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Revision: 1.136
Committed: Sat Nov 17 23:40:00 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.135: +1 -0 lines
Log Message:
copyright update 2018

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <global.h>
27
28 /* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */
32 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
33
34 static const int con_bonus[MAX_STAT + 1] = {
35 -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,
36 22, 25, 30, 40, 50
37 };
38
39 /* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t.
42 */
43 static const int sp_bonus[MAX_STAT + 1] = {
44 -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,
45 30, 40, 50, 70, 100
46 };
47
48 static const int grace_bonus[MAX_STAT + 1] = {
49 -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,
50 30, 40, 50, 70, 100
51 };
52
53 /* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
66 * it is 1-diff
67 */
68
69 const float cha_bonus[MAX_STAT + 1] = { 10.0,
70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
76 };
77
78 const int dex_bonus[MAX_STAT + 1] = {
79 -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
80 };
81
82 /* speed_bonus uses dex as its stat */
83 const float speed_bonus[MAX_STAT + 1] = {
84 -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,
85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
86 1.6, 1.8, 2.0, 2.5, 3.0
87 };
88
89 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
90 * strength.
91 */
92 const int dam_bonus[MAX_STAT + 1] = {
93 -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
94 };
95
96 const int thaco_bonus[MAX_STAT + 1] = {
97 -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
98 };
99
100 /* Max you can carry before you start getting extra speed penalties */
101 const int max_carry[MAX_STAT + 1] = {
102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
103 301, 326, 352, 400, 450, 500, 600, 1000
104 };
105
106 /* weight_limit - the absolute most a character can carry - a character can't
107 * pick stuff up if it would put him above this limit.
108 * value is in grams, so we don't need to do conversion later
109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace.
111 */
112
113 const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121 };
122
123 const int learn_spell[MAX_STAT + 1] = {
124 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,
125 100, 100, 100, 100, 100, 100
126 };
127
128 const int cleric_chance[MAX_STAT + 1] = {
129 100, 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
130 };
131
132 const int turn_bonus[MAX_STAT + 1] = {
133 -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
134 };
135
136 const int fear_bonus[MAX_STAT + 1] = {
137 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
138 };
139
140 /*
141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp()
143 */
144
145 #define MAX_EXPERIENCE levels [settings.max_level]
146
147 /* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed.
159 * -b.t.
160 */
161
162 #define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164 #define MAX_SAVE_LEVEL 110
165
166 /* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the
168 * right thing and always use range within this table.
169 * for safety, savethrow should not be accessed directly anymore,
170 * and instead did_make_save should be used instead.
171 */
172 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
173 18,
174 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
175 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
176 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
177 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
178 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
179 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
180 };
181
182 const char *const attacks[NROFATTACKS] = {
183 "physical", "magical", "fire", "electricity", "cold", "confusion",
184 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
185 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
186 "chaos", "counterspell", "god power", "holy power", "blinding", "",
187 "life stealing"
188 };
189
190 static const char *const drain_msg[NUM_STATS] = {
191 "Oh no! You are weakened!",
192 "You're feeling clumsy!",
193 "You feel less healthy",
194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
197 "Your face gets distorted!",
198 };
199 const char *const restore_msg[NUM_STATS] = {
200 "You feel your strength return.",
201 "You feel your agility return.",
202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.",
205 "You feel your spirits return.",
206 "You feel your charisma return.",
207 };
208 const char *const gain_msg[NUM_STATS] = {
209 "You feel stronger.",
210 "You feel more agile.",
211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.",
214 "You feel more potent.",
215 "You seem to look better.",
216 };
217 const char *const lose_msg[NUM_STATS] = {
218 "You feel weaker!",
219 "You feel clumsy!",
220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!",
223 "You feel less potent!",
224 "You look ugly!",
225 };
226
227 const char *const statname[NUM_STATS] = {
228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
229 };
230
231 const char *const short_stat_name[NUM_STATS] = {
232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
233 };
234
235 /*
236 * Like set_attr_value(), but instead the value (which can be negative)
237 * is added to the specified stat.
238 */
239 void
240 change_attr_value (living *stats, int attr, sint8 value)
241 {
242 stats->stat (attr) += value;
243 }
244
245 /*
246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
247 * 1-30 stat limit.
248 */
249 void
250 check_stat_bounds (living *stats)
251 {
252 for (int i = 0; i < NUM_STATS; i++)
253 {
254 sint8 &v = stats->stat (i);
255 v = clamp (v, MIN_STAT, MAX_STAT);
256 }
257 }
258
259 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
260
261 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded.
264 */
265 #define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267
268 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269
270 /* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object.
272 * It is the calling functions responsibilty to check to see if the object
273 * can be applied or not.
274 * The main purpose of calling this function is the messages that are
275 * displayed - update_stats should really always be called after this when
276 * removing an object - that is because it is impossible to know if some object
277 * is the only source of an attacktype or spell attunement, so this function
278 * will clear the bits, but the player may still have some other object
279 * that gives them that ability.
280 */
281 int
282 change_abil (object *op, object *tmp)
283 {
284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
286 char message[MAX_BUF];
287 int potion_max = 0;
288
289 // keep some stats for comparison purposes
290 object::flags_t prev_flag = op->flag;
291 MoveType prev_move_type = op->move_type;
292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295
296 if (op->type == PLAYER)
297 {
298 if (tmp->type == POTION)
299 {
300 potion_max = 1;
301
302 for (int j = 0; j < NUM_STATS; j++)
303 {
304 int ostat = op->contr->orig_stats.stat (j);
305 int i = tmp->stats.stat (j);
306
307 /* nstat is what the stat will be after use of the potion */
308 int nstat = flag * i + ostat;
309
310 /* Do some bounds checking. There is the potential for potions
311 * that adjust that stat by more than one point, so we need
312 * to allow for that.
313 */
314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
323 }
324 else if (i)
325 {
326 /* potion is useless - player has already hit the natural maximum */
327 potion_max = 1;
328 }
329 }
330
331 /* This section of code ups the characters normal stats also. I am not
332 * sure if this is strictly necessary, being that fix_player probably
333 * recalculates this anyway.
334 */
335 for (int j = 0; j < NUM_STATS; j++)
336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
338 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */
340 }
341
342 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set
344 */
345 if (flag == -1)
346 {
347 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned;
349 op->path_repelled &= ~tmp->path_repelled;
350 op->path_denied &= ~tmp->path_denied;
351 /* Presuming here that creatures only have move_type,
352 * and not the other move_ fields.
353 */
354 op->move_type &= ~tmp->move_type;
355 }
356
357 /* call fix_player since op object could have whatever attribute due
358 * to multiple items. if update_stats always has to be called after
359 * change_ability then might as well call it from here
360 */
361 op->update_stats ();
362
363 /* update_stats won't add the bows ability to the player, so don't
364 * print out message if this is a bow.
365 */
366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 }
371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 {
374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 }
377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 {
380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 }
383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 {
386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 }
389
390 /* movement type has changed. We don't care about cases where
391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from
394 * from fly high)
395 */
396 if (tmp->move_type && op->move_type != prev_move_type)
397 {
398 success = 1;
399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high
402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 }
407
408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
410 /* double conditional - second case covers if you have move_fly_low -
411 * in that case, you don't actually land
412 */
413 DIFF_MSG (flag, "You soar into the air!",
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 }
416
417 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419 }
420
421 /* becoming UNDEAD... a special treatment for this flag. Only those not
422 * originally undead may change their status
423 */
424 if (!op->arch->flag [FLAG_UNDEAD])
425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
426 {
427 success = 1;
428 if (flag > 0)
429 {
430 op->race = "undead";
431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
432 }
433 else
434 {
435 op->race = op->arch->race;
436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
437 }
438 }
439
440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
441 {
442 success = 1;
443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
444 }
445
446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
447 {
448 success = 1;
449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
450 }
451
452 /* blinded you can tell if more blinded since blinded player has minimal
453 * vision
454 */
455 if (tmp->flag [FLAG_BLIND])
456 {
457 success = 1;
458 if (flag > 0)
459 {
460 if (op->flag [FLAG_WIZ])
461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
462 else
463 {
464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
465 op->set_flag (FLAG_BLIND);
466 if (op->type == PLAYER)
467 op->contr->do_los = 1;
468 }
469 }
470 else
471 {
472 if (op->flag [FLAG_WIZ])
473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
474 else
475 {
476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
477 op->clr_flag (FLAG_BLIND);
478 if (op->type == PLAYER)
479 op->contr->do_los = 1;
480 }
481 }
482 }
483
484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
485 {
486 success = 1;
487 if (op->type == PLAYER)
488 op->contr->do_los = 1;
489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
490 }
491
492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
493 {
494 success = 1;
495 if (flag > 0)
496 {
497 if (op->flag [FLAG_WIZ])
498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
499 else
500 {
501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
502 if (op->type == PLAYER)
503 op->contr->do_los = 1;
504 }
505 }
506 else
507 {
508 if (op->flag [FLAG_WIZ])
509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
510 else
511 {
512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
513 if (op->type == PLAYER)
514 op->contr->do_los = 1;
515 }
516 }
517 }
518
519 if (tmp->stats.luck)
520 {
521 success = 1;
522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
523 }
524
525 if (digest_types [tmp->type])
526 {
527 if (tmp->stats.hp && op->type == PLAYER)
528 {
529 success = 1;
530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 }
532
533 if (tmp->stats.sp && op->type == PLAYER
534 && tmp->type != SKILL && tmp->type != BOW)
535 {
536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 }
539
540 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER)
542 {
543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 }
546
547 if (tmp->stats.food && op->type == PLAYER)
548 {
549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
552 }
553
554 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++)
556 {
557 if (i == ATNR_PHYSICAL)
558 continue; /* Don't display about armour */
559
560 if (op->resist [i] != prev_resist [i])
561 {
562 success = 1;
563
564 if (op->resist [i] > prev_resist [i])
565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
566 else
567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
568
569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
570 }
571 }
572
573 if (!potion_max)
574 for (int j = 0; j < NUM_STATS; j++)
575 if (int i = tmp->stats.stat (j))
576 {
577 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 }
580
581 return success;
582 }
583
584 /*
585 * Stat draining by Vick 930307
586 * (Feeling evil, I made it work as well now. -Frank 8)
587 */
588 void
589 object::drain_stat ()
590 {
591 drain_specific_stat (rndm (NUM_STATS));
592 }
593
594 void
595 object::drain_specific_stat (int deplete_stats)
596 {
597 object *tmp;
598 archetype *at;
599
600 at = archetype::find (shstr_depletion);
601 if (!at)
602 {
603 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return;
605 }
606 else
607 {
608 tmp = present_arch_in_ob (at, this);
609
610 if (!tmp)
611 {
612 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this);
614 tmp->set_flag (FLAG_APPLIED);
615 }
616 }
617
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1);
620 update_stats ();
621 }
622
623 /*
624 * A value of 0 indicates timeout, otherwise change the luck of the object.
625 * via an applied bad_luck object.
626 */
627 void
628 object::change_luck (int value)
629 {
630 archetype *at = archetype::find (shstr_luck);
631 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n");
633 else
634 {
635 object *tmp = present_arch_in_ob (at, this);
636
637 if (!tmp)
638 {
639 if (!value)
640 return;
641
642 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this);
644 tmp->set_flag (FLAG_APPLIED);
645 }
646
647 if (value)
648 {
649 /* Limit the luck value of the bad luck object to +/-100. This
650 * (arbitrary) value prevents overflows (both in the bad luck object and
651 * in op itself).
652 */
653 int new_luck = tmp->stats.luck + value;
654
655 if (new_luck >= -100 && new_luck <= 100)
656 {
657 stats.luck += value;
658 tmp->stats.luck = new_luck;
659 }
660 }
661 else
662 {
663 if (!tmp->stats.luck)
664 return;
665
666 /* Randomly change the players luck. Basically, we move it
667 * back neutral (if greater>0, subtract, otherwise add)
668 */
669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 {
671 int diff = tmp->stats.luck > 0 ? -1 : 1;
672
673 stats.luck += diff;
674 tmp->stats.luck += diff;
675 }
676 }
677 }
678 }
679
680 /*
681 * Subtracts stat-bonuses given by the class which the player has chosen.
682 */
683 void
684 object::remove_statbonus ()
685 {
686 for (int i = 0; i < NUM_STATS; ++i)
687 {
688 sint8 v = arch->stats.stat (i);
689 stats.stat (i) -= v;
690 contr->orig_stats.stat (i) -= v;
691 }
692 }
693
694 /*
695 * Adds stat-bonuses given by the class which the player has chosen.
696 */
697 void
698 object::add_statbonus ()
699 {
700 for (int i = 0; i < NUM_STATS; ++i)
701 {
702 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v;
705 }
706 }
707
708 static struct copy_flags : object::flags_t
709 {
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720 } copy_flags;
721
722 /*
723 * Updates all abilities given by applied objects in the inventory
724 * of the given object. Note: This function works for both monsters
725 * and players; the "player" in the name is purely an archaic inheritance.
726 * This functions starts from base values (archetype or player object)
727 * and then adjusts them according to what the player has equipped.
728 *
729 * July 95 - inserted stuff to handle new skills/exp system - b.t.
730 * spell system split, grace points now added to system --peterm
731 */
732 void
733 object::update_stats ()
734 {
735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
745
746 /* First task is to clear all the values back to their original values */
747 if (type == PLAYER)
748 {
749 contr->delayed_update = false;
750
751 for (int i = 0; i < NUM_STATS; i++)
752 stat_sum [i] = contr->orig_stats.stat (i);
753
754 if (settings.spell_encumbrance == TRUE)
755 contr->encumbrance = 0;
756
757 attacktype = 0;
758
759 contr->digestion = 0;
760 contr->gen_hp = 0;
761 contr->gen_sp = 0;
762 contr->gen_grace = 0;
763 contr->gen_sp_armour = 10;
764 contr->item_power = 0;
765 }
766
767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
768 slot[i].used = slot[i].info;
769
770 slaying = 0;
771
772 if (!this->flag [FLAG_WIZ])
773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
777
778 this->clr_flag (FLAG_LIFESAVE);
779 this->clr_flag (FLAG_STEALTH);
780 this->clr_flag (FLAG_BLIND);
781
782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
786
787 path_attuned = arch->path_attuned;
788 path_repelled = arch->path_repelled;
789 path_denied = arch->path_denied;
790 glow_radius = arch->glow_radius;
791 move_type = arch->move_type;
792
793 /* initializing resistances from the values in player/monster's
794 * archetype clone
795 */
796 memcpy (&resist, &arch->resist, sizeof (resist));
797
798 for (int i = 0; i < NROFATTACKS; i++)
799 {
800 if (resist[i] > 0)
801 prot[i] = resist[i], vuln[i] = 0;
802 else
803 vuln[i] = -resist[i], prot[i] = 0;
804
805 potion_resist[i] = -1000;
806 }
807
808 wc = arch->stats.wc;
809 stats.dam = arch->stats.dam;
810
811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
812 * plus a small amount of physical resist, those poor suckers. ;)
813 * the fact that maxlevel is factored in could be considered sort of bogus -
814 * we should probably give them some bonus and cap it off - otherwise,
815 * basically, if a server updates its max level, these playes may find
816 * that their protection from physical goes down
817 */
818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
819 {
820 ac = max (-10, arch->stats.ac - level / 3);
821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
822 }
823 else
824 ac = arch->stats.ac;
825
826 stats.luck = arch->stats.luck;
827 speed = arch->speed;
828
829 chosen_skill = 0;
830
831 /* OK - we've reset most all the objects attributes to sane values.
832 * now go through and make adjustments for what the player has equipped.
833 */
834 for (tmp = inv; tmp; tmp = tmp->below)
835 {
836 /* This happens because apply_potion calls change_abil with the potion
837 * applied so we can tell the player what changed. But change_abil
838 * then calls this function.
839 */
840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
841 continue;
842
843 glow_radius += tmp->glow_radius;
844
845 /* For some things, we don't care what is equipped */
846 if (tmp->type == SKILL)
847 {
848 /* Want to take the highest skill here. */
849 if (IS_MANA_SKILL (tmp->subtype))
850 {
851 if (!mana_obj)
852 mana_obj = tmp;
853 else if (tmp->level > mana_obj->level)
854 mana_obj = tmp;
855 }
856
857 if (IS_GRACE_SKILL (tmp->subtype))
858 {
859 if (!grace_obj)
860 grace_obj = tmp;
861 else if (tmp->level > grace_obj->level)
862 grace_obj = tmp;
863 }
864 }
865
866 /* Container objects are not meant to adjust players, but other applied
867 * objects need to make adjustments.
868 * This block should handle all player specific changes
869 * The check for Praying is a bit of a hack - god given bonuses are put
870 * in the praying skill, and the player should always get those.
871 * It also means we need to put in additional checks for applied below,
872 * because the skill shouldn't count against body positions being used
873 * up, etc.
874 */
875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON
878 && tmp->type != SPELL)
879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
880 {
881 if (type == PLAYER)
882 {
883 contr->item_power += tmp->item_power;
884
885 for (int i = 0; i < NUM_STATS; i++)
886 stat_sum [i] += tmp->stats.stat (i);
887
888 if (digest_types [tmp->type])
889 {
890 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
893 contr->gen_sp += tmp->stats.sp;
894 contr->gen_grace += tmp->stats.grace;
895 contr->gen_sp_armour += tmp->gen_sp_armour;
896 }
897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
903
904 /* Update slots used for items */
905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
907 slot[i].used += tmp->slot[i].info;
908
909 if (tmp->type == SYMPTOM)
910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
911
912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
913 * (Negative protections are calculated exactly like positive.)
914 * Resistance from potions are treated special as well. If there's
915 * more than one potion-effect, the bigger prot.-value is taken.
916 */
917 if (tmp->type == POTION_EFFECT)
918 for (int i = 0; i < NROFATTACKS; i++)
919 max_it (potion_resist[i], tmp->resist[i]);
920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
922 if (tmp->resist[i] > 0)
923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
924 else if (tmp->resist[i] < 0)
925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
926
927 /* There may be other things that should not adjust the attacktype */
928 if (tmp->type != SYMPTOM)
929 {
930 attacktype |= tmp->attacktype;
931 path_attuned |= tmp->path_attuned;
932 path_repelled |= tmp->path_repelled;
933 path_denied |= tmp->path_denied;
934 move_type |= tmp->move_type;
935 stats.luck += tmp->stats.luck;
936 }
937
938 flag |= tmp->flag & copy_flags;
939
940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
941 this->set_flag (FLAG_UNDEAD);
942
943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
945 {
946 set_flag (FLAG_MAKE_INVIS);
947 invisible = 1;
948 }
949
950 if (tmp->stats.exp && tmp->type != SKILL)
951 {
952 if (tmp->stats.exp > 0)
953 {
954 added_speed += tmp->stats.exp / 3.f;
955 bonus_speed += tmp->stats.exp / 3.f + 1.f;
956 }
957 else
958 added_speed += tmp->stats.exp;
959 }
960
961 switch (tmp->type)
962 {
963 case SKILL:
964 {
965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
967 break;
968
969 if (chosen_skill)
970 {
971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
979 chosen_skill = tmp;
980
981 if (tmp->stats.dam > 0)
982 { /* skill is a 'weapon' */
983 if (!this->flag [FLAG_READY_WEAPON])
984 weapon_speed = max (0, WEAPON_SPEED (tmp));
985
986 weapon_weight = tmp->weight;
987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
988
989 if (tmp->magic)
990 stats.dam += tmp->magic;
991 }
992
993 if (tmp->stats.wc)
994 wc -= tmp->stats.wc + tmp->magic;
995
996 if (tmp->slaying)
997 slaying = tmp->slaying;
998
999 if (tmp->stats.ac)
1000 ac -= tmp->stats.ac + tmp->magic;
1001
1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1004 }
1005
1006 break;
1007
1008 case SHIELD:
1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1012 case RING:
1013 case AMULET:
1014 case GIRDLE:
1015 case HELMET:
1016 case BOOTS:
1017 case GLOVES:
1018 case CLOAK:
1019 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic;
1021
1022 if (tmp->stats.dam)
1023 stats.dam += tmp->stats.dam + tmp->magic;
1024
1025 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic;
1027
1028 break;
1029
1030 case RANGED:
1031 case BOW:
1032 case WEAPON:
1033 wc -= tmp->stats.wc + tmp->magic;
1034
1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1036 ac -= tmp->stats.ac + tmp->magic;
1037
1038 stats.dam += tmp->stats.dam + tmp->magic;
1039 weapon_weight = tmp->weight;
1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1041
1042 if (weapon_speed < 0)
1043 weapon_speed = 0;
1044
1045 slaying = tmp->slaying;
1046
1047 /* If there is desire that two handed weapons should do
1048 * extra strength damage, this is where the code should
1049 * go.
1050 */
1051
1052 if (type == PLAYER)
1053 if (settings.spell_encumbrance)
1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1055
1056 break;
1057
1058 case ARMOUR: /* Only the best of these three are used: */
1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1061
1062 case BRACERS:
1063 case FORCE:
1064 if (tmp->stats.wc)
1065 {
1066 if (best_wc < tmp->stats.wc + tmp->magic)
1067 {
1068 wc += best_wc;
1069 best_wc = tmp->stats.wc + tmp->magic;
1070 }
1071 else
1072 wc += tmp->stats.wc + tmp->magic;
1073 }
1074
1075 if (tmp->stats.ac)
1076 {
1077 if (best_ac < tmp->stats.ac + tmp->magic)
1078 {
1079 ac += best_ac; /* Remove last bonus */
1080 best_ac = tmp->stats.ac + tmp->magic;
1081 }
1082 else /* To nullify the below effect */
1083 ac += tmp->stats.ac + tmp->magic;
1084 }
1085
1086 if (tmp->stats.wc)
1087 wc -= tmp->stats.wc + tmp->magic;
1088
1089 if (tmp->stats.ac)
1090 ac -= tmp->stats.ac + tmp->magic;
1091
1092 if (ARMOUR_SPEED (tmp))
1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1094
1095 break;
1096 } /* switch tmp->type */
1097 } /* item is equipped */
1098 } /* for loop of items */
1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1102 /* We've gone through all the objects the player has equipped. For many things, we
1103 * have generated intermediate values which we now need to assign.
1104 */
1105
1106 /* 'total resistance = total protections - total vulnerabilities'.
1107 * If there is an uncursed potion in effect, granting more protection
1108 * than that, we take: 'total resistance = resistance from potion'.
1109 * If there is a cursed (and no uncursed) potion in effect, we take
1110 * 'total resistance = vulnerability from cursed potion'.
1111 */
1112 for (int i = 0; i < NROFATTACKS; i++)
1113 {
1114 resist[i] = prot[i] - vuln[i];
1115
1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1118 resist[i] = potion_resist[i];
1119 }
1120
1121 if (type == PLAYER)
1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1131 /* Figure out the players sp/mana/hp totals. */
1132 int pl_level;
1133
1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1135
1136 /* You basically get half a con bonus/level. But we do take into account rounding,
1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1138 */
1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1141 {
1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1143
1144 if (i % 2 && con_bonus[stats.Con] % 2)
1145 if (con_bonus[stats.Con] > 0)
1146 j++;
1147 else
1148 j--;
1149
1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1151 }
1152
1153 stats.maxhp += 2 * max (0, level - 10);
1154
1155 if (stats.hp > stats.maxhp)
1156 stats.hp = stats.maxhp;
1157
1158 /* Sp gain is controlled by the level of the player's
1159 * relevant experience object (mana_obj, see above)
1160 */
1161 /* following happen when skills system is not used */
1162 if (!mana_obj)
1163 mana_obj = this;
1164
1165 if (!grace_obj)
1166 grace_obj = this;
1167
1168 /* set maxsp */
1169 if (!mana_obj || !mana_obj->level || type != PLAYER)
1170 mana_obj = this;
1171
1172 if (mana_obj == this && type == PLAYER)
1173 stats.maxsp = 1;
1174 else
1175 {
1176 float sp_tmp = 0.f;
1177
1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1179 {
1180 float stmp;
1181
1182 /* Got some extra bonus at first level */
1183 if (i < 2)
1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1185 else
1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1187
1188 sp_tmp += max (1.f, stmp);
1189 }
1190
1191 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1192 }
1193
1194 /* Characters can get their sp supercharged via rune of transferrance */
1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1196
1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1199 grace_obj = this;
1200
1201 if (grace_obj == this && type == PLAYER)
1202 stats.maxgrace = 1;
1203 else
1204 {
1205 /* store grace in a float - this way, the divisions below don't create
1206 * big jumps when you go from level to level - with int's, it then
1207 * becomes big jumps when the sums of the bonuses jump to the next
1208 * step of 8 - with floats, even fractional ones are useful.
1209 */
1210 float sp_tmp = 0.f;
1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1213 {
1214 float grace_tmp = 0.f;
1215
1216 /* Got some extra bonus at first level */
1217 if (i < 2)
1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1219 else
1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1221
1222 sp_tmp += max (1.f, grace_tmp);
1223 }
1224
1225 /* two grace points per level after 10 */
1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1227 }
1228
1229 /* No limit on grace vs maxgrace */
1230
1231 if (contr->braced)
1232 {
1233 ac += 2;
1234 wc += 4;
1235 }
1236 else
1237 ac -= dex_bonus[stats.Dex];
1238
1239 /* In new exp/skills system, wc bonuses are related to
1240 * the players level in a relevant exp object (wc_obj)
1241 * not the general player level -b.t.
1242 * I changed this slightly so that wc bonuses are better
1243 * than before. This is to balance out the fact that
1244 * the player no longer gets a personal weapon w/ 1
1245 * improvement every level, now its fighterlevel/5. So
1246 * we give the player a bonus here in wc and dam
1247 * to make up for the change. Note that I left the
1248 * monster bonus the same as before. -b.t.
1249 */
1250 object *wc_obj = chosen_skill;
1251
1252 if (contr && wc_obj && wc_obj->level > 1)
1253 {
1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1255
1256 for (int i = 1; i < wc_obj->level; i++)
1257 {
1258 /* additional wc every 6 levels */
1259 if (!(i % 6))
1260 wc--;
1261
1262 /* additional dam every 4 levels. */
1263 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1264 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1265 }
1266 }
1267 else
1268 wc -= level + thaco_bonus[stats.Str];
1269
1270 stats.dam += dam_bonus[stats.Str];
1271
1272 if (stats.dam < 1)
1273 stats.dam = 1;
1274
1275 speed = 1.f + speed_bonus[stats.Dex];
1276
1277 if (settings.search_items && contr->search_str[0])
1278 speed -= 1;
1279 } /* End if player */
1280
1281 if (added_speed >= 0)
1282 speed += added_speed / 10.f;
1283 else /* Something wrong here...: */
1284 speed /= 1.f - added_speed;
1285
1286 /* Max is determined by armour */
1287 speed = min (speed, max_speed);
1288
1289 if (type == PLAYER)
1290 {
1291 /* f is a number the represents the number of kg above (positive num)
1292 * or below (negative number) that the player is carrying. If above
1293 * weight limit, then player suffers a speed reduction based on how
1294 * much above he is, and what is max carry is
1295 */
1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1297 if (f > 0.f)
1298 speed /= (1.f + f / max_carry[stats.Str]);
1299 }
1300
1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1303
1304 /* Put a lower limit on speed. Note with this speed, you move once every
1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1306 */
1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1308
1309 if (speed != old_speed)
1310 set_speed (speed);
1311
1312 if (type == PLAYER)
1313 {
1314 /* (This formula was made by vidarl@ifi.uio.no)
1315 * Note that we never used these values again - basically
1316 * all of these could be subbed into one big equation, but
1317 * that would just be a real pain to read.
1318 */
1319 float M = (max_carry[stats.Str] - 121) / 121.f;
1320 float M2 = max_carry[stats.Str] / 100.f;
1321 float W = weapon_weight / 20000.f;
1322 float s = (20 - weapon_speed) / 10.f;
1323 float D = (stats.Dex - 14) / 14.f;
1324 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1325
1326 K *= (4 + level) * 1.2f / (6 + level);
1327
1328 if (K <= 0.01f)
1329 K = 0.01f;
1330
1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1332 }
1333
1334 /* I want to limit the power of small monsters with big weapons: */
1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1336 stats.dam = arch->stats.dam * 3;
1337
1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1339 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1340
1341 /* if for some reason the creature doesn't have any move type,
1342 * give them walking as a default.
1343 * The second case is a special case - to more closely mimic the
1344 * old behaviour - if your flying, your not walking - just
1345 * one or the other.
1346 */
1347 if (move_type == 0)
1348 move_type = MOVE_WALK;
1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1350 move_type &= ~MOVE_WALK;
1351
1352 // now apply the new move_type
1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1355
1356 /* It is quite possible that a player's spell costing might have changed,
1357 * so we will check that now.
1358 */
1359 if (is_player ())
1360 contr->update_spells ();
1361
1362 // update the mapspace, if we are on a map
1363 if (!flag [FLAG_REMOVED] && map)
1364 map->at (x, y).flags_ = 0;
1365 }
1366
1367 void
1368 object::set_glow_radius (sint8 rad)
1369 {
1370 glow_radius = rad;
1371
1372 if (is_on_map ())
1373 update_all_los (map, x, y);
1374 else if (object *env = outer_env ())
1375 {
1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1381 }
1382
1383 /*
1384 * set the new dragon name after gaining levels or
1385 * changing ability focus (later this can be extended to
1386 * eventually change the player's face and animation)
1387 */
1388 void
1389 set_dragon_name (object *pl, const object *abil, const object *skin)
1390 {
1391 int atnr = -1; /* attacknumber of highest level */
1392 int level = 0; /* highest level */
1393 int i;
1394
1395 /* Perhaps do something more clever? */
1396 if (!abil || !skin)
1397 return;
1398
1399 /* first, look for the highest level */
1400 for (i = 0; i < NROFATTACKS; i++)
1401 {
1402 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1403 {
1404 level = abil->resist[i];
1405 atnr = i;
1406 }
1407 }
1408
1409 /* now if there are equals at highest level, pick the one with focus,
1410 or else at random */
1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1412 atnr = abil->stats.exp;
1413
1414 /* now set the new title */
1415 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1416 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1417 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1419 else
1420 {
1421 /* special titles for extra high resistance! */
1422 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1423 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1425 }
1426
1427 strcpy (pl->contr->own_title, "");
1428 }
1429
1430 /*
1431 * This function is called when a dragon-player gains
1432 * an overall level. Here, the dragon might gain new abilities
1433 * or change the ability-focus.
1434 */
1435 static void
1436 dragon_level_gain (object *who)
1437 {
1438 object *abil = NULL; /* pointer to dragon ability force */
1439 object *skin = NULL; /* pointer to dragon skin force */
1440 object *tmp = NULL; /* tmp. object */
1441 char buf[MAX_BUF]; /* tmp. string buffer */
1442
1443 /* now grab the 'dragon_ability'-forces from the player's inventory */
1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1445 if (tmp->type == FORCE)
1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1447 abil = tmp;
1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1449 skin = tmp;
1450
1451 /* if the force is missing -> bail out */
1452 if (abil == NULL)
1453 return;
1454
1455 /* The ability_force keeps track of maximum level ever achieved.
1456 * New abilties can only be gained by surpassing this max level
1457 */
1458 if (who->level > abil->level)
1459 {
1460 /* increase our focused ability */
1461 abil->resist[abil->stats.exp]++;
1462
1463
1464 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1465 {
1466 /* time to hand out a new ability-gift */
1467 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1468 }
1469
1470 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1471 {
1472 /* apply new ability focus */
1473 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1474 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1475
1476 abil->stats.exp = abil->last_eat;
1477 abil->last_eat = 0;
1478 }
1479
1480 abil->level = who->level;
1481 }
1482
1483 /* last but not least, set the new title for the dragon */
1484 set_dragon_name (who, abil, skin);
1485 }
1486
1487 /* Handy function - given the skill name skill_name, we find the skill
1488 * archetype/object, set appropriate values, and insert it into
1489 * the object (op) that is passed.
1490 * We return the skill - this makes it easier for calling functions that
1491 * want to do something with it immediately.
1492 */
1493 object *
1494 give_skill_by_name (object *op, const char *skill_name)
1495 {
1496 object *skill_obj;
1497
1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1499 if (!skill_obj)
1500 {
1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1502 return NULL;
1503 }
1504
1505 /* clear the flag - exp goes into this bucket, but player
1506 * still doesn't know it.
1507 */
1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1509 skill_obj->stats.exp = 0;
1510 skill_obj->level = 1;
1511 op->insert (skill_obj);
1512
1513 if (player *pl = op->contr)
1514 pl->link_skills ();
1515
1516 return skill_obj;
1517 }
1518
1519 /* player_lvl_adj() - for the new exp system. we are concerned with
1520 * whether the player gets more hp, sp and new levels.
1521 * Note this this function should only be called for players. Monstes
1522 * don't really gain levels
1523 * who is the player, op is what we are checking to gain the level
1524 * (eg, skill)
1525 */
1526 void
1527 player_lvl_adj (object *who, object *op)
1528 {
1529 char buf[MAX_BUF];
1530 bool changed = false;
1531
1532 if (!op) /* when rolling stats */
1533 op = who;
1534
1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1536 {
1537 changed = true;
1538
1539 op->level++;
1540
1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1542 dragon_level_gain (who);
1543
1544 /* Only roll these if it is the player (who) that gained the level */
1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1546 {
1547 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1548 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1550 }
1551
1552 if (op->level > 1)
1553 {
1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1562 sprintf (buf, "You are now level %d.", op->level);
1563 }
1564
1565 if (who)
1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1567 }
1568 }
1569
1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1571 {
1572 changed = true;
1573
1574 op->level--;
1575
1576 if (op->type != PLAYER)
1577 {
1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1580 }
1581 }
1582
1583 if (changed)
1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1585 }
1586
1587 /*
1588 * Returns how much experience is needed for a player to become
1589 * the given level. level should really never exceed max_level
1590 */
1591
1592 sint64
1593 level_exp (int level, double expmul)
1594 {
1595 return expmul * level_to_min_exp (level);
1596 }
1597
1598 /*
1599 * Ensure that the permanent experience requirements in an exp object are met.
1600 * This really just checks 'op to make sure the perm_exp value is within
1601 * proper range. Note that the checking of what is passed through
1602 * has been reduced. Since there is now a proper field for perm_exp,
1603 * this can now work on a much larger set of objects.
1604 */
1605 void
1606 calc_perm_exp (object *op)
1607 {
1608 int p_exp_min;
1609
1610 /* Ensure that our permanent experience minimum is met.
1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1612 * to get the fraction */
1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1614
1615 if (op->perm_exp < p_exp_min)
1616 op->perm_exp = p_exp_min;
1617
1618 /* Cap permanent experience. */
1619 if (op->perm_exp < 0)
1620 op->perm_exp = 0;
1621 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1622 op->perm_exp = MAX_EXPERIENCE;
1623 }
1624
1625 /* Add experience to a player - exp should only be positive.
1626 * Updates permanent exp for the skill we are adding to.
1627 * skill_name is the skill to add exp to. Skill name can be
1628 * NULL, in which case exp increases the players general
1629 * total, but not any particular skill.
1630 * flag is what to do if the player doesn't have the skill:
1631 */
1632 static void
1633 add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1634 {
1635 object *skill_obj;
1636 sint64 limit, exp_to_add;
1637
1638 /* prevents some forms of abuse. */
1639 if (op->contr->braced)
1640 exp /= 5;
1641
1642 /* Try to find the matching skill.
1643 * We do a shortcut/time saving mechanism first - see if it matches
1644 * chosen_skill. This means we don't need to search through
1645 * the players inventory.
1646 */
1647 skill_obj = 0;
1648
1649 if (skill_name)
1650 {
1651 skill_obj = op->contr->find_skill (skill_name);
1652
1653 /* Player doesn't have the skill. Check to see what to do, and give
1654 * it to the player if necessary
1655 */
1656 if (!skill_obj)
1657 {
1658 if (flag == SK_EXP_NONE)
1659 return;
1660
1661 if (flag == SK_EXP_ADD_SKILL)
1662 skill_obj = give_skill_by_name (op, skill_name);
1663 }
1664 }
1665
1666 if (flag != SK_EXP_SKILL_ONLY)
1667 {
1668 /* Basically, you can never gain more experience in one shot
1669 * than half what you need to gain for next level.
1670 */
1671 exp_to_add = exp;
1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1673 if (exp_to_add > limit)
1674 exp_to_add = limit;
1675
1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1677 if (settings.permanent_exp_ratio)
1678 {
1679 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1680 calc_perm_exp (op);
1681 }
1682
1683 player_lvl_adj (op, NULL);
1684 }
1685
1686 if (skill_obj)
1687 {
1688 exp_to_add = exp;
1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1690 if (exp_to_add > limit)
1691 exp_to_add = limit;
1692
1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1694 if (settings.permanent_exp_ratio)
1695 {
1696 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1697 calc_perm_exp (skill_obj);
1698 }
1699
1700 player_lvl_adj (op, skill_obj);
1701 }
1702 }
1703
1704 /* This function checks to make sure that object 'op' can
1705 * lose 'exp' experience. It returns the amount of exp
1706 * object 'op' can in fact lose - it basically makes
1707 * adjustments based on permanent exp and the like.
1708 * This function should always be used for losing experience -
1709 * the 'exp' value passed should be positive - this is the
1710 * amount that should get subtract from the player.
1711 */
1712 static sint64
1713 check_exp_loss (const object *op, sint64 exp)
1714 {
1715 sint64 del_exp;
1716
1717 if (exp > op->stats.exp)
1718 exp = op->stats.exp;
1719
1720 if (settings.permanent_exp_ratio)
1721 {
1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1724 if (del_exp < 0)
1725 del_exp = 0;
1726
1727 if (exp > del_exp)
1728 exp = del_exp;
1729 }
1730
1731 return exp;
1732 }
1733
1734 sint64
1735 check_exp_adjust (const object *op, sint64 exp)
1736 {
1737 if (exp < 0)
1738 return check_exp_loss (op, exp);
1739 else
1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1741 }
1742
1743 /* Subtracts experience from player.
1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1745 * only subtract from the matching skill. Otherwise,
1746 * this subtracts a portion from all
1747 * skills the player has. Eg, if we figure the player is losing 10%
1748 * of his total exp, what happens is he loses 10% from all his skills.
1749 * Note that if permanent exp is used, player may not in fact lose
1750 * as much as listed. Eg, if player has gotten reduced to the point
1751 * where everything is at the minimum perm exp, he would lose nothing.
1752 * exp is the amount of exp to subtract - thus, it should be
1753 * a postive number.
1754 */
1755 static void
1756 subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1757 {
1758 float fraction = (float) exp / (float) op->stats.exp;
1759 object *tmp;
1760 sint64 del_exp;
1761
1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (tmp->type == SKILL && tmp->stats.exp)
1764 {
1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1766 {
1767 del_exp = check_exp_loss (tmp, exp);
1768 tmp->stats.exp -= del_exp;
1769 player_lvl_adj (op, tmp);
1770 }
1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1772 {
1773 /* only want to process other skills if we are not trying
1774 * to match a specific skill.
1775 */
1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1777 tmp->stats.exp -= del_exp;
1778 player_lvl_adj (op, tmp);
1779 }
1780 }
1781
1782 if (flag != SK_SUBTRACT_SKILL_EXP)
1783 {
1784 del_exp = check_exp_loss (op, exp);
1785 op->stats.exp -= del_exp;
1786 player_lvl_adj (op, NULL);
1787 }
1788 }
1789
1790 /* change_exp() - changes experience to a player/monster. This
1791 * does bounds checking to make sure we don't overflow the max exp.
1792 *
1793 * The exp passed is typically not modified much by this function -
1794 * it is assumed the caller has modified the exp as needed.
1795 * skill_name is the skill that should get the exp added.
1796 * flag is what to do if player doesn't have the skill.
1797 * these last two values are only used for players.
1798 */
1799 void
1800 change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1801 {
1802 #ifdef EXP_DEBUG
1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1804 #endif
1805
1806 /* safety */
1807 if (!op)
1808 {
1809 LOG (llevError, "change_exp() called for null object!\n");
1810 return;
1811 }
1812
1813 /* if no change in exp, just return - most of the below code
1814 * won't do anything if the value is 0 anyways.
1815 */
1816 if (exp == 0)
1817 return;
1818
1819 /* Monsters are easy - we just adjust their exp - we
1820 * don't adjust level, since in most cases it is unrelated to
1821 * the exp they have - the monsters exp represents what its
1822 * worth.
1823 */
1824 if (op->type != PLAYER)
1825 {
1826 /* Sanity check */
1827 if (!op->flag [FLAG_ALIVE])
1828 return;
1829
1830 /* reset exp to max allowed value. We subtract from
1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1832 * more than max exp, just return.
1833 */
1834 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1835 {
1836 exp = MAX_EXPERIENCE - op->stats.exp;
1837 if (exp < 0)
1838 return;
1839 }
1840
1841 op->stats.exp += exp;
1842 }
1843 else
1844 { /* Players only */
1845 if (exp > 0)
1846 add_player_exp (op, exp, skill_name, flag);
1847 else
1848 /* note that when you lose exp, it doesn't go against
1849 * a particular skill, so we don't need to pass that
1850 * along.
1851 */
1852 subtract_player_exp (op, abs (exp), skill_name, flag);
1853 }
1854 }
1855
1856 /* Applies a death penalty experience, the size of this is defined by the
1857 * settings death_penalty_percentage and death_penalty_levels, and by the
1858 * amount of permenent experience, whichever gives the lowest loss.
1859 */
1860 void
1861 apply_death_exp_penalty (object *op)
1862 {
1863 sint64 loss;
1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1866
1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1868 if (tmp->type == SKILL && tmp->stats.exp)
1869 {
1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1872
1873 /* With the revised exp system, you can get cases where
1874 * losing several levels would still require that you have more
1875 * exp than you currently have - this is true if the levels
1876 * tables is a lot harder.
1877 */
1878 if (level_loss < 0)
1879 level_loss = 0;
1880
1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1882
1883 tmp->stats.exp -= loss;
1884 player_lvl_adj (op, tmp);
1885 }
1886
1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1889
1890 if (level_loss < 0)
1891 level_loss = 0;
1892
1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1894
1895 op->stats.exp -= loss;
1896 player_lvl_adj (op, NULL);
1897 }
1898
1899 /* This function takes an object (monster/player, op), and
1900 * determines if it makes a basic save throw by looking at the
1901 * save_throw table. level is the effective level to make
1902 * the save at, and bonus is any plus/bonus (typically based on
1903 * resistance to particular attacktype.
1904 * Returns 1 if op makes his save, 0 if he failed
1905 */
1906 int
1907 did_make_save (const object *op, int level, int bonus)
1908 {
1909 if (level > MAX_SAVE_LEVEL)
1910 level = MAX_SAVE_LEVEL;
1911
1912 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1913 return 0;
1914
1915 return 1;
1916 }