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Revision: 1.118
Committed: Sun Apr 11 00:34:05 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.117: +23 -23 lines
Log Message:
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated

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