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Revision: 1.105
Committed: Sun Nov 29 17:41:07 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.104: +2 -2 lines
Log Message:
-instance, some los fiddling

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 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 levels[settings.max_level]/(MAX_EXP_CAT - 1)
162
163 extern sint64 *levels;
164
165 #define MAX_SAVE_LEVEL 110
166
167 /* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the
169 * right thing and always use range within this table.
170 * for safety, savethrow should not be accessed directly anymore,
171 * and instead did_make_save should be used instead.
172 */
173 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
174 18,
175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
181 };
182
183 const char *const attacks[NROFATTACKS] = {
184 "physical", "magical", "fire", "electricity", "cold", "confusion",
185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
188 "life stealing"
189 };
190
191 static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!",
193 "You're feeling clumsy!",
194 "You feel less healthy",
195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
198 "Your face gets distorted!",
199 };
200 const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.",
202 "You feel your agility return.",
203 "You feel your health return.",
204 "You feel your memory return.",
205 "You feel your wisdom return.",
206 "You feel your spirits return.",
207 "You feel your charisma return.",
208 };
209 const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.",
211 "You feel more agile.",
212 "You feel healthy.",
213 "You feel smarter.",
214 "You feel wiser.",
215 "You feel more potent.",
216 "You seem to look better.",
217 };
218 const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!",
220 "You feel clumsy!",
221 "You feel less healthy!",
222 "You feel stupid!",
223 "You lose some of your memory!",
224 "You feel less potent!",
225 "You look ugly!",
226 };
227
228 const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230 };
231
232 const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234 };
235
236 /*
237 * Like set_attr_value(), but instead the value (which can be negative)
238 * is added to the specified stat.
239 */
240 void
241 change_attr_value (living *stats, int attr, sint8 value)
242 {
243 stats->stat (attr) += value;
244 }
245
246 /*
247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
248 * 1-30 stat limit.
249 */
250 void
251 check_stat_bounds (living *stats)
252 {
253 for (int i = 0; i < NUM_STATS; i++)
254 {
255 sint8 &v = stats->stat (i);
256 v = clamp (v, MIN_STAT, MAX_STAT);
257 }
258 }
259
260 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
261
262 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded.
265 */
266 #define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
268
269 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
271 /* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object.
273 * It is the calling functions responsibilty to check to see if the object
274 * can be applied or not.
275 * The main purpose of calling this function is the messages that are
276 * displayed - update_stats should really always be called after this when
277 * removing an object - that is because it is impossible to know if some object
278 * is the only source of an attacktype or spell attunement, so this function
279 * will clear the bits, but the player may still have some other object
280 * that gives them that ability.
281 */
282 int
283 change_abil (object *op, object *tmp)
284 {
285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
287 char message[MAX_BUF];
288 int potion_max = 0;
289
290 // keep some stats for comparison purposes
291 object::flags_t prev_flag = op->flag;
292 MoveType prev_move_type = op->move_type;
293 sint16 prev_resist [NROFATTACKS]; // clumsy
294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
296
297 if (op->type == PLAYER)
298 {
299 if (tmp->type == POTION)
300 {
301 potion_max = 1;
302
303 for (int j = 0; j < NUM_STATS; j++)
304 {
305 int ostat = op->contr->orig_stats.stat (j);
306 int i = tmp->stats.stat (j);
307
308 /* nstat is what the stat will be after use of the potion */
309 int nstat = flag * i + ostat;
310
311 /* Do some bounds checking. There is the potential for potions
312 * that adjust that stat by more than one point, so we need
313 * to allow for that.
314 */
315 if (nstat < 1 && i * flag < 0)
316 nstat = 1;
317 else if (nstat > 20 + op->arch->stats.stat (j))
318 nstat = 20 + op->arch->stats.stat (j);
319
320 if (nstat != ostat)
321 {
322 op->contr->orig_stats.stat (j) = nstat;
323 potion_max = 0;
324 }
325 else if (i)
326 {
327 /* potion is useless - player has already hit the natural maximum */
328 potion_max = 1;
329 }
330 }
331
332 /* This section of code ups the characters normal stats also. I am not
333 * sure if this is strictly necessary, being that fix_player probably
334 * recalculates this anyway.
335 */
336 for (int j = 0; j < NUM_STATS; j++)
337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
339 check_stat_bounds (&op->stats);
340 } /* end of potion handling code */
341 }
342
343 /* reset attributes that update_stats doesn't reset since it doesn't search
344 * everything to set
345 */
346 if (flag == -1)
347 {
348 op->attacktype &= ~tmp->attacktype;
349 op->path_attuned &= ~tmp->path_attuned;
350 op->path_repelled &= ~tmp->path_repelled;
351 op->path_denied &= ~tmp->path_denied;
352 /* Presuming here that creatures only have move_type,
353 * and not the other move_ fields.
354 */
355 op->move_type &= ~tmp->move_type;
356 }
357
358 /* call fix_player since op object could have whatever attribute due
359 * to multiple items. if update_stats always has to be called after
360 * change_ability then might as well call it from here
361 */
362 op->update_stats ();
363
364 /* update_stats won't add the bows ability to the player, so don't
365 * print out message if this is a bow.
366 */
367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368 {
369 success = 1;
370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
371 }
372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
374 {
375 success = 1;
376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
377 }
378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
380 {
381 success = 1;
382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
383 }
384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
386 {
387 success = 1;
388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
389 }
390
391 /* movement type has changed. We don't care about cases where
392 * user has multiple items giving the same type appled like we
393 * used to - that is more work than what we gain, plus messages
394 * can be misleading (a little higher could be miscontrued from
395 * from fly high)
396 */
397 if (tmp->move_type && op->move_type != prev_move_type)
398 {
399 success = 1;
400
401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
402 * status doesn't make a difference if you are flying high
403 */
404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405 {
406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
407 }
408
409 if (tmp->move_type & MOVE_FLY_HIGH)
410 {
411 /* double conditional - second case covers if you have move_fly_low -
412 * in that case, you don't actually land
413 */
414 DIFF_MSG (flag, "You soar into the air!",
415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
416 }
417
418 if (tmp->move_type & MOVE_SWIM)
419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 }
424
425 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status
427 */
428 if (!op->arch->flag [FLAG_UNDEAD])
429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
430 {
431 success = 1;
432 if (flag > 0)
433 {
434 op->race = "undead";
435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
436 }
437 else
438 {
439 op->race = op->arch->race;
440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
441 }
442 }
443
444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
445 {
446 success = 1;
447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
448 }
449
450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
451 {
452 success = 1;
453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
454 }
455
456 /* blinded you can tell if more blinded since blinded player has minimal
457 * vision
458 */
459 if (tmp->flag [FLAG_BLIND])
460 {
461 success = 1;
462 if (flag > 0)
463 {
464 if (op->flag [FLAG_WIZ])
465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
466 else
467 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND);
470 if (op->type == PLAYER)
471 op->contr->do_los = 1;
472 }
473 }
474 else
475 {
476 if (op->flag [FLAG_WIZ])
477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
478 else
479 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND);
482 if (op->type == PLAYER)
483 op->contr->do_los = 1;
484 }
485 }
486 }
487
488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
489 {
490 success = 1;
491 if (op->type == PLAYER)
492 op->contr->do_los = 1;
493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
494 }
495
496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
497 {
498 success = 1;
499 if (flag > 0)
500 {
501 if (op->flag [FLAG_WIZ])
502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
503 else
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
506 if (op->type == PLAYER)
507 op->contr->do_los = 1;
508 }
509 }
510 else
511 {
512 if (op->flag [FLAG_WIZ])
513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
514 else
515 {
516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
517 if (op->type == PLAYER)
518 op->contr->do_los = 1;
519 }
520 }
521 }
522
523 if (tmp->stats.luck)
524 {
525 success = 1;
526 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
527 }
528
529 if (tmp->stats.hp && op->type == PLAYER)
530 {
531 success = 1;
532 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
533 }
534
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
536 {
537 success = 1;
538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
539 }
540
541 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER)
543 {
544 success = 1;
545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
546 }
547
548 if (tmp->stats.food && op->type == PLAYER)
549 {
550 success = 1;
551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
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 SET_FLAG (tmp, 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 SET_FLAG (tmp, 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 /* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712 static struct digest_types : std::bitset<NUM_TYPES>
713 {
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732 } digest_types;
733
734 static struct copy_flags : object::flags_t
735 {
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746 } copy_flags;
747
748 /*
749 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters
751 * and players; the "player" in the name is purely an archaic inheritance.
752 * This functions starts from base values (archetype or player object)
753 * and then adjusts them according to what the player has equipped.
754 *
755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
756 * spell system split, grace points now added to system --peterm
757 */
758 void
759 object::update_stats ()
760 {
761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 int weapon_weight = 0, weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
768
769 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER)
771 {
772 contr->delayed_update = false;
773
774 for (int i = 0; i < NUM_STATS; i++)
775 stat_sum [i] = contr->orig_stats.stat (i);
776
777 if (settings.spell_encumbrance == TRUE)
778 contr->encumbrance = 0;
779
780 attacktype = 0;
781
782 contr->digestion = 0;
783 contr->gen_hp = 0;
784 contr->gen_sp = 0;
785 contr->gen_grace = 0;
786 contr->gen_sp_armour = 10;
787 contr->item_power = 0;
788 }
789
790 for (int i = NUM_BODY_LOCATIONS; i--; )
791 slot[i].used = slot[i].info;
792
793 slaying = 0;
794
795 if (!QUERY_FLAG (this, FLAG_WIZ))
796 {
797 CLEAR_FLAG (this, FLAG_XRAYS);
798 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
799 }
800
801 CLEAR_FLAG (this, FLAG_LIFESAVE);
802 CLEAR_FLAG (this, FLAG_STEALTH);
803 CLEAR_FLAG (this, FLAG_BLIND);
804
805 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
806 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
808 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
809
810 path_attuned = arch->path_attuned;
811 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius;
814 move_type = arch->move_type;
815
816 chosen_skill = 0;
817
818 /* initializing resistances from the values in player/monster's
819 * archetype clone
820 */
821 memcpy (&resist, &arch->resist, sizeof (resist));
822
823 for (int i = 0; i < NROFATTACKS; i++)
824 {
825 if (resist[i] > 0)
826 prot[i] = resist[i], vuln[i] = 0;
827 else
828 vuln[i] = -(resist[i]), prot[i] = 0;
829
830 potion_resist[i] = 0;
831 }
832
833 wc = arch->stats.wc;
834 stats.dam = arch->stats.dam;
835
836 /* for players which cannot use armour, they gain AC -1 per 3 levels,
837 * plus a small amount of physical resist, those poor suckers. ;)
838 * the fact that maxlevel is factored in could be considered sort of bogus -
839 * we should probably give them some bonus and cap it off - otherwise,
840 * basically, if a server updates its max level, these playes may find
841 * that their protection from physical goes down
842 */
843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
844 {
845 ac = max (-10, arch->stats.ac - level / 3);
846 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
847 }
848 else
849 ac = arch->stats.ac;
850
851 stats.luck = arch->stats.luck;
852 speed = arch->speed;
853
854 /* OK - we've reset most all the objects attributes to sane values.
855 * now go through and make adjustments for what the player has equipped.
856 */
857 for (tmp = inv; tmp; tmp = tmp->below)
858 {
859 /* This happens because apply_potion calls change_abil with the potion
860 * applied so we can tell the player what changed. But change_abil
861 * then calls this function.
862 */
863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
864 continue;
865
866 glow_radius += tmp->glow_radius;
867
868 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL)
870 {
871 /* Want to take the highest skill here. */
872 if (IS_MANA_SKILL (tmp->subtype))
873 {
874 if (!mana_obj)
875 mana_obj = tmp;
876 else if (tmp->level > mana_obj->level)
877 mana_obj = tmp;
878 }
879
880 if (IS_GRACE_SKILL (tmp->subtype))
881 {
882 if (!grace_obj)
883 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level)
885 grace_obj = tmp;
886 }
887 }
888
889 /* Container objects are not meant to adjust players, but other applied
890 * objects need to make adjustments.
891 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used
896 * up, etc.
897 */
898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING))
903 {
904 if (type == PLAYER)
905 {
906 contr->item_power += tmp->item_power;
907
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
914
915 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] += tmp->stats.stat (i);
917
918 if (digest_types [tmp->type])
919 {
920 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
923 contr->gen_sp += tmp->stats.sp;
924 contr->gen_grace += tmp->stats.grace;
925 contr->gen_sp_armour += tmp->gen_sp_armour;
926 }
927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
933
934 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info;
938
939 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942
943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken.
947 */
948 if (tmp->type != POTION)
949 {
950 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i];
961 }
962 else if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
964 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
966 }
967 }
968
969 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM)
971 {
972 attacktype |= tmp->attacktype;
973 path_attuned |= tmp->path_attuned;
974 path_repelled |= tmp->path_repelled;
975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
977 stats.luck += tmp->stats.luck;
978 }
979
980 flag |= tmp->flag & copy_flags;
981
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
983 SET_FLAG (this, FLAG_UNDEAD);
984
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 {
987 SET_FLAG (this, FLAG_MAKE_INVIS);
988 invisible = 1;
989 }
990
991 if (tmp->stats.exp && tmp->type != SKILL)
992 {
993 if (tmp->stats.exp > 0)
994 {
995 added_speed += tmp->stats.exp / 3.f;
996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
997 }
998 else
999 added_speed += tmp->stats.exp;
1000 }
1001
1002 switch (tmp->type)
1003 {
1004 #if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011 #endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL:
1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1018 break;
1019
1020 if (chosen_skill)
1021 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1030 chosen_skill = tmp;
1031
1032 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1035 weapon_speed = WEAPON_SPEED (tmp);
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039
1040 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042
1043 if (tmp->magic)
1044 stats.dam += tmp->magic;
1045 }
1046
1047 if (tmp->stats.wc)
1048 wc -= tmp->stats.wc + tmp->magic;
1049
1050 if (tmp->slaying)
1051 slaying = tmp->slaying;
1052
1053 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic;
1055
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1058 }
1059
1060 break;
1061
1062 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000;
1065 case RING:
1066 case AMULET:
1067 case GIRDLE:
1068 case HELMET:
1069 case BOOTS:
1070 case GLOVES:
1071 case CLOAK:
1072 if (tmp->stats.wc)
1073 wc -= tmp->stats.wc + tmp->magic;
1074
1075 if (tmp->stats.dam)
1076 stats.dam += tmp->stats.dam + tmp->magic;
1077
1078 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic;
1080
1081 break;
1082
1083 case BOW:
1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic;
1088
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic;
1091
1092 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095
1096 if (weapon_speed < 0)
1097 weapon_speed = 0;
1098
1099 slaying = tmp->slaying;
1100
1101 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should
1103 * go.
1104 */
1105
1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1110
1111 break;
1112
1113 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000;
1116
1117 case BRACERS:
1118 case FORCE:
1119 if (tmp->stats.wc)
1120 {
1121 if (best_wc < tmp->stats.wc + tmp->magic)
1122 {
1123 wc += best_wc;
1124 best_wc = tmp->stats.wc + tmp->magic;
1125 }
1126 else
1127 wc += tmp->stats.wc + tmp->magic;
1128 }
1129
1130 if (tmp->stats.ac)
1131 {
1132 if (best_ac < tmp->stats.ac + tmp->magic)
1133 {
1134 ac += best_ac; /* Remove last bonus */
1135 best_ac = tmp->stats.ac + tmp->magic;
1136 }
1137 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic;
1139 }
1140
1141 if (tmp->stats.wc)
1142 wc -= tmp->stats.wc + tmp->magic;
1143
1144 if (tmp->stats.ac)
1145 ac -= tmp->stats.ac + tmp->magic;
1146
1147 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149
1150 break;
1151 } /* switch tmp->type */
1152 } /* item is equipped */
1153 } /* for loop of items */
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1156
1157 /* We've gone through all the objects the player has equipped. For many things, we
1158 * have generated intermediate values which we now need to assign.
1159 */
1160
1161 /* 'total resistance = total protections - total vulnerabilities'.
1162 * If there is an uncursed potion in effect, granting more protection
1163 * than that, we take: 'total resistance = resistance from potion'.
1164 * If there is a cursed (and no uncursed) potion in effect, we take
1165 * 'total resistance = vulnerability from cursed potion'.
1166 */
1167 for (int i = 0; i < NROFATTACKS; i++)
1168 {
1169 resist[i] = prot[i] - vuln[i];
1170
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1185 /* Figure out the players sp/mana/hp totals. */
1186 int pl_level;
1187
1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */
1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 {
1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0)
1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 stats.maxhp += 2 * max (0, level - 10);
1208
1209 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp;
1211
1212 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above)
1214 */
1215 /* following happen when skills system is not used */
1216 if (!mana_obj)
1217 mana_obj = this;
1218
1219 if (!grace_obj)
1220 grace_obj = this;
1221
1222 /* set maxsp */
1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224 mana_obj = this;
1225
1226 if (mana_obj == this && type == PLAYER)
1227 stats.maxsp = 1;
1228 else
1229 {
1230 float sp_tmp = 0.f;
1231
1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 {
1234 float stmp;
1235
1236 /* Got some extra bonus at first level */
1237 if (i < 2)
1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 else
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241
1242 sp_tmp += max (1.f, stmp);
1243 }
1244
1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 }
1247
1248 /* Characters can get their sp supercharged via rune of transferrance */
1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1250
1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253 grace_obj = this;
1254
1255 if (grace_obj == this && type == PLAYER)
1256 stats.maxgrace = 1;
1257 else
1258 {
1259 /* store grace in a float - this way, the divisions below don't create
1260 * big jumps when you go from level to level - with int's, it then
1261 * becomes big jumps when the sums of the bonuses jump to the next
1262 * step of 8 - with floats, even fractional ones are useful.
1263 */
1264 float sp_tmp = 0.f;
1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 {
1268 float grace_tmp = 0.f;
1269
1270 /* Got some extra bonus at first level */
1271 if (i < 2)
1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 else
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275
1276 sp_tmp += max (1.f, grace_tmp);
1277 }
1278
1279 /* two grace points per level after 10 */
1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 }
1282
1283 /* No limit on grace vs maxgrace */
1284
1285 if (contr->braced)
1286 {
1287 ac += 2;
1288 wc += 4;
1289 }
1290 else
1291 ac -= dex_bonus[stats.Dex];
1292
1293 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t.
1303 */
1304 object *wc_obj = chosen_skill;
1305
1306 if (contr && wc_obj && wc_obj->level > 1)
1307 {
1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1310 for (int i = 1; i < wc_obj->level; i++)
1311 {
1312 /* additional wc every 6 levels */
1313 if (!(i % 6))
1314 wc--;
1315
1316 /* additional dam every 4 levels. */
1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 }
1320 }
1321 else
1322 wc -= level + thaco_bonus[stats.Str];
1323
1324 stats.dam += dam_bonus[stats.Str];
1325
1326 if (stats.dam < 1)
1327 stats.dam = 1;
1328
1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1;
1333 } /* End if player */
1334
1335 if (added_speed >= 0)
1336 speed += added_speed / 10.f;
1337 else /* Something wrong here...: */
1338 speed /= 1.f - added_speed;
1339
1340 /* Max is determined by armour */
1341 speed = min (speed, max_speed);
1342
1343 if (type == PLAYER)
1344 {
1345 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is
1349 */
1350 float f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 }
1354
1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1357
1358 /* Put a lower limit on speed. Note with this speed, you move once every
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */
1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362
1363 if (speed != old_speed)
1364 set_speed (speed);
1365
1366 if (type == PLAYER)
1367 {
1368 /* (This formula was made by vidarl@ifi.uio.no)
1369 * Note that we never used these values again - basically
1370 * all of these could be subbed into one big equation, but
1371 * that would just be a real pain to read.
1372 */
1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1374 float M2 = max_carry[stats.Str] / 100.f;
1375 float W = weapon_weight / 20000.f;
1376 float s = (20 - weapon_speed) / 10.f;
1377 float D = (stats.Dex - 14) / 14.f;
1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1382 if (K <= 0.01f)
1383 K = 0.01f;
1384
1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1386 }
1387
1388 /* I want to limit the power of small monsters with big weapons: */
1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1390 stats.dam = arch->stats.dam * 3;
1391
1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1394
1395 /* if for some reason the creature doesn't have any move type,
1396 * give them walking as a default.
1397 * The second case is a special case - to more closely mimic the
1398 * old behaviour - if your flying, your not walking - just
1399 * one or the other.
1400 */
1401 if (move_type == 0)
1402 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK;
1405
1406 /* It is quite possible that a player's spell costing might have changed,
1407 * so we will check that now.
1408 */
1409 if (is_player ())
1410 contr->update_spells ();
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1415 }
1416
1417 void
1418 object::set_glow_radius (sint8 rad)
1419 {
1420 glow_radius = rad;
1421
1422 if (is_on_map ())
1423 update_all_los (map, x, y);
1424 else if (object *env = outer_env ())
1425 {
1426 env->update_stats ();
1427
1428 if (env->is_on_map ())
1429 update_all_los (env->map, env->x, env->y);
1430 }
1431 }
1432
1433 /*
1434 * Returns true if the given player is a legal class.
1435 * The function to add and remove class-bonuses to the stats doesn't
1436 * check if the stat becomes negative, thus this function
1437 * merely checks that all stats are 1 or more, and returns
1438 * false otherwise.
1439 */
1440 int
1441 allowed_class (const object *op)
1442 {
1443 return op->stats.Dex > 0
1444 && op->stats.Str > 0
1445 && op->stats.Con > 0
1446 && op->stats.Int > 0
1447 && op->stats.Wis > 0
1448 && op->stats.Pow > 0
1449 && op->stats.Cha > 0;
1450 }
1451
1452 /*
1453 * set the new dragon name after gaining levels or
1454 * changing ability focus (later this can be extended to
1455 * eventually change the player's face and animation)
1456 */
1457 void
1458 set_dragon_name (object *pl, const object *abil, const object *skin)
1459 {
1460 int atnr = -1; /* attacknumber of highest level */
1461 int level = 0; /* highest level */
1462 int i;
1463
1464 /* Perhaps do something more clever? */
1465 if (!abil || !skin)
1466 return;
1467
1468 /* first, look for the highest level */
1469 for (i = 0; i < NROFATTACKS; i++)
1470 {
1471 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1472 {
1473 level = abil->resist[i];
1474 atnr = i;
1475 }
1476 }
1477
1478 /* now if there are equals at highest level, pick the one with focus,
1479 or else at random */
1480 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1481 atnr = abil->stats.exp;
1482
1483 /* now set the new title */
1484 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1485 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1486 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1487 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1488 else
1489 {
1490 /* special titles for extra high resistance! */
1491 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1492 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1493 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1494 }
1495
1496 strcpy (pl->contr->own_title, "");
1497 }
1498
1499 /*
1500 * This function is called when a dragon-player gains
1501 * an overall level. Here, the dragon might gain new abilities
1502 * or change the ability-focus.
1503 */
1504 static void
1505 dragon_level_gain (object *who)
1506 {
1507 object *abil = NULL; /* pointer to dragon ability force */
1508 object *skin = NULL; /* pointer to dragon skin force */
1509 object *tmp = NULL; /* tmp. object */
1510 char buf[MAX_BUF]; /* tmp. string buffer */
1511
1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 for (tmp = who->inv; tmp; tmp = tmp->below)
1514 if (tmp->type == FORCE)
1515 if (tmp->arch->archname == shstr_dragon_ability_force)
1516 abil = tmp;
1517 else if (tmp->arch->archname == shstr_dragon_skin_force)
1518 skin = tmp;
1519
1520 /* if the force is missing -> bail out */
1521 if (abil == NULL)
1522 return;
1523
1524 /* The ability_force keeps track of maximum level ever achieved.
1525 * New abilties can only be gained by surpassing this max level
1526 */
1527 if (who->level > abil->level)
1528 {
1529 /* increase our focused ability */
1530 abil->resist[abil->stats.exp]++;
1531
1532
1533 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1534 {
1535 /* time to hand out a new ability-gift */
1536 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1537 }
1538
1539 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1540 {
1541 /* apply new ability focus */
1542 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1543 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1544
1545 abil->stats.exp = abil->last_eat;
1546 abil->last_eat = 0;
1547 }
1548
1549 abil->level = who->level;
1550 }
1551
1552 /* last but not least, set the new title for the dragon */
1553 set_dragon_name (who, abil, skin);
1554 }
1555
1556 /* Handy function - given the skill name skill_name, we find the skill
1557 * archetype/object, set appropriate values, and insert it into
1558 * the object (op) that is passed.
1559 * We return the skill - this makes it easier for calling functions that
1560 * want to do something with it immediately.
1561 */
1562 object *
1563 give_skill_by_name (object *op, const char *skill_name)
1564 {
1565 object *skill_obj;
1566
1567 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1568 if (!skill_obj)
1569 {
1570 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1571 return NULL;
1572 }
1573
1574 /* clear the flag - exp goes into this bucket, but player
1575 * still doesn't know it.
1576 */
1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1578 skill_obj->stats.exp = 0;
1579 skill_obj->level = 1;
1580 op->insert (skill_obj);
1581
1582 if (player *pl = op->contr)
1583 pl->link_skills ();
1584
1585 return skill_obj;
1586 }
1587
1588 /* player_lvl_adj() - for the new exp system. we are concerned with
1589 * whether the player gets more hp, sp and new levels.
1590 * Note this this function should only be called for players. Monstes
1591 * don't really gain levels
1592 * who is the player, op is what we are checking to gain the level
1593 * (eg, skill)
1594 */
1595 void
1596 player_lvl_adj (object *who, object *op)
1597 {
1598 char buf[MAX_BUF];
1599 bool changed = false;
1600
1601 if (!op) /* when rolling stats */
1602 op = who;
1603
1604 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1605 {
1606 changed = true;
1607
1608 op->level++;
1609
1610 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1611 dragon_level_gain (who);
1612
1613 /* Only roll these if it is the player (who) that gained the level */
1614 if (op == who && (who->level < 11) && who->type == PLAYER)
1615 {
1616 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1617 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1618 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1619 }
1620
1621 if (op->level > 1)
1622 {
1623 if (op->type != PLAYER)
1624 {
1625 who->contr->play_sound (sound_find ("skill_up"));
1626 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1627 }
1628 else
1629 {
1630 who->contr->play_sound (sound_find ("level_up"));
1631 sprintf (buf, "You are now level %d.", op->level);
1632 }
1633
1634 if (who)
1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1636 }
1637 }
1638
1639 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1640 {
1641 changed = true;
1642
1643 op->level--;
1644
1645 if (op->type != PLAYER)
1646 {
1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 }
1650 }
1651
1652 if (changed)
1653 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1654 }
1655
1656 /*
1657 * Returns how much experience is needed for a player to become
1658 * the given level. level should really never exceed max_level
1659 */
1660
1661 sint64
1662 level_exp (int level, double expmul)
1663 {
1664 if (level > settings.max_level)
1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1667 return (sint64) (expmul * levels[level]);
1668 }
1669
1670 /*
1671 * Ensure that the permanent experience requirements in an exp object are met.
1672 * This really just checks 'op to make sure the perm_exp value is within
1673 * proper range. Note that the checking of what is passed through
1674 * has been reduced. Since there is now a proper field for perm_exp,
1675 * this can now work on a much larger set of objects.
1676 */
1677 void
1678 calc_perm_exp (object *op)
1679 {
1680 int p_exp_min;
1681
1682 /* Ensure that our permanent experience minimum is met.
1683 * permenent_exp_ratio is an integer percentage, we divide by 100
1684 * to get the fraction */
1685 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1686
1687 if (op->perm_exp < p_exp_min)
1688 op->perm_exp = p_exp_min;
1689
1690 /* Cap permanent experience. */
1691 if (op->perm_exp < 0)
1692 op->perm_exp = 0;
1693 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1694 op->perm_exp = MAX_EXPERIENCE;
1695 }
1696
1697 /* Add experience to a player - exp should only be positive.
1698 * Updates permanent exp for the skill we are adding to.
1699 * skill_name is the skill to add exp to. Skill name can be
1700 * NULL, in which case exp increases the players general
1701 * total, but not any particular skill.
1702 * flag is what to do if the player doesn't have the skill:
1703 */
1704 static void
1705 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1706 {
1707 object *skill_obj;
1708 sint64 limit, exp_to_add;
1709 int i;
1710
1711 /* prevents some forms of abuse. */
1712 if (op->contr->braced)
1713 exp /= 5;
1714
1715 /* Try to find the matching skill.
1716 * We do a shortcut/time saving mechanism first - see if it matches
1717 * chosen_skill. This means we don't need to search through
1718 * the players inventory.
1719 */
1720 skill_obj = 0;
1721
1722 if (skill_name)
1723 {
1724 skill_obj = op->contr->find_skill (skill_name);
1725
1726 /* Player doesn't have the skill. Check to see what to do, and give
1727 * it to the player if necessary
1728 */
1729 if (!skill_obj)
1730 {
1731 if (flag == SK_EXP_NONE)
1732 return;
1733
1734 if (flag == SK_EXP_ADD_SKILL)
1735 skill_obj = give_skill_by_name (op, skill_name);
1736 }
1737 }
1738
1739 if (flag != SK_EXP_SKILL_ONLY)
1740 {
1741 /* Basically, you can never gain more experience in one shot
1742 * than half what you need to gain for next level.
1743 */
1744 exp_to_add = exp;
1745 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1746 if (exp_to_add > limit)
1747 exp_to_add = limit;
1748
1749 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1750 if (settings.permanent_exp_ratio)
1751 {
1752 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1753 calc_perm_exp (op);
1754 }
1755
1756 player_lvl_adj (op, NULL);
1757 }
1758
1759 if (skill_obj)
1760 {
1761 exp_to_add = exp;
1762 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1763 if (exp_to_add > limit)
1764 exp_to_add = limit;
1765
1766 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1767 if (settings.permanent_exp_ratio)
1768 {
1769 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1770 calc_perm_exp (skill_obj);
1771 }
1772
1773 player_lvl_adj (op, skill_obj);
1774 }
1775 }
1776
1777 /* This function checks to make sure that object 'op' can
1778 * lose 'exp' experience. It returns the amount of exp
1779 * object 'op' can in fact lose - it basically makes
1780 * adjustments based on permanent exp and the like.
1781 * This function should always be used for losing experience -
1782 * the 'exp' value passed should be positive - this is the
1783 * amount that should get subtract from the player.
1784 */
1785 static sint64
1786 check_exp_loss (const object *op, sint64 exp)
1787 {
1788 sint64 del_exp;
1789
1790 if (exp > op->stats.exp)
1791 exp = op->stats.exp;
1792
1793 if (settings.permanent_exp_ratio)
1794 {
1795 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1796
1797 if (del_exp < 0)
1798 del_exp = 0;
1799
1800 if (exp > del_exp)
1801 exp = del_exp;
1802 }
1803
1804 return exp;
1805 }
1806
1807 sint64
1808 check_exp_adjust (const object *op, sint64 exp)
1809 {
1810 if (exp < 0)
1811 return check_exp_loss (op, exp);
1812 else
1813 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1814 }
1815
1816 /* Subtracts experience from player.
1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all
1820 * skills the player has. Eg, if we figure the player is losing 10%
1821 * of his total exp, what happens is he loses 10% from all his skills.
1822 * Note that if permanent exp is used, player may not in fact lose
1823 * as much as listed. Eg, if player has gotten reduced to the point
1824 * where everything is at the minimum perm exp, he would lose nothing.
1825 * exp is the amount of exp to subtract - thus, it should be
1826 * a postive number.
1827 */
1828 static void
1829 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1830 {
1831 float fraction = (float) exp / (float) op->stats.exp;
1832 object *tmp;
1833 sint64 del_exp;
1834
1835 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp)
1837 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1839 {
1840 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp);
1843 }
1844 else if (flag != SK_SUBTRACT_SKILL_EXP)
1845 {
1846 /* only want to process other skills if we are not trying
1847 * to match a specific skill.
1848 */
1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1850 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp);
1852 }
1853 }
1854
1855 if (flag != SK_SUBTRACT_SKILL_EXP)
1856 {
1857 del_exp = check_exp_loss (op, exp);
1858 op->stats.exp -= del_exp;
1859 player_lvl_adj (op, NULL);
1860 }
1861 }
1862
1863 /* change_exp() - changes experience to a player/monster. This
1864 * does bounds checking to make sure we don't overflow the max exp.
1865 *
1866 * The exp passed is typically not modified much by this function -
1867 * it is assumed the caller has modified the exp as needed.
1868 * skill_name is the skill that should get the exp added.
1869 * flag is what to do if player doesn't have the skill.
1870 * these last two values are only used for players.
1871 */
1872 void
1873 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1874 {
1875 #ifdef EXP_DEBUG
1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1877 #endif
1878
1879 /* safety */
1880 if (!op)
1881 {
1882 LOG (llevError, "change_exp() called for null object!\n");
1883 return;
1884 }
1885
1886 /* if no change in exp, just return - most of the below code
1887 * won't do anything if the value is 0 anyways.
1888 */
1889 if (exp == 0)
1890 return;
1891
1892 /* Monsters are easy - we just adjust their exp - we
1893 * don't adjust level, since in most cases it is unrelated to
1894 * the exp they have - the monsters exp represents what its
1895 * worth.
1896 */
1897 if (op->type != PLAYER)
1898 {
1899 /* Sanity check */
1900 if (!QUERY_FLAG (op, FLAG_ALIVE))
1901 return;
1902
1903 /* reset exp to max allowed value. We subtract from
1904 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1905 * more than max exp, just return.
1906 */
1907 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1908 {
1909 exp = MAX_EXPERIENCE - op->stats.exp;
1910 if (exp < 0)
1911 return;
1912 }
1913
1914 op->stats.exp += exp;
1915 }
1916 else
1917 { /* Players only */
1918 if (exp > 0)
1919 add_player_exp (op, exp, skill_name, flag);
1920 else
1921 /* note that when you lose exp, it doesn't go against
1922 * a particular skill, so we don't need to pass that
1923 * along.
1924 */
1925 subtract_player_exp (op, abs (exp), skill_name, flag);
1926 }
1927 }
1928
1929 /* Applies a death penalty experience, the size of this is defined by the
1930 * settings death_penalty_percentage and death_penalty_levels, and by the
1931 * amount of permenent experience, whichever gives the lowest loss.
1932 */
1933 void
1934 apply_death_exp_penalty (object *op)
1935 {
1936 sint64 loss;
1937 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1938 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1939
1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 if (tmp->type == SKILL && tmp->stats.exp)
1942 {
1943 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1944 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1945
1946 /* With the revised exp system, you can get cases where
1947 * losing several levels would still require that you have more
1948 * exp than you currently have - this is true if the levels
1949 * tables is a lot harder.
1950 */
1951 if (level_loss < 0)
1952 level_loss = 0;
1953
1954 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1955
1956 tmp->stats.exp -= loss;
1957 player_lvl_adj (op, tmp);
1958 }
1959
1960 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1961 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1962
1963 if (level_loss < 0)
1964 level_loss = 0;
1965
1966 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1967
1968 op->stats.exp -= loss;
1969 player_lvl_adj (op, NULL);
1970 }
1971
1972 /* This function takes an object (monster/player, op), and
1973 * determines if it makes a basic save throw by looking at the
1974 * save_throw table. level is the effective level to make
1975 * the save at, and bonus is any plus/bonus (typically based on
1976 * resistance to particular attacktype.
1977 * Returns 1 if op makes his save, 0 if he failed
1978 */
1979 int
1980 did_make_save (const object *op, int level, int bonus)
1981 {
1982 if (level > MAX_SAVE_LEVEL)
1983 level = MAX_SAVE_LEVEL;
1984
1985 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1986 return 0;
1987
1988 return 1;
1989 }