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Revision: 1.108
Committed: Fri Mar 26 00:59:20 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.107: +2 -2 lines
Log Message:
remove bogus 2007 copyright that was added wrongly by the script, update to affero license

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26
27 /* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */
31 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
32
33 static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50
36 };
37
38 /* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t.
41 */
42 static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
44 30, 40, 50, 70, 100
45 };
46
47 static const int grace_bonus[MAX_STAT + 1] = {
48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100
50 };
51
52 /* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
65 * it is 1-diff
66 */
67
68 const float cha_bonus[MAX_STAT + 1] = { 10.0,
69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
75 };
76
77 const int dex_bonus[MAX_STAT + 1] = {
78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
79 };
80
81 /* speed_bonus uses dex as its stat */
82 const float speed_bonus[MAX_STAT + 1] = {
83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
85 1.6, 1.8, 2.0, 2.5, 3.0
86 };
87
88 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
89 * strength.
90 */
91 const int dam_bonus[MAX_STAT + 1] = {
92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
93 };
94
95 const int thaco_bonus[MAX_STAT + 1] = {
96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
97 };
98
99 /* Max you can carry before you start getting extra speed penalties */
100 const int max_carry[MAX_STAT + 1] = {
101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
102 301, 326, 352, 400, 450, 500, 600, 1000
103 };
104
105 /* weight_limit - the absolute most a character can carry - a character can't
106 * pick stuff up if it would put him above this limit.
107 * value is in grams, so we don't need to do conversion later
108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace.
110 */
111
112 const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
120 };
121
122 const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100
125 };
126
127 const int cleric_chance[MAX_STAT + 1] = {
128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
129 };
130
131 const int turn_bonus[MAX_STAT + 1] = {
132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
133 };
134
135 const int fear_bonus[MAX_STAT + 1] = {
136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
137 };
138
139 /*
140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp()
142 */
143
144 #define MAX_EXPERIENCE levels[settings.max_level]
145
146 /* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed.
158 * -b.t.
159 */
160
161 #define MAX_EXP_IN_OBJ 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
422 /* becoming UNDEAD... a special treatment for this flag. Only those not
423 * originally undead may change their status
424 */
425 if (!op->arch->flag [FLAG_UNDEAD])
426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 {
428 success = 1;
429 if (flag > 0)
430 {
431 op->race = "undead";
432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433 }
434 else
435 {
436 op->race = op->arch->race;
437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
439 }
440
441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 {
443 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 {
449 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 }
452
453 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision
455 */
456 if (tmp->flag [FLAG_BLIND])
457 {
458 success = 1;
459 if (flag > 0)
460 {
461 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else
464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND);
467 if (op->type == PLAYER)
468 op->contr->do_los = 1;
469 }
470 }
471 else
472 {
473 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else
476 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND);
479 if (op->type == PLAYER)
480 op->contr->do_los = 1;
481 }
482 }
483 }
484
485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 {
487 success = 1;
488 if (op->type == PLAYER)
489 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 }
492
493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 {
495 success = 1;
496 if (flag > 0)
497 {
498 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500 else
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER)
504 op->contr->do_los = 1;
505 }
506 }
507 else
508 {
509 if (op->flag [FLAG_WIZ])
510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
511 else
512 {
513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
514 if (op->type == PLAYER)
515 op->contr->do_los = 1;
516 }
517 }
518 }
519
520 if (tmp->stats.luck)
521 {
522 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 }
525
526 if (tmp->stats.hp && op->type == PLAYER)
527 {
528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 }
531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533 {
534 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 }
537
538 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER)
540 {
541 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 }
544
545 if (tmp->stats.food && op->type == PLAYER)
546 {
547 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 }
550
551 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++)
553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
557 if (op->resist [i] != prev_resist [i])
558 {
559 success = 1;
560
561 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 for (int j = 0; j < NUM_STATS; j++)
572 if (int i = tmp->stats.stat (j))
573 {
574 success = 1;
575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
576 }
577
578 return success;
579 }
580
581 /*
582 * Stat draining by Vick 930307
583 * (Feeling evil, I made it work as well now. -Frank 8)
584 */
585 void
586 object::drain_stat ()
587 {
588 drain_specific_stat (rndm (NUM_STATS));
589 }
590
591 void
592 object::drain_specific_stat (int deplete_stats)
593 {
594 object *tmp;
595 archetype *at;
596
597 at = archetype::find (shstr_depletion);
598 if (!at)
599 {
600 LOG (llevError, "Couldn't find archetype depletion.\n");
601 return;
602 }
603 else
604 {
605 tmp = present_arch_in_ob (at, this);
606
607 if (!tmp)
608 {
609 tmp = at->instance ();
610 tmp = insert_ob_in_ob (tmp, this);
611 SET_FLAG (tmp, FLAG_APPLIED);
612 }
613 }
614
615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
616 change_attr_value (&tmp->stats, deplete_stats, -1);
617 update_stats ();
618 }
619
620 /*
621 * A value of 0 indicates timeout, otherwise change the luck of the object.
622 * via an applied bad_luck object.
623 */
624 void
625 object::change_luck (int value)
626 {
627 archetype *at = archetype::find (shstr_luck);
628 if (!at)
629 LOG (llevError, "Couldn't find archetype luck.\n");
630 else
631 {
632 object *tmp = present_arch_in_ob (at, this);
633
634 if (!tmp)
635 {
636 if (!value)
637 return;
638
639 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED);
642 }
643
644 if (value)
645 {
646 /* Limit the luck value of the bad luck object to +/-100. This
647 * (arbitrary) value prevents overflows (both in the bad luck object and
648 * in op itself).
649 */
650 int new_luck = tmp->stats.luck + value;
651
652 if (new_luck >= -100 && new_luck <= 100)
653 {
654 stats.luck += value;
655 tmp->stats.luck = new_luck;
656 }
657 }
658 else
659 {
660 if (!tmp->stats.luck)
661 return;
662
663 /* Randomly change the players luck. Basically, we move it
664 * back neutral (if greater>0, subtract, otherwise add)
665 */
666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
667 {
668 int diff = tmp->stats.luck > 0 ? -1 : 1;
669
670 stats.luck += diff;
671 tmp->stats.luck += diff;
672 }
673 }
674 }
675 }
676
677 /*
678 * Subtracts stat-bonuses given by the class which the player has chosen.
679 */
680 void
681 object::remove_statbonus ()
682 {
683 for (int i = 0; i < NUM_STATS; ++i)
684 {
685 sint8 v = arch->stats.stat (i);
686 stats.stat (i) -= v;
687 contr->orig_stats.stat (i) -= v;
688 }
689 }
690
691 /*
692 * Adds stat-bonuses given by the class which the player has chosen.
693 */
694 void
695 object::add_statbonus ()
696 {
697 for (int i = 0; i < NUM_STATS; ++i)
698 {
699 sint8 v = arch->stats.stat (i);
700 stats.stat (i) += v;
701 contr->orig_stats.stat (i) += v;
702 }
703 }
704
705 /* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709 static struct digest_types : std::bitset<NUM_TYPES>
710 {
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729 } digest_types;
730
731 static struct copy_flags : object::flags_t
732 {
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743 } copy_flags;
744
745 /*
746 * Updates all abilities given by applied objects in the inventory
747 * of the given object. Note: This function works for both monsters
748 * and players; the "player" in the name is purely an archaic inheritance.
749 * This functions starts from base values (archetype or player object)
750 * and then adjusts them according to what the player has equipped.
751 *
752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
753 * spell system split, grace points now added to system --peterm
754 */
755 void
756 object::update_stats ()
757 {
758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
759 int weapon_weight = 0, weapon_speed = 0;
760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
768 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER)
770 {
771 contr->delayed_update = false;
772
773 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i);
775
776 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0;
778
779 attacktype = 0;
780
781 contr->digestion = 0;
782 contr->gen_hp = 0;
783 contr->gen_sp = 0;
784 contr->gen_grace = 0;
785 contr->gen_sp_armour = 10;
786 contr->item_power = 0;
787 }
788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
792 slaying = 0;
793
794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
796 CLEAR_FLAG (this, FLAG_XRAYS);
797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
798 }
799
800 CLEAR_FLAG (this, FLAG_LIFESAVE);
801 CLEAR_FLAG (this, FLAG_STEALTH);
802 CLEAR_FLAG (this, FLAG_BLIND);
803
804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
815 chosen_skill = 0;
816
817 /* initializing resistances from the values in player/monster's
818 * archetype clone
819 */
820 memcpy (&resist, &arch->resist, sizeof (resist));
821
822 for (int i = 0; i < NROFATTACKS; i++)
823 {
824 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0;
826 else
827 vuln[i] = -(resist[i]), prot[i] = 0;
828
829 potion_resist[i] = 0;
830 }
831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
836 * plus a small amount of physical resist, those poor suckers. ;)
837 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down
841 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
843 {
844 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 }
847 else
848 ac = arch->stats.ac;
849
850 stats.luck = arch->stats.luck;
851 speed = arch->speed;
852
853 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped.
855 */
856 for (tmp = inv; tmp; tmp = tmp->below)
857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
865 glow_radius += tmp->glow_radius;
866
867 /* For some things, we don't care what is equipped */
868 if (tmp->type == SKILL)
869 {
870 /* Want to take the highest skill here. */
871 if (IS_MANA_SKILL (tmp->subtype))
872 {
873 if (!mana_obj)
874 mana_obj = tmp;
875 else if (tmp->level > mana_obj->level)
876 mana_obj = tmp;
877 }
878
879 if (IS_GRACE_SKILL (tmp->subtype))
880 {
881 if (!grace_obj)
882 grace_obj = tmp;
883 else if (tmp->level > grace_obj->level)
884 grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
900 || (tmp->type == SKILL
901 && tmp->subtype == SK_PRAYING))
902 {
903 if (type == PLAYER)
904 {
905 contr->item_power += tmp->item_power;
906
907 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
908 if (tmp != current_weapon
909 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
910 && !tmp->flag [FLAG_CURSED]
911 && !tmp->flag [FLAG_DAMNED])
912 continue;
913
914 for (int i = 0; i < NUM_STATS; i++)
915 stat_sum [i] += tmp->stats.stat (i);
916
917 if (digest_types [tmp->type])
918 {
919 contr->digestion += tmp->stats.food;
920 contr->gen_hp += tmp->stats.hp;
921 if (tmp->type != BOW) // ugly exception for bows
922 contr->gen_sp += tmp->stats.sp;
923 contr->gen_grace += tmp->stats.grace;
924 contr->gen_sp_armour += tmp->gen_sp_armour;
925 }
926 } /* if this is a player */
927 else
928 {
929 if (tmp->type == WEAPON)
930 current_weapon = tmp;
931 }
932
933 /* Update slots used for items */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED))
935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
936 slot[i].used += tmp->slot[i].info;
937
938 if (tmp->type == SYMPTOM)
939 speed_reduce_from_disease =
940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
941
942 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken.
946 */
947 if (tmp->type != POTION)
948 {
949 for (int i = 0; i < NROFATTACKS; i++)
950 {
951 /* Potential for cursed potions, in which case we just can use
952 * a straight MAX, as potion_resist is initialised to zero.
953 */
954 if (tmp->type == POTION_EFFECT)
955 {
956 if (potion_resist[i])
957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
958 else
959 potion_resist[i] = tmp->resist[i];
960 }
961 else if (tmp->resist[i] > 0)
962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
963 else if (tmp->resist[i] < 0)
964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
965 }
966 }
967
968 /* There may be other things that should not adjust the attacktype */
969 if (tmp->type != SYMPTOM)
970 {
971 attacktype |= tmp->attacktype;
972 path_attuned |= tmp->path_attuned;
973 path_repelled |= tmp->path_repelled;
974 path_denied |= tmp->path_denied;
975 move_type |= tmp->move_type;
976 stats.luck += tmp->stats.luck;
977 }
978
979 flag |= tmp->flag & copy_flags;
980
981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
982 SET_FLAG (this, FLAG_UNDEAD);
983
984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
985 {
986 SET_FLAG (this, FLAG_MAKE_INVIS);
987 invisible = 1;
988 }
989
990 if (tmp->stats.exp && tmp->type != SKILL)
991 {
992 if (tmp->stats.exp > 0)
993 {
994 added_speed += tmp->stats.exp / 3.f;
995 bonus_speed += tmp->stats.exp / 3.f + 1.f;
996 }
997 else
998 added_speed += tmp->stats.exp;
999 }
1000
1001 switch (tmp->type)
1002 {
1003 #if 0
1004 case WAND:
1005 case ROD:
1006 case HORN:
1007 if (type != PLAYER || current_weapon == tmp)
1008 chosen_skill = tmp;
1009 break;
1010 #endif
1011
1012 /* skills modifying the character -b.t. */
1013 /* for all skills and skill granting objects */
1014 case SKILL:
1015 {
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1017 break;
1018
1019 if (chosen_skill)
1020 {
1021 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022 &name, &chosen_skill->name, &tmp->name);
1023
1024 tmp->flag [FLAG_APPLIED] = false;
1025 update_stats ();
1026 return;
1027 }
1028 else
1029 chosen_skill = tmp;
1030
1031 if (tmp->stats.dam > 0)
1032 { /* skill is a 'weapon' */
1033 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1034 weapon_speed = WEAPON_SPEED (tmp);
1035
1036 if (weapon_speed < 0)
1037 weapon_speed = 0;
1038
1039 weapon_weight = tmp->weight;
1040 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1041
1042 if (tmp->magic)
1043 stats.dam += tmp->magic;
1044 }
1045
1046 if (tmp->stats.wc)
1047 wc -= tmp->stats.wc + tmp->magic;
1048
1049 if (tmp->slaying)
1050 slaying = tmp->slaying;
1051
1052 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic;
1054
1055 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1056 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1057 }
1058
1059 break;
1060
1061 case SHIELD:
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) tmp->weight / 2000;
1064 case RING:
1065 case AMULET:
1066 case GIRDLE:
1067 case HELMET:
1068 case BOOTS:
1069 case GLOVES:
1070 case CLOAK:
1071 if (tmp->stats.wc)
1072 wc -= tmp->stats.wc + tmp->magic;
1073
1074 if (tmp->stats.dam)
1075 stats.dam += tmp->stats.dam + tmp->magic;
1076
1077 if (tmp->stats.ac)
1078 ac -= tmp->stats.ac + tmp->magic;
1079
1080 break;
1081
1082 case BOW:
1083 case WEAPON:
1084 if (type != PLAYER || current_weapon == tmp)
1085 {
1086 wc -= tmp->stats.wc + tmp->magic;
1087
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic;
1090
1091 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094
1095 if (weapon_speed < 0)
1096 weapon_speed = 0;
1097
1098 slaying = tmp->slaying;
1099
1100 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should
1102 * go.
1103 */
1104
1105 if (type == PLAYER)
1106 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1109
1110 break;
1111
1112 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1114 contr->encumbrance += tmp->weight / 1000;
1115
1116 case BRACERS:
1117 case FORCE:
1118 if (tmp->stats.wc)
1119 {
1120 if (best_wc < tmp->stats.wc + tmp->magic)
1121 {
1122 wc += best_wc;
1123 best_wc = tmp->stats.wc + tmp->magic;
1124 }
1125 else
1126 wc += tmp->stats.wc + tmp->magic;
1127 }
1128
1129 if (tmp->stats.ac)
1130 {
1131 if (best_ac < tmp->stats.ac + tmp->magic)
1132 {
1133 ac += best_ac; /* Remove last bonus */
1134 best_ac = tmp->stats.ac + tmp->magic;
1135 }
1136 else /* To nullify the below effect */
1137 ac += tmp->stats.ac + tmp->magic;
1138 }
1139
1140 if (tmp->stats.wc)
1141 wc -= tmp->stats.wc + tmp->magic;
1142
1143 if (tmp->stats.ac)
1144 ac -= tmp->stats.ac + tmp->magic;
1145
1146 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148
1149 break;
1150 } /* switch tmp->type */
1151 } /* item is equipped */
1152 } /* for loop of items */
1153
1154 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1155
1156 /* We've gone through all the objects the player has equipped. For many things, we
1157 * have generated intermediate values which we now need to assign.
1158 */
1159
1160 /* 'total resistance = total protections - total vulnerabilities'.
1161 * If there is an uncursed potion in effect, granting more protection
1162 * than that, we take: 'total resistance = resistance from potion'.
1163 * If there is a cursed (and no uncursed) potion in effect, we take
1164 * 'total resistance = vulnerability from cursed potion'.
1165 */
1166 for (int i = 0; i < NROFATTACKS; i++)
1167 {
1168 resist[i] = prot[i] - vuln[i];
1169
1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1171 resist[i] = potion_resist[i];
1172 }
1173
1174 if (type == PLAYER)
1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = stat_sum [i];
1179
1180 check_stat_bounds (&stats);
1181
1182 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1183
1184 /* Figure out the players sp/mana/hp totals. */
1185 int pl_level;
1186
1187 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1188
1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */
1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1194 {
1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1197 if (i % 2 && con_bonus[stats.Con] % 2)
1198 if (con_bonus[stats.Con] > 0)
1199 j++;
1200 else
1201 j--;
1202
1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1204 }
1205
1206 stats.maxhp += 2 * max (0, level - 10);
1207
1208 if (stats.hp > stats.maxhp)
1209 stats.hp = stats.maxhp;
1210
1211 /* Sp gain is controlled by the level of the player's
1212 * relevant experience object (mana_obj, see above)
1213 */
1214 /* following happen when skills system is not used */
1215 if (!mana_obj)
1216 mana_obj = this;
1217
1218 if (!grace_obj)
1219 grace_obj = this;
1220
1221 /* set maxsp */
1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1223 mana_obj = this;
1224
1225 if (mana_obj == this && type == PLAYER)
1226 stats.maxsp = 1;
1227 else
1228 {
1229 float sp_tmp = 0.f;
1230
1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1232 {
1233 float stmp;
1234
1235 /* Got some extra bonus at first level */
1236 if (i < 2)
1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1238 else
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1240
1241 sp_tmp += max (1.f, stmp);
1242 }
1243
1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1245 }
1246
1247 /* Characters can get their sp supercharged via rune of transferrance */
1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1249
1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1252 grace_obj = this;
1253
1254 if (grace_obj == this && type == PLAYER)
1255 stats.maxgrace = 1;
1256 else
1257 {
1258 /* store grace in a float - this way, the divisions below don't create
1259 * big jumps when you go from level to level - with int's, it then
1260 * becomes big jumps when the sums of the bonuses jump to the next
1261 * step of 8 - with floats, even fractional ones are useful.
1262 */
1263 float sp_tmp = 0.f;
1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1266 {
1267 float grace_tmp = 0.f;
1268
1269 /* Got some extra bonus at first level */
1270 if (i < 2)
1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1272 else
1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1274
1275 sp_tmp += max (1.f, grace_tmp);
1276 }
1277
1278 /* two grace points per level after 10 */
1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1280 }
1281
1282 /* No limit on grace vs maxgrace */
1283
1284 if (contr->braced)
1285 {
1286 ac += 2;
1287 wc += 4;
1288 }
1289 else
1290 ac -= dex_bonus[stats.Dex];
1291
1292 /* In new exp/skills system, wc bonuses are related to
1293 * the players level in a relevant exp object (wc_obj)
1294 * not the general player level -b.t.
1295 * I changed this slightly so that wc bonuses are better
1296 * than before. This is to balance out the fact that
1297 * the player no longer gets a personal weapon w/ 1
1298 * improvement every level, now its fighterlevel/5. So
1299 * we give the player a bonus here in wc and dam
1300 * to make up for the change. Note that I left the
1301 * monster bonus the same as before. -b.t.
1302 */
1303 object *wc_obj = chosen_skill;
1304
1305 if (contr && wc_obj && wc_obj->level > 1)
1306 {
1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1309 for (int i = 1; i < wc_obj->level; i++)
1310 {
1311 /* additional wc every 6 levels */
1312 if (!(i % 6))
1313 wc--;
1314
1315 /* additional dam every 4 levels. */
1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1318 }
1319 }
1320 else
1321 wc -= level + thaco_bonus[stats.Str];
1322
1323 stats.dam += dam_bonus[stats.Str];
1324
1325 if (stats.dam < 1)
1326 stats.dam = 1;
1327
1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1330 if (settings.search_items && contr->search_str[0])
1331 speed -= 1;
1332 } /* End if player */
1333
1334 if (added_speed >= 0)
1335 speed += added_speed / 10.f;
1336 else /* Something wrong here...: */
1337 speed /= 1.f - added_speed;
1338
1339 /* Max is determined by armour */
1340 speed = min (speed, max_speed);
1341
1342 if (type == PLAYER)
1343 {
1344 /* f is a number the represents the number of kg above (positive num)
1345 * or below (negative number) that the player is carrying. If above
1346 * weight limit, then player suffers a speed reduction based on how
1347 * much above he is, and what is max carry is
1348 */
1349 float f = (carrying / 1000) - max_carry[stats.Str];
1350 if (f > 0.f)
1351 speed = speed / (1.f + f / max_carry[stats.Str]);
1352 }
1353
1354 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease;
1356
1357 /* Put a lower limit on speed. Note with this speed, you move once every
1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1359 */
1360 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1361
1362 if (speed != old_speed)
1363 set_speed (speed);
1364
1365 if (type == PLAYER)
1366 {
1367 /* (This formula was made by vidarl@ifi.uio.no)
1368 * Note that we never used these values again - basically
1369 * all of these could be subbed into one big equation, but
1370 * that would just be a real pain to read.
1371 */
1372 float M = (max_carry[stats.Str] - 121) / 121.f;
1373 float M2 = max_carry[stats.Str] / 100.f;
1374 float W = weapon_weight / 20000.f;
1375 float s = (20 - weapon_speed) / 10.f;
1376 float D = (stats.Dex - 14) / 14.f;
1377 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1378
1379 K *= (4 + level) * 1.2f / (6 + level);
1380
1381 if (K <= 0.01f)
1382 K = 0.01f;
1383
1384 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1385 }
1386
1387 /* I want to limit the power of small monsters with big weapons: */
1388 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1389 stats.dam = arch->stats.dam * 3;
1390
1391 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1392 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1393
1394 /* if for some reason the creature doesn't have any move type,
1395 * give them walking as a default.
1396 * The second case is a special case - to more closely mimic the
1397 * old behaviour - if your flying, your not walking - just
1398 * one or the other.
1399 */
1400 if (move_type == 0)
1401 move_type = MOVE_WALK;
1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1403 move_type &= ~MOVE_WALK;
1404
1405 // now apply the new move_type
1406 if (this->move_type != move_type)
1407 change_move_type (move_type);
1408
1409 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now.
1411 */
1412 if (is_player ())
1413 contr->update_spells ();
1414
1415 // update the mapspace, if we are on a map
1416 if (!flag [FLAG_REMOVED] && map)
1417 map->at (x, y).flags_ = 0;
1418 }
1419
1420 void
1421 object::set_glow_radius (sint8 rad)
1422 {
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1433 }
1434 }
1435
1436 /*
1437 * Returns true if the given player is a legal class.
1438 * The function to add and remove class-bonuses to the stats doesn't
1439 * check if the stat becomes negative, thus this function
1440 * merely checks that all stats are 1 or more, and returns
1441 * false otherwise.
1442 */
1443 int
1444 allowed_class (const object *op)
1445 {
1446 return op->stats.Dex > 0
1447 && op->stats.Str > 0
1448 && op->stats.Con > 0
1449 && op->stats.Int > 0
1450 && op->stats.Wis > 0
1451 && op->stats.Pow > 0
1452 && op->stats.Cha > 0;
1453 }
1454
1455 /*
1456 * set the new dragon name after gaining levels or
1457 * changing ability focus (later this can be extended to
1458 * eventually change the player's face and animation)
1459 */
1460 void
1461 set_dragon_name (object *pl, const object *abil, const object *skin)
1462 {
1463 int atnr = -1; /* attacknumber of highest level */
1464 int level = 0; /* highest level */
1465 int i;
1466
1467 /* Perhaps do something more clever? */
1468 if (!abil || !skin)
1469 return;
1470
1471 /* first, look for the highest level */
1472 for (i = 0; i < NROFATTACKS; i++)
1473 {
1474 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1475 {
1476 level = abil->resist[i];
1477 atnr = i;
1478 }
1479 }
1480
1481 /* now if there are equals at highest level, pick the one with focus,
1482 or else at random */
1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 atnr = abil->stats.exp;
1485
1486 /* now set the new title */
1487 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1489 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1491 else
1492 {
1493 /* special titles for extra high resistance! */
1494 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1495 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1497 }
1498
1499 strcpy (pl->contr->own_title, "");
1500 }
1501
1502 /*
1503 * This function is called when a dragon-player gains
1504 * an overall level. Here, the dragon might gain new abilities
1505 * or change the ability-focus.
1506 */
1507 static void
1508 dragon_level_gain (object *who)
1509 {
1510 object *abil = NULL; /* pointer to dragon ability force */
1511 object *skin = NULL; /* pointer to dragon skin force */
1512 object *tmp = NULL; /* tmp. object */
1513 char buf[MAX_BUF]; /* tmp. string buffer */
1514
1515 /* now grab the 'dragon_ability'-forces from the player's inventory */
1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1517 if (tmp->type == FORCE)
1518 if (tmp->arch->archname == shstr_dragon_ability_force)
1519 abil = tmp;
1520 else if (tmp->arch->archname == shstr_dragon_skin_force)
1521 skin = tmp;
1522
1523 /* if the force is missing -> bail out */
1524 if (abil == NULL)
1525 return;
1526
1527 /* The ability_force keeps track of maximum level ever achieved.
1528 * New abilties can only be gained by surpassing this max level
1529 */
1530 if (who->level > abil->level)
1531 {
1532 /* increase our focused ability */
1533 abil->resist[abil->stats.exp]++;
1534
1535
1536 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1537 {
1538 /* time to hand out a new ability-gift */
1539 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1540 }
1541
1542 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1543 {
1544 /* apply new ability focus */
1545 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1546 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1547
1548 abil->stats.exp = abil->last_eat;
1549 abil->last_eat = 0;
1550 }
1551
1552 abil->level = who->level;
1553 }
1554
1555 /* last but not least, set the new title for the dragon */
1556 set_dragon_name (who, abil, skin);
1557 }
1558
1559 /* Handy function - given the skill name skill_name, we find the skill
1560 * archetype/object, set appropriate values, and insert it into
1561 * the object (op) that is passed.
1562 * We return the skill - this makes it easier for calling functions that
1563 * want to do something with it immediately.
1564 */
1565 object *
1566 give_skill_by_name (object *op, const char *skill_name)
1567 {
1568 object *skill_obj;
1569
1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1571 if (!skill_obj)
1572 {
1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1574 return NULL;
1575 }
1576
1577 /* clear the flag - exp goes into this bucket, but player
1578 * still doesn't know it.
1579 */
1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1581 skill_obj->stats.exp = 0;
1582 skill_obj->level = 1;
1583 op->insert (skill_obj);
1584
1585 if (player *pl = op->contr)
1586 pl->link_skills ();
1587
1588 return skill_obj;
1589 }
1590
1591 /* player_lvl_adj() - for the new exp system. we are concerned with
1592 * whether the player gets more hp, sp and new levels.
1593 * Note this this function should only be called for players. Monstes
1594 * don't really gain levels
1595 * who is the player, op is what we are checking to gain the level
1596 * (eg, skill)
1597 */
1598 void
1599 player_lvl_adj (object *who, object *op)
1600 {
1601 char buf[MAX_BUF];
1602 bool changed = false;
1603
1604 if (!op) /* when rolling stats */
1605 op = who;
1606
1607 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1608 {
1609 changed = true;
1610
1611 op->level++;
1612
1613 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1614 dragon_level_gain (who);
1615
1616 /* Only roll these if it is the player (who) that gained the level */
1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1618 {
1619 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1620 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1621 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1622 }
1623
1624 if (op->level > 1)
1625 {
1626 if (op->type != PLAYER)
1627 {
1628 who->contr->play_sound (sound_find ("skill_up"));
1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 }
1631 else
1632 {
1633 who->contr->play_sound (sound_find ("level_up"));
1634 sprintf (buf, "You are now level %d.", op->level);
1635 }
1636
1637 if (who)
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 }
1640 }
1641
1642 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643 {
1644 changed = true;
1645
1646 op->level--;
1647
1648 if (op->type != PLAYER)
1649 {
1650 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1652 }
1653 }
1654
1655 if (changed)
1656 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1657 }
1658
1659 /*
1660 * Returns how much experience is needed for a player to become
1661 * the given level. level should really never exceed max_level
1662 */
1663
1664 sint64
1665 level_exp (int level, double expmul)
1666 {
1667 if (level > settings.max_level)
1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1670 return (sint64) (expmul * levels[level]);
1671 }
1672
1673 /*
1674 * Ensure that the permanent experience requirements in an exp object are met.
1675 * This really just checks 'op to make sure the perm_exp value is within
1676 * proper range. Note that the checking of what is passed through
1677 * has been reduced. Since there is now a proper field for perm_exp,
1678 * this can now work on a much larger set of objects.
1679 */
1680 void
1681 calc_perm_exp (object *op)
1682 {
1683 int p_exp_min;
1684
1685 /* Ensure that our permanent experience minimum is met.
1686 * permenent_exp_ratio is an integer percentage, we divide by 100
1687 * to get the fraction */
1688 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1689
1690 if (op->perm_exp < p_exp_min)
1691 op->perm_exp = p_exp_min;
1692
1693 /* Cap permanent experience. */
1694 if (op->perm_exp < 0)
1695 op->perm_exp = 0;
1696 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1697 op->perm_exp = MAX_EXPERIENCE;
1698 }
1699
1700 /* Add experience to a player - exp should only be positive.
1701 * Updates permanent exp for the skill we are adding to.
1702 * skill_name is the skill to add exp to. Skill name can be
1703 * NULL, in which case exp increases the players general
1704 * total, but not any particular skill.
1705 * flag is what to do if the player doesn't have the skill:
1706 */
1707 static void
1708 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1709 {
1710 object *skill_obj;
1711 sint64 limit, exp_to_add;
1712 int i;
1713
1714 /* prevents some forms of abuse. */
1715 if (op->contr->braced)
1716 exp /= 5;
1717
1718 /* Try to find the matching skill.
1719 * We do a shortcut/time saving mechanism first - see if it matches
1720 * chosen_skill. This means we don't need to search through
1721 * the players inventory.
1722 */
1723 skill_obj = 0;
1724
1725 if (skill_name)
1726 {
1727 skill_obj = op->contr->find_skill (skill_name);
1728
1729 /* Player doesn't have the skill. Check to see what to do, and give
1730 * it to the player if necessary
1731 */
1732 if (!skill_obj)
1733 {
1734 if (flag == SK_EXP_NONE)
1735 return;
1736
1737 if (flag == SK_EXP_ADD_SKILL)
1738 skill_obj = give_skill_by_name (op, skill_name);
1739 }
1740 }
1741
1742 if (flag != SK_EXP_SKILL_ONLY)
1743 {
1744 /* Basically, you can never gain more experience in one shot
1745 * than half what you need to gain for next level.
1746 */
1747 exp_to_add = exp;
1748 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1749 if (exp_to_add > limit)
1750 exp_to_add = limit;
1751
1752 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1753 if (settings.permanent_exp_ratio)
1754 {
1755 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1756 calc_perm_exp (op);
1757 }
1758
1759 player_lvl_adj (op, NULL);
1760 }
1761
1762 if (skill_obj)
1763 {
1764 exp_to_add = exp;
1765 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1766 if (exp_to_add > limit)
1767 exp_to_add = limit;
1768
1769 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1770 if (settings.permanent_exp_ratio)
1771 {
1772 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1773 calc_perm_exp (skill_obj);
1774 }
1775
1776 player_lvl_adj (op, skill_obj);
1777 }
1778 }
1779
1780 /* This function checks to make sure that object 'op' can
1781 * lose 'exp' experience. It returns the amount of exp
1782 * object 'op' can in fact lose - it basically makes
1783 * adjustments based on permanent exp and the like.
1784 * This function should always be used for losing experience -
1785 * the 'exp' value passed should be positive - this is the
1786 * amount that should get subtract from the player.
1787 */
1788 static sint64
1789 check_exp_loss (const object *op, sint64 exp)
1790 {
1791 sint64 del_exp;
1792
1793 if (exp > op->stats.exp)
1794 exp = op->stats.exp;
1795
1796 if (settings.permanent_exp_ratio)
1797 {
1798 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1799
1800 if (del_exp < 0)
1801 del_exp = 0;
1802
1803 if (exp > del_exp)
1804 exp = del_exp;
1805 }
1806
1807 return exp;
1808 }
1809
1810 sint64
1811 check_exp_adjust (const object *op, sint64 exp)
1812 {
1813 if (exp < 0)
1814 return check_exp_loss (op, exp);
1815 else
1816 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817 }
1818
1819 /* Subtracts experience from player.
1820 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1821 * only subtract from the matching skill. Otherwise,
1822 * this subtracts a portion from all
1823 * skills the player has. Eg, if we figure the player is losing 10%
1824 * of his total exp, what happens is he loses 10% from all his skills.
1825 * Note that if permanent exp is used, player may not in fact lose
1826 * as much as listed. Eg, if player has gotten reduced to the point
1827 * where everything is at the minimum perm exp, he would lose nothing.
1828 * exp is the amount of exp to subtract - thus, it should be
1829 * a postive number.
1830 */
1831 static void
1832 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1833 {
1834 float fraction = (float) exp / (float) op->stats.exp;
1835 object *tmp;
1836 sint64 del_exp;
1837
1838 for (tmp = op->inv; tmp; tmp = tmp->below)
1839 if (tmp->type == SKILL && tmp->stats.exp)
1840 {
1841 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1842 {
1843 del_exp = check_exp_loss (tmp, exp);
1844 tmp->stats.exp -= del_exp;
1845 player_lvl_adj (op, tmp);
1846 }
1847 else if (flag != SK_SUBTRACT_SKILL_EXP)
1848 {
1849 /* only want to process other skills if we are not trying
1850 * to match a specific skill.
1851 */
1852 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1853 tmp->stats.exp -= del_exp;
1854 player_lvl_adj (op, tmp);
1855 }
1856 }
1857
1858 if (flag != SK_SUBTRACT_SKILL_EXP)
1859 {
1860 del_exp = check_exp_loss (op, exp);
1861 op->stats.exp -= del_exp;
1862 player_lvl_adj (op, NULL);
1863 }
1864 }
1865
1866 /* change_exp() - changes experience to a player/monster. This
1867 * does bounds checking to make sure we don't overflow the max exp.
1868 *
1869 * The exp passed is typically not modified much by this function -
1870 * it is assumed the caller has modified the exp as needed.
1871 * skill_name is the skill that should get the exp added.
1872 * flag is what to do if player doesn't have the skill.
1873 * these last two values are only used for players.
1874 */
1875 void
1876 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1877 {
1878 #ifdef EXP_DEBUG
1879 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1880 #endif
1881
1882 /* safety */
1883 if (!op)
1884 {
1885 LOG (llevError, "change_exp() called for null object!\n");
1886 return;
1887 }
1888
1889 /* if no change in exp, just return - most of the below code
1890 * won't do anything if the value is 0 anyways.
1891 */
1892 if (exp == 0)
1893 return;
1894
1895 /* Monsters are easy - we just adjust their exp - we
1896 * don't adjust level, since in most cases it is unrelated to
1897 * the exp they have - the monsters exp represents what its
1898 * worth.
1899 */
1900 if (op->type != PLAYER)
1901 {
1902 /* Sanity check */
1903 if (!QUERY_FLAG (op, FLAG_ALIVE))
1904 return;
1905
1906 /* reset exp to max allowed value. We subtract from
1907 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1908 * more than max exp, just return.
1909 */
1910 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1911 {
1912 exp = MAX_EXPERIENCE - op->stats.exp;
1913 if (exp < 0)
1914 return;
1915 }
1916
1917 op->stats.exp += exp;
1918 }
1919 else
1920 { /* Players only */
1921 if (exp > 0)
1922 add_player_exp (op, exp, skill_name, flag);
1923 else
1924 /* note that when you lose exp, it doesn't go against
1925 * a particular skill, so we don't need to pass that
1926 * along.
1927 */
1928 subtract_player_exp (op, abs (exp), skill_name, flag);
1929 }
1930 }
1931
1932 /* Applies a death penalty experience, the size of this is defined by the
1933 * settings death_penalty_percentage and death_penalty_levels, and by the
1934 * amount of permenent experience, whichever gives the lowest loss.
1935 */
1936 void
1937 apply_death_exp_penalty (object *op)
1938 {
1939 sint64 loss;
1940 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1941 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1942
1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 if (tmp->type == SKILL && tmp->stats.exp)
1945 {
1946 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1947 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1948
1949 /* With the revised exp system, you can get cases where
1950 * losing several levels would still require that you have more
1951 * exp than you currently have - this is true if the levels
1952 * tables is a lot harder.
1953 */
1954 if (level_loss < 0)
1955 level_loss = 0;
1956
1957 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1958
1959 tmp->stats.exp -= loss;
1960 player_lvl_adj (op, tmp);
1961 }
1962
1963 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1964 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1965
1966 if (level_loss < 0)
1967 level_loss = 0;
1968
1969 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1970
1971 op->stats.exp -= loss;
1972 player_lvl_adj (op, NULL);
1973 }
1974
1975 /* This function takes an object (monster/player, op), and
1976 * determines if it makes a basic save throw by looking at the
1977 * save_throw table. level is the effective level to make
1978 * the save at, and bonus is any plus/bonus (typically based on
1979 * resistance to particular attacktype.
1980 * Returns 1 if op makes his save, 0 if he failed
1981 */
1982 int
1983 did_make_save (const object *op, int level, int bonus)
1984 {
1985 if (level > MAX_SAVE_LEVEL)
1986 level = MAX_SAVE_LEVEL;
1987
1988 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1989 return 0;
1990
1991 return 1;
1992 }