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#include "AppHdr.h"
#include "player-stats.h"
#include "artefact.h"
#include "clua.h"
#include "delay.h"
#include "duration-type.h"
#include "files.h"
#include "god-passive.h"
#include "hints.h"
#include "libutil.h"
#include "macro.h"
#include "message.h"
#include "monster.h"
#include "notes.h"
#include "ouch.h"
#include "options.h"
#include "output.h"
#include "player.h"
#include "religion.h"
#include "stat-type.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "transform.h"
static int _stat_modifier(stat_type stat, bool innate_only);
/**
* What's the player's value for a given stat?
*
* @param s The stat in question (e.g. STAT_STR).
* @param nonneg Whether to cap the stat at 0.
* @param innate_only Whether to disregard stat modifiers other than those from
* innate mutations.
* @return The player's value for a given stat; capped at MAX_STAT_VALUE.
*/
int player::stat(stat_type s, bool nonneg, bool innate_only) const
{
const int val = min(base_stats[s] + _stat_modifier(s, innate_only), MAX_STAT_VALUE);
return nonneg ? max(val, 0) : val;
}
int player::strength(bool nonneg) const
{
return stat(STAT_STR, nonneg, false);
}
int player::intel(bool nonneg) const
{
return stat(STAT_INT, nonneg, false);
}
int player::dex(bool nonneg) const
{
return stat(STAT_DEX, nonneg, false);
}
// Base stat including innate mutations, but no temporary effects.
int innate_stat(stat_type s)
{
return you.stat(s, false, true);
}
static void _handle_stat_change(stat_type stat);
/**
* Handle manual, permanent character stat increases. (Usually from every third
* XL.
*
* @return Whether the stat was actually increased (HUPs can interrupt this).
*/
bool attribute_increase()
{
const bool need_caps = Options.easy_confirm != easy_confirm_type::all;
const int statgain = you.has_mutation(MUT_DIVINE_ATTRS) ? 4 : 2;
const string stat_gain_message = make_stringf("Your experience leads to a%s "
"increase in your attributes!",
(statgain > 2) ?
" dramatic" : "n");
crawl_state.stat_gain_prompt = true;
mprf(MSGCH_INTRINSIC_GAIN, "%s", stat_gain_message.c_str());
learned_something_new(HINT_CHOOSE_STAT);
if (innate_stat(STAT_STR) != you.strength()
|| innate_stat(STAT_INT) != you.intel()
|| innate_stat(STAT_DEX) != you.dex())
{
mprf(MSGCH_PROMPT, "Your base attributes are Str %d, Int %d, Dex %d.",
innate_stat(STAT_STR),
innate_stat(STAT_INT),
innate_stat(STAT_DEX));
}
mprf(MSGCH_PROMPT, need_caps
? "Increase (S)trength, (I)ntelligence, or (D)exterity? "
: "Increase (s)trength, (i)ntelligence, or (d)exterity? ");
mouse_control mc(MOUSE_MODE_PROMPT);
bool tried_lua = false;
int keyin;
while (true)
{
// Calling a user-defined lua function here to let players reply to
// the prompt automatically. Either returning a string or using
// crawl.sendkeys will work.
if (!tried_lua && clua.callfn("choose_stat_gain", 0, 1))
{
string result;
clua.fnreturns(">s", &result);
keyin = toupper_safe(result[0]);
}
else
{
while ((keyin = getchm()) == CK_REDRAW)
{
redraw_screen();
update_screen();
}
}
tried_lua = true;
if (!need_caps)
keyin = toupper_safe(keyin);
switch (keyin)
{
CASE_ESCAPE
// It is unsafe to save the game here; continue with the turn
// normally, when the player reloads, the game will re-prompt
// for their level-up stat gain.
if (crawl_state.seen_hups)
return false;
break;
case 'S':
for (int i = 0; i < statgain; i++)
modify_stat(STAT_STR, 1, false);
return true;
case 'I':
for (int i = 0; i < statgain; i++)
modify_stat(STAT_INT, 1, false);
return true;
case 'D':
for (int i = 0; i < statgain; i++)
modify_stat(STAT_DEX, 1, false);
return true;
case 's':
case 'i':
case 'd':
mprf(MSGCH_PROMPT, "Uppercase letters only, please.");
break;
}
}
}
static const char* descs[NUM_STATS][NUM_STAT_DESCS] =
{
{ "strength", "weakened", "weaker", "stronger" },
{ "intelligence", "dopey", "stupid", "clever" },
{ "dexterity", "clumsy", "clumsy", "agile" }
};
const char* stat_desc(stat_type stat, stat_desc_type desc)
{
return descs[stat][desc];
}
void modify_stat(stat_type which_stat, int amount, bool suppress_msg)
{
ASSERT(!crawl_state.game_is_arena());
// sanity - is non-zero amount?
if (amount == 0)
return;
// Stop delays if a stat drops.
if (amount < 0)
interrupt_activity(activity_interrupt::stat_change);
if (which_stat == STAT_RANDOM)
which_stat = static_cast<stat_type>(random2(NUM_STATS));
if (!suppress_msg)
{
mprf((amount > 0) ? MSGCH_INTRINSIC_GAIN : MSGCH_WARN,
"You feel %s.",
stat_desc(which_stat, (amount > 0) ? SD_INCREASE : SD_DECREASE));
}
you.base_stats[which_stat] += amount;
_handle_stat_change(which_stat);
}
void notify_stat_change(stat_type which_stat, int amount, bool suppress_msg)
{
ASSERT(!crawl_state.game_is_arena());
// sanity - is non-zero amount?
if (amount == 0)
return;
// Stop delays if a stat drops.
if (amount < 0)
interrupt_activity(activity_interrupt::stat_change);
if (which_stat == STAT_RANDOM)
which_stat = static_cast<stat_type>(random2(NUM_STATS));
if (!suppress_msg)
{
mprf((amount > 0) ? MSGCH_INTRINSIC_GAIN : MSGCH_WARN,
"You feel %s.",
stat_desc(which_stat, (amount > 0) ? SD_INCREASE : SD_DECREASE));
}
_handle_stat_change(which_stat);
}
void notify_stat_change()
{
for (int i = 0; i < NUM_STATS; ++i)
_handle_stat_change(static_cast<stat_type>(i));
}
static int _mut_level(mutation_type mut, bool innate_only)
{
if (mut == MUT_NON_MUTATION)
return 0;
return you.get_base_mutation_level(mut, true, !innate_only, !innate_only);
}
struct mut_stat_effect
{
mutation_type mut;
int s;
int i;
int d;
int effect(stat_type which) const
{
switch (which)
{
case STAT_STR: return s;
case STAT_INT: return i;
case STAT_DEX: return d;
default: break;
}
return 0; // or ASSERT
}
int apply(stat_type which, bool innate_only) const
{
return _mut_level(mut, innate_only) * effect(which);
}
};
static const vector<mut_stat_effect> mut_stat_effects = {
// s i d
{ MUT_STRONG, 4, -1, -1 },
{ MUT_AGILE, -1, -1, 4 },
{ MUT_CLEVER, -1, 4, -1 },
{ MUT_WEAK, -2, 0, 0 },
{ MUT_BIG_BRAIN, 0, 2, 0 },
{ MUT_DOPEY, 0, -2, 0 },
{ MUT_CLUMSY, 0, 0, -2 },
{ MUT_THIN_SKELETAL_STRUCTURE,
0, 0, 2 },
#if TAG_MAJOR_VERSION == 34
{ MUT_ROUGH_BLACK_SCALES, 0, 0, -1},
{ MUT_STRONG_STIFF, 1, 0, -1 },
{ MUT_FLEXIBLE_WEAK, -1, 0, 1 },
#endif
};
static int _get_mut_effects(stat_type which_stat, bool innate_only)
{
int total = 0;
for (const auto &e : mut_stat_effects)
total += e.apply(which_stat, innate_only);
return total;
}
static int _strength_modifier(bool innate_only)
{
int result = 0;
if (!innate_only)
{
if (you.duration[DUR_DIVINE_STAMINA])
result += you.attribute[ATTR_DIVINE_STAMINA];
result += chei_stat_boost();
// ego items of strength
result += 3 * you.wearing_ego(OBJ_ARMOUR, SPARM_STRENGTH);
// rings of strength
result += you.wearing_jewellery(RING_STRENGTH);
// randarts of strength
result += you.scan_artefacts(ARTP_STRENGTH);
// form
result += get_form()->str_mod;
}
// mutations
result += _get_mut_effects(STAT_STR, innate_only);
return result;
}
static int _int_modifier(bool innate_only)
{
int result = 0;
if (!innate_only)
{
if (you.duration[DUR_DIVINE_STAMINA])
result += you.attribute[ATTR_DIVINE_STAMINA];
result += chei_stat_boost();
// ego items of intelligence
result += 3 * you.wearing_ego(OBJ_ARMOUR, SPARM_INTELLIGENCE);
// rings of intelligence
result += you.wearing_jewellery(RING_INTELLIGENCE);
// randarts of intelligence
result += you.scan_artefacts(ARTP_INTELLIGENCE);
}
// mutations
result += _get_mut_effects(STAT_INT, innate_only);
return result;
}
static int _dex_modifier(bool innate_only)
{
int result = 0;
if (!innate_only)
{
if (you.duration[DUR_DIVINE_STAMINA])
result += you.attribute[ATTR_DIVINE_STAMINA];
result += chei_stat_boost();
// ego items of dexterity
result += 3 * you.wearing_ego(OBJ_ARMOUR, SPARM_DEXTERITY);
// rings of dexterity
result += you.wearing_jewellery(RING_DEXTERITY);
// randarts of dexterity
result += you.scan_artefacts(ARTP_DEXTERITY);
// form
result += get_form()->dex_mod;
}
// mutations
result += _get_mut_effects(STAT_DEX, innate_only);
return result;
}
static int _base_stat_with_muts(stat_type s)
{
// XX semi code dup (with player::max_stat)
return min(you.base_stats[s] + _get_mut_effects(s, false), MAX_STAT_VALUE);
}
static int _base_stat_with_new_mut(stat_type which_stat, mutation_type mut)
{
int base = _base_stat_with_muts(which_stat);
for (const auto &e : mut_stat_effects)
if (e.mut == mut)
base += e.apply(which_stat, false);
return base;
}
/// whether a mutation innately causes stat zero. Does not look at equpment etc.
bool mutation_causes_stat_zero(mutation_type mut)
{
// not very elegant...
return _base_stat_with_new_mut(STAT_STR, mut) <= 0
|| _base_stat_with_new_mut(STAT_INT, mut) <= 0
|| _base_stat_with_new_mut(STAT_DEX, mut) <= 0;
}
static int _stat_modifier(stat_type stat, bool innate_only)
{
switch (stat)
{
case STAT_STR: return _strength_modifier(innate_only);
case STAT_INT: return _int_modifier(innate_only);
case STAT_DEX: return _dex_modifier(innate_only);
default:
mprf(MSGCH_ERROR, "Bad stat: %d", stat);
return 0;
}
}
static void _handle_stat_change(stat_type stat)
{
ASSERT_RANGE(stat, 0, NUM_STATS);
const bool was_zero = you.attribute[ATTR_STAT_ZERO] & (1 << (int)stat);
const int val = you.stat(stat);
if (val <= 0 && !was_zero)
{
// Notify the player and make the penalty explicit.
mprf(MSGCH_WARN, "You have lost all your %s. It will be difficult to act "
"quickly in this state!", stat_desc(stat, SD_NAME));
you.attribute[ATTR_STAT_ZERO] |= 1 << (int)stat;
}
else if (was_zero && val > 0)
{
mprf(MSGCH_RECOVERY, "You have recovered your %s.", stat_desc(stat, SD_NAME));
you.attribute[ATTR_STAT_ZERO] &= ~(1 << (int)stat);
}
you.redraw_stats[stat] = true;
}
bool have_stat_zero()
{
return you.attribute[ATTR_STAT_ZERO] > 0;
}
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