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Revision: 1.122
Committed: Fri Apr 30 21:00:39 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.121: +5 -5 lines
Log Message:
use shstr_tmp, speeds up change_exp and saves code

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26
27 /* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */
31 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32
33 static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50
36 };
37
38 /* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t.
41 */
42 static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
44 30, 40, 50, 70, 100
45 };
46
47 static const int grace_bonus[MAX_STAT + 1] = {
48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100
50 };
51
52 /* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65 * it is 1-diff
66 */
67
68 const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 };
76
77 const int dex_bonus[MAX_STAT + 1] = {
78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
79 };
80
81 /* speed_bonus uses dex as its stat */
82 const float speed_bonus[MAX_STAT + 1] = {
83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85 1.6, 1.8, 2.0, 2.5, 3.0
86 };
87
88 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89 * strength.
90 */
91 const int dam_bonus[MAX_STAT + 1] = {
92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
93 };
94
95 const int thaco_bonus[MAX_STAT + 1] = {
96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
97 };
98
99 /* Max you can carry before you start getting extra speed penalties */
100 const int max_carry[MAX_STAT + 1] = {
101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102 301, 326, 352, 400, 450, 500, 600, 1000
103 };
104
105 /* weight_limit - the absolute most a character can carry - a character can't
106 * pick stuff up if it would put him above this limit.
107 * value is in grams, so we don't need to do conversion later
108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace.
110 */
111
112 const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 };
121
122 const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100
125 };
126
127 const int cleric_chance[MAX_STAT + 1] = {
128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
129 };
130
131 const int turn_bonus[MAX_STAT + 1] = {
132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
133 };
134
135 const int fear_bonus[MAX_STAT + 1] = {
136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
137 };
138
139 /*
140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp()
142 */
143
144 #define MAX_EXPERIENCE levels [settings.max_level]
145
146 /* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed.
158 * -b.t.
159 */
160
161 #define MAX_EXP_IN_OBJ 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 != SPELL)
877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
878 {
879 if (type == PLAYER)
880 {
881 contr->item_power += tmp->item_power;
882
883 for (int i = 0; i < NUM_STATS; i++)
884 stat_sum [i] += tmp->stats.stat (i);
885
886 if (digest_types [tmp->type])
887 {
888 contr->digestion += tmp->stats.food;
889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
891 contr->gen_sp += tmp->stats.sp;
892 contr->gen_grace += tmp->stats.grace;
893 contr->gen_sp_armour += tmp->gen_sp_armour;
894 }
895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
901
902 /* Update slots used for items */
903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
905 slot[i].used += tmp->slot[i].info;
906
907 if (tmp->type == SYMPTOM)
908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
909
910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
911 * (Negative protections are calculated exactly like positive.)
912 * Resistance from potions are treated special as well. If there's
913 * more than one potion-effect, the bigger prot.-value is taken.
914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
927 {
928 attacktype |= tmp->attacktype;
929 path_attuned |= tmp->path_attuned;
930 path_repelled |= tmp->path_repelled;
931 path_denied |= tmp->path_denied;
932 move_type |= tmp->move_type;
933 stats.luck += tmp->stats.luck;
934 }
935
936 flag |= tmp->flag & copy_flags;
937
938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
939 this->set_flag (FLAG_UNDEAD);
940
941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
943 {
944 set_flag (FLAG_MAKE_INVIS);
945 invisible = 1;
946 }
947
948 if (tmp->stats.exp && tmp->type != SKILL)
949 {
950 if (tmp->stats.exp > 0)
951 {
952 added_speed += tmp->stats.exp / 3.f;
953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
954 }
955 else
956 added_speed += tmp->stats.exp;
957 }
958
959 switch (tmp->type)
960 {
961 case SKILL:
962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
965 break;
966
967 if (chosen_skill)
968 {
969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
977 chosen_skill = tmp;
978
979 if (tmp->stats.dam > 0)
980 { /* skill is a 'weapon' */
981 if (!this->flag [FLAG_READY_WEAPON])
982 weapon_speed = max (0, WEAPON_SPEED (tmp));
983
984 weapon_weight = tmp->weight;
985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
986
987 if (tmp->magic)
988 stats.dam += tmp->magic;
989 }
990
991 if (tmp->stats.wc)
992 wc -= tmp->stats.wc + tmp->magic;
993
994 if (tmp->slaying)
995 slaying = tmp->slaying;
996
997 if (tmp->stats.ac)
998 ac -= tmp->stats.ac + tmp->magic;
999
1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1001 contr->encumbrance += 3 * tmp->weight / 1000;
1002 }
1003
1004 break;
1005
1006 case SHIELD:
1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1010 case RING:
1011 case AMULET:
1012 case GIRDLE:
1013 case HELMET:
1014 case BOOTS:
1015 case GLOVES:
1016 case CLOAK:
1017 if (tmp->stats.wc)
1018 wc -= tmp->stats.wc + tmp->magic;
1019
1020 if (tmp->stats.dam)
1021 stats.dam += tmp->stats.dam + tmp->magic;
1022
1023 if (tmp->stats.ac)
1024 ac -= tmp->stats.ac + tmp->magic;
1025
1026 break;
1027
1028 case WAND:
1029 case ROD:
1030 case HORN:
1031 break;
1032
1033 case BOW:
1034 case WEAPON:
1035 wc -= tmp->stats.wc + tmp->magic;
1036
1037 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1038 ac -= tmp->stats.ac + tmp->magic;
1039
1040 stats.dam += tmp->stats.dam + tmp->magic;
1041 weapon_weight = tmp->weight;
1042 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1043
1044 if (weapon_speed < 0)
1045 weapon_speed = 0;
1046
1047 slaying = tmp->slaying;
1048
1049 /* If there is desire that two handed weapons should do
1050 * extra strength damage, this is where the code should
1051 * go.
1052 */
1053
1054 if (type == PLAYER)
1055 if (settings.spell_encumbrance)
1056 contr->encumbrance += tmp->weight * 3 / 1000;
1057
1058 break;
1059
1060 case ARMOUR: /* Only the best of these three are used: */
1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062 contr->encumbrance += tmp->weight / 1000;
1063
1064 case BRACERS:
1065 case FORCE:
1066 if (tmp->stats.wc)
1067 {
1068 if (best_wc < tmp->stats.wc + tmp->magic)
1069 {
1070 wc += best_wc;
1071 best_wc = tmp->stats.wc + tmp->magic;
1072 }
1073 else
1074 wc += tmp->stats.wc + tmp->magic;
1075 }
1076
1077 if (tmp->stats.ac)
1078 {
1079 if (best_ac < tmp->stats.ac + tmp->magic)
1080 {
1081 ac += best_ac; /* Remove last bonus */
1082 best_ac = tmp->stats.ac + tmp->magic;
1083 }
1084 else /* To nullify the below effect */
1085 ac += tmp->stats.ac + tmp->magic;
1086 }
1087
1088 if (tmp->stats.wc)
1089 wc -= tmp->stats.wc + tmp->magic;
1090
1091 if (tmp->stats.ac)
1092 ac -= tmp->stats.ac + tmp->magic;
1093
1094 if (ARMOUR_SPEED (tmp))
1095 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1096
1097 break;
1098 } /* switch tmp->type */
1099 } /* item is equipped */
1100 } /* for loop of items */
1101
1102 min_it (glow_radius, MAX_LIGHT_RADIUS);
1103
1104 /* We've gone through all the objects the player has equipped. For many things, we
1105 * have generated intermediate values which we now need to assign.
1106 */
1107
1108 /* 'total resistance = total protections - total vulnerabilities'.
1109 * If there is an uncursed potion in effect, granting more protection
1110 * than that, we take: 'total resistance = resistance from potion'.
1111 * If there is a cursed (and no uncursed) potion in effect, we take
1112 * 'total resistance = vulnerability from cursed potion'.
1113 */
1114 for (int i = 0; i < NROFATTACKS; i++)
1115 {
1116 resist[i] = prot[i] - vuln[i];
1117
1118 if (potion_resist[i] != -1000
1119 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1120 resist[i] = potion_resist[i];
1121 }
1122
1123 if (type == PLAYER)
1124 {
1125 // clamp various player stats
1126 for (int i = 0; i < NUM_STATS; ++i)
1127 stats.stat (i) = stat_sum [i];
1128
1129 check_stat_bounds (&stats);
1130
1131 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1132
1133 /* Figure out the players sp/mana/hp totals. */
1134 int pl_level;
1135
1136 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1137
1138 /* You basically get half a con bonus/level. But we do take into account rounding,
1139 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1140 */
1141 stats.maxhp = 0;
1142 for (int i = 1; i <= min (10, pl_level); i++)
1143 {
1144 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1145
1146 if (i % 2 && con_bonus[stats.Con] % 2)
1147 if (con_bonus[stats.Con] > 0)
1148 j++;
1149 else
1150 j--;
1151
1152 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1153 }
1154
1155 stats.maxhp += 2 * max (0, level - 10);
1156
1157 if (stats.hp > stats.maxhp)
1158 stats.hp = stats.maxhp;
1159
1160 /* Sp gain is controlled by the level of the player's
1161 * relevant experience object (mana_obj, see above)
1162 */
1163 /* following happen when skills system is not used */
1164 if (!mana_obj)
1165 mana_obj = this;
1166
1167 if (!grace_obj)
1168 grace_obj = this;
1169
1170 /* set maxsp */
1171 if (!mana_obj || !mana_obj->level || type != PLAYER)
1172 mana_obj = this;
1173
1174 if (mana_obj == this && type == PLAYER)
1175 stats.maxsp = 1;
1176 else
1177 {
1178 float sp_tmp = 0.f;
1179
1180 for (int i = 1; i <= min (10, mana_obj->level); i++)
1181 {
1182 float stmp;
1183
1184 /* Got some extra bonus at first level */
1185 if (i < 2)
1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1187 else
1188 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1189
1190 sp_tmp += max (1.f, stmp);
1191 }
1192
1193 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1194 }
1195
1196 /* Characters can get their sp supercharged via rune of transferrance */
1197 stats.sp = min (stats.sp, stats.maxsp * 2);
1198
1199 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1200 if (!grace_obj || !grace_obj->level || type != PLAYER)
1201 grace_obj = this;
1202
1203 if (grace_obj == this && type == PLAYER)
1204 stats.maxgrace = 1;
1205 else
1206 {
1207 /* store grace in a float - this way, the divisions below don't create
1208 * big jumps when you go from level to level - with int's, it then
1209 * becomes big jumps when the sums of the bonuses jump to the next
1210 * step of 8 - with floats, even fractional ones are useful.
1211 */
1212 float sp_tmp = 0.f;
1213
1214 for (int i = 1; i <= min (10, grace_obj->level); i++)
1215 {
1216 float grace_tmp = 0.f;
1217
1218 /* Got some extra bonus at first level */
1219 if (i < 2)
1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1221 else
1222 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1223
1224 sp_tmp += max (1.f, grace_tmp);
1225 }
1226
1227 /* two grace points per level after 10 */
1228 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1229 }
1230
1231 /* No limit on grace vs maxgrace */
1232
1233 if (contr->braced)
1234 {
1235 ac += 2;
1236 wc += 4;
1237 }
1238 else
1239 ac -= dex_bonus[stats.Dex];
1240
1241 /* In new exp/skills system, wc bonuses are related to
1242 * the players level in a relevant exp object (wc_obj)
1243 * not the general player level -b.t.
1244 * I changed this slightly so that wc bonuses are better
1245 * than before. This is to balance out the fact that
1246 * the player no longer gets a personal weapon w/ 1
1247 * improvement every level, now its fighterlevel/5. So
1248 * we give the player a bonus here in wc and dam
1249 * to make up for the change. Note that I left the
1250 * monster bonus the same as before. -b.t.
1251 */
1252 object *wc_obj = chosen_skill;
1253
1254 if (contr && wc_obj && wc_obj->level > 1)
1255 {
1256 wc -= wc_obj->level + thaco_bonus[stats.Str];
1257
1258 for (int i = 1; i < wc_obj->level; i++)
1259 {
1260 /* additional wc every 6 levels */
1261 if (!(i % 6))
1262 wc--;
1263
1264 /* additional dam every 4 levels. */
1265 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1266 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1267 }
1268 }
1269 else
1270 wc -= level + thaco_bonus[stats.Str];
1271
1272 stats.dam += dam_bonus[stats.Str];
1273
1274 if (stats.dam < 1)
1275 stats.dam = 1;
1276
1277 speed = 1.f + speed_bonus[stats.Dex];
1278
1279 if (settings.search_items && contr->search_str[0])
1280 speed -= 1;
1281 } /* End if player */
1282
1283 if (added_speed >= 0)
1284 speed += added_speed / 10.f;
1285 else /* Something wrong here...: */
1286 speed /= 1.f - added_speed;
1287
1288 /* Max is determined by armour */
1289 speed = min (speed, max_speed);
1290
1291 if (type == PLAYER)
1292 {
1293 /* f is a number the represents the number of kg above (positive num)
1294 * or below (negative number) that the player is carrying. If above
1295 * weight limit, then player suffers a speed reduction based on how
1296 * much above he is, and what is max carry is
1297 */
1298 float f = (carrying / 1000) - max_carry[stats.Str];
1299 if (f > 0.f)
1300 speed = speed / (1.f + f / max_carry[stats.Str]);
1301 }
1302
1303 speed += bonus_speed / 10.f; /* Not affected by limits */
1304 speed *= speed_reduce_from_disease;
1305
1306 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1308 */
1309 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1310
1311 if (speed != old_speed)
1312 set_speed (speed);
1313
1314 if (type == PLAYER)
1315 {
1316 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read.
1320 */
1321 float M = (max_carry[stats.Str] - 121) / 121.f;
1322 float M2 = max_carry[stats.Str] / 100.f;
1323 float W = weapon_weight / 20000.f;
1324 float s = (20 - weapon_speed) / 10.f;
1325 float D = (stats.Dex - 14) / 14.f;
1326 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327
1328 K *= (4 + level) * 1.2f / (6 + level);
1329
1330 if (K <= 0.01f)
1331 K = 0.01f;
1332
1333 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1334 }
1335
1336 /* I want to limit the power of small monsters with big weapons: */
1337 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1338 stats.dam = arch->stats.dam * 3;
1339
1340 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1341 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1342
1343 /* if for some reason the creature doesn't have any move type,
1344 * give them walking as a default.
1345 * The second case is a special case - to more closely mimic the
1346 * old behaviour - if your flying, your not walking - just
1347 * one or the other.
1348 */
1349 if (move_type == 0)
1350 move_type = MOVE_WALK;
1351 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1352 move_type &= ~MOVE_WALK;
1353
1354 // now apply the new move_type
1355 if (this->move_type != move_type)
1356 change_move_type (move_type);
1357
1358 /* It is quite possible that a player's spell costing might have changed,
1359 * so we will check that now.
1360 */
1361 if (is_player ())
1362 contr->update_spells ();
1363
1364 // update the mapspace, if we are on a map
1365 if (!flag [FLAG_REMOVED] && map)
1366 map->at (x, y).flags_ = 0;
1367 }
1368
1369 void
1370 object::set_glow_radius (sint8 rad)
1371 {
1372 glow_radius = rad;
1373
1374 if (is_on_map ())
1375 update_all_los (map, x, y);
1376 else if (object *env = outer_env ())
1377 {
1378 env->update_stats ();
1379
1380 if (env->is_on_map ())
1381 update_all_los (env->map, env->x, env->y);
1382 }
1383 }
1384
1385 /*
1386 * Returns true if the given player is a legal class.
1387 * The function to add and remove class-bonuses to the stats doesn't
1388 * check if the stat becomes negative, thus this function
1389 * merely checks that all stats are 1 or more, and returns
1390 * false otherwise.
1391 */
1392 int
1393 allowed_class (const object *op)
1394 {
1395 return op->stats.Dex > 0
1396 && op->stats.Str > 0
1397 && op->stats.Con > 0
1398 && op->stats.Int > 0
1399 && op->stats.Wis > 0
1400 && op->stats.Pow > 0
1401 && op->stats.Cha > 0;
1402 }
1403
1404 /*
1405 * set the new dragon name after gaining levels or
1406 * changing ability focus (later this can be extended to
1407 * eventually change the player's face and animation)
1408 */
1409 void
1410 set_dragon_name (object *pl, const object *abil, const object *skin)
1411 {
1412 int atnr = -1; /* attacknumber of highest level */
1413 int level = 0; /* highest level */
1414 int i;
1415
1416 /* Perhaps do something more clever? */
1417 if (!abil || !skin)
1418 return;
1419
1420 /* first, look for the highest level */
1421 for (i = 0; i < NROFATTACKS; i++)
1422 {
1423 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1424 {
1425 level = abil->resist[i];
1426 atnr = i;
1427 }
1428 }
1429
1430 /* now if there are equals at highest level, pick the one with focus,
1431 or else at random */
1432 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1433 atnr = abil->stats.exp;
1434
1435 /* now set the new title */
1436 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1437 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1438 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1439 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1440 else
1441 {
1442 /* special titles for extra high resistance! */
1443 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1444 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1445 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1446 }
1447
1448 strcpy (pl->contr->own_title, "");
1449 }
1450
1451 /*
1452 * This function is called when a dragon-player gains
1453 * an overall level. Here, the dragon might gain new abilities
1454 * or change the ability-focus.
1455 */
1456 static void
1457 dragon_level_gain (object *who)
1458 {
1459 object *abil = NULL; /* pointer to dragon ability force */
1460 object *skin = NULL; /* pointer to dragon skin force */
1461 object *tmp = NULL; /* tmp. object */
1462 char buf[MAX_BUF]; /* tmp. string buffer */
1463
1464 /* now grab the 'dragon_ability'-forces from the player's inventory */
1465 for (tmp = who->inv; tmp; tmp = tmp->below)
1466 if (tmp->type == FORCE)
1467 if (tmp->arch->archname == shstr_dragon_ability_force)
1468 abil = tmp;
1469 else if (tmp->arch->archname == shstr_dragon_skin_force)
1470 skin = tmp;
1471
1472 /* if the force is missing -> bail out */
1473 if (abil == NULL)
1474 return;
1475
1476 /* The ability_force keeps track of maximum level ever achieved.
1477 * New abilties can only be gained by surpassing this max level
1478 */
1479 if (who->level > abil->level)
1480 {
1481 /* increase our focused ability */
1482 abil->resist[abil->stats.exp]++;
1483
1484
1485 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1486 {
1487 /* time to hand out a new ability-gift */
1488 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1489 }
1490
1491 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1492 {
1493 /* apply new ability focus */
1494 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1495 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1496
1497 abil->stats.exp = abil->last_eat;
1498 abil->last_eat = 0;
1499 }
1500
1501 abil->level = who->level;
1502 }
1503
1504 /* last but not least, set the new title for the dragon */
1505 set_dragon_name (who, abil, skin);
1506 }
1507
1508 /* Handy function - given the skill name skill_name, we find the skill
1509 * archetype/object, set appropriate values, and insert it into
1510 * the object (op) that is passed.
1511 * We return the skill - this makes it easier for calling functions that
1512 * want to do something with it immediately.
1513 */
1514 object *
1515 give_skill_by_name (object *op, const char *skill_name)
1516 {
1517 object *skill_obj;
1518
1519 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1520 if (!skill_obj)
1521 {
1522 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1523 return NULL;
1524 }
1525
1526 /* clear the flag - exp goes into this bucket, but player
1527 * still doesn't know it.
1528 */
1529 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1530 skill_obj->stats.exp = 0;
1531 skill_obj->level = 1;
1532 op->insert (skill_obj);
1533
1534 if (player *pl = op->contr)
1535 pl->link_skills ();
1536
1537 return skill_obj;
1538 }
1539
1540 /* player_lvl_adj() - for the new exp system. we are concerned with
1541 * whether the player gets more hp, sp and new levels.
1542 * Note this this function should only be called for players. Monstes
1543 * don't really gain levels
1544 * who is the player, op is what we are checking to gain the level
1545 * (eg, skill)
1546 */
1547 void
1548 player_lvl_adj (object *who, object *op)
1549 {
1550 char buf[MAX_BUF];
1551 bool changed = false;
1552
1553 if (!op) /* when rolling stats */
1554 op = who;
1555
1556 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1557 {
1558 changed = true;
1559
1560 op->level++;
1561
1562 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1563 dragon_level_gain (who);
1564
1565 /* Only roll these if it is the player (who) that gained the level */
1566 if (op == who && (who->level < 11) && who->type == PLAYER)
1567 {
1568 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1569 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1570 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1571 }
1572
1573 if (op->level > 1)
1574 {
1575 if (op->type != PLAYER)
1576 {
1577 who->contr->play_sound (sound_find ("skill_up"));
1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 }
1580 else
1581 {
1582 who->contr->play_sound (sound_find ("level_up"));
1583 sprintf (buf, "You are now level %d.", op->level);
1584 }
1585
1586 if (who)
1587 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1588 }
1589 }
1590
1591 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1592 {
1593 changed = true;
1594
1595 op->level--;
1596
1597 if (op->type != PLAYER)
1598 {
1599 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1600 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1601 }
1602 }
1603
1604 if (changed)
1605 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1606 }
1607
1608 /*
1609 * Returns how much experience is needed for a player to become
1610 * the given level. level should really never exceed max_level
1611 */
1612
1613 sint64
1614 level_exp (int level, double expmul)
1615 {
1616 return expmul * level_to_min_exp (level);
1617 }
1618
1619 /*
1620 * Ensure that the permanent experience requirements in an exp object are met.
1621 * This really just checks 'op to make sure the perm_exp value is within
1622 * proper range. Note that the checking of what is passed through
1623 * has been reduced. Since there is now a proper field for perm_exp,
1624 * this can now work on a much larger set of objects.
1625 */
1626 void
1627 calc_perm_exp (object *op)
1628 {
1629 int p_exp_min;
1630
1631 /* Ensure that our permanent experience minimum is met.
1632 * permenent_exp_ratio is an integer percentage, we divide by 100
1633 * to get the fraction */
1634 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1635
1636 if (op->perm_exp < p_exp_min)
1637 op->perm_exp = p_exp_min;
1638
1639 /* Cap permanent experience. */
1640 if (op->perm_exp < 0)
1641 op->perm_exp = 0;
1642 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1643 op->perm_exp = MAX_EXPERIENCE;
1644 }
1645
1646 /* Add experience to a player - exp should only be positive.
1647 * Updates permanent exp for the skill we are adding to.
1648 * skill_name is the skill to add exp to. Skill name can be
1649 * NULL, in which case exp increases the players general
1650 * total, but not any particular skill.
1651 * flag is what to do if the player doesn't have the skill:
1652 */
1653 static void
1654 add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1655 {
1656 object *skill_obj;
1657 sint64 limit, exp_to_add;
1658 int i;
1659
1660 /* prevents some forms of abuse. */
1661 if (op->contr->braced)
1662 exp /= 5;
1663
1664 /* Try to find the matching skill.
1665 * We do a shortcut/time saving mechanism first - see if it matches
1666 * chosen_skill. This means we don't need to search through
1667 * the players inventory.
1668 */
1669 skill_obj = 0;
1670
1671 if (skill_name)
1672 {
1673 skill_obj = op->contr->find_skill (skill_name);
1674
1675 /* Player doesn't have the skill. Check to see what to do, and give
1676 * it to the player if necessary
1677 */
1678 if (!skill_obj)
1679 {
1680 if (flag == SK_EXP_NONE)
1681 return;
1682
1683 if (flag == SK_EXP_ADD_SKILL)
1684 skill_obj = give_skill_by_name (op, skill_name);
1685 }
1686 }
1687
1688 if (flag != SK_EXP_SKILL_ONLY)
1689 {
1690 /* Basically, you can never gain more experience in one shot
1691 * than half what you need to gain for next level.
1692 */
1693 exp_to_add = exp;
1694 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1695 if (exp_to_add > limit)
1696 exp_to_add = limit;
1697
1698 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1699 if (settings.permanent_exp_ratio)
1700 {
1701 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1702 calc_perm_exp (op);
1703 }
1704
1705 player_lvl_adj (op, NULL);
1706 }
1707
1708 if (skill_obj)
1709 {
1710 exp_to_add = exp;
1711 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1712 if (exp_to_add > limit)
1713 exp_to_add = limit;
1714
1715 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1716 if (settings.permanent_exp_ratio)
1717 {
1718 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1719 calc_perm_exp (skill_obj);
1720 }
1721
1722 player_lvl_adj (op, skill_obj);
1723 }
1724 }
1725
1726 /* This function checks to make sure that object 'op' can
1727 * lose 'exp' experience. It returns the amount of exp
1728 * object 'op' can in fact lose - it basically makes
1729 * adjustments based on permanent exp and the like.
1730 * This function should always be used for losing experience -
1731 * the 'exp' value passed should be positive - this is the
1732 * amount that should get subtract from the player.
1733 */
1734 static sint64
1735 check_exp_loss (const object *op, sint64 exp)
1736 {
1737 sint64 del_exp;
1738
1739 if (exp > op->stats.exp)
1740 exp = op->stats.exp;
1741
1742 if (settings.permanent_exp_ratio)
1743 {
1744 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1745
1746 if (del_exp < 0)
1747 del_exp = 0;
1748
1749 if (exp > del_exp)
1750 exp = del_exp;
1751 }
1752
1753 return exp;
1754 }
1755
1756 sint64
1757 check_exp_adjust (const object *op, sint64 exp)
1758 {
1759 if (exp < 0)
1760 return check_exp_loss (op, exp);
1761 else
1762 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1763 }
1764
1765 /* Subtracts experience from player.
1766 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1767 * only subtract from the matching skill. Otherwise,
1768 * this subtracts a portion from all
1769 * skills the player has. Eg, if we figure the player is losing 10%
1770 * of his total exp, what happens is he loses 10% from all his skills.
1771 * Note that if permanent exp is used, player may not in fact lose
1772 * as much as listed. Eg, if player has gotten reduced to the point
1773 * where everything is at the minimum perm exp, he would lose nothing.
1774 * exp is the amount of exp to subtract - thus, it should be
1775 * a postive number.
1776 */
1777 static void
1778 subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1779 {
1780 float fraction = (float) exp / (float) op->stats.exp;
1781 object *tmp;
1782 sint64 del_exp;
1783
1784 for (tmp = op->inv; tmp; tmp = tmp->below)
1785 if (tmp->type == SKILL && tmp->stats.exp)
1786 {
1787 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1788 {
1789 del_exp = check_exp_loss (tmp, exp);
1790 tmp->stats.exp -= del_exp;
1791 player_lvl_adj (op, tmp);
1792 }
1793 else if (flag != SK_SUBTRACT_SKILL_EXP)
1794 {
1795 /* only want to process other skills if we are not trying
1796 * to match a specific skill.
1797 */
1798 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1799 tmp->stats.exp -= del_exp;
1800 player_lvl_adj (op, tmp);
1801 }
1802 }
1803
1804 if (flag != SK_SUBTRACT_SKILL_EXP)
1805 {
1806 del_exp = check_exp_loss (op, exp);
1807 op->stats.exp -= del_exp;
1808 player_lvl_adj (op, NULL);
1809 }
1810 }
1811
1812 /* change_exp() - changes experience to a player/monster. This
1813 * does bounds checking to make sure we don't overflow the max exp.
1814 *
1815 * The exp passed is typically not modified much by this function -
1816 * it is assumed the caller has modified the exp as needed.
1817 * skill_name is the skill that should get the exp added.
1818 * flag is what to do if player doesn't have the skill.
1819 * these last two values are only used for players.
1820 */
1821 void
1822 change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1823 {
1824 #ifdef EXP_DEBUG
1825 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1826 #endif
1827
1828 /* safety */
1829 if (!op)
1830 {
1831 LOG (llevError, "change_exp() called for null object!\n");
1832 return;
1833 }
1834
1835 /* if no change in exp, just return - most of the below code
1836 * won't do anything if the value is 0 anyways.
1837 */
1838 if (exp == 0)
1839 return;
1840
1841 /* Monsters are easy - we just adjust their exp - we
1842 * don't adjust level, since in most cases it is unrelated to
1843 * the exp they have - the monsters exp represents what its
1844 * worth.
1845 */
1846 if (op->type != PLAYER)
1847 {
1848 /* Sanity check */
1849 if (!op->flag [FLAG_ALIVE])
1850 return;
1851
1852 /* reset exp to max allowed value. We subtract from
1853 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1854 * more than max exp, just return.
1855 */
1856 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1857 {
1858 exp = MAX_EXPERIENCE - op->stats.exp;
1859 if (exp < 0)
1860 return;
1861 }
1862
1863 op->stats.exp += exp;
1864 }
1865 else
1866 { /* Players only */
1867 if (exp > 0)
1868 add_player_exp (op, exp, skill_name, flag);
1869 else
1870 /* note that when you lose exp, it doesn't go against
1871 * a particular skill, so we don't need to pass that
1872 * along.
1873 */
1874 subtract_player_exp (op, abs (exp), skill_name, flag);
1875 }
1876 }
1877
1878 /* Applies a death penalty experience, the size of this is defined by the
1879 * settings death_penalty_percentage and death_penalty_levels, and by the
1880 * amount of permenent experience, whichever gives the lowest loss.
1881 */
1882 void
1883 apply_death_exp_penalty (object *op)
1884 {
1885 sint64 loss;
1886 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1887 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1888
1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890 if (tmp->type == SKILL && tmp->stats.exp)
1891 {
1892 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1893 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1894
1895 /* With the revised exp system, you can get cases where
1896 * losing several levels would still require that you have more
1897 * exp than you currently have - this is true if the levels
1898 * tables is a lot harder.
1899 */
1900 if (level_loss < 0)
1901 level_loss = 0;
1902
1903 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1904
1905 tmp->stats.exp -= loss;
1906 player_lvl_adj (op, tmp);
1907 }
1908
1909 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1910 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1911
1912 if (level_loss < 0)
1913 level_loss = 0;
1914
1915 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1916
1917 op->stats.exp -= loss;
1918 player_lvl_adj (op, NULL);
1919 }
1920
1921 /* This function takes an object (monster/player, op), and
1922 * determines if it makes a basic save throw by looking at the
1923 * save_throw table. level is the effective level to make
1924 * the save at, and bonus is any plus/bonus (typically based on
1925 * resistance to particular attacktype.
1926 * Returns 1 if op makes his save, 0 if he failed
1927 */
1928 int
1929 did_make_save (const object *op, int level, int bonus)
1930 {
1931 if (level > MAX_SAVE_LEVEL)
1932 level = MAX_SAVE_LEVEL;
1933
1934 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1935 return 0;
1936
1937 return 1;
1938 }