     else
438     {
439 root 1.67 op->race = op->arch->race;
440 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
441     }
442     }
443 elmex 1.1
444 root 1.83 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
445 root 1.9 {
446     success = 1;
447     DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
448 elmex 1.1 }
449 root 1.20
450 root 1.83 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
451 root 1.9 {
452     success = 1;
453     DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
454 elmex 1.1 }
455 root 1.20
456 root 1.9 /* blinded you can tell if more blinded since blinded player has minimal
457     * vision
458     */
459 root 1.83 if (tmp->flag [FLAG_BLIND])
460 root 1.9 {
461     success = 1;
462     if (flag > 0)
463     {
464 root 1.83 if (op->flag [FLAG_WIZ])
465 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
466     else
467     {
468     new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469     SET_FLAG (op, FLAG_BLIND);
470     if (op->type == PLAYER)
471     op->contr->do_los = 1;
472 root 1.3 }
473 root 1.9 }
474     else
475     {
476 root 1.83 if (op->flag [FLAG_WIZ])
477 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
478     else
479     {
480     new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481     CLEAR_FLAG (op, FLAG_BLIND);
482     if (op->type == PLAYER)
483     op->contr->do_los = 1;
484 root 1.3 }
485     }
486 elmex 1.1 }
487    
488 root 1.83 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
489 root 1.9 {
490     success = 1;
491     if (op->type == PLAYER)
492     op->contr->do_los = 1;
493     DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
494 elmex 1.1 }
495    
496 root 1.83 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
497 root 1.9 {
498     success = 1;
499     if (flag > 0)
500     {
501 root 1.83 if (op->flag [FLAG_WIZ])
502 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
503     else
504     {
505     new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
506     if (op->type == PLAYER)
507     op->contr->do_los = 1;
508 root 1.3 }
509 root 1.9 }
510     else
511     {
512 root 1.83 if (op->flag [FLAG_WIZ])
513 root 1.9 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
514     else
515     {
516     new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
517     if (op->type == PLAYER)
518     op->contr->do_los = 1;
519 root 1.3 }
520     }
521 elmex 1.1 }
522    
523 root 1.9 if (tmp->stats.luck)
524     {
525     success = 1;
526     DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
527 elmex 1.1 }
528    
529 root 1.9 if (tmp->stats.hp && op->type == PLAYER)
530     {
531     success = 1;
532     DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
533 elmex 1.1 }
534    
535 root 1.9 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
536     {
537     success = 1;
538     DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
539 elmex 1.1 }
540    
541 root 1.9 /* for the future when artifacts set this -b.t. */
542     if (tmp->stats.grace && op->type == PLAYER)
543     {
544     success = 1;
545     DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
546 elmex 1.1 }
547    
548 root 1.9 if (tmp->stats.food && op->type == PLAYER)
549     {
550     success = 1;
551     DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 elmex 1.1 }
553    
554 root 1.9 /* Messages for changed resistance */
555 root 1.51 for (int i = 0; i < NROFATTACKS; i++)
556 root 1.9 {
557     if (i == ATNR_PHYSICAL)
558     continue; /* Don't display about armour */
559    
560 root 1.83 if (op->resist [i] != prev_resist [i])
561 root 1.9 {
562     success = 1;
563 root 1.83
564     if (op->resist [i] > prev_resist [i])
565     sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
566 root 1.9 else
567 root 1.83 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
568 root 1.9
569     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
570 root 1.3 }
571 elmex 1.1 }
572    
573 elmex 1.18 if (!potion_max)
574 root 1.84 for (int j = 0; j < NUM_STATS; j++)
575     if (int i = tmp->stats.stat (j))
576 root 1.9 {
577 root 1.84 success = 1;
578     DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 root 1.3 }
580 root 1.20
581 root 1.9 return success;
582 elmex 1.1 }
583    
584     /*
585     * Stat draining by Vick 930307
586     * (Feeling evil, I made it work as well now. -Frank 8)
587     */
588 root 1.9 void
589 root 1.19 object::drain_stat ()
590 root 1.9 {
591 root 1.33 drain_specific_stat (rndm (NUM_STATS));
592 elmex 1.1 }
593    
594 root 1.9 void
595 root 1.19 object::drain_specific_stat (int deplete_stats)
596 root 1.9 {
597 elmex 1.1 object *tmp;
598     archetype *at;
599    
600 root 1.11 at = archetype::find (ARCH_DEPLETION);
601 root 1.9 if (!at)
602     {
603     LOG (llevError, "Couldn't find archetype depletion.\n");
604     return;
605     }
606     else
607     {
608 root 1.19 tmp = present_arch_in_ob (at, this);
609    
610 root 1.9 if (!tmp)
611     {
612     tmp = arch_to_object (at);
613 root 1.19 tmp = insert_ob_in_ob (tmp, this);
614 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
615     }
616     }
617    
618 root 1.19 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 root 1.9 change_attr_value (&tmp->stats, deplete_stats, -1);
620 root 1.19 update_stats ();
621 elmex 1.1 }
622    
623     /*
624     * A value of 0 indicates timeout, otherwise change the luck of the object.
625     * via an applied bad_luck object.
626     */
627 root 1.9 void
628 root 1.19 object::change_luck (int value)
629 root 1.9 {
630 root 1.19 archetype *at = archetype::find ("luck");
631 elmex 1.1 if (!at)
632 root 1.9 LOG (llevError, "Couldn't find archetype luck.\n");
633     else
634     {
635 root 1.19 object *tmp = present_arch_in_ob (at, this);
636    
637 root 1.9 if (!tmp)
638     {
639     if (!value)
640     return;
641 root 1.19
642 root 1.9 tmp = arch_to_object (at);
643 root 1.19 tmp = insert_ob_in_ob (tmp, this);
644 root 1.9 SET_FLAG (tmp, FLAG_APPLIED);
645     }
646 root 1.19
647 root 1.9 if (value)
648     {
649     /* Limit the luck value of the bad luck object to +/-100. This
650     * (arbitrary) value prevents overflows (both in the bad luck object and
651     * in op itself).
652     */
653 root 1.19 int new_luck = tmp->stats.luck + value;
654    
655 root 1.9 if (new_luck >= -100 && new_luck <= 100)
656     {
657 root 1.19 stats.luck += value;
658 root 1.9 tmp->stats.luck = new_luck;
659     }
660     }
661     else
662     {
663     if (!tmp->stats.luck)
664 root 1.19 return;
665    
666 root 1.9 /* Randomly change the players luck. Basically, we move it
667     * back neutral (if greater>0, subtract, otherwise add)
668     */
669 root 1.32 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 root 1.9 {
671     int diff = tmp->stats.luck > 0 ? -1 : 1;
672    
673 root 1.19 stats.luck += diff;
674 root 1.9 tmp->stats.luck += diff;
675     }
676     }
677 elmex 1.1 }
678     }
679    
680     /*
681     * Subtracts stat-bonuses given by the class which the player has chosen.
682     */
683 root 1.9 void
684 root 1.19 object::remove_statbonus ()
685 root 1.9 {
686 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
687     {
688 root 1.67 sint8 v = arch->stats.stat (i);
689 root 1.51 stats.stat (i) -= v;
690     contr->orig_stats.stat (i) -= v;
691     }
692 elmex 1.1 }
693    
694     /*
695     * Adds stat-bonuses given by the class which the player has chosen.
696     */
697 root 1.9 void
698 root 1.19 object::add_statbonus ()
699 root 1.9 {
700 root 1.51 for (int i = 0; i < NUM_STATS; ++i)
701     {
702 root 1.67 sint8 v = arch->stats.stat (i);
703 root 1.51 stats.stat (i) += v;
704     contr->orig_stats.stat (i) += v;
705     }
706 elmex 1.1 }
707    
708 root 1.74 /* These are the items that currently can change digestion, regeneration,
709     * spell point recovery and mana point recovery. Seems sort of an arbitary
710     * list, but other items store other info into stats array.
711     */
712     static struct digest_types : std::bitset<NUM_TYPES>
713     {
714     digest_types ()
715     {
716     set (WEAPON);
717     set (BOW);
718     set (ARMOUR);
719     set (HELMET);
720     set (SHIELD);
721     set (RING);
722     set (BOOTS);
723     set (GLOVES);
724     set (AMULET);
725     set (GIRDLE);
726     set (BRACERS);
727     set (CLOAK);
728     set (DISEASE);
729     set (FORCE);
730     set (SKILL);
731     }
732     } digest_types;
733    
734     static struct copy_flags : object::flags_t
735     {
736     copy_flags ()
737     {
738     set (FLAG_LIFESAVE);
739     set (FLAG_REFL_SPELL);
740     set (FLAG_REFL_MISSILE);
741     set (FLAG_STEALTH);
742     set (FLAG_XRAYS);
743     set (FLAG_BLIND);
744     set (FLAG_SEE_IN_DARK);
745     }
746     } copy_flags;
747    
748 elmex 1.1 /*
749     * Updates all abilities given by applied objects in the inventory
750     * of the given object. Note: This function works for both monsters
751     * and players; the "player" in the name is purely an archaic inheritance.
752     * This functions starts from base values (archetype or player object)
753     * and then adjusts them according to what the player has equipped.
754 root 1.36 *
755     * July 95 - inserted stuff to handle new skills/exp system - b.t.
756     * spell system split, grace points now added to system --peterm
757 elmex 1.1 */
758 root 1.9 void
759 root 1.19 object::update_stats ()
760 root 1.9 {
761 root 1.74 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 root 1.9 int weapon_weight = 0, weapon_speed = 0;
763     int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764     int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 root 1.55 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 root 1.24 float old_speed = speed;
767 root 1.75 int stat_sum [NUM_STATS];
768 root 1.9
769     /* First task is to clear all the values back to their original values */
770 root 1.19 if (type == PLAYER)
771 root 1.9 {
772 root 1.75 for (int i = 0; i < NUM_STATS; i++)
773     stat_sum [i] = contr->orig_stats.stat (i);
774 root 1.19
775 root 1.9 if (settings.spell_encumbrance == TRUE)
776 root 1.19 contr->encumbrance = 0;
777 root 1.9
778 root 1.19 attacktype = 0;
779 root 1.39
780     contr->digestion = 0;
781     contr->gen_hp = 0;
782     contr->gen_sp = 0;
783     contr->gen_grace = 0;
784 root 1.19 contr->gen_sp_armour = 10;
785 root 1.39 contr->item_power = 0;
786 root 1.9 }
787    
788 root 1.47 for (int i = NUM_BODY_LOCATIONS; i--; )
789     slot[i].used = slot[i].info;
790 root 1.19
791     slaying = 0;
792 root 1.9
793 root 1.19 if (!QUERY_FLAG (this, FLAG_WIZ))
794 root 1.9 {
795 root 1.19 CLEAR_FLAG (this, FLAG_XRAYS);
796     CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 root 1.9 }
798    
799 root 1.19 CLEAR_FLAG (this, FLAG_LIFESAVE);
800     CLEAR_FLAG (this, FLAG_STEALTH);
801     CLEAR_FLAG (this, FLAG_BLIND);
802    
803 root 1.67 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804     if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805     if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806     if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807    
808     path_attuned = arch->path_attuned;
809     path_repelled = arch->path_repelled;
810     path_denied = arch->path_denied;
811     glow_radius = arch->glow_radius;
812     move_type = arch->move_type;
813 root 1.39
814 root 1.46 chosen_skill = 0;
815 root 1.9
816     /* initializing resistances from the values in player/monster's
817     * archetype clone
818     */
819 root 1.67 memcpy (&resist, &arch->resist, sizeof (resist));
820 root 1.9
821 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
822 root 1.9 {
823 root 1.19 if (resist[i] > 0)
824     prot[i] = resist[i], vuln[i] = 0;
825 root 1.9 else
826 root 1.19 vuln[i] = -(resist[i]), prot[i] = 0;
827 root 1.46
828 root 1.9 potion_resist[i] = 0;
829     }
830    
831 root 1.67 wc = arch->stats.wc;
832     stats.dam = arch->stats.dam;
833 root 1.9
834     /* for players which cannot use armour, they gain AC -1 per 3 levels,
835     * plus a small amount of physical resist, those poor suckers. ;)
836     * the fact that maxlevel is factored in could be considered sort of bogus -
837     * we should probably give them some bonus and cap it off - otherwise,
838     * basically, if a server updates its max level, these playes may find
839     * that their protection from physical goes down
840     */
841 root 1.19 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 root 1.9 {
843 root 1.74 ac = max (-10, arch->stats.ac - level / 3);
844 root 1.19 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 elmex 1.1 }
846 root 1.9 else
847 root 1.67 ac = arch->stats.ac;
848 root 1.9
849 root 1.67 stats.luck = arch->stats.luck;
850     speed = arch->speed;
851 root 1.9
852     /* OK - we've reset most all the objects attributes to sane values.
853     * now go through and make adjustments for what the player has equipped.
854     */
855 root 1.19 for (tmp = inv; tmp; tmp = tmp->below)
856 root 1.9 {
857     /* This happens because apply_potion calls change_abil with the potion
858 root 1.40 * applied so we can tell the player what changed. But change_abil
859 root 1.9 * then calls this function.
860     */
861     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 root 1.19 continue;
863 root 1.3
864 root 1.94 glow_radius += tmp->glow_radius;
865 root 1.64
866 root 1.9 /* For some things, we don't care what is equipped */
867     if (tmp->type == SKILL)
868     {
869     /* Want to take the highest skill here. */
870     if (IS_MANA_SKILL (tmp->subtype))
871     {
872     if (!mana_obj)
873     mana_obj = tmp;
874     else if (tmp->level > mana_obj->level)
875     mana_obj = tmp;
876     }
877 root 1.19
878 root 1.9 if (IS_GRACE_SKILL (tmp->subtype))
879     {
880     if (!grace_obj)
881     grace_obj = tmp;
882     else if (tmp->level > grace_obj->level)
883     grace_obj = tmp;
884 root 1.3 }
885     }
886    
887 root 1.85 /* Container objects are not meant to adjust players, but other applied
888 root 1.9 * objects need to make adjustments.
889     * This block should handle all player specific changes
890     * The check for Praying is a bit of a hack - god given bonuses are put
891     * in the praying skill, and the player should always get those.
892     * It also means we need to put in additional checks for applied below,
893     * because the skill shouldn't count against body positions being used
894     * up, etc.
895     */
896 root 1.49 if ((tmp->flag [FLAG_APPLIED]
897 root 1.39 && tmp->type != CONTAINER
898     && tmp->type != CLOSE_CON)
899     || (tmp->type == SKILL
900     && tmp->subtype == SK_PRAYING))
901 root 1.9 {
902 root 1.19 if (type == PLAYER)
903 root 1.9 {
904 root 1.69 contr->item_power += tmp->item_power;
905    
906 root 1.49 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 root 1.58 if (tmp != current_weapon
908     && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909     && !tmp->flag [FLAG_CURSED]
910     && !tmp->flag [FLAG_DAMNED])
911 root 1.49 continue;
912 root 1.46
913 root 1.74 for (int i = 0; i < NUM_STATS; i++)
914 root 1.76 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
915 root 1.9
916 root 1.74 if (digest_types [tmp->type])
917 root 1.9 {
918 root 1.75 contr->digestion += tmp->stats.food;
919 root 1.19 contr->gen_hp += tmp->stats.hp;
920 root 1.87 if (tmp->type != BOW) // ugly exception for bows
921     contr->gen_sp += tmp->stats.sp;
922 root 1.19 contr->gen_grace += tmp->stats.grace;
923     contr->gen_sp_armour += tmp->gen_sp_armour;
924 root 1.3 }
925 root 1.9 } /* if this is a player */
926 root 1.46 else
927     {
928     if (tmp->type == WEAPON)
929     current_weapon = tmp;
930     }
931 root 1.3
932 root 1.9 /* Update slots used for items */
933     if (QUERY_FLAG (tmp, FLAG_APPLIED))
934 root 1.75 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 root 1.47 slot[i].used += tmp->slot[i].info;
936 root 1.3
937 root 1.9 if (tmp->type == SYMPTOM)
938 root 1.77 speed_reduce_from_disease =
939     min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
940 root 1.3
941 root 1.85 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 root 1.34 * (Negative protections are calculated exactly like positive.)
943 root 1.9 * Resistance from potions are treated special as well. If there's
944     * more than one potion-effect, the bigger prot.-value is taken.
945     */
946     if (tmp->type != POTION)
947     {
948 root 1.75 for (int i = 0; i < NROFATTACKS; i++)
949 root 1.9 {
950     /* Potential for cursed potions, in which case we just can use
951 pippijn 1.23 * a straight MAX, as potion_resist is initialised to zero.
952 root 1.9 */
953     if (tmp->type == POTION_EFFECT)
954     {
955     if (potion_resist[i])
956 root 1.74 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
957 root 1.9 else
958     potion_resist[i] = tmp->resist[i];
959 root 1.3 }
960 root 1.9 else if (tmp->resist[i] > 0)
961 root 1.34 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
962 root 1.9 else if (tmp->resist[i] < 0)
963 root 1.34 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
964 root 1.9 }
965     }
966    
967     /* There may be other things that should not adjust the attacktype */
968 root 1.53 if (tmp->type != SYMPTOM)
969 root 1.46 {
970     attacktype |= tmp->attacktype;
971     path_attuned |= tmp->path_attuned;
972     path_repelled |= tmp->path_repelled;
973     path_denied |= tmp->path_denied;
974     move_type |= tmp->move_type;
975     stats.luck += tmp->stats.luck;
976     }
977 root 1.19
978 root 1.74 flag |= tmp->flag & copy_flags;
979 root 1.9
980 root 1.67 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
981 root 1.19 SET_FLAG (this, FLAG_UNDEAD);
982 root 1.9
983     if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
984     {
985 root 1.19 SET_FLAG (this, FLAG_MAKE_INVIS);
986     invisible = 1;
987 root 1.9 }
988    
989     if (tmp->stats.exp && tmp->type != SKILL)
990     {
991     if (tmp->stats.exp > 0)
992     {
993 root 1.40 added_speed += tmp->stats.exp / 3.f;
994 root 1.44 bonus_speed += tmp->stats.exp / 3.f + 1.f;
995 root 1.3 }
996 root 1.9 else
997 root 1.40 added_speed += tmp->stats.exp;
998 root 1.3 }
999    
1000 root 1.9 switch (tmp->type)
1001     {
1002 root 1.46 #if 0
1003 root 1.45 case WAND:
1004     case ROD:
1005     case HORN:
1006 root 1.46 if (type != PLAYER || current_weapon == tmp)
1007     chosen_skill = tmp;
1008 root 1.45 break;
1009 root 1.46 #endif
1010 root 1.45
1011 root 1.10 /* skills modifying the character -b.t. */
1012     /* for all skills and skill granting objects */
1013     case SKILL:
1014 root 1.63 {
1015     if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1016     break;
1017    
1018     if (chosen_skill)
1019     {
1020     LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021     &name, &chosen_skill->name, &tmp->name);
1022    
1023     tmp->flag [FLAG_APPLIED] = false;
1024     update_stats ();
1025     return;
1026     }
1027     else
1028     chosen_skill = tmp;
1029    
1030     if (tmp->stats.dam > 0)
1031     { /* skill is a 'weapon' */
1032     if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1033     weapon_speed = WEAPON_SPEED (tmp);
1034    
1035     if (weapon_speed < 0)
1036     weapon_speed = 0;
1037    
1038     weapon_weight = tmp->weight;
1039     stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1040    
1041     if (tmp->magic)
1042     stats.dam += tmp->magic;
1043     }
1044 root 1.3
1045 root 1.63 if (tmp->stats.wc)
1046     wc -= tmp->stats.wc + tmp->magic;
1047 root 1.19
1048 root 1.63 if (tmp->slaying)
1049     slaying = tmp->slaying;
1050 root 1.19
1051 root 1.63 if (tmp->stats.ac)
1052     ac -= tmp->stats.ac + tmp->magic;
1053 root 1.3
1054 root 1.63 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055     contr->encumbrance += (int) 3 *tmp->weight / 1000;
1056     }
1057 root 1.19
1058 root 1.10 break;
1059 root 1.3
1060 root 1.10 case SHIELD:
1061 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062     contr->encumbrance += (int) tmp->weight / 2000;
1063 root 1.10 case RING:
1064     case AMULET:
1065     case GIRDLE:
1066     case HELMET:
1067     case BOOTS:
1068     case GLOVES:
1069     case CLOAK:
1070     if (tmp->stats.wc)
1071 root 1.37 wc -= tmp->stats.wc + tmp->magic;
1072 root 1.19
1073 root 1.10 if (tmp->stats.dam)
1074 root 1.37 stats.dam += tmp->stats.dam + tmp->magic;
1075 root 1.19
1076 root 1.10 if (tmp->stats.ac)
1077 root 1.37 ac -= tmp->stats.ac + tmp->magic;
1078 root 1.19
1079 root 1.10 break;
1080    
1081 root 1.45 case BOW:
1082 root 1.10 case WEAPON:
1083 root 1.46 if (type != PLAYER || current_weapon == tmp)
1084 root 1.45 {
1085     wc -= tmp->stats.wc + tmp->magic;
1086    
1087     if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1088     ac -= tmp->stats.ac + tmp->magic;
1089    
1090     stats.dam += tmp->stats.dam + tmp->magic;
1091     weapon_weight = tmp->weight;
1092     weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1093    
1094     if (weapon_speed < 0)
1095     weapon_speed = 0;
1096 root 1.19
1097 root 1.45 slaying = tmp->slaying;
1098    
1099     /* If there is desire that two handed weapons should do
1100     * extra strength damage, this is where the code should
1101     * go.
1102     */
1103    
1104     if (type == PLAYER)
1105 root 1.46 if (settings.spell_encumbrance)
1106     contr->encumbrance += tmp->weight * 3 / 1000;
1107 root 1.45 }
1108 root 1.9
1109 root 1.10 break;
1110 root 1.9
1111 root 1.10 case ARMOUR: /* Only the best of these three are used: */
1112 root 1.19 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1113 root 1.40 contr->encumbrance += tmp->weight / 1000;
1114 root 1.10
1115     case BRACERS:
1116     case FORCE:
1117     if (tmp->stats.wc)
1118     {
1119     if (best_wc < tmp->stats.wc + tmp->magic)
1120     {
1121     wc += best_wc;
1122     best_wc = tmp->stats.wc + tmp->magic;
1123     }
1124     else
1125     wc += tmp->stats.wc + tmp->magic;
1126     }
1127 root 1.19
1128 root 1.10 if (tmp->stats.ac)
1129     {
1130     if (best_ac < tmp->stats.ac + tmp->magic)
1131     {
1132     ac += best_ac; /* Remove last bonus */
1133     best_ac = tmp->stats.ac + tmp->magic;
1134     }
1135     else /* To nullify the below effect */
1136     ac += tmp->stats.ac + tmp->magic;
1137     }
1138 root 1.19
1139 root 1.10 if (tmp->stats.wc)
1140 root 1.95 wc -= tmp->stats.wc + tmp->magic;
1141 root 1.19
1142 root 1.10 if (tmp->stats.ac)
1143 root 1.95 ac -= tmp->stats.ac + tmp->magic;
1144 root 1.19
1145 root 1.74 if (ARMOUR_SPEED (tmp))
1146     max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1147 root 1.19
1148 root 1.10 break;
1149 root 1.9 } /* switch tmp->type */
1150     } /* item is equipped */
1151     } /* for loop of items */
1152    
1153 root 1.94 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154    
1155 root 1.9 /* 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 root 1.9 } /* End if player */
1334    
1335     if (added_speed >= 0)
1336 root 1.40 speed += added_speed / 10.f;
1337 root 1.9 else /* Something wrong here...: */
1338 root 1.40 speed /= 1.f - added_speed;
1339 root 1.3
1340 root 1.9 /* Max is determined by armour */
1341 root 1.74 speed = min (speed, max_speed);
1342 elmex 1.1
1343 root 1.19 if (type == PLAYER)
1344 root 1.9 {
1345     /* f is a number the represents the number of kg above (positive num)
1346     * or below (negative number) that the player is carrying. If above
1347     * weight limit, then player suffers a speed reduction based on how
1348     * much above he is, and what is max carry is
1349     */
1350 root 1.78 float f = (carrying / 1000) - max_carry[stats.Str];
1351     if (f > 0.f)
1352 root 1.40 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 elmex 1.1 }
1354    
1355 root 1.40 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 root 1.78 speed *= speed_reduce_from_disease;
1357 root 1.77
1358 root 1.9 /* Put a lower limit on speed. Note with this speed, you move once every
1359 root 1.78 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 root 1.9 */
1361 root 1.78 if (speed < 0.04f && type == PLAYER)
1362     speed = 0.04f;
1363 root 1.9
1364 root 1.77 if (speed != old_speed)
1365     set_speed (speed);
1366    
1367 root 1.19 if (type == PLAYER)
1368 root 1.9 {
1369     /* (This formula was made by vidarl@ifi.uio.no)
1370     * Note that we never used these values again - basically
1371     * all of these could be subbed into one big equation, but
1372     * that would just be a real pain to read.
1373     */
1374 root 1.40 float M = (max_carry[stats.Str] - 121) / 121.f;
1375     float M2 = max_carry[stats.Str] / 100.f;
1376     float W = weapon_weight / 20000.f;
1377 root 1.56 float s = (20 - weapon_speed) / 10.f;
1378 root 1.40 float D = (stats.Dex - 14) / 14.f;
1379     float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1380    
1381 root 1.56 K *= (4 + level) * 1.2f / (6 + level);
1382 root 1.40
1383 root 1.56 if (K <= 0.01f)
1384 root 1.40 K = 0.01f;
1385    
1386 root 1.61 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1387 root 1.9 }
1388 root 1.19
1389 root 1.9 /* I want to limit the power of small monsters with big weapons: */
1390 root 1.67 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1391     stats.dam = arch->stats.dam * 3;
1392 root 1.9
1393 root 1.56 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1394     stats.ac = clamp (ac, MIN_AC, MAX_AC);
1395 root 1.9
1396     /* if for some reason the creature doesn't have any move type,
1397     * give them walking as a default.
1398     * The second case is a special case - to more closely mimic the
1399     * old behaviour - if your flying, your not walking - just
1400     * one or the other.
1401     */
1402 root 1.19 if (move_type == 0)
1403     move_type = MOVE_WALK;
1404     else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405     move_type &= ~MOVE_WALK;
1406 elmex 1.1
1407 root 1.9 /* It is quite possible that a player's spell costing might have changed,
1408     * so we will check that now.
1409     */
1410 root 1.19 if (type == PLAYER)
1411     {
1412     esrv_update_stats (contr);
1413     esrv_update_spells (contr);
1414     }
1415 root 1.35
1416     // update the mapspace, if we are on a map
1417     if (!flag [FLAG_REMOVED] && map)
1418     map->at (x, y).flags_ = 0;
1419 elmex 1.1 }
1420    
1421 elmex 1.96 void
1422     object::set_glow_radius (sint8 rad)
1423     {
1424     glow_radius = rad;
1425    
1426     if (is_on_map ())
1427     update_all_los (map, x, y);
1428     else if (object *env = outer_env ())
1429     {
1430     env->update_stats ();
1431    
1432     if (env->is_on_map ())
1433     update_all_los (env->map, env->x, env->y);
1434     }
1435     }
1436    
1437 elmex 1.1 /*
1438     * Returns true if the given player is a legal class.
1439     * The function to add and remove class-bonuses to the stats doesn't
1440     * check if the stat becomes negative, thus this function
1441     * merely checks that all stats are 1 or more, and returns
1442     * false otherwise.
1443     */
1444 root 1.9 int
1445     allowed_class (const object *op)
1446     {
1447 root 1.40 return op->stats.Dex > 0
1448     && op->stats.Str > 0
1449     && op->stats.Con > 0
1450     && op->stats.Int > 0
1451     && op->stats.Wis > 0
1452     && op->stats.Pow > 0
1453     && op->stats.Cha > 0;
1454 elmex 1.1 }
1455    
1456     /*
1457     * set the new dragon name after gaining levels or
1458     * changing ability focus (later this can be extended to
1459     * eventually change the player's face and animation)
1460     */
1461 root 1.9 void
1462     set_dragon_name (object *pl, const object *abil, const object *skin)
1463     {
1464     int atnr = -1; /* attacknumber of highest level */
1465     int level = 0; /* highest level */
1466 elmex 1.1 int i;
1467    
1468     /* Perhaps do something more clever? */
1469 root 1.9 if (!abil || !skin)
1470     return;
1471    
1472 elmex 1.1 /* first, look for the highest level */
1473 root 1.9 for (i = 0; i < NROFATTACKS; i++)
1474     {
1475     if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1476     {
1477     level = abil->resist[i];
1478     atnr = i;
1479     }
1480 elmex 1.1 }
1481 root 1.9
1482 elmex 1.1 /* now if there are equals at highest level, pick the one with focus,
1483     or else at random */
1484 root 1.9 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 elmex 1.1 atnr = abil->stats.exp;
1486 root 1.9
1487 elmex 1.1 /* now set the new title */
1488 root 1.88 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1489     else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490     else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491     else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492     else
1493 root 1.9 {
1494 root 1.88 /* special titles for extra high resistance! */
1495     if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1496     else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1497     else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1498 elmex 1.1 }
1499 root 1.9
1500     strcpy (pl->contr->own_title, "");
1501 elmex 1.1 }
1502    
1503     /*
1504     * This function is called when a dragon-player gains
1505     * an overall level. Here, the dragon might gain new abilities
1506     * or change the ability-focus.
1507     */
1508 root 1.99 static void
1509 root 1.9 dragon_level_gain (object *who)
1510     {
1511     object *abil = NULL; /* pointer to dragon ability force */
1512     object *skin = NULL; /* pointer to dragon skin force */
1513     object *tmp = NULL; /* tmp. object */
1514     char buf[MAX_BUF]; /* tmp. string buffer */
1515    
1516     /* now grab the 'dragon_ability'-forces from the player's inventory */
1517 root 1.29 for (tmp = who->inv; tmp; tmp = tmp->below)
1518     if (tmp->type == FORCE)
1519 root 1.70 if (tmp->arch->archname == shstr_dragon_ability_force)
1520 root 1.29 abil = tmp;
1521 root 1.70 else if (tmp->arch->archname == shstr_dragon_skin_force)
1522 root 1.29 skin = tmp;
1523    
1524 root 1.9 /* if the force is missing -> bail out */
1525     if (abil == NULL)
1526     return;
1527    
1528     /* The ability_force keeps track of maximum level ever achieved.
1529     * New abilties can only be gained by surpassing this max level
1530     */
1531     if (who->level > abil->level)
1532     {
1533     /* increase our focused ability */
1534     abil->resist[abil->stats.exp]++;
1535    
1536    
1537     if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1538     {
1539     /* time to hand out a new ability-gift */
1540     dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1541     }
1542    
1543     if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1544     {
1545     /* apply new ability focus */
1546     sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1547     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1548    
1549     abil->stats.exp = abil->last_eat;
1550     abil->last_eat = 0;
1551     }
1552    
1553     abil->level = who->level;
1554     }
1555    
1556     /* last but not least, set the new title for the dragon */
1557     set_dragon_name (who, abil, skin);
1558 elmex 1.1 }
1559    
1560     /* Handy function - given the skill name skill_name, we find the skill
1561     * archetype/object, set appropriate values, and insert it into
1562     * the object (op) that is passed.
1563     * We return the skill - this makes it easier for calling functions that
1564     * want to do something with it immediately.
1565     */
1566 root 1.9 object *
1567     give_skill_by_name (object *op, const char *skill_name)
1568 elmex 1.1 {
1569 root 1.9 object *skill_obj;
1570 elmex 1.1
1571 root 1.9 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1572     if (!skill_obj)
1573     {
1574 root 1.89 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1575 root 1.9 return NULL;
1576     }
1577 root 1.55
1578 root 1.9 /* clear the flag - exp goes into this bucket, but player
1579     * still doesn't know it.
1580     */
1581     CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1582     skill_obj->stats.exp = 0;
1583     skill_obj->level = 1;
1584 root 1.89 op->insert (skill_obj);
1585 root 1.26
1586 root 1.57 if (player *pl = op->contr)
1587 root 1.89 pl->link_skills ();
1588 root 1.26
1589 root 1.9 return skill_obj;
1590 elmex 1.1 }
1591    
1592     /* player_lvl_adj() - for the new exp system. we are concerned with
1593     * whether the player gets more hp, sp and new levels.
1594     * Note this this function should only be called for players. Monstes
1595     * don't really gain levels
1596     * who is the player, op is what we are checking to gain the level
1597     * (eg, skill)
1598     */
1599 root 1.9 void
1600     player_lvl_adj (object *who, object *op)
1601     {
1602     char buf[MAX_BUF];
1603 root 1.73 bool changed = false;
1604 root 1.9
1605     if (!op) /* when rolling stats */
1606     op = who;
1607    
1608 root 1.73 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 root 1.9 {
1610 root 1.73 changed = true;
1611    
1612 root 1.9 op->level++;
1613    
1614 root 1.54 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1615 root 1.9 dragon_level_gain (who);
1616    
1617     /* Only roll these if it is the player (who) that gained the level */
1618     if (op == who && (who->level < 11) && who->type == PLAYER)
1619     {
1620     who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1621     who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1622     who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623     }
1624    
1625     if (op->level > 1)
1626     {
1627     if (op->type != PLAYER)
1628 root 1.73 {
1629     who->contr->play_sound (sound_find ("skill_up"));
1630     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631     }
1632 root 1.9 else
1633 root 1.73 {
1634     who->contr->play_sound (sound_find ("level_up"));
1635     sprintf (buf, "You are now level %d.", op->level);
1636     }
1637 root 1.54
1638 root 1.9 if (who)
1639     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640     }
1641 root 1.73 }
1642 root 1.54
1643 root 1.73 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1644 root 1.9 {
1645 root 1.73 changed = true;
1646    
1647 root 1.9 op->level--;
1648 root 1.54
1649 root 1.9 if (op->type != PLAYER)
1650     {
1651     sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1652     new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 root 1.3 }
1654 root 1.73 }
1655 root 1.54
1656 root 1.73 if (changed)
1657     {
1658     who->update_stats ();
1659     esrv_update_stats (who->contr);
1660     /* check if the spell data has changed */
1661     esrv_update_spells (who->contr);
1662 elmex 1.1 }
1663     }
1664    
1665     /*
1666     * Returns how much experience is needed for a player to become
1667     * the given level. level should really never exceed max_level
1668     */
1669    
1670 root 1.9 sint64
1671     level_exp (int level, double expmul)
1672     {
1673     if (level > settings.max_level)
1674     return (sint64) (expmul * levels[settings.max_level]);
1675 root 1.40
1676 root 1.9 return (sint64) (expmul * levels[level]);
1677 elmex 1.1 }
1678    
1679     /*
1680     * Ensure that the permanent experience requirements in an exp object are met.
1681     * This really just checks 'op to make sure the perm_exp value is within
1682     * proper range. Note that the checking of what is passed through
1683     * has been reduced. Since there is now a proper field for perm_exp,
1684     * this can now work on a much larger set of objects.
1685     */
1686 root 1.9 void
1687     calc_perm_exp (object *op)
1688 elmex 1.1 {
1689 root 1.9 int p_exp_min;
1690    
1691     /* Ensure that our permanent experience minimum is met.
1692     * permenent_exp_ratio is an integer percentage, we divide by 100
1693     * to get the fraction */
1694     p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1695    
1696     if (op->perm_exp < p_exp_min)
1697     op->perm_exp = p_exp_min;
1698    
1699     /* Cap permanent experience. */
1700     if (op->perm_exp < 0)
1701     op->perm_exp = 0;
1702     else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1703     op->perm_exp = MAX_EXPERIENCE;
1704 elmex 1.1 }
1705    
1706     /* Add experience to a player - exp should only be positive.
1707     * Updates permanent exp for the skill we are adding to.
1708     * skill_name is the skill to add exp to. Skill name can be
1709     * NULL, in which case exp increases the players general
1710     * total, but not any particular skill.
1711     * flag is what to do if the player doesn't have the skill:
1712     */
1713 root 1.9 static void
1714     add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1715 elmex 1.1 {
1716 root 1.90 object *skill_obj;
1717 elmex 1.4 sint64 limit, exp_to_add;
1718     int i;
1719    
1720     /* prevents some forms of abuse. */
1721     if (op->contr->braced)
1722 root 1.46 exp /= 5;
1723 elmex 1.4
1724     /* Try to find the matching skill.
1725     * We do a shortcut/time saving mechanism first - see if it matches
1726 root 1.46 * chosen_skill. This means we don't need to search through
1727 elmex 1.4 * the players inventory.
1728     */
1729 root 1.90 skill_obj = 0;
1730    
1731 elmex 1.4 if (skill_name)
1732     {
1733 root 1.90 skill_obj = op->contr->find_skill (skill_name);
1734    
1735     /* Player doesn't have the skill. Check to see what to do, and give
1736     * it to the player if necessary
1737     */
1738     if (!skill_obj)
1739 elmex 1.4 {
1740 root 1.90 if (flag == SK_EXP_NONE)
1741     return;
1742    
1743     if (flag == SK_EXP_ADD_SKILL)
1744     skill_obj = give_skill_by_name (op, skill_name);
1745 root 1.3 }
1746 elmex 1.1 }
1747    
1748 elmex 1.4 if (flag != SK_EXP_SKILL_ONLY)
1749     {
1750     /* Basically, you can never gain more experience in one shot
1751     * than half what you need to gain for next level.
1752     */
1753     exp_to_add = exp;
1754     limit = (levels[op->level + 1] - levels[op->level]) / 2;
1755     if (exp_to_add > limit)
1756     exp_to_add = limit;
1757    
1758 root 1.9 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1759 elmex 1.4 if (settings.permanent_exp_ratio)
1760     {
1761 root 1.9 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1762 elmex 1.4 calc_perm_exp (op);
1763     }
1764    
1765     player_lvl_adj (op, NULL);
1766     }
1767    
1768     if (skill_obj)
1769     {
1770     exp_to_add = exp;
1771     limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1772     if (exp_to_add > limit)
1773     exp_to_add = limit;
1774    
1775     ADD_EXP (skill_obj->stats.exp, exp_to_add);
1776     if (settings.permanent_exp_ratio)
1777     {
1778 root 1.9 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1779 elmex 1.4 calc_perm_exp (skill_obj);
1780     }
1781 elmex 1.1
1782 elmex 1.4 player_lvl_adj (op, skill_obj);
1783 elmex 1.1 }
1784     }
1785    
1786     /* This function checks to make sure that object 'op' can
1787 root 1.93 * lose 'exp' experience. It returns the amount of exp
1788 elmex 1.1 * object 'op' can in fact lose - it basically makes
1789     * adjustments based on permanent exp and the like.
1790     * This function should always be used for losing experience -
1791     * the 'exp' value passed should be positive - this is the
1792     * amount that should get subtract from the player.
1793     */
1794 root 1.99 static sint64
1795 root 1.9 check_exp_loss (const object *op, sint64 exp)
1796 elmex 1.1 {
1797 root 1.9 sint64 del_exp;
1798 elmex 1.1
1799 root 1.9 if (exp > op->stats.exp)
1800     exp = op->stats.exp;
1801 root 1.93
1802 root 1.9 if (settings.permanent_exp_ratio)
1803     {
1804     del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805 root 1.93
1806 root 1.9 if (del_exp < 0)
1807     del_exp = 0;
1808 root 1.93
1809 root 1.9 if (exp > del_exp)
1810     exp = del_exp;
1811 elmex 1.1 }
1812 root 1.93
1813 root 1.9 return exp;
1814 elmex 1.1 }
1815    
1816 root 1.9 sint64
1817     check_exp_adjust (const object *op, sint64 exp)
1818 elmex 1.1 {
1819 root 1.9 if (exp < 0)
1820     return check_exp_loss (op, exp);
1821     else
1822 root 1.93 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1823 elmex 1.1 }
1824    
1825     /* Subtracts experience from player.
1826     * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1827     * only subtract from the matching skill. Otherwise,
1828     * this subtracts a portion from all
1829     * skills the player has. Eg, if we figure the player is losing 10%
1830     * of his total exp, what happens is he loses 10% from all his skills.
1831     * Note that if permanent exp is used, player may not in fact lose
1832     * as much as listed. Eg, if player has gotten reduced to the point
1833     * where everything is at the minimum perm exp, he would lose nothing.
1834     * exp is the amount of exp to subtract - thus, it should be
1835     * a postive number.
1836     */
1837 root 1.9 static void
1838     subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1839 elmex 1.1 {
1840 root 1.9 float fraction = (float) exp / (float) op->stats.exp;
1841     object *tmp;
1842     sint64 del_exp;
1843    
1844     for (tmp = op->inv; tmp; tmp = tmp->below)
1845     if (tmp->type == SKILL && tmp->stats.exp)
1846     {
1847 root 1.90 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1848 root 1.9 {
1849     del_exp = check_exp_loss (tmp, exp);
1850     tmp->stats.exp -= del_exp;
1851     player_lvl_adj (op, tmp);
1852     }
1853     else if (flag != SK_SUBTRACT_SKILL_EXP)
1854     {
1855     /* only want to process other skills if we are not trying
1856     * to match a specific skill.
1857     */
1858     del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1859     tmp->stats.exp -= del_exp;
1860     player_lvl_adj (op, tmp);
1861     }
1862     }
1863 root 1.35
1864 root 1.9 if (flag != SK_SUBTRACT_SKILL_EXP)
1865     {
1866     del_exp = check_exp_loss (op, exp);
1867     op->stats.exp -= del_exp;
1868     player_lvl_adj (op, NULL);
1869 elmex 1.1 }
1870     }
1871    
1872     /* change_exp() - changes experience to a player/monster. This
1873     * does bounds checking to make sure we don't overflow the max exp.
1874     *
1875     * The exp passed is typically not modified much by this function -
1876     * it is assumed the caller has modified the exp as needed.
1877     * skill_name is the skill that should get the exp added.
1878     * flag is what to do if player doesn't have the skill.
1879     * these last two values are only used for players.
1880     */
1881 root 1.9 void
1882     change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1883     {
1884 elmex 1.1 #ifdef EXP_DEBUG
1885 root 1.17 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1886 elmex 1.1 #endif
1887    
1888 root 1.9 /* safety */
1889     if (!op)
1890     {
1891     LOG (llevError, "change_exp() called for null object!\n");
1892     return;
1893     }
1894    
1895     /* if no change in exp, just return - most of the below code
1896     * won't do anything if the value is 0 anyways.
1897     */
1898     if (exp == 0)
1899     return;
1900    
1901     /* Monsters are easy - we just adjust their exp - we
1902     * don't adjust level, since in most cases it is unrelated to
1903     * the exp they have - the monsters exp represents what its
1904     * worth.
1905     */
1906     if (op->type != PLAYER)
1907     {
1908     /* Sanity check */
1909     if (!QUERY_FLAG (op, FLAG_ALIVE))
1910     return;
1911    
1912     /* reset exp to max allowed value. We subtract from
1913     * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1914     * more than max exp, just return.
1915     */
1916     if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1917     {
1918     exp = MAX_EXPERIENCE - op->stats.exp;
1919     if (exp < 0)
1920     return;
1921 root 1.3 }
1922 elmex 1.1
1923 root 1.9 op->stats.exp += exp;
1924 elmex 1.1 }
1925 root 1.9 else
1926     { /* Players only */
1927     if (exp > 0)
1928     add_player_exp (op, exp, skill_name, flag);
1929     else
1930     /* note that when you lose exp, it doesn't go against
1931     * a particular skill, so we don't need to pass that
1932     * along.
1933     */
1934 root 1.32 subtract_player_exp (op, abs (exp), skill_name, flag);
1935 elmex 1.1 }
1936     }
1937    
1938     /* Applies a death penalty experience, the size of this is defined by the
1939     * settings death_penalty_percentage and death_penalty_levels, and by the
1940     * amount of permenent experience, whichever gives the lowest loss.
1941     */
1942 root 1.9 void
1943     apply_death_exp_penalty (object *op)
1944     {
1945     sint64 loss;
1946     sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1947     sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1948    
1949 root 1.93 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 root 1.9 if (tmp->type == SKILL && tmp->stats.exp)
1951     {
1952     percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953     level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1954    
1955     /* With the revised exp system, you can get cases where
1956     * losing several levels would still require that you have more
1957     * exp than you currently have - this is true if the levels
1958     * tables is a lot harder.
1959     */
1960     if (level_loss < 0)
1961     level_loss = 0;
1962 root 1.3
1963 root 1.93 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1964 root 1.3
1965 root 1.9 tmp->stats.exp -= loss;
1966     player_lvl_adj (op, tmp);
1967     }
1968 elmex 1.1
1969 root 1.9 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970 root 1.93 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1971 root 1.55
1972 root 1.9 if (level_loss < 0)
1973     level_loss = 0;
1974 root 1.93
1975     loss = check_exp_loss (op, min (level_loss, percentage_loss));
1976 elmex 1.1
1977 root 1.9 op->stats.exp -= loss;
1978     player_lvl_adj (op, NULL);
1979 elmex 1.1 }
1980    
1981     /* This function takes an object (monster/player, op), and
1982     * determines if it makes a basic save throw by looking at the
1983     * save_throw table. level is the effective level to make
1984     * the save at, and bonus is any plus/bonus (typically based on
1985     * resistance to particular attacktype.
1986     * Returns 1 if op makes his save, 0 if he failed
1987     */
1988 root 1.9 int
1989     did_make_save (const object *op, int level, int bonus)
1990 elmex 1.1 {
1991 root 1.9 if (level > MAX_SAVE_LEVEL)
1992     level = MAX_SAVE_LEVEL;
1993 elmex 1.1
1994 root 1.9 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1995     return 0;
1996 root 1.19
1997 root 1.9 return 1;
1998 elmex 1.1 }