ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.115
Committed: Fri Apr 2 03:41:24 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.114: +29 -50 lines
Log Message:
preliminary check-in with dbeugging code

File Contents

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