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Revision: 1.120
Committed: Fri Apr 30 09:36:32 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.119: +1 -1 lines
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# 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 MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163 #define MAX_SAVE_LEVEL 110
164
165 /* This no longer needs to be changed anytime the number of
166 * levels is increased - rather, did_make_save will do the
167 * right thing and always use range within this table.
168 * for safety, savethrow should not be accessed directly anymore,
169 * and instead did_make_save should be used instead.
170 */
171 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
172 18,
173 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
174 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
175 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
176 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
177 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
178 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
179 };
180
181 const char *const attacks[NROFATTACKS] = {
182 "physical", "magical", "fire", "electricity", "cold", "confusion",
183 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
184 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
185 "chaos", "counterspell", "god power", "holy power", "blinding", "",
186 "life stealing"
187 };
188
189 static const char *const drain_msg[NUM_STATS] = {
190 "Oh no! You are weakened!",
191 "You're feeling clumsy!",
192 "You feel less healthy",
193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
196 "Your face gets distorted!",
197 };
198 const char *const restore_msg[NUM_STATS] = {
199 "You feel your strength return.",
200 "You feel your agility return.",
201 "You feel your health return.",
202 "You feel your memory return.",
203 "You feel your wisdom return.",
204 "You feel your spirits return.",
205 "You feel your charisma return.",
206 };
207 const char *const gain_msg[NUM_STATS] = {
208 "You feel stronger.",
209 "You feel more agile.",
210 "You feel healthy.",
211 "You feel smarter.",
212 "You feel wiser.",
213 "You feel more potent.",
214 "You seem to look better.",
215 };
216 const char *const lose_msg[NUM_STATS] = {
217 "You feel weaker!",
218 "You feel clumsy!",
219 "You feel less healthy!",
220 "You feel stupid!",
221 "You lose some of your memory!",
222 "You feel less potent!",
223 "You look ugly!",
224 };
225
226 const char *const statname[NUM_STATS] = {
227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
228 };
229
230 const char *const short_stat_name[NUM_STATS] = {
231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
232 };
233
234 /*
235 * Like set_attr_value(), but instead the value (which can be negative)
236 * is added to the specified stat.
237 */
238 void
239 change_attr_value (living *stats, int attr, sint8 value)
240 {
241 stats->stat (attr) += value;
242 }
243
244 /*
245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
246 * 1-30 stat limit.
247 */
248 void
249 check_stat_bounds (living *stats)
250 {
251 for (int i = 0; i < NUM_STATS; i++)
252 {
253 sint8 &v = stats->stat (i);
254 v = clamp (v, MIN_STAT, MAX_STAT);
255 }
256 }
257
258 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
259
260 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
261 * make this macro to clean those up. Not usuable outside change_abil
262 * function since some of the values passed to new_draw_info are hardcoded.
263 */
264 #define DIFF_MSG(flag, msg1, msg2) \
265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
266
267 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
268
269 /* flag is set to 1 if we are applying the object, -1 if we are removing
270 * the object.
271 * It is the calling functions responsibilty to check to see if the object
272 * can be applied or not.
273 * The main purpose of calling this function is the messages that are
274 * displayed - update_stats should really always be called after this when
275 * removing an object - that is because it is impossible to know if some object
276 * is the only source of an attacktype or spell attunement, so this function
277 * will clear the bits, but the player may still have some other object
278 * that gives them that ability.
279 */
280 int
281 change_abil (object *op, object *tmp)
282 {
283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
285 char message[MAX_BUF];
286 int potion_max = 0;
287
288 // keep some stats for comparison purposes
289 object::flags_t prev_flag = op->flag;
290 MoveType prev_move_type = op->move_type;
291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294
295 if (op->type == PLAYER)
296 {
297 if (tmp->type == POTION)
298 {
299 potion_max = 1;
300
301 for (int j = 0; j < NUM_STATS; j++)
302 {
303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j);
305
306 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat;
308
309 /* Do some bounds checking. There is the potential for potions
310 * that adjust that stat by more than one point, so we need
311 * to allow for that.
312 */
313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
315 else if (nstat > 20 + op->arch->stats.stat (j))
316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
322 }
323 else if (i)
324 {
325 /* potion is useless - player has already hit the natural maximum */
326 potion_max = 1;
327 }
328 }
329
330 /* This section of code ups the characters normal stats also. I am not
331 * sure if this is strictly necessary, being that fix_player probably
332 * recalculates this anyway.
333 */
334 for (int j = 0; j < NUM_STATS; j++)
335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
337 check_stat_bounds (&op->stats);
338 } /* end of potion handling code */
339 }
340
341 /* reset attributes that update_stats doesn't reset since it doesn't search
342 * everything to set
343 */
344 if (flag == -1)
345 {
346 op->attacktype &= ~tmp->attacktype;
347 op->path_attuned &= ~tmp->path_attuned;
348 op->path_repelled &= ~tmp->path_repelled;
349 op->path_denied &= ~tmp->path_denied;
350 /* Presuming here that creatures only have move_type,
351 * and not the other move_ fields.
352 */
353 op->move_type &= ~tmp->move_type;
354 }
355
356 /* call fix_player since op object could have whatever attribute due
357 * to multiple items. if update_stats always has to be called after
358 * change_ability then might as well call it from here
359 */
360 op->update_stats ();
361
362 /* update_stats won't add the bows ability to the player, so don't
363 * print out message if this is a bow.
364 */
365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
367 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 }
370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 {
373 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 }
376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 {
379 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 }
382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 {
385 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 }
388
389 /* movement type has changed. We don't care about cases where
390 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from
393 * from fly high)
394 */
395 if (tmp->move_type && op->move_type != prev_move_type)
396 {
397 success = 1;
398
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high
401 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 }
406
407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
409 /* double conditional - second case covers if you have move_fly_low -
410 * in that case, you don't actually land
411 */
412 DIFF_MSG (flag, "You soar into the air!",
413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 }
415
416 if (tmp->move_type & MOVE_SWIM)
417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418 }
419
420 /* becoming UNDEAD... a special treatment for this flag. Only those not
421 * originally undead may change their status
422 */
423 if (!op->arch->flag [FLAG_UNDEAD])
424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
425 {
426 success = 1;
427 if (flag > 0)
428 {
429 op->race = "undead";
430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
431 }
432 else
433 {
434 op->race = op->arch->race;
435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
436 }
437 }
438
439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
440 {
441 success = 1;
442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
443 }
444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
446 {
447 success = 1;
448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
449 }
450
451 /* blinded you can tell if more blinded since blinded player has minimal
452 * vision
453 */
454 if (tmp->flag [FLAG_BLIND])
455 {
456 success = 1;
457 if (flag > 0)
458 {
459 if (op->flag [FLAG_WIZ])
460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
461 else
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
464 op->set_flag (FLAG_BLIND);
465 if (op->type == PLAYER)
466 op->contr->do_los = 1;
467 }
468 }
469 else
470 {
471 if (op->flag [FLAG_WIZ])
472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
473 else
474 {
475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
476 op->clr_flag (FLAG_BLIND);
477 if (op->type == PLAYER)
478 op->contr->do_los = 1;
479 }
480 }
481 }
482
483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
484 {
485 success = 1;
486 if (op->type == PLAYER)
487 op->contr->do_los = 1;
488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
489 }
490
491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
492 {
493 success = 1;
494 if (flag > 0)
495 {
496 if (op->flag [FLAG_WIZ])
497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
498 else
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
501 if (op->type == PLAYER)
502 op->contr->do_los = 1;
503 }
504 }
505 else
506 {
507 if (op->flag [FLAG_WIZ])
508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
509 else
510 {
511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
512 if (op->type == PLAYER)
513 op->contr->do_los = 1;
514 }
515 }
516 }
517
518 if (tmp->stats.luck)
519 {
520 success = 1;
521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
522 }
523
524 if (digest_types [tmp->type])
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
533 && tmp->type != SKILL && tmp->type != BOW)
534 {
535 success = 1;
536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 }
538
539 /* for the future when artifacts set this -b.t. */
540 if (tmp->stats.grace && op->type == PLAYER)
541 {
542 success = 1;
543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 }
545
546 if (tmp->stats.food && op->type == PLAYER)
547 {
548 success = 1;
549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551 }
552
553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++)
555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
559 if (op->resist [i] != prev_resist [i])
560 {
561 success = 1;
562
563 if (op->resist [i] > prev_resist [i])
564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
565 else
566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
567
568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
575 {
576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 }
579
580 return success;
581 }
582
583 /*
584 * Stat draining by Vick 930307
585 * (Feeling evil, I made it work as well now. -Frank 8)
586 */
587 void
588 object::drain_stat ()
589 {
590 drain_specific_stat (rndm (NUM_STATS));
591 }
592
593 void
594 object::drain_specific_stat (int deplete_stats)
595 {
596 object *tmp;
597 archetype *at;
598
599 at = archetype::find (shstr_depletion);
600 if (!at)
601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return;
604 }
605 else
606 {
607 tmp = present_arch_in_ob (at, this);
608
609 if (!tmp)
610 {
611 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this);
613 tmp->set_flag (FLAG_APPLIED);
614 }
615 }
616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1);
619 update_stats ();
620 }
621
622 /*
623 * A value of 0 indicates timeout, otherwise change the luck of the object.
624 * via an applied bad_luck object.
625 */
626 void
627 object::change_luck (int value)
628 {
629 archetype *at = archetype::find (shstr_luck);
630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else
633 {
634 object *tmp = present_arch_in_ob (at, this);
635
636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this);
643 tmp->set_flag (FLAG_APPLIED);
644 }
645
646 if (value)
647 {
648 /* Limit the luck value of the bad luck object to +/-100. This
649 * (arbitrary) value prevents overflows (both in the bad luck object and
650 * in op itself).
651 */
652 int new_luck = tmp->stats.luck + value;
653
654 if (new_luck >= -100 && new_luck <= 100)
655 {
656 stats.luck += value;
657 tmp->stats.luck = new_luck;
658 }
659 }
660 else
661 {
662 if (!tmp->stats.luck)
663 return;
664
665 /* Randomly change the players luck. Basically, we move it
666 * back neutral (if greater>0, subtract, otherwise add)
667 */
668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
672 stats.luck += diff;
673 tmp->stats.luck += diff;
674 }
675 }
676 }
677 }
678
679 /*
680 * Subtracts stat-bonuses given by the class which the player has chosen.
681 */
682 void
683 object::remove_statbonus ()
684 {
685 for (int i = 0; i < NUM_STATS; ++i)
686 {
687 sint8 v = arch->stats.stat (i);
688 stats.stat (i) -= v;
689 contr->orig_stats.stat (i) -= v;
690 }
691 }
692
693 /*
694 * Adds stat-bonuses given by the class which the player has chosen.
695 */
696 void
697 object::add_statbonus ()
698 {
699 for (int i = 0; i < NUM_STATS; ++i)
700 {
701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v;
704 }
705 }
706
707 static struct copy_flags : object::flags_t
708 {
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719 } copy_flags;
720
721 /*
722 * Updates all abilities given by applied objects in the inventory
723 * of the given object. Note: This function works for both monsters
724 * and players; the "player" in the name is purely an archaic inheritance.
725 * This functions starts from base values (archetype or player object)
726 * and then adjusts them according to what the player has equipped.
727 *
728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
729 * spell system split, grace points now added to system --peterm
730 */
731 void
732 object::update_stats ()
733 {
734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
735 int weapon_weight = 0, weapon_speed = 0;
736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
744 /* First task is to clear all the values back to their original values */
745 if (type == PLAYER)
746 {
747 contr->delayed_update = false;
748
749 for (int i = 0; i < NUM_STATS; i++)
750 stat_sum [i] = contr->orig_stats.stat (i);
751
752 if (settings.spell_encumbrance == TRUE)
753 contr->encumbrance = 0;
754
755 attacktype = 0;
756
757 contr->digestion = 0;
758 contr->gen_hp = 0;
759 contr->gen_sp = 0;
760 contr->gen_grace = 0;
761 contr->gen_sp_armour = 10;
762 contr->item_power = 0;
763 }
764
765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
767
768 slaying = 0;
769
770 if (!this->flag [FLAG_WIZ])
771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
775
776 this->clr_flag (FLAG_LIFESAVE);
777 this->clr_flag (FLAG_STEALTH);
778 this->clr_flag (FLAG_BLIND);
779
780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
784
785 path_attuned = arch->path_attuned;
786 path_repelled = arch->path_repelled;
787 path_denied = arch->path_denied;
788 glow_radius = arch->glow_radius;
789 move_type = arch->move_type;
790
791 /* initializing resistances from the values in player/monster's
792 * archetype clone
793 */
794 memcpy (&resist, &arch->resist, sizeof (resist));
795
796 for (int i = 0; i < NROFATTACKS; i++)
797 {
798 if (resist[i] > 0)
799 prot[i] = resist[i], vuln[i] = 0;
800 else
801 vuln[i] = -resist[i], prot[i] = 0;
802
803 potion_resist[i] = -1000;
804 }
805
806 wc = arch->stats.wc;
807 stats.dam = arch->stats.dam;
808
809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
810 * plus a small amount of physical resist, those poor suckers. ;)
811 * the fact that maxlevel is factored in could be considered sort of bogus -
812 * we should probably give them some bonus and cap it off - otherwise,
813 * basically, if a server updates its max level, these playes may find
814 * that their protection from physical goes down
815 */
816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
817 {
818 ac = max (-10, arch->stats.ac - level / 3);
819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
820 }
821 else
822 ac = arch->stats.ac;
823
824 stats.luck = arch->stats.luck;
825 speed = arch->speed;
826
827 chosen_skill = 0;
828
829 /* OK - we've reset most all the objects attributes to sane values.
830 * now go through and make adjustments for what the player has equipped.
831 */
832 for (tmp = inv; tmp; tmp = tmp->below)
833 {
834 /* This happens because apply_potion calls change_abil with the potion
835 * applied so we can tell the player what changed. But change_abil
836 * then calls this function.
837 */
838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
839 continue;
840
841 glow_radius += tmp->glow_radius;
842
843 /* For some things, we don't care what is equipped */
844 if (tmp->type == SKILL)
845 {
846 /* Want to take the highest skill here. */
847 if (IS_MANA_SKILL (tmp->subtype))
848 {
849 if (!mana_obj)
850 mana_obj = tmp;
851 else if (tmp->level > mana_obj->level)
852 mana_obj = tmp;
853 }
854
855 if (IS_GRACE_SKILL (tmp->subtype))
856 {
857 if (!grace_obj)
858 grace_obj = tmp;
859 else if (tmp->level > grace_obj->level)
860 grace_obj = tmp;
861 }
862 }
863
864 /* Container objects are not meant to adjust players, but other applied
865 * objects need to make adjustments.
866 * This block should handle all player specific changes
867 * The check for Praying is a bit of a hack - god given bonuses are put
868 * in the praying skill, and the player should always get those.
869 * It also means we need to put in additional checks for applied below,
870 * because the skill shouldn't count against body positions being used
871 * up, etc.
872 */
873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON)
876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
877 {
878 if (type == PLAYER)
879 {
880 contr->item_power += tmp->item_power;
881
882 for (int i = 0; i < NUM_STATS; i++)
883 stat_sum [i] += tmp->stats.stat (i);
884
885 if (digest_types [tmp->type])
886 {
887 contr->digestion += tmp->stats.food;
888 contr->gen_hp += tmp->stats.hp;
889 if (tmp->type != BOW) // ugly exception for bows
890 contr->gen_sp += tmp->stats.sp;
891 contr->gen_grace += tmp->stats.grace;
892 contr->gen_sp_armour += tmp->gen_sp_armour;
893 }
894 } /* if this is a player */
895 else
896 {
897 if (tmp->type == WEAPON)
898 current_weapon = tmp;
899 }
900
901 /* Update slots used for items */
902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
904 slot[i].used += tmp->slot[i].info;
905
906 if (tmp->type == SYMPTOM)
907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
908
909 /* Pos. and neg. protections are counted separate (-> pro/vuln).
910 * (Negative protections are calculated exactly like positive.)
911 * Resistance from potions are treated special as well. If there's
912 * more than one potion-effect, the bigger prot.-value is taken.
913 */
914 if (tmp->type == POTION_EFFECT)
915 for (int i = 0; i < NROFATTACKS; i++)
916 max_it (potion_resist[i], tmp->resist[i]);
917 else if (tmp->type != POTION)
918 for (int i = 0; i < NROFATTACKS; i++)
919 if (tmp->resist[i] > 0)
920 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
921 else if (tmp->resist[i] < 0)
922 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
923
924 /* There may be other things that should not adjust the attacktype */
925 if (tmp->type != SYMPTOM)
926 {
927 attacktype |= tmp->attacktype;
928 path_attuned |= tmp->path_attuned;
929 path_repelled |= tmp->path_repelled;
930 path_denied |= tmp->path_denied;
931 move_type |= tmp->move_type;
932 stats.luck += tmp->stats.luck;
933 }
934
935 flag |= tmp->flag & copy_flags;
936
937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
938 this->set_flag (FLAG_UNDEAD);
939
940 //TODO: copy_flags?
941 if (tmp->flag [FLAG_MAKE_INVIS])
942 {
943 set_flag (FLAG_MAKE_INVIS);
944 invisible = 1;
945 }
946
947 if (tmp->stats.exp && tmp->type != SKILL)
948 {
949 if (tmp->stats.exp > 0)
950 {
951 added_speed += tmp->stats.exp / 3.f;
952 bonus_speed += tmp->stats.exp / 3.f + 1.f;
953 }
954 else
955 added_speed += tmp->stats.exp;
956 }
957
958 switch (tmp->type)
959 {
960 case SKILL:
961 {
962 // some skills will end up here without counting as "applied"
963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
964 break;
965
966 if (chosen_skill)
967 {
968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
969 &name, &chosen_skill->name, &tmp->name);
970
971 tmp->flag [FLAG_APPLIED] = false;
972 update_stats ();
973 return;
974 }
975
976 chosen_skill = tmp;
977
978 if (tmp->stats.dam > 0)
979 { /* skill is a 'weapon' */
980 if (!this->flag [FLAG_READY_WEAPON])
981 weapon_speed = max (0, WEAPON_SPEED (tmp));
982
983 weapon_weight = tmp->weight;
984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
985
986 if (tmp->magic)
987 stats.dam += tmp->magic;
988 }
989
990 if (tmp->stats.wc)
991 wc -= tmp->stats.wc + tmp->magic;
992
993 if (tmp->slaying)
994 slaying = tmp->slaying;
995
996 if (tmp->stats.ac)
997 ac -= tmp->stats.ac + tmp->magic;
998
999 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1000 contr->encumbrance += 3 * tmp->weight / 1000;
1001 }
1002
1003 break;
1004
1005 case SHIELD:
1006 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1007 contr->encumbrance += tmp->weight / 2000;
1008 //FALLTHROUGH
1009 case RING:
1010 case AMULET:
1011 case GIRDLE:
1012 case HELMET:
1013 case BOOTS:
1014 case GLOVES:
1015 case CLOAK:
1016 if (tmp->stats.wc)
1017 wc -= tmp->stats.wc + tmp->magic;
1018
1019 if (tmp->stats.dam)
1020 stats.dam += tmp->stats.dam + tmp->magic;
1021
1022 if (tmp->stats.ac)
1023 ac -= tmp->stats.ac + tmp->magic;
1024
1025 break;
1026
1027 case WAND:
1028 case ROD:
1029 case HORN:
1030 break;
1031
1032 case BOW:
1033 case WEAPON:
1034 wc -= tmp->stats.wc + tmp->magic;
1035
1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1037 ac -= tmp->stats.ac + tmp->magic;
1038
1039 stats.dam += tmp->stats.dam + tmp->magic;
1040 weapon_weight = tmp->weight;
1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1042
1043 if (weapon_speed < 0)
1044 weapon_speed = 0;
1045
1046 slaying = tmp->slaying;
1047
1048 /* If there is desire that two handed weapons should do
1049 * extra strength damage, this is where the code should
1050 * go.
1051 */
1052
1053 if (type == PLAYER)
1054 if (settings.spell_encumbrance)
1055 contr->encumbrance += tmp->weight * 3 / 1000;
1056
1057 break;
1058
1059 case ARMOUR: /* Only the best of these three are used: */
1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 contr->encumbrance += tmp->weight / 1000;
1062
1063 case BRACERS:
1064 case FORCE:
1065 if (tmp->stats.wc)
1066 {
1067 if (best_wc < tmp->stats.wc + tmp->magic)
1068 {
1069 wc += best_wc;
1070 best_wc = tmp->stats.wc + tmp->magic;
1071 }
1072 else
1073 wc += tmp->stats.wc + tmp->magic;
1074 }
1075
1076 if (tmp->stats.ac)
1077 {
1078 if (best_ac < tmp->stats.ac + tmp->magic)
1079 {
1080 ac += best_ac; /* Remove last bonus */
1081 best_ac = tmp->stats.ac + tmp->magic;
1082 }
1083 else /* To nullify the below effect */
1084 ac += tmp->stats.ac + tmp->magic;
1085 }
1086
1087 if (tmp->stats.wc)
1088 wc -= tmp->stats.wc + tmp->magic;
1089
1090 if (tmp->stats.ac)
1091 ac -= tmp->stats.ac + tmp->magic;
1092
1093 if (ARMOUR_SPEED (tmp))
1094 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1095
1096 break;
1097 } /* switch tmp->type */
1098 } /* item is equipped */
1099 } /* for loop of items */
1100
1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1102
1103 /* We've gone through all the objects the player has equipped. For many things, we
1104 * have generated intermediate values which we now need to assign.
1105 */
1106
1107 /* 'total resistance = total protections - total vulnerabilities'.
1108 * If there is an uncursed potion in effect, granting more protection
1109 * than that, we take: 'total resistance = resistance from potion'.
1110 * If there is a cursed (and no uncursed) potion in effect, we take
1111 * 'total resistance = vulnerability from cursed potion'.
1112 */
1113 for (int i = 0; i < NROFATTACKS; i++)
1114 {
1115 resist[i] = prot[i] - vuln[i];
1116
1117 if (potion_resist[i] != -1000
1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1119 resist[i] = potion_resist[i];
1120 }
1121
1122 if (type == PLAYER)
1123 {
1124 // clamp various player stats
1125 for (int i = 0; i < NUM_STATS; ++i)
1126 stats.stat (i) = stat_sum [i];
1127
1128 check_stat_bounds (&stats);
1129
1130 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1131
1132 /* Figure out the players sp/mana/hp totals. */
1133 int pl_level;
1134
1135 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1136
1137 /* You basically get half a con bonus/level. But we do take into account rounding,
1138 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1139 */
1140 stats.maxhp = 0;
1141 for (int i = 1; i <= min (10, pl_level); i++)
1142 {
1143 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1144
1145 if (i % 2 && con_bonus[stats.Con] % 2)
1146 if (con_bonus[stats.Con] > 0)
1147 j++;
1148 else
1149 j--;
1150
1151 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1152 }
1153
1154 stats.maxhp += 2 * max (0, level - 10);
1155
1156 if (stats.hp > stats.maxhp)
1157 stats.hp = stats.maxhp;
1158
1159 /* Sp gain is controlled by the level of the player's
1160 * relevant experience object (mana_obj, see above)
1161 */
1162 /* following happen when skills system is not used */
1163 if (!mana_obj)
1164 mana_obj = this;
1165
1166 if (!grace_obj)
1167 grace_obj = this;
1168
1169 /* set maxsp */
1170 if (!mana_obj || !mana_obj->level || type != PLAYER)
1171 mana_obj = this;
1172
1173 if (mana_obj == this && type == PLAYER)
1174 stats.maxsp = 1;
1175 else
1176 {
1177 float sp_tmp = 0.f;
1178
1179 for (int i = 1; i <= min (10, mana_obj->level); i++)
1180 {
1181 float stmp;
1182
1183 /* Got some extra bonus at first level */
1184 if (i < 2)
1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1186 else
1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1188
1189 sp_tmp += max (1.f, stmp);
1190 }
1191
1192 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1193 }
1194
1195 /* Characters can get their sp supercharged via rune of transferrance */
1196 stats.sp = min (stats.sp, stats.maxsp * 2);
1197
1198 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1199 if (!grace_obj || !grace_obj->level || type != PLAYER)
1200 grace_obj = this;
1201
1202 if (grace_obj == this && type == PLAYER)
1203 stats.maxgrace = 1;
1204 else
1205 {
1206 /* store grace in a float - this way, the divisions below don't create
1207 * big jumps when you go from level to level - with int's, it then
1208 * becomes big jumps when the sums of the bonuses jump to the next
1209 * step of 8 - with floats, even fractional ones are useful.
1210 */
1211 float sp_tmp = 0.f;
1212
1213 for (int i = 1; i <= min (10, grace_obj->level); i++)
1214 {
1215 float grace_tmp = 0.f;
1216
1217 /* Got some extra bonus at first level */
1218 if (i < 2)
1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1220 else
1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1222
1223 sp_tmp += max (1.f, grace_tmp);
1224 }
1225
1226 /* two grace points per level after 10 */
1227 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1228 }
1229
1230 /* No limit on grace vs maxgrace */
1231
1232 if (contr->braced)
1233 {
1234 ac += 2;
1235 wc += 4;
1236 }
1237 else
1238 ac -= dex_bonus[stats.Dex];
1239
1240 /* In new exp/skills system, wc bonuses are related to
1241 * the players level in a relevant exp object (wc_obj)
1242 * not the general player level -b.t.
1243 * I changed this slightly so that wc bonuses are better
1244 * than before. This is to balance out the fact that
1245 * the player no longer gets a personal weapon w/ 1
1246 * improvement every level, now its fighterlevel/5. So
1247 * we give the player a bonus here in wc and dam
1248 * to make up for the change. Note that I left the
1249 * monster bonus the same as before. -b.t.
1250 */
1251 object *wc_obj = chosen_skill;
1252
1253 if (contr && wc_obj && wc_obj->level > 1)
1254 {
1255 wc -= wc_obj->level + thaco_bonus[stats.Str];
1256
1257 for (int i = 1; i < wc_obj->level; i++)
1258 {
1259 /* additional wc every 6 levels */
1260 if (!(i % 6))
1261 wc--;
1262
1263 /* additional dam every 4 levels. */
1264 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1265 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1266 }
1267 }
1268 else
1269 wc -= level + thaco_bonus[stats.Str];
1270
1271 stats.dam += dam_bonus[stats.Str];
1272
1273 if (stats.dam < 1)
1274 stats.dam = 1;
1275
1276 speed = 1.f + speed_bonus[stats.Dex];
1277
1278 if (settings.search_items && contr->search_str[0])
1279 speed -= 1;
1280 } /* End if player */
1281
1282 if (added_speed >= 0)
1283 speed += added_speed / 10.f;
1284 else /* Something wrong here...: */
1285 speed /= 1.f - added_speed;
1286
1287 /* Max is determined by armour */
1288 speed = min (speed, max_speed);
1289
1290 if (type == PLAYER)
1291 {
1292 /* f is a number the represents the number of kg above (positive num)
1293 * or below (negative number) that the player is carrying. If above
1294 * weight limit, then player suffers a speed reduction based on how
1295 * much above he is, and what is max carry is
1296 */
1297 float f = (carrying / 1000) - max_carry[stats.Str];
1298 if (f > 0.f)
1299 speed = speed / (1.f + f / max_carry[stats.Str]);
1300 }
1301
1302 speed += bonus_speed / 10.f; /* Not affected by limits */
1303 speed *= speed_reduce_from_disease;
1304
1305 /* Put a lower limit on speed. Note with this speed, you move once every
1306 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1307 */
1308 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1309
1310 if (speed != old_speed)
1311 set_speed (speed);
1312
1313 if (type == PLAYER)
1314 {
1315 /* (This formula was made by vidarl@ifi.uio.no)
1316 * Note that we never used these values again - basically
1317 * all of these could be subbed into one big equation, but
1318 * that would just be a real pain to read.
1319 */
1320 float M = (max_carry[stats.Str] - 121) / 121.f;
1321 float M2 = max_carry[stats.Str] / 100.f;
1322 float W = weapon_weight / 20000.f;
1323 float s = (20 - weapon_speed) / 10.f;
1324 float D = (stats.Dex - 14) / 14.f;
1325 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1326
1327 K *= (4 + level) * 1.2f / (6 + level);
1328
1329 if (K <= 0.01f)
1330 K = 0.01f;
1331
1332 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1333 }
1334
1335 /* I want to limit the power of small monsters with big weapons: */
1336 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1337 stats.dam = arch->stats.dam * 3;
1338
1339 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1340 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1341
1342 /* if for some reason the creature doesn't have any move type,
1343 * give them walking as a default.
1344 * The second case is a special case - to more closely mimic the
1345 * old behaviour - if your flying, your not walking - just
1346 * one or the other.
1347 */
1348 if (move_type == 0)
1349 move_type = MOVE_WALK;
1350 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1351 move_type &= ~MOVE_WALK;
1352
1353 // now apply the new move_type
1354 if (this->move_type != move_type)
1355 change_move_type (move_type);
1356
1357 /* It is quite possible that a player's spell costing might have changed,
1358 * so we will check that now.
1359 */
1360 if (is_player ())
1361 contr->update_spells ();
1362
1363 // update the mapspace, if we are on a map
1364 if (!flag [FLAG_REMOVED] && map)
1365 map->at (x, y).flags_ = 0;
1366 }
1367
1368 void
1369 object::set_glow_radius (sint8 rad)
1370 {
1371 glow_radius = rad;
1372
1373 if (is_on_map ())
1374 update_all_los (map, x, y);
1375 else if (object *env = outer_env ())
1376 {
1377 env->update_stats ();
1378
1379 if (env->is_on_map ())
1380 update_all_los (env->map, env->x, env->y);
1381 }
1382 }
1383
1384 /*
1385 * Returns true if the given player is a legal class.
1386 * The function to add and remove class-bonuses to the stats doesn't
1387 * check if the stat becomes negative, thus this function
1388 * merely checks that all stats are 1 or more, and returns
1389 * false otherwise.
1390 */
1391 int
1392 allowed_class (const object *op)
1393 {
1394 return op->stats.Dex > 0
1395 && op->stats.Str > 0
1396 && op->stats.Con > 0
1397 && op->stats.Int > 0
1398 && op->stats.Wis > 0
1399 && op->stats.Pow > 0
1400 && op->stats.Cha > 0;
1401 }
1402
1403 /*
1404 * set the new dragon name after gaining levels or
1405 * changing ability focus (later this can be extended to
1406 * eventually change the player's face and animation)
1407 */
1408 void
1409 set_dragon_name (object *pl, const object *abil, const object *skin)
1410 {
1411 int atnr = -1; /* attacknumber of highest level */
1412 int level = 0; /* highest level */
1413 int i;
1414
1415 /* Perhaps do something more clever? */
1416 if (!abil || !skin)
1417 return;
1418
1419 /* first, look for the highest level */
1420 for (i = 0; i < NROFATTACKS; i++)
1421 {
1422 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1423 {
1424 level = abil->resist[i];
1425 atnr = i;
1426 }
1427 }
1428
1429 /* now if there are equals at highest level, pick the one with focus,
1430 or else at random */
1431 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1432 atnr = abil->stats.exp;
1433
1434 /* now set the new title */
1435 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1436 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1437 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1438 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1439 else
1440 {
1441 /* special titles for extra high resistance! */
1442 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1443 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1444 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1445 }
1446
1447 strcpy (pl->contr->own_title, "");
1448 }
1449
1450 /*
1451 * This function is called when a dragon-player gains
1452 * an overall level. Here, the dragon might gain new abilities
1453 * or change the ability-focus.
1454 */
1455 static void
1456 dragon_level_gain (object *who)
1457 {
1458 object *abil = NULL; /* pointer to dragon ability force */
1459 object *skin = NULL; /* pointer to dragon skin force */
1460 object *tmp = NULL; /* tmp. object */
1461 char buf[MAX_BUF]; /* tmp. string buffer */
1462
1463 /* now grab the 'dragon_ability'-forces from the player's inventory */
1464 for (tmp = who->inv; tmp; tmp = tmp->below)
1465 if (tmp->type == FORCE)
1466 if (tmp->arch->archname == shstr_dragon_ability_force)
1467 abil = tmp;
1468 else if (tmp->arch->archname == shstr_dragon_skin_force)
1469 skin = tmp;
1470
1471 /* if the force is missing -> bail out */
1472 if (abil == NULL)
1473 return;
1474
1475 /* The ability_force keeps track of maximum level ever achieved.
1476 * New abilties can only be gained by surpassing this max level
1477 */
1478 if (who->level > abil->level)
1479 {
1480 /* increase our focused ability */
1481 abil->resist[abil->stats.exp]++;
1482
1483
1484 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1485 {
1486 /* time to hand out a new ability-gift */
1487 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1488 }
1489
1490 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1491 {
1492 /* apply new ability focus */
1493 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1495
1496 abil->stats.exp = abil->last_eat;
1497 abil->last_eat = 0;
1498 }
1499
1500 abil->level = who->level;
1501 }
1502
1503 /* last but not least, set the new title for the dragon */
1504 set_dragon_name (who, abil, skin);
1505 }
1506
1507 /* Handy function - given the skill name skill_name, we find the skill
1508 * archetype/object, set appropriate values, and insert it into
1509 * the object (op) that is passed.
1510 * We return the skill - this makes it easier for calling functions that
1511 * want to do something with it immediately.
1512 */
1513 object *
1514 give_skill_by_name (object *op, const char *skill_name)
1515 {
1516 object *skill_obj;
1517
1518 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1519 if (!skill_obj)
1520 {
1521 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1522 return NULL;
1523 }
1524
1525 /* clear the flag - exp goes into this bucket, but player
1526 * still doesn't know it.
1527 */
1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1529 skill_obj->stats.exp = 0;
1530 skill_obj->level = 1;
1531 op->insert (skill_obj);
1532
1533 if (player *pl = op->contr)
1534 pl->link_skills ();
1535
1536 return skill_obj;
1537 }
1538
1539 /* player_lvl_adj() - for the new exp system. we are concerned with
1540 * whether the player gets more hp, sp and new levels.
1541 * Note this this function should only be called for players. Monstes
1542 * don't really gain levels
1543 * who is the player, op is what we are checking to gain the level
1544 * (eg, skill)
1545 */
1546 void
1547 player_lvl_adj (object *who, object *op)
1548 {
1549 char buf[MAX_BUF];
1550 bool changed = false;
1551
1552 if (!op) /* when rolling stats */
1553 op = who;
1554
1555 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1556 {
1557 changed = true;
1558
1559 op->level++;
1560
1561 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1562 dragon_level_gain (who);
1563
1564 /* Only roll these if it is the player (who) that gained the level */
1565 if (op == who && (who->level < 11) && who->type == PLAYER)
1566 {
1567 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1568 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1569 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1570 }
1571
1572 if (op->level > 1)
1573 {
1574 if (op->type != PLAYER)
1575 {
1576 who->contr->play_sound (sound_find ("skill_up"));
1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 }
1579 else
1580 {
1581 who->contr->play_sound (sound_find ("level_up"));
1582 sprintf (buf, "You are now level %d.", op->level);
1583 }
1584
1585 if (who)
1586 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1587 }
1588 }
1589
1590 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1591 {
1592 changed = true;
1593
1594 op->level--;
1595
1596 if (op->type != PLAYER)
1597 {
1598 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1599 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1600 }
1601 }
1602
1603 if (changed)
1604 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1605 }
1606
1607 /*
1608 * Returns how much experience is needed for a player to become
1609 * the given level. level should really never exceed max_level
1610 */
1611
1612 sint64
1613 level_exp (int level, double expmul)
1614 {
1615 return expmul * level_to_min_exp (level);
1616 }
1617
1618 /*
1619 * Ensure that the permanent experience requirements in an exp object are met.
1620 * This really just checks 'op to make sure the perm_exp value is within
1621 * proper range. Note that the checking of what is passed through
1622 * has been reduced. Since there is now a proper field for perm_exp,
1623 * this can now work on a much larger set of objects.
1624 */
1625 void
1626 calc_perm_exp (object *op)
1627 {
1628 int p_exp_min;
1629
1630 /* Ensure that our permanent experience minimum is met.
1631 * permenent_exp_ratio is an integer percentage, we divide by 100
1632 * to get the fraction */
1633 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1634
1635 if (op->perm_exp < p_exp_min)
1636 op->perm_exp = p_exp_min;
1637
1638 /* Cap permanent experience. */
1639 if (op->perm_exp < 0)
1640 op->perm_exp = 0;
1641 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1642 op->perm_exp = MAX_EXPERIENCE;
1643 }
1644
1645 /* Add experience to a player - exp should only be positive.
1646 * Updates permanent exp for the skill we are adding to.
1647 * skill_name is the skill to add exp to. Skill name can be
1648 * NULL, in which case exp increases the players general
1649 * total, but not any particular skill.
1650 * flag is what to do if the player doesn't have the skill:
1651 */
1652 static void
1653 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1654 {
1655 object *skill_obj;
1656 sint64 limit, exp_to_add;
1657 int i;
1658
1659 /* prevents some forms of abuse. */
1660 if (op->contr->braced)
1661 exp /= 5;
1662
1663 /* Try to find the matching skill.
1664 * We do a shortcut/time saving mechanism first - see if it matches
1665 * chosen_skill. This means we don't need to search through
1666 * the players inventory.
1667 */
1668 skill_obj = 0;
1669
1670 if (skill_name)
1671 {
1672 skill_obj = op->contr->find_skill (skill_name);
1673
1674 /* Player doesn't have the skill. Check to see what to do, and give
1675 * it to the player if necessary
1676 */
1677 if (!skill_obj)
1678 {
1679 if (flag == SK_EXP_NONE)
1680 return;
1681
1682 if (flag == SK_EXP_ADD_SKILL)
1683 skill_obj = give_skill_by_name (op, skill_name);
1684 }
1685 }
1686
1687 if (flag != SK_EXP_SKILL_ONLY)
1688 {
1689 /* Basically, you can never gain more experience in one shot
1690 * than half what you need to gain for next level.
1691 */
1692 exp_to_add = exp;
1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1694 if (exp_to_add > limit)
1695 exp_to_add = limit;
1696
1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1698 if (settings.permanent_exp_ratio)
1699 {
1700 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1701 calc_perm_exp (op);
1702 }
1703
1704 player_lvl_adj (op, NULL);
1705 }
1706
1707 if (skill_obj)
1708 {
1709 exp_to_add = exp;
1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1711 if (exp_to_add > limit)
1712 exp_to_add = limit;
1713
1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1715 if (settings.permanent_exp_ratio)
1716 {
1717 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1718 calc_perm_exp (skill_obj);
1719 }
1720
1721 player_lvl_adj (op, skill_obj);
1722 }
1723 }
1724
1725 /* This function checks to make sure that object 'op' can
1726 * lose 'exp' experience. It returns the amount of exp
1727 * object 'op' can in fact lose - it basically makes
1728 * adjustments based on permanent exp and the like.
1729 * This function should always be used for losing experience -
1730 * the 'exp' value passed should be positive - this is the
1731 * amount that should get subtract from the player.
1732 */
1733 static sint64
1734 check_exp_loss (const object *op, sint64 exp)
1735 {
1736 sint64 del_exp;
1737
1738 if (exp > op->stats.exp)
1739 exp = op->stats.exp;
1740
1741 if (settings.permanent_exp_ratio)
1742 {
1743 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1744
1745 if (del_exp < 0)
1746 del_exp = 0;
1747
1748 if (exp > del_exp)
1749 exp = del_exp;
1750 }
1751
1752 return exp;
1753 }
1754
1755 sint64
1756 check_exp_adjust (const object *op, sint64 exp)
1757 {
1758 if (exp < 0)
1759 return check_exp_loss (op, exp);
1760 else
1761 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1762 }
1763
1764 /* Subtracts experience from player.
1765 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1766 * only subtract from the matching skill. Otherwise,
1767 * this subtracts a portion from all
1768 * skills the player has. Eg, if we figure the player is losing 10%
1769 * of his total exp, what happens is he loses 10% from all his skills.
1770 * Note that if permanent exp is used, player may not in fact lose
1771 * as much as listed. Eg, if player has gotten reduced to the point
1772 * where everything is at the minimum perm exp, he would lose nothing.
1773 * exp is the amount of exp to subtract - thus, it should be
1774 * a postive number.
1775 */
1776 static void
1777 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1778 {
1779 float fraction = (float) exp / (float) op->stats.exp;
1780 object *tmp;
1781 sint64 del_exp;
1782
1783 for (tmp = op->inv; tmp; tmp = tmp->below)
1784 if (tmp->type == SKILL && tmp->stats.exp)
1785 {
1786 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1787 {
1788 del_exp = check_exp_loss (tmp, exp);
1789 tmp->stats.exp -= del_exp;
1790 player_lvl_adj (op, tmp);
1791 }
1792 else if (flag != SK_SUBTRACT_SKILL_EXP)
1793 {
1794 /* only want to process other skills if we are not trying
1795 * to match a specific skill.
1796 */
1797 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1798 tmp->stats.exp -= del_exp;
1799 player_lvl_adj (op, tmp);
1800 }
1801 }
1802
1803 if (flag != SK_SUBTRACT_SKILL_EXP)
1804 {
1805 del_exp = check_exp_loss (op, exp);
1806 op->stats.exp -= del_exp;
1807 player_lvl_adj (op, NULL);
1808 }
1809 }
1810
1811 /* change_exp() - changes experience to a player/monster. This
1812 * does bounds checking to make sure we don't overflow the max exp.
1813 *
1814 * The exp passed is typically not modified much by this function -
1815 * it is assumed the caller has modified the exp as needed.
1816 * skill_name is the skill that should get the exp added.
1817 * flag is what to do if player doesn't have the skill.
1818 * these last two values are only used for players.
1819 */
1820 void
1821 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1822 {
1823 #ifdef EXP_DEBUG
1824 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1825 #endif
1826
1827 /* safety */
1828 if (!op)
1829 {
1830 LOG (llevError, "change_exp() called for null object!\n");
1831 return;
1832 }
1833
1834 /* if no change in exp, just return - most of the below code
1835 * won't do anything if the value is 0 anyways.
1836 */
1837 if (exp == 0)
1838 return;
1839
1840 /* Monsters are easy - we just adjust their exp - we
1841 * don't adjust level, since in most cases it is unrelated to
1842 * the exp they have - the monsters exp represents what its
1843 * worth.
1844 */
1845 if (op->type != PLAYER)
1846 {
1847 /* Sanity check */
1848 if (!op->flag [FLAG_ALIVE])
1849 return;
1850
1851 /* reset exp to max allowed value. We subtract from
1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1853 * more than max exp, just return.
1854 */
1855 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1856 {
1857 exp = MAX_EXPERIENCE - op->stats.exp;
1858 if (exp < 0)
1859 return;
1860 }
1861
1862 op->stats.exp += exp;
1863 }
1864 else
1865 { /* Players only */
1866 if (exp > 0)
1867 add_player_exp (op, exp, skill_name, flag);
1868 else
1869 /* note that when you lose exp, it doesn't go against
1870 * a particular skill, so we don't need to pass that
1871 * along.
1872 */
1873 subtract_player_exp (op, abs (exp), skill_name, flag);
1874 }
1875 }
1876
1877 /* Applies a death penalty experience, the size of this is defined by the
1878 * settings death_penalty_percentage and death_penalty_levels, and by the
1879 * amount of permenent experience, whichever gives the lowest loss.
1880 */
1881 void
1882 apply_death_exp_penalty (object *op)
1883 {
1884 sint64 loss;
1885 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1886 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1887
1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1889 if (tmp->type == SKILL && tmp->stats.exp)
1890 {
1891 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1892 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1893
1894 /* With the revised exp system, you can get cases where
1895 * losing several levels would still require that you have more
1896 * exp than you currently have - this is true if the levels
1897 * tables is a lot harder.
1898 */
1899 if (level_loss < 0)
1900 level_loss = 0;
1901
1902 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1903
1904 tmp->stats.exp -= loss;
1905 player_lvl_adj (op, tmp);
1906 }
1907
1908 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1909 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1910
1911 if (level_loss < 0)
1912 level_loss = 0;
1913
1914 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1915
1916 op->stats.exp -= loss;
1917 player_lvl_adj (op, NULL);
1918 }
1919
1920 /* This function takes an object (monster/player, op), and
1921 * determines if it makes a basic save throw by looking at the
1922 * save_throw table. level is the effective level to make
1923 * the save at, and bonus is any plus/bonus (typically based on
1924 * resistance to particular attacktype.
1925 * Returns 1 if op makes his save, 0 if he failed
1926 */
1927 int
1928 did_make_save (const object *op, int level, int bonus)
1929 {
1930 if (level > MAX_SAVE_LEVEL)
1931 level = MAX_SAVE_LEVEL;
1932
1933 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1934 return 0;
1935
1936 return 1;
1937 }