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Revision: 1.129
Committed: Mon Nov 12 03:14:32 2012 UTC (11 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.128: +10 -10 lines
Log Message:
introduce weight_t, make it unsigned

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 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 += weight_to_kg_approx (3 * tmp->weight);
1002 }
1003
1004 break;
1005
1006 case SHIELD:
1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
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 RANGED:
1029 case BOW:
1030 case WEAPON:
1031 wc -= tmp->stats.wc + tmp->magic;
1032
1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1034 ac -= tmp->stats.ac + tmp->magic;
1035
1036 stats.dam += tmp->stats.dam + tmp->magic;
1037 weapon_weight = tmp->weight;
1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1039
1040 if (weapon_speed < 0)
1041 weapon_speed = 0;
1042
1043 slaying = tmp->slaying;
1044
1045 /* If there is desire that two handed weapons should do
1046 * extra strength damage, this is where the code should
1047 * go.
1048 */
1049
1050 if (type == PLAYER)
1051 if (settings.spell_encumbrance)
1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1053
1054 break;
1055
1056 case ARMOUR: /* Only the best of these three are used: */
1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1059
1060 case BRACERS:
1061 case FORCE:
1062 if (tmp->stats.wc)
1063 {
1064 if (best_wc < tmp->stats.wc + tmp->magic)
1065 {
1066 wc += best_wc;
1067 best_wc = tmp->stats.wc + tmp->magic;
1068 }
1069 else
1070 wc += tmp->stats.wc + tmp->magic;
1071 }
1072
1073 if (tmp->stats.ac)
1074 {
1075 if (best_ac < tmp->stats.ac + tmp->magic)
1076 {
1077 ac += best_ac; /* Remove last bonus */
1078 best_ac = tmp->stats.ac + tmp->magic;
1079 }
1080 else /* To nullify the below effect */
1081 ac += tmp->stats.ac + tmp->magic;
1082 }
1083
1084 if (tmp->stats.wc)
1085 wc -= tmp->stats.wc + tmp->magic;
1086
1087 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic;
1089
1090 if (ARMOUR_SPEED (tmp))
1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1092
1093 break;
1094 } /* switch tmp->type */
1095 } /* item is equipped */
1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1099
1100 /* We've gone through all the objects the player has equipped. For many things, we
1101 * have generated intermediate values which we now need to assign.
1102 */
1103
1104 /* 'total resistance = total protections - total vulnerabilities'.
1105 * If there is an uncursed potion in effect, granting more protection
1106 * than that, we take: 'total resistance = resistance from potion'.
1107 * If there is a cursed (and no uncursed) potion in effect, we take
1108 * 'total resistance = vulnerability from cursed potion'.
1109 */
1110 for (int i = 0; i < NROFATTACKS; i++)
1111 {
1112 resist[i] = prot[i] - vuln[i];
1113
1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1116 resist[i] = potion_resist[i];
1117 }
1118
1119 if (type == PLAYER)
1120 {
1121 // clamp various player stats
1122 for (int i = 0; i < NUM_STATS; ++i)
1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1126
1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128
1129 /* Figure out the players sp/mana/hp totals. */
1130 int pl_level;
1131
1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1133
1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */
1137 stats.maxhp = 0;
1138 for (int i = 1; i <= min (10, pl_level); i++)
1139 {
1140 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1141
1142 if (i % 2 && con_bonus[stats.Con] % 2)
1143 if (con_bonus[stats.Con] > 0)
1144 j++;
1145 else
1146 j--;
1147
1148 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1149 }
1150
1151 stats.maxhp += 2 * max (0, level - 10);
1152
1153 if (stats.hp > stats.maxhp)
1154 stats.hp = stats.maxhp;
1155
1156 /* Sp gain is controlled by the level of the player's
1157 * relevant experience object (mana_obj, see above)
1158 */
1159 /* following happen when skills system is not used */
1160 if (!mana_obj)
1161 mana_obj = this;
1162
1163 if (!grace_obj)
1164 grace_obj = this;
1165
1166 /* set maxsp */
1167 if (!mana_obj || !mana_obj->level || type != PLAYER)
1168 mana_obj = this;
1169
1170 if (mana_obj == this && type == PLAYER)
1171 stats.maxsp = 1;
1172 else
1173 {
1174 float sp_tmp = 0.f;
1175
1176 for (int i = 1; i <= min (10, mana_obj->level); i++)
1177 {
1178 float stmp;
1179
1180 /* Got some extra bonus at first level */
1181 if (i < 2)
1182 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1183 else
1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1185
1186 sp_tmp += max (1.f, stmp);
1187 }
1188
1189 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1190 }
1191
1192 /* Characters can get their sp supercharged via rune of transferrance */
1193 stats.sp = min (stats.sp, stats.maxsp * 2);
1194
1195 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1196 if (!grace_obj || !grace_obj->level || type != PLAYER)
1197 grace_obj = this;
1198
1199 if (grace_obj == this && type == PLAYER)
1200 stats.maxgrace = 1;
1201 else
1202 {
1203 /* store grace in a float - this way, the divisions below don't create
1204 * big jumps when you go from level to level - with int's, it then
1205 * becomes big jumps when the sums of the bonuses jump to the next
1206 * step of 8 - with floats, even fractional ones are useful.
1207 */
1208 float sp_tmp = 0.f;
1209
1210 for (int i = 1; i <= min (10, grace_obj->level); i++)
1211 {
1212 float grace_tmp = 0.f;
1213
1214 /* Got some extra bonus at first level */
1215 if (i < 2)
1216 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1217 else
1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1219
1220 sp_tmp += max (1.f, grace_tmp);
1221 }
1222
1223 /* two grace points per level after 10 */
1224 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1225 }
1226
1227 /* No limit on grace vs maxgrace */
1228
1229 if (contr->braced)
1230 {
1231 ac += 2;
1232 wc += 4;
1233 }
1234 else
1235 ac -= dex_bonus[stats.Dex];
1236
1237 /* In new exp/skills system, wc bonuses are related to
1238 * the players level in a relevant exp object (wc_obj)
1239 * not the general player level -b.t.
1240 * I changed this slightly so that wc bonuses are better
1241 * than before. This is to balance out the fact that
1242 * the player no longer gets a personal weapon w/ 1
1243 * improvement every level, now its fighterlevel/5. So
1244 * we give the player a bonus here in wc and dam
1245 * to make up for the change. Note that I left the
1246 * monster bonus the same as before. -b.t.
1247 */
1248 object *wc_obj = chosen_skill;
1249
1250 if (contr && wc_obj && wc_obj->level > 1)
1251 {
1252 wc -= wc_obj->level + thaco_bonus[stats.Str];
1253
1254 for (int i = 1; i < wc_obj->level; i++)
1255 {
1256 /* additional wc every 6 levels */
1257 if (!(i % 6))
1258 wc--;
1259
1260 /* additional dam every 4 levels. */
1261 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1262 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1263 }
1264 }
1265 else
1266 wc -= level + thaco_bonus[stats.Str];
1267
1268 stats.dam += dam_bonus[stats.Str];
1269
1270 if (stats.dam < 1)
1271 stats.dam = 1;
1272
1273 speed = 1.f + speed_bonus[stats.Dex];
1274
1275 if (settings.search_items && contr->search_str[0])
1276 speed -= 1;
1277 } /* End if player */
1278
1279 if (added_speed >= 0)
1280 speed += added_speed / 10.f;
1281 else /* Something wrong here...: */
1282 speed /= 1.f - added_speed;
1283
1284 /* Max is determined by armour */
1285 speed = min (speed, max_speed);
1286
1287 if (type == PLAYER)
1288 {
1289 /* f is a number the represents the number of kg above (positive num)
1290 * or below (negative number) that the player is carrying. If above
1291 * weight limit, then player suffers a speed reduction based on how
1292 * much above he is, and what is max carry is
1293 */
1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1295 if (f > 0.f)
1296 speed /= (1.f + f / max_carry[stats.Str]);
1297 }
1298
1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1301
1302 /* Put a lower limit on speed. Note with this speed, you move once every
1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1304 */
1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1306
1307 if (speed != old_speed)
1308 set_speed (speed);
1309
1310 if (type == PLAYER)
1311 {
1312 /* (This formula was made by vidarl@ifi.uio.no)
1313 * Note that we never used these values again - basically
1314 * all of these could be subbed into one big equation, but
1315 * that would just be a real pain to read.
1316 */
1317 float M = (max_carry[stats.Str] - 121) / 121.f;
1318 float M2 = max_carry[stats.Str] / 100.f;
1319 float W = weapon_weight / 20000.f;
1320 float s = (20 - weapon_speed) / 10.f;
1321 float D = (stats.Dex - 14) / 14.f;
1322 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1323
1324 K *= (4 + level) * 1.2f / (6 + level);
1325
1326 if (K <= 0.01f)
1327 K = 0.01f;
1328
1329 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1330 }
1331
1332 /* I want to limit the power of small monsters with big weapons: */
1333 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1334 stats.dam = arch->stats.dam * 3;
1335
1336 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1337 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1338
1339 /* if for some reason the creature doesn't have any move type,
1340 * give them walking as a default.
1341 * The second case is a special case - to more closely mimic the
1342 * old behaviour - if your flying, your not walking - just
1343 * one or the other.
1344 */
1345 if (move_type == 0)
1346 move_type = MOVE_WALK;
1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1348 move_type &= ~MOVE_WALK;
1349
1350 // now apply the new move_type
1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1353
1354 /* It is quite possible that a player's spell costing might have changed,
1355 * so we will check that now.
1356 */
1357 if (is_player ())
1358 contr->update_spells ();
1359
1360 // update the mapspace, if we are on a map
1361 if (!flag [FLAG_REMOVED] && map)
1362 map->at (x, y).flags_ = 0;
1363 }
1364
1365 void
1366 object::set_glow_radius (sint8 rad)
1367 {
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1379 }
1380
1381 /*
1382 * Returns true if the given player is a legal class.
1383 * The function to add and remove class-bonuses to the stats doesn't
1384 * check if the stat becomes negative, thus this function
1385 * merely checks that all stats are 1 or more, and returns
1386 * false otherwise.
1387 */
1388 int
1389 allowed_class (const object *op)
1390 {
1391 return op->stats.Dex > 0
1392 && op->stats.Str > 0
1393 && op->stats.Con > 0
1394 && op->stats.Int > 0
1395 && op->stats.Wis > 0
1396 && op->stats.Pow > 0
1397 && op->stats.Cha > 0;
1398 }
1399
1400 /*
1401 * set the new dragon name after gaining levels or
1402 * changing ability focus (later this can be extended to
1403 * eventually change the player's face and animation)
1404 */
1405 void
1406 set_dragon_name (object *pl, const object *abil, const object *skin)
1407 {
1408 int atnr = -1; /* attacknumber of highest level */
1409 int level = 0; /* highest level */
1410 int i;
1411
1412 /* Perhaps do something more clever? */
1413 if (!abil || !skin)
1414 return;
1415
1416 /* first, look for the highest level */
1417 for (i = 0; i < NROFATTACKS; i++)
1418 {
1419 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1420 {
1421 level = abil->resist[i];
1422 atnr = i;
1423 }
1424 }
1425
1426 /* now if there are equals at highest level, pick the one with focus,
1427 or else at random */
1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1429 atnr = abil->stats.exp;
1430
1431 /* now set the new title */
1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1436 else
1437 {
1438 /* special titles for extra high resistance! */
1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1442 }
1443
1444 strcpy (pl->contr->own_title, "");
1445 }
1446
1447 /*
1448 * This function is called when a dragon-player gains
1449 * an overall level. Here, the dragon might gain new abilities
1450 * or change the ability-focus.
1451 */
1452 static void
1453 dragon_level_gain (object *who)
1454 {
1455 object *abil = NULL; /* pointer to dragon ability force */
1456 object *skin = NULL; /* pointer to dragon skin force */
1457 object *tmp = NULL; /* tmp. object */
1458 char buf[MAX_BUF]; /* tmp. string buffer */
1459
1460 /* now grab the 'dragon_ability'-forces from the player's inventory */
1461 for (tmp = who->inv; tmp; tmp = tmp->below)
1462 if (tmp->type == FORCE)
1463 if (tmp->arch->archname == shstr_dragon_ability_force)
1464 abil = tmp;
1465 else if (tmp->arch->archname == shstr_dragon_skin_force)
1466 skin = tmp;
1467
1468 /* if the force is missing -> bail out */
1469 if (abil == NULL)
1470 return;
1471
1472 /* The ability_force keeps track of maximum level ever achieved.
1473 * New abilties can only be gained by surpassing this max level
1474 */
1475 if (who->level > abil->level)
1476 {
1477 /* increase our focused ability */
1478 abil->resist[abil->stats.exp]++;
1479
1480
1481 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1482 {
1483 /* time to hand out a new ability-gift */
1484 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1485 }
1486
1487 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1488 {
1489 /* apply new ability focus */
1490 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1491 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1492
1493 abil->stats.exp = abil->last_eat;
1494 abil->last_eat = 0;
1495 }
1496
1497 abil->level = who->level;
1498 }
1499
1500 /* last but not least, set the new title for the dragon */
1501 set_dragon_name (who, abil, skin);
1502 }
1503
1504 /* Handy function - given the skill name skill_name, we find the skill
1505 * archetype/object, set appropriate values, and insert it into
1506 * the object (op) that is passed.
1507 * We return the skill - this makes it easier for calling functions that
1508 * want to do something with it immediately.
1509 */
1510 object *
1511 give_skill_by_name (object *op, const char *skill_name)
1512 {
1513 object *skill_obj;
1514
1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1516 if (!skill_obj)
1517 {
1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1519 return NULL;
1520 }
1521
1522 /* clear the flag - exp goes into this bucket, but player
1523 * still doesn't know it.
1524 */
1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1526 skill_obj->stats.exp = 0;
1527 skill_obj->level = 1;
1528 op->insert (skill_obj);
1529
1530 if (player *pl = op->contr)
1531 pl->link_skills ();
1532
1533 return skill_obj;
1534 }
1535
1536 /* player_lvl_adj() - for the new exp system. we are concerned with
1537 * whether the player gets more hp, sp and new levels.
1538 * Note this this function should only be called for players. Monstes
1539 * don't really gain levels
1540 * who is the player, op is what we are checking to gain the level
1541 * (eg, skill)
1542 */
1543 void
1544 player_lvl_adj (object *who, object *op)
1545 {
1546 char buf[MAX_BUF];
1547 bool changed = false;
1548
1549 if (!op) /* when rolling stats */
1550 op = who;
1551
1552 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1553 {
1554 changed = true;
1555
1556 op->level++;
1557
1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1559 dragon_level_gain (who);
1560
1561 /* Only roll these if it is the player (who) that gained the level */
1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1563 {
1564 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1565 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1566 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1567 }
1568
1569 if (op->level > 1)
1570 {
1571 if (op->type != PLAYER)
1572 {
1573 who->contr->play_sound (sound_find ("skill_up"));
1574 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575 }
1576 else
1577 {
1578 who->contr->play_sound (sound_find ("level_up"));
1579 sprintf (buf, "You are now level %d.", op->level);
1580 }
1581
1582 if (who)
1583 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1584 }
1585 }
1586
1587 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1588 {
1589 changed = true;
1590
1591 op->level--;
1592
1593 if (op->type != PLAYER)
1594 {
1595 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1597 }
1598 }
1599
1600 if (changed)
1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1602 }
1603
1604 /*
1605 * Returns how much experience is needed for a player to become
1606 * the given level. level should really never exceed max_level
1607 */
1608
1609 sint64
1610 level_exp (int level, double expmul)
1611 {
1612 return expmul * level_to_min_exp (level);
1613 }
1614
1615 /*
1616 * Ensure that the permanent experience requirements in an exp object are met.
1617 * This really just checks 'op to make sure the perm_exp value is within
1618 * proper range. Note that the checking of what is passed through
1619 * has been reduced. Since there is now a proper field for perm_exp,
1620 * this can now work on a much larger set of objects.
1621 */
1622 void
1623 calc_perm_exp (object *op)
1624 {
1625 int p_exp_min;
1626
1627 /* Ensure that our permanent experience minimum is met.
1628 * permenent_exp_ratio is an integer percentage, we divide by 100
1629 * to get the fraction */
1630 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1631
1632 if (op->perm_exp < p_exp_min)
1633 op->perm_exp = p_exp_min;
1634
1635 /* Cap permanent experience. */
1636 if (op->perm_exp < 0)
1637 op->perm_exp = 0;
1638 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1639 op->perm_exp = MAX_EXPERIENCE;
1640 }
1641
1642 /* Add experience to a player - exp should only be positive.
1643 * Updates permanent exp for the skill we are adding to.
1644 * skill_name is the skill to add exp to. Skill name can be
1645 * NULL, in which case exp increases the players general
1646 * total, but not any particular skill.
1647 * flag is what to do if the player doesn't have the skill:
1648 */
1649 static void
1650 add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1651 {
1652 object *skill_obj;
1653 sint64 limit, exp_to_add;
1654
1655 /* prevents some forms of abuse. */
1656 if (op->contr->braced)
1657 exp /= 5;
1658
1659 /* Try to find the matching skill.
1660 * We do a shortcut/time saving mechanism first - see if it matches
1661 * chosen_skill. This means we don't need to search through
1662 * the players inventory.
1663 */
1664 skill_obj = 0;
1665
1666 if (skill_name)
1667 {
1668 skill_obj = op->contr->find_skill (skill_name);
1669
1670 /* Player doesn't have the skill. Check to see what to do, and give
1671 * it to the player if necessary
1672 */
1673 if (!skill_obj)
1674 {
1675 if (flag == SK_EXP_NONE)
1676 return;
1677
1678 if (flag == SK_EXP_ADD_SKILL)
1679 skill_obj = give_skill_by_name (op, skill_name);
1680 }
1681 }
1682
1683 if (flag != SK_EXP_SKILL_ONLY)
1684 {
1685 /* Basically, you can never gain more experience in one shot
1686 * than half what you need to gain for next level.
1687 */
1688 exp_to_add = exp;
1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1690 if (exp_to_add > limit)
1691 exp_to_add = limit;
1692
1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1694 if (settings.permanent_exp_ratio)
1695 {
1696 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1697 calc_perm_exp (op);
1698 }
1699
1700 player_lvl_adj (op, NULL);
1701 }
1702
1703 if (skill_obj)
1704 {
1705 exp_to_add = exp;
1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1707 if (exp_to_add > limit)
1708 exp_to_add = limit;
1709
1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1711 if (settings.permanent_exp_ratio)
1712 {
1713 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1714 calc_perm_exp (skill_obj);
1715 }
1716
1717 player_lvl_adj (op, skill_obj);
1718 }
1719 }
1720
1721 /* This function checks to make sure that object 'op' can
1722 * lose 'exp' experience. It returns the amount of exp
1723 * object 'op' can in fact lose - it basically makes
1724 * adjustments based on permanent exp and the like.
1725 * This function should always be used for losing experience -
1726 * the 'exp' value passed should be positive - this is the
1727 * amount that should get subtract from the player.
1728 */
1729 static sint64
1730 check_exp_loss (const object *op, sint64 exp)
1731 {
1732 sint64 del_exp;
1733
1734 if (exp > op->stats.exp)
1735 exp = op->stats.exp;
1736
1737 if (settings.permanent_exp_ratio)
1738 {
1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1741 if (del_exp < 0)
1742 del_exp = 0;
1743
1744 if (exp > del_exp)
1745 exp = del_exp;
1746 }
1747
1748 return exp;
1749 }
1750
1751 sint64
1752 check_exp_adjust (const object *op, sint64 exp)
1753 {
1754 if (exp < 0)
1755 return check_exp_loss (op, exp);
1756 else
1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1758 }
1759
1760 /* Subtracts experience from player.
1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1762 * only subtract from the matching skill. Otherwise,
1763 * this subtracts a portion from all
1764 * skills the player has. Eg, if we figure the player is losing 10%
1765 * of his total exp, what happens is he loses 10% from all his skills.
1766 * Note that if permanent exp is used, player may not in fact lose
1767 * as much as listed. Eg, if player has gotten reduced to the point
1768 * where everything is at the minimum perm exp, he would lose nothing.
1769 * exp is the amount of exp to subtract - thus, it should be
1770 * a postive number.
1771 */
1772 static void
1773 subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1774 {
1775 float fraction = (float) exp / (float) op->stats.exp;
1776 object *tmp;
1777 sint64 del_exp;
1778
1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1780 if (tmp->type == SKILL && tmp->stats.exp)
1781 {
1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1783 {
1784 del_exp = check_exp_loss (tmp, exp);
1785 tmp->stats.exp -= del_exp;
1786 player_lvl_adj (op, tmp);
1787 }
1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1789 {
1790 /* only want to process other skills if we are not trying
1791 * to match a specific skill.
1792 */
1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1794 tmp->stats.exp -= del_exp;
1795 player_lvl_adj (op, tmp);
1796 }
1797 }
1798
1799 if (flag != SK_SUBTRACT_SKILL_EXP)
1800 {
1801 del_exp = check_exp_loss (op, exp);
1802 op->stats.exp -= del_exp;
1803 player_lvl_adj (op, NULL);
1804 }
1805 }
1806
1807 /* change_exp() - changes experience to a player/monster. This
1808 * does bounds checking to make sure we don't overflow the max exp.
1809 *
1810 * The exp passed is typically not modified much by this function -
1811 * it is assumed the caller has modified the exp as needed.
1812 * skill_name is the skill that should get the exp added.
1813 * flag is what to do if player doesn't have the skill.
1814 * these last two values are only used for players.
1815 */
1816 void
1817 change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1818 {
1819 #ifdef EXP_DEBUG
1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1821 #endif
1822
1823 /* safety */
1824 if (!op)
1825 {
1826 LOG (llevError, "change_exp() called for null object!\n");
1827 return;
1828 }
1829
1830 /* if no change in exp, just return - most of the below code
1831 * won't do anything if the value is 0 anyways.
1832 */
1833 if (exp == 0)
1834 return;
1835
1836 /* Monsters are easy - we just adjust their exp - we
1837 * don't adjust level, since in most cases it is unrelated to
1838 * the exp they have - the monsters exp represents what its
1839 * worth.
1840 */
1841 if (op->type != PLAYER)
1842 {
1843 /* Sanity check */
1844 if (!op->flag [FLAG_ALIVE])
1845 return;
1846
1847 /* reset exp to max allowed value. We subtract from
1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1849 * more than max exp, just return.
1850 */
1851 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1852 {
1853 exp = MAX_EXPERIENCE - op->stats.exp;
1854 if (exp < 0)
1855 return;
1856 }
1857
1858 op->stats.exp += exp;
1859 }
1860 else
1861 { /* Players only */
1862 if (exp > 0)
1863 add_player_exp (op, exp, skill_name, flag);
1864 else
1865 /* note that when you lose exp, it doesn't go against
1866 * a particular skill, so we don't need to pass that
1867 * along.
1868 */
1869 subtract_player_exp (op, abs (exp), skill_name, flag);
1870 }
1871 }
1872
1873 /* Applies a death penalty experience, the size of this is defined by the
1874 * settings death_penalty_percentage and death_penalty_levels, and by the
1875 * amount of permenent experience, whichever gives the lowest loss.
1876 */
1877 void
1878 apply_death_exp_penalty (object *op)
1879 {
1880 sint64 loss;
1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1883
1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->type == SKILL && tmp->stats.exp)
1886 {
1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1889
1890 /* With the revised exp system, you can get cases where
1891 * losing several levels would still require that you have more
1892 * exp than you currently have - this is true if the levels
1893 * tables is a lot harder.
1894 */
1895 if (level_loss < 0)
1896 level_loss = 0;
1897
1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1899
1900 tmp->stats.exp -= loss;
1901 player_lvl_adj (op, tmp);
1902 }
1903
1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1906
1907 if (level_loss < 0)
1908 level_loss = 0;
1909
1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1911
1912 op->stats.exp -= loss;
1913 player_lvl_adj (op, NULL);
1914 }
1915
1916 /* This function takes an object (monster/player, op), and
1917 * determines if it makes a basic save throw by looking at the
1918 * save_throw table. level is the effective level to make
1919 * the save at, and bonus is any plus/bonus (typically based on
1920 * resistance to particular attacktype.
1921 * Returns 1 if op makes his save, 0 if he failed
1922 */
1923 int
1924 did_make_save (const object *op, int level, int bonus)
1925 {
1926 if (level > MAX_SAVE_LEVEL)
1927 level = MAX_SAVE_LEVEL;
1928
1929 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1930 return 0;
1931
1932 return 1;
1933 }