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Revision: 1.131
Committed: Wed Nov 14 05:18:17 2012 UTC (11 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_1
Changes since 1.130: +0 -19 lines
Log Message:
sigh

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 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
745 /* First task is to clear all the values back to their original values */
746 if (type == PLAYER)
747 {
748 contr->delayed_update = false;
749
750 for (int i = 0; i < NUM_STATS; i++)
751 stat_sum [i] = contr->orig_stats.stat (i);
752
753 if (settings.spell_encumbrance == TRUE)
754 contr->encumbrance = 0;
755
756 attacktype = 0;
757
758 contr->digestion = 0;
759 contr->gen_hp = 0;
760 contr->gen_sp = 0;
761 contr->gen_grace = 0;
762 contr->gen_sp_armour = 10;
763 contr->item_power = 0;
764 }
765
766 for (int i = NUM_BODY_LOCATIONS; i--; )
767 slot[i].used = slot[i].info;
768
769 slaying = 0;
770
771 if (!this->flag [FLAG_WIZ])
772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
776
777 this->clr_flag (FLAG_LIFESAVE);
778 this->clr_flag (FLAG_STEALTH);
779 this->clr_flag (FLAG_BLIND);
780
781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
785
786 path_attuned = arch->path_attuned;
787 path_repelled = arch->path_repelled;
788 path_denied = arch->path_denied;
789 glow_radius = arch->glow_radius;
790 move_type = arch->move_type;
791
792 /* initializing resistances from the values in player/monster's
793 * archetype clone
794 */
795 memcpy (&resist, &arch->resist, sizeof (resist));
796
797 for (int i = 0; i < NROFATTACKS; i++)
798 {
799 if (resist[i] > 0)
800 prot[i] = resist[i], vuln[i] = 0;
801 else
802 vuln[i] = -resist[i], prot[i] = 0;
803
804 potion_resist[i] = -1000;
805 }
806
807 wc = arch->stats.wc;
808 stats.dam = arch->stats.dam;
809
810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
811 * plus a small amount of physical resist, those poor suckers. ;)
812 * the fact that maxlevel is factored in could be considered sort of bogus -
813 * we should probably give them some bonus and cap it off - otherwise,
814 * basically, if a server updates its max level, these playes may find
815 * that their protection from physical goes down
816 */
817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
818 {
819 ac = max (-10, arch->stats.ac - level / 3);
820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
821 }
822 else
823 ac = arch->stats.ac;
824
825 stats.luck = arch->stats.luck;
826 speed = arch->speed;
827
828 chosen_skill = 0;
829
830 /* OK - we've reset most all the objects attributes to sane values.
831 * now go through and make adjustments for what the player has equipped.
832 */
833 for (tmp = inv; tmp; tmp = tmp->below)
834 {
835 /* This happens because apply_potion calls change_abil with the potion
836 * applied so we can tell the player what changed. But change_abil
837 * then calls this function.
838 */
839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
840 continue;
841
842 glow_radius += tmp->glow_radius;
843
844 /* For some things, we don't care what is equipped */
845 if (tmp->type == SKILL)
846 {
847 /* Want to take the highest skill here. */
848 if (IS_MANA_SKILL (tmp->subtype))
849 {
850 if (!mana_obj)
851 mana_obj = tmp;
852 else if (tmp->level > mana_obj->level)
853 mana_obj = tmp;
854 }
855
856 if (IS_GRACE_SKILL (tmp->subtype))
857 {
858 if (!grace_obj)
859 grace_obj = tmp;
860 else if (tmp->level > grace_obj->level)
861 grace_obj = tmp;
862 }
863 }
864
865 /* Container objects are not meant to adjust players, but other applied
866 * objects need to make adjustments.
867 * This block should handle all player specific changes
868 * The check for Praying is a bit of a hack - god given bonuses are put
869 * in the praying skill, and the player should always get those.
870 * It also means we need to put in additional checks for applied below,
871 * because the skill shouldn't count against body positions being used
872 * up, etc.
873 */
874 if ((tmp->flag [FLAG_APPLIED]
875 && tmp->type != CONTAINER
876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
879 {
880 if (type == PLAYER)
881 {
882 contr->item_power += tmp->item_power;
883
884 for (int i = 0; i < NUM_STATS; i++)
885 stat_sum [i] += tmp->stats.stat (i);
886
887 if (digest_types [tmp->type])
888 {
889 contr->digestion += tmp->stats.food;
890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour;
895 }
896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
902
903 /* Update slots used for items */
904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
906 slot[i].used += tmp->slot[i].info;
907
908 if (tmp->type == SYMPTOM)
909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910
911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 * (Negative protections are calculated exactly like positive.)
913 * Resistance from potions are treated special as well. If there's
914 * more than one potion-effect, the bigger prot.-value is taken.
915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
928 {
929 attacktype |= tmp->attacktype;
930 path_attuned |= tmp->path_attuned;
931 path_repelled |= tmp->path_repelled;
932 path_denied |= tmp->path_denied;
933 move_type |= tmp->move_type;
934 stats.luck += tmp->stats.luck;
935 }
936
937 flag |= tmp->flag & copy_flags;
938
939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
940 this->set_flag (FLAG_UNDEAD);
941
942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
944 {
945 set_flag (FLAG_MAKE_INVIS);
946 invisible = 1;
947 }
948
949 if (tmp->stats.exp && tmp->type != SKILL)
950 {
951 if (tmp->stats.exp > 0)
952 {
953 added_speed += tmp->stats.exp / 3.f;
954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
955 }
956 else
957 added_speed += tmp->stats.exp;
958 }
959
960 switch (tmp->type)
961 {
962 case SKILL:
963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
978 chosen_skill = tmp;
979
980 if (tmp->stats.dam > 0)
981 { /* skill is a 'weapon' */
982 if (!this->flag [FLAG_READY_WEAPON])
983 weapon_speed = max (0, WEAPON_SPEED (tmp));
984
985 weapon_weight = tmp->weight;
986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987
988 if (tmp->magic)
989 stats.dam += tmp->magic;
990 }
991
992 if (tmp->stats.wc)
993 wc -= tmp->stats.wc + tmp->magic;
994
995 if (tmp->slaying)
996 slaying = tmp->slaying;
997
998 if (tmp->stats.ac)
999 ac -= tmp->stats.ac + tmp->magic;
1000
1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1003 }
1004
1005 break;
1006
1007 case SHIELD:
1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1011 case RING:
1012 case AMULET:
1013 case GIRDLE:
1014 case HELMET:
1015 case BOOTS:
1016 case GLOVES:
1017 case CLOAK:
1018 if (tmp->stats.wc)
1019 wc -= tmp->stats.wc + tmp->magic;
1020
1021 if (tmp->stats.dam)
1022 stats.dam += tmp->stats.dam + tmp->magic;
1023
1024 if (tmp->stats.ac)
1025 ac -= tmp->stats.ac + tmp->magic;
1026
1027 break;
1028
1029 case RANGED:
1030 case BOW:
1031 case WEAPON:
1032 wc -= tmp->stats.wc + tmp->magic;
1033
1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1035 ac -= tmp->stats.ac + tmp->magic;
1036
1037 stats.dam += tmp->stats.dam + tmp->magic;
1038 weapon_weight = tmp->weight;
1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1040
1041 if (weapon_speed < 0)
1042 weapon_speed = 0;
1043
1044 slaying = tmp->slaying;
1045
1046 /* If there is desire that two handed weapons should do
1047 * extra strength damage, this is where the code should
1048 * go.
1049 */
1050
1051 if (type == PLAYER)
1052 if (settings.spell_encumbrance)
1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1054
1055 break;
1056
1057 case ARMOUR: /* Only the best of these three are used: */
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1060
1061 case BRACERS:
1062 case FORCE:
1063 if (tmp->stats.wc)
1064 {
1065 if (best_wc < tmp->stats.wc + tmp->magic)
1066 {
1067 wc += best_wc;
1068 best_wc = tmp->stats.wc + tmp->magic;
1069 }
1070 else
1071 wc += tmp->stats.wc + tmp->magic;
1072 }
1073
1074 if (tmp->stats.ac)
1075 {
1076 if (best_ac < tmp->stats.ac + tmp->magic)
1077 {
1078 ac += best_ac; /* Remove last bonus */
1079 best_ac = tmp->stats.ac + tmp->magic;
1080 }
1081 else /* To nullify the below effect */
1082 ac += tmp->stats.ac + tmp->magic;
1083 }
1084
1085 if (tmp->stats.wc)
1086 wc -= tmp->stats.wc + tmp->magic;
1087
1088 if (tmp->stats.ac)
1089 ac -= tmp->stats.ac + tmp->magic;
1090
1091 if (ARMOUR_SPEED (tmp))
1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1093
1094 break;
1095 } /* switch tmp->type */
1096 } /* item is equipped */
1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1101 /* We've gone through all the objects the player has equipped. For many things, we
1102 * have generated intermediate values which we now need to assign.
1103 */
1104
1105 /* 'total resistance = total protections - total vulnerabilities'.
1106 * If there is an uncursed potion in effect, granting more protection
1107 * than that, we take: 'total resistance = resistance from potion'.
1108 * If there is a cursed (and no uncursed) potion in effect, we take
1109 * 'total resistance = vulnerability from cursed potion'.
1110 */
1111 for (int i = 0; i < NROFATTACKS; i++)
1112 {
1113 resist[i] = prot[i] - vuln[i];
1114
1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1117 resist[i] = potion_resist[i];
1118 }
1119
1120 if (type == PLAYER)
1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1131 int pl_level;
1132
1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1134
1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1137 */
1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1140 {
1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1142
1143 if (i % 2 && con_bonus[stats.Con] % 2)
1144 if (con_bonus[stats.Con] > 0)
1145 j++;
1146 else
1147 j--;
1148
1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1150 }
1151
1152 stats.maxhp += 2 * max (0, level - 10);
1153
1154 if (stats.hp > stats.maxhp)
1155 stats.hp = stats.maxhp;
1156
1157 /* Sp gain is controlled by the level of the player's
1158 * relevant experience object (mana_obj, see above)
1159 */
1160 /* following happen when skills system is not used */
1161 if (!mana_obj)
1162 mana_obj = this;
1163
1164 if (!grace_obj)
1165 grace_obj = this;
1166
1167 /* set maxsp */
1168 if (!mana_obj || !mana_obj->level || type != PLAYER)
1169 mana_obj = this;
1170
1171 if (mana_obj == this && type == PLAYER)
1172 stats.maxsp = 1;
1173 else
1174 {
1175 float sp_tmp = 0.f;
1176
1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1178 {
1179 float stmp;
1180
1181 /* Got some extra bonus at first level */
1182 if (i < 2)
1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1184 else
1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1186
1187 sp_tmp += max (1.f, stmp);
1188 }
1189
1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1191 }
1192
1193 /* Characters can get their sp supercharged via rune of transferrance */
1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1195
1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1198 grace_obj = this;
1199
1200 if (grace_obj == this && type == PLAYER)
1201 stats.maxgrace = 1;
1202 else
1203 {
1204 /* store grace in a float - this way, the divisions below don't create
1205 * big jumps when you go from level to level - with int's, it then
1206 * becomes big jumps when the sums of the bonuses jump to the next
1207 * step of 8 - with floats, even fractional ones are useful.
1208 */
1209 float sp_tmp = 0.f;
1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1212 {
1213 float grace_tmp = 0.f;
1214
1215 /* Got some extra bonus at first level */
1216 if (i < 2)
1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1218 else
1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1220
1221 sp_tmp += max (1.f, grace_tmp);
1222 }
1223
1224 /* two grace points per level after 10 */
1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1226 }
1227
1228 /* No limit on grace vs maxgrace */
1229
1230 if (contr->braced)
1231 {
1232 ac += 2;
1233 wc += 4;
1234 }
1235 else
1236 ac -= dex_bonus[stats.Dex];
1237
1238 /* In new exp/skills system, wc bonuses are related to
1239 * the players level in a relevant exp object (wc_obj)
1240 * not the general player level -b.t.
1241 * I changed this slightly so that wc bonuses are better
1242 * than before. This is to balance out the fact that
1243 * the player no longer gets a personal weapon w/ 1
1244 * improvement every level, now its fighterlevel/5. So
1245 * we give the player a bonus here in wc and dam
1246 * to make up for the change. Note that I left the
1247 * monster bonus the same as before. -b.t.
1248 */
1249 object *wc_obj = chosen_skill;
1250
1251 if (contr && wc_obj && wc_obj->level > 1)
1252 {
1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254
1255 for (int i = 1; i < wc_obj->level; i++)
1256 {
1257 /* additional wc every 6 levels */
1258 if (!(i % 6))
1259 wc--;
1260
1261 /* additional dam every 4 levels. */
1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1264 }
1265 }
1266 else
1267 wc -= level + thaco_bonus[stats.Str];
1268
1269 stats.dam += dam_bonus[stats.Str];
1270
1271 if (stats.dam < 1)
1272 stats.dam = 1;
1273
1274 speed = 1.f + speed_bonus[stats.Dex];
1275
1276 if (settings.search_items && contr->search_str[0])
1277 speed -= 1;
1278 } /* End if player */
1279
1280 if (added_speed >= 0)
1281 speed += added_speed / 10.f;
1282 else /* Something wrong here...: */
1283 speed /= 1.f - added_speed;
1284
1285 /* Max is determined by armour */
1286 speed = min (speed, max_speed);
1287
1288 if (type == PLAYER)
1289 {
1290 /* f is a number the represents the number of kg above (positive num)
1291 * or below (negative number) that the player is carrying. If above
1292 * weight limit, then player suffers a speed reduction based on how
1293 * much above he is, and what is max carry is
1294 */
1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1296 if (f > 0.f)
1297 speed /= (1.f + f / max_carry[stats.Str]);
1298 }
1299
1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1302
1303 /* Put a lower limit on speed. Note with this speed, you move once every
1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1305 */
1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1307
1308 if (speed != old_speed)
1309 set_speed (speed);
1310
1311 if (type == PLAYER)
1312 {
1313 /* (This formula was made by vidarl@ifi.uio.no)
1314 * Note that we never used these values again - basically
1315 * all of these could be subbed into one big equation, but
1316 * that would just be a real pain to read.
1317 */
1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1319 float M2 = max_carry[stats.Str] / 100.f;
1320 float W = weapon_weight / 20000.f;
1321 float s = (20 - weapon_speed) / 10.f;
1322 float D = (stats.Dex - 14) / 14.f;
1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1324
1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1327 if (K <= 0.01f)
1328 K = 0.01f;
1329
1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1331 }
1332
1333 /* I want to limit the power of small monsters with big weapons: */
1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1335 stats.dam = arch->stats.dam * 3;
1336
1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1339
1340 /* if for some reason the creature doesn't have any move type,
1341 * give them walking as a default.
1342 * The second case is a special case - to more closely mimic the
1343 * old behaviour - if your flying, your not walking - just
1344 * one or the other.
1345 */
1346 if (move_type == 0)
1347 move_type = MOVE_WALK;
1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1349 move_type &= ~MOVE_WALK;
1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1355 /* It is quite possible that a player's spell costing might have changed,
1356 * so we will check that now.
1357 */
1358 if (is_player ())
1359 contr->update_spells ();
1360
1361 // update the mapspace, if we are on a map
1362 if (!flag [FLAG_REMOVED] && map)
1363 map->at (x, y).flags_ = 0;
1364 }
1365
1366 void
1367 object::set_glow_radius (sint8 rad)
1368 {
1369 glow_radius = rad;
1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1374 {
1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1380 }
1381
1382 /*
1383 * set the new dragon name after gaining levels or
1384 * changing ability focus (later this can be extended to
1385 * eventually change the player's face and animation)
1386 */
1387 void
1388 set_dragon_name (object *pl, const object *abil, const object *skin)
1389 {
1390 int atnr = -1; /* attacknumber of highest level */
1391 int level = 0; /* highest level */
1392 int i;
1393
1394 /* Perhaps do something more clever? */
1395 if (!abil || !skin)
1396 return;
1397
1398 /* first, look for the highest level */
1399 for (i = 0; i < NROFATTACKS; i++)
1400 {
1401 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1402 {
1403 level = abil->resist[i];
1404 atnr = i;
1405 }
1406 }
1407
1408 /* now if there are equals at highest level, pick the one with focus,
1409 or else at random */
1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp;
1412
1413 /* now set the new title */
1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1418 else
1419 {
1420 /* special titles for extra high resistance! */
1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1424 }
1425
1426 strcpy (pl->contr->own_title, "");
1427 }
1428
1429 /*
1430 * This function is called when a dragon-player gains
1431 * an overall level. Here, the dragon might gain new abilities
1432 * or change the ability-focus.
1433 */
1434 static void
1435 dragon_level_gain (object *who)
1436 {
1437 object *abil = NULL; /* pointer to dragon ability force */
1438 object *skin = NULL; /* pointer to dragon skin force */
1439 object *tmp = NULL; /* tmp. object */
1440 char buf[MAX_BUF]; /* tmp. string buffer */
1441
1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1444 if (tmp->type == FORCE)
1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1446 abil = tmp;
1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1448 skin = tmp;
1449
1450 /* if the force is missing -> bail out */
1451 if (abil == NULL)
1452 return;
1453
1454 /* The ability_force keeps track of maximum level ever achieved.
1455 * New abilties can only be gained by surpassing this max level
1456 */
1457 if (who->level > abil->level)
1458 {
1459 /* increase our focused ability */
1460 abil->resist[abil->stats.exp]++;
1461
1462
1463 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1464 {
1465 /* time to hand out a new ability-gift */
1466 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1467 }
1468
1469 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1470 {
1471 /* apply new ability focus */
1472 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1473 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1474
1475 abil->stats.exp = abil->last_eat;
1476 abil->last_eat = 0;
1477 }
1478
1479 abil->level = who->level;
1480 }
1481
1482 /* last but not least, set the new title for the dragon */
1483 set_dragon_name (who, abil, skin);
1484 }
1485
1486 /* Handy function - given the skill name skill_name, we find the skill
1487 * archetype/object, set appropriate values, and insert it into
1488 * the object (op) that is passed.
1489 * We return the skill - this makes it easier for calling functions that
1490 * want to do something with it immediately.
1491 */
1492 object *
1493 give_skill_by_name (object *op, const char *skill_name)
1494 {
1495 object *skill_obj;
1496
1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1498 if (!skill_obj)
1499 {
1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1501 return NULL;
1502 }
1503
1504 /* clear the flag - exp goes into this bucket, but player
1505 * still doesn't know it.
1506 */
1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1508 skill_obj->stats.exp = 0;
1509 skill_obj->level = 1;
1510 op->insert (skill_obj);
1511
1512 if (player *pl = op->contr)
1513 pl->link_skills ();
1514
1515 return skill_obj;
1516 }
1517
1518 /* player_lvl_adj() - for the new exp system. we are concerned with
1519 * whether the player gets more hp, sp and new levels.
1520 * Note this this function should only be called for players. Monstes
1521 * don't really gain levels
1522 * who is the player, op is what we are checking to gain the level
1523 * (eg, skill)
1524 */
1525 void
1526 player_lvl_adj (object *who, object *op)
1527 {
1528 char buf[MAX_BUF];
1529 bool changed = false;
1530
1531 if (!op) /* when rolling stats */
1532 op = who;
1533
1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1535 {
1536 changed = true;
1537
1538 op->level++;
1539
1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1541 dragon_level_gain (who);
1542
1543 /* Only roll these if it is the player (who) that gained the level */
1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1545 {
1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1549 }
1550
1551 if (op->level > 1)
1552 {
1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1564 if (who)
1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1566 }
1567 }
1568
1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1570 {
1571 changed = true;
1572
1573 op->level--;
1574
1575 if (op->type != PLAYER)
1576 {
1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1579 }
1580 }
1581
1582 if (changed)
1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1584 }
1585
1586 /*
1587 * Returns how much experience is needed for a player to become
1588 * the given level. level should really never exceed max_level
1589 */
1590
1591 sint64
1592 level_exp (int level, double expmul)
1593 {
1594 return expmul * level_to_min_exp (level);
1595 }
1596
1597 /*
1598 * Ensure that the permanent experience requirements in an exp object are met.
1599 * This really just checks 'op to make sure the perm_exp value is within
1600 * proper range. Note that the checking of what is passed through
1601 * has been reduced. Since there is now a proper field for perm_exp,
1602 * this can now work on a much larger set of objects.
1603 */
1604 void
1605 calc_perm_exp (object *op)
1606 {
1607 int p_exp_min;
1608
1609 /* Ensure that our permanent experience minimum is met.
1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1611 * to get the fraction */
1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1613
1614 if (op->perm_exp < p_exp_min)
1615 op->perm_exp = p_exp_min;
1616
1617 /* Cap permanent experience. */
1618 if (op->perm_exp < 0)
1619 op->perm_exp = 0;
1620 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1621 op->perm_exp = MAX_EXPERIENCE;
1622 }
1623
1624 /* Add experience to a player - exp should only be positive.
1625 * Updates permanent exp for the skill we are adding to.
1626 * skill_name is the skill to add exp to. Skill name can be
1627 * NULL, in which case exp increases the players general
1628 * total, but not any particular skill.
1629 * flag is what to do if the player doesn't have the skill:
1630 */
1631 static void
1632 add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1633 {
1634 object *skill_obj;
1635 sint64 limit, exp_to_add;
1636
1637 /* prevents some forms of abuse. */
1638 if (op->contr->braced)
1639 exp /= 5;
1640
1641 /* Try to find the matching skill.
1642 * We do a shortcut/time saving mechanism first - see if it matches
1643 * chosen_skill. This means we don't need to search through
1644 * the players inventory.
1645 */
1646 skill_obj = 0;
1647
1648 if (skill_name)
1649 {
1650 skill_obj = op->contr->find_skill (skill_name);
1651
1652 /* Player doesn't have the skill. Check to see what to do, and give
1653 * it to the player if necessary
1654 */
1655 if (!skill_obj)
1656 {
1657 if (flag == SK_EXP_NONE)
1658 return;
1659
1660 if (flag == SK_EXP_ADD_SKILL)
1661 skill_obj = give_skill_by_name (op, skill_name);
1662 }
1663 }
1664
1665 if (flag != SK_EXP_SKILL_ONLY)
1666 {
1667 /* Basically, you can never gain more experience in one shot
1668 * than half what you need to gain for next level.
1669 */
1670 exp_to_add = exp;
1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1672 if (exp_to_add > limit)
1673 exp_to_add = limit;
1674
1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1676 if (settings.permanent_exp_ratio)
1677 {
1678 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1679 calc_perm_exp (op);
1680 }
1681
1682 player_lvl_adj (op, NULL);
1683 }
1684
1685 if (skill_obj)
1686 {
1687 exp_to_add = exp;
1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1689 if (exp_to_add > limit)
1690 exp_to_add = limit;
1691
1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1693 if (settings.permanent_exp_ratio)
1694 {
1695 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1696 calc_perm_exp (skill_obj);
1697 }
1698
1699 player_lvl_adj (op, skill_obj);
1700 }
1701 }
1702
1703 /* This function checks to make sure that object 'op' can
1704 * lose 'exp' experience. It returns the amount of exp
1705 * object 'op' can in fact lose - it basically makes
1706 * adjustments based on permanent exp and the like.
1707 * This function should always be used for losing experience -
1708 * the 'exp' value passed should be positive - this is the
1709 * amount that should get subtract from the player.
1710 */
1711 static sint64
1712 check_exp_loss (const object *op, sint64 exp)
1713 {
1714 sint64 del_exp;
1715
1716 if (exp > op->stats.exp)
1717 exp = op->stats.exp;
1718
1719 if (settings.permanent_exp_ratio)
1720 {
1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1723 if (del_exp < 0)
1724 del_exp = 0;
1725
1726 if (exp > del_exp)
1727 exp = del_exp;
1728 }
1729
1730 return exp;
1731 }
1732
1733 sint64
1734 check_exp_adjust (const object *op, sint64 exp)
1735 {
1736 if (exp < 0)
1737 return check_exp_loss (op, exp);
1738 else
1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1740 }
1741
1742 /* Subtracts experience from player.
1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1744 * only subtract from the matching skill. Otherwise,
1745 * this subtracts a portion from all
1746 * skills the player has. Eg, if we figure the player is losing 10%
1747 * of his total exp, what happens is he loses 10% from all his skills.
1748 * Note that if permanent exp is used, player may not in fact lose
1749 * as much as listed. Eg, if player has gotten reduced to the point
1750 * where everything is at the minimum perm exp, he would lose nothing.
1751 * exp is the amount of exp to subtract - thus, it should be
1752 * a postive number.
1753 */
1754 static void
1755 subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1756 {
1757 float fraction = (float) exp / (float) op->stats.exp;
1758 object *tmp;
1759 sint64 del_exp;
1760
1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (tmp->type == SKILL && tmp->stats.exp)
1763 {
1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1765 {
1766 del_exp = check_exp_loss (tmp, exp);
1767 tmp->stats.exp -= del_exp;
1768 player_lvl_adj (op, tmp);
1769 }
1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1771 {
1772 /* only want to process other skills if we are not trying
1773 * to match a specific skill.
1774 */
1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1776 tmp->stats.exp -= del_exp;
1777 player_lvl_adj (op, tmp);
1778 }
1779 }
1780
1781 if (flag != SK_SUBTRACT_SKILL_EXP)
1782 {
1783 del_exp = check_exp_loss (op, exp);
1784 op->stats.exp -= del_exp;
1785 player_lvl_adj (op, NULL);
1786 }
1787 }
1788
1789 /* change_exp() - changes experience to a player/monster. This
1790 * does bounds checking to make sure we don't overflow the max exp.
1791 *
1792 * The exp passed is typically not modified much by this function -
1793 * it is assumed the caller has modified the exp as needed.
1794 * skill_name is the skill that should get the exp added.
1795 * flag is what to do if player doesn't have the skill.
1796 * these last two values are only used for players.
1797 */
1798 void
1799 change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1800 {
1801 #ifdef EXP_DEBUG
1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1803 #endif
1804
1805 /* safety */
1806 if (!op)
1807 {
1808 LOG (llevError, "change_exp() called for null object!\n");
1809 return;
1810 }
1811
1812 /* if no change in exp, just return - most of the below code
1813 * won't do anything if the value is 0 anyways.
1814 */
1815 if (exp == 0)
1816 return;
1817
1818 /* Monsters are easy - we just adjust their exp - we
1819 * don't adjust level, since in most cases it is unrelated to
1820 * the exp they have - the monsters exp represents what its
1821 * worth.
1822 */
1823 if (op->type != PLAYER)
1824 {
1825 /* Sanity check */
1826 if (!op->flag [FLAG_ALIVE])
1827 return;
1828
1829 /* reset exp to max allowed value. We subtract from
1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1831 * more than max exp, just return.
1832 */
1833 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1834 {
1835 exp = MAX_EXPERIENCE - op->stats.exp;
1836 if (exp < 0)
1837 return;
1838 }
1839
1840 op->stats.exp += exp;
1841 }
1842 else
1843 { /* Players only */
1844 if (exp > 0)
1845 add_player_exp (op, exp, skill_name, flag);
1846 else
1847 /* note that when you lose exp, it doesn't go against
1848 * a particular skill, so we don't need to pass that
1849 * along.
1850 */
1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1852 }
1853 }
1854
1855 /* Applies a death penalty experience, the size of this is defined by the
1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1857 * amount of permenent experience, whichever gives the lowest loss.
1858 */
1859 void
1860 apply_death_exp_penalty (object *op)
1861 {
1862 sint64 loss;
1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1865
1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1867 if (tmp->type == SKILL && tmp->stats.exp)
1868 {
1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1871
1872 /* With the revised exp system, you can get cases where
1873 * losing several levels would still require that you have more
1874 * exp than you currently have - this is true if the levels
1875 * tables is a lot harder.
1876 */
1877 if (level_loss < 0)
1878 level_loss = 0;
1879
1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1881
1882 tmp->stats.exp -= loss;
1883 player_lvl_adj (op, tmp);
1884 }
1885
1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888
1889 if (level_loss < 0)
1890 level_loss = 0;
1891
1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1893
1894 op->stats.exp -= loss;
1895 player_lvl_adj (op, NULL);
1896 }
1897
1898 /* This function takes an object (monster/player, op), and
1899 * determines if it makes a basic save throw by looking at the
1900 * save_throw table. level is the effective level to make
1901 * the save at, and bonus is any plus/bonus (typically based on
1902 * resistance to particular attacktype.
1903 * Returns 1 if op makes his save, 0 if he failed
1904 */
1905 int
1906 did_make_save (const object *op, int level, int bonus)
1907 {
1908 if (level > MAX_SAVE_LEVEL)
1909 level = MAX_SAVE_LEVEL;
1910
1911 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1912 return 0;
1913
1914 return 1;
1915 }