ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.109
Committed: Sun Mar 28 02:53:45 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.108: +15 -12 lines
Log Message:
hrmpf

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 object *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 && tmp->subtype == SK_PRAYING))
901 {
902 if (type == PLAYER)
903 {
904 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912
913 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i);
915
916 if (digest_types [tmp->type])
917 {
918 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
921 contr->gen_sp += tmp->stats.sp;
922 contr->gen_grace += tmp->stats.grace;
923 contr->gen_sp_armour += tmp->gen_sp_armour;
924 }
925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
931
932 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info;
936
937 if (tmp->type == SYMPTOM)
938 speed_reduce_from_disease =
939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
940
941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken.
945 */
946 if (tmp->type != POTION)
947 {
948 for (int i = 0; i < NROFATTACKS; i++)
949 {
950 /* Potential for cursed potions, in which case we just can use
951 * a straight MAX, as potion_resist is initialised to zero.
952 */
953 if (tmp->type == POTION_EFFECT)
954 {
955 if (potion_resist[i])
956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
957 else
958 potion_resist[i] = tmp->resist[i];
959 }
960 else if (tmp->resist[i] > 0)
961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
962 else if (tmp->resist[i] < 0)
963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
964 }
965 }
966
967 /* There may be other things that should not adjust the attacktype */
968 if (tmp->type != SYMPTOM)
969 {
970 attacktype |= tmp->attacktype;
971 path_attuned |= tmp->path_attuned;
972 path_repelled |= tmp->path_repelled;
973 path_denied |= tmp->path_denied;
974 move_type |= tmp->move_type;
975 stats.luck += tmp->stats.luck;
976 }
977
978 flag |= tmp->flag & copy_flags;
979
980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
981 SET_FLAG (this, FLAG_UNDEAD);
982
983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
984 {
985 SET_FLAG (this, FLAG_MAKE_INVIS);
986 invisible = 1;
987 }
988
989 if (tmp->stats.exp && tmp->type != SKILL)
990 {
991 if (tmp->stats.exp > 0)
992 {
993 added_speed += tmp->stats.exp / 3.f;
994 bonus_speed += tmp->stats.exp / 3.f + 1.f;
995 }
996 else
997 added_speed += tmp->stats.exp;
998 }
999
1000 switch (tmp->type)
1001 {
1002 /* skills modifying the character -b.t. */
1003 /* for all skills and skill granting objects */
1004 case SKILL:
1005 {
1006 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1007 break;
1008
1009 if (chosen_skill)
1010 {
1011 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1012 &name, &chosen_skill->name, &tmp->name);
1013
1014 tmp->flag [FLAG_APPLIED] = false;
1015 update_stats ();
1016 return;
1017 }
1018 else
1019 chosen_skill = tmp;
1020
1021 if (tmp->stats.dam > 0)
1022 { /* skill is a 'weapon' */
1023 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1024 weapon_speed = WEAPON_SPEED (tmp);
1025
1026 if (weapon_speed < 0)
1027 weapon_speed = 0;
1028
1029 weapon_weight = tmp->weight;
1030 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1031
1032 if (tmp->magic)
1033 stats.dam += tmp->magic;
1034 }
1035
1036 if (tmp->stats.wc)
1037 wc -= tmp->stats.wc + tmp->magic;
1038
1039 if (tmp->slaying)
1040 slaying = tmp->slaying;
1041
1042 if (tmp->stats.ac)
1043 ac -= tmp->stats.ac + tmp->magic;
1044
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1047 }
1048
1049 break;
1050
1051 case SHIELD:
1052 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1053 contr->encumbrance += (int) tmp->weight / 2000;
1054 case RING:
1055 case AMULET:
1056 case GIRDLE:
1057 case HELMET:
1058 case BOOTS:
1059 case GLOVES:
1060 case CLOAK:
1061 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic;
1063
1064 if (tmp->stats.dam)
1065 stats.dam += tmp->stats.dam + tmp->magic;
1066
1067 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic;
1069
1070 break;
1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1080 case BOW:
1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
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 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1158
1159 /* We've gone through all the objects the player has equipped. For many things, we
1160 * have generated intermediate values which we now need to assign.
1161 */
1162
1163 /* 'total resistance = total protections - total vulnerabilities'.
1164 * If there is an uncursed potion in effect, granting more protection
1165 * than that, we take: 'total resistance = resistance from potion'.
1166 * If there is a cursed (and no uncursed) potion in effect, we take
1167 * 'total resistance = vulnerability from cursed potion'.
1168 */
1169 for (int i = 0; i < NROFATTACKS; i++)
1170 {
1171 resist[i] = prot[i] - vuln[i];
1172
1173 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1174 resist[i] = potion_resist[i];
1175 }
1176
1177 if (type == PLAYER)
1178 {
1179 // clamp various player stats
1180 for (int i = 0; i < NUM_STATS; ++i)
1181 stats.stat (i) = stat_sum [i];
1182
1183 check_stat_bounds (&stats);
1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1187 /* Figure out the players sp/mana/hp totals. */
1188 int pl_level;
1189
1190 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1191
1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1194 */
1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1197 {
1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1199
1200 if (i % 2 && con_bonus[stats.Con] % 2)
1201 if (con_bonus[stats.Con] > 0)
1202 j++;
1203 else
1204 j--;
1205
1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1207 }
1208
1209 stats.maxhp += 2 * max (0, level - 10);
1210
1211 if (stats.hp > stats.maxhp)
1212 stats.hp = stats.maxhp;
1213
1214 /* Sp gain is controlled by the level of the player's
1215 * relevant experience object (mana_obj, see above)
1216 */
1217 /* following happen when skills system is not used */
1218 if (!mana_obj)
1219 mana_obj = this;
1220
1221 if (!grace_obj)
1222 grace_obj = this;
1223
1224 /* set maxsp */
1225 if (!mana_obj || !mana_obj->level || type != PLAYER)
1226 mana_obj = this;
1227
1228 if (mana_obj == this && type == PLAYER)
1229 stats.maxsp = 1;
1230 else
1231 {
1232 float sp_tmp = 0.f;
1233
1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1235 {
1236 float stmp;
1237
1238 /* Got some extra bonus at first level */
1239 if (i < 2)
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1241 else
1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1243
1244 sp_tmp += max (1.f, stmp);
1245 }
1246
1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1248 }
1249
1250 /* Characters can get their sp supercharged via rune of transferrance */
1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1252
1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1255 grace_obj = this;
1256
1257 if (grace_obj == this && type == PLAYER)
1258 stats.maxgrace = 1;
1259 else
1260 {
1261 /* store grace in a float - this way, the divisions below don't create
1262 * big jumps when you go from level to level - with int's, it then
1263 * becomes big jumps when the sums of the bonuses jump to the next
1264 * step of 8 - with floats, even fractional ones are useful.
1265 */
1266 float sp_tmp = 0.f;
1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1269 {
1270 float grace_tmp = 0.f;
1271
1272 /* Got some extra bonus at first level */
1273 if (i < 2)
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1275 else
1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1277
1278 sp_tmp += max (1.f, grace_tmp);
1279 }
1280
1281 /* two grace points per level after 10 */
1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1283 }
1284
1285 /* No limit on grace vs maxgrace */
1286
1287 if (contr->braced)
1288 {
1289 ac += 2;
1290 wc += 4;
1291 }
1292 else
1293 ac -= dex_bonus[stats.Dex];
1294
1295 /* In new exp/skills system, wc bonuses are related to
1296 * the players level in a relevant exp object (wc_obj)
1297 * not the general player level -b.t.
1298 * I changed this slightly so that wc bonuses are better
1299 * than before. This is to balance out the fact that
1300 * the player no longer gets a personal weapon w/ 1
1301 * improvement every level, now its fighterlevel/5. So
1302 * we give the player a bonus here in wc and dam
1303 * to make up for the change. Note that I left the
1304 * monster bonus the same as before. -b.t.
1305 */
1306 object *wc_obj = chosen_skill;
1307
1308 if (contr && wc_obj && wc_obj->level > 1)
1309 {
1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1312 for (int i = 1; i < wc_obj->level; i++)
1313 {
1314 /* additional wc every 6 levels */
1315 if (!(i % 6))
1316 wc--;
1317
1318 /* additional dam every 4 levels. */
1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1321 }
1322 }
1323 else
1324 wc -= level + thaco_bonus[stats.Str];
1325
1326 stats.dam += dam_bonus[stats.Str];
1327
1328 if (stats.dam < 1)
1329 stats.dam = 1;
1330
1331 speed = 1.f + speed_bonus[stats.Dex];
1332
1333 if (settings.search_items && contr->search_str[0])
1334 speed -= 1;
1335 } /* End if player */
1336
1337 if (added_speed >= 0)
1338 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */
1340 speed /= 1.f - added_speed;
1341
1342 /* Max is determined by armour */
1343 speed = min (speed, max_speed);
1344
1345 if (type == PLAYER)
1346 {
1347 /* f is a number the represents the number of kg above (positive num)
1348 * or below (negative number) that the player is carrying. If above
1349 * weight limit, then player suffers a speed reduction based on how
1350 * much above he is, and what is max carry is
1351 */
1352 float f = (carrying / 1000) - max_carry[stats.Str];
1353 if (f > 0.f)
1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1355 }
1356
1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1359
1360 /* Put a lower limit on speed. Note with this speed, you move once every
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */
1363 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364
1365 if (speed != old_speed)
1366 set_speed (speed);
1367
1368 if (type == PLAYER)
1369 {
1370 /* (This formula was made by vidarl@ifi.uio.no)
1371 * Note that we never used these values again - basically
1372 * all of these could be subbed into one big equation, but
1373 * that would just be a real pain to read.
1374 */
1375 float M = (max_carry[stats.Str] - 121) / 121.f;
1376 float M2 = max_carry[stats.Str] / 100.f;
1377 float W = weapon_weight / 20000.f;
1378 float s = (20 - weapon_speed) / 10.f;
1379 float D = (stats.Dex - 14) / 14.f;
1380 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1381
1382 K *= (4 + level) * 1.2f / (6 + level);
1383
1384 if (K <= 0.01f)
1385 K = 0.01f;
1386
1387 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1388 }
1389
1390 /* I want to limit the power of small monsters with big weapons: */
1391 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1392 stats.dam = arch->stats.dam * 3;
1393
1394 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1395 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1396
1397 /* if for some reason the creature doesn't have any move type,
1398 * give them walking as a default.
1399 * The second case is a special case - to more closely mimic the
1400 * old behaviour - if your flying, your not walking - just
1401 * one or the other.
1402 */
1403 if (move_type == 0)
1404 move_type = MOVE_WALK;
1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1406 move_type &= ~MOVE_WALK;
1407
1408 // now apply the new move_type
1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1411
1412 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now.
1414 */
1415 if (is_player ())
1416 contr->update_spells ();
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1421 }
1422
1423 void
1424 object::set_glow_radius (sint8 rad)
1425 {
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1431 {
1432 env->update_stats ();
1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1436 }
1437 }
1438
1439 /*
1440 * Returns true if the given player is a legal class.
1441 * The function to add and remove class-bonuses to the stats doesn't
1442 * check if the stat becomes negative, thus this function
1443 * merely checks that all stats are 1 or more, and returns
1444 * false otherwise.
1445 */
1446 int
1447 allowed_class (const object *op)
1448 {
1449 return op->stats.Dex > 0
1450 && op->stats.Str > 0
1451 && op->stats.Con > 0
1452 && op->stats.Int > 0
1453 && op->stats.Wis > 0
1454 && op->stats.Pow > 0
1455 && op->stats.Cha > 0;
1456 }
1457
1458 /*
1459 * set the new dragon name after gaining levels or
1460 * changing ability focus (later this can be extended to
1461 * eventually change the player's face and animation)
1462 */
1463 void
1464 set_dragon_name (object *pl, const object *abil, const object *skin)
1465 {
1466 int atnr = -1; /* attacknumber of highest level */
1467 int level = 0; /* highest level */
1468 int i;
1469
1470 /* Perhaps do something more clever? */
1471 if (!abil || !skin)
1472 return;
1473
1474 /* first, look for the highest level */
1475 for (i = 0; i < NROFATTACKS; i++)
1476 {
1477 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1478 {
1479 level = abil->resist[i];
1480 atnr = i;
1481 }
1482 }
1483
1484 /* now if there are equals at highest level, pick the one with focus,
1485 or else at random */
1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1487 atnr = abil->stats.exp;
1488
1489 /* now set the new title */
1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1494 else
1495 {
1496 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1500 }
1501
1502 strcpy (pl->contr->own_title, "");
1503 }
1504
1505 /*
1506 * This function is called when a dragon-player gains
1507 * an overall level. Here, the dragon might gain new abilities
1508 * or change the ability-focus.
1509 */
1510 static void
1511 dragon_level_gain (object *who)
1512 {
1513 object *abil = NULL; /* pointer to dragon ability force */
1514 object *skin = NULL; /* pointer to dragon skin force */
1515 object *tmp = NULL; /* tmp. object */
1516 char buf[MAX_BUF]; /* tmp. string buffer */
1517
1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1520 if (tmp->type == FORCE)
1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1522 abil = tmp;
1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1524 skin = tmp;
1525
1526 /* if the force is missing -> bail out */
1527 if (abil == NULL)
1528 return;
1529
1530 /* The ability_force keeps track of maximum level ever achieved.
1531 * New abilties can only be gained by surpassing this max level
1532 */
1533 if (who->level > abil->level)
1534 {
1535 /* increase our focused ability */
1536 abil->resist[abil->stats.exp]++;
1537
1538
1539 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1540 {
1541 /* time to hand out a new ability-gift */
1542 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1543 }
1544
1545 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1546 {
1547 /* apply new ability focus */
1548 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1549 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1550
1551 abil->stats.exp = abil->last_eat;
1552 abil->last_eat = 0;
1553 }
1554
1555 abil->level = who->level;
1556 }
1557
1558 /* last but not least, set the new title for the dragon */
1559 set_dragon_name (who, abil, skin);
1560 }
1561
1562 /* Handy function - given the skill name skill_name, we find the skill
1563 * archetype/object, set appropriate values, and insert it into
1564 * the object (op) that is passed.
1565 * We return the skill - this makes it easier for calling functions that
1566 * want to do something with it immediately.
1567 */
1568 object *
1569 give_skill_by_name (object *op, const char *skill_name)
1570 {
1571 object *skill_obj;
1572
1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1574 if (!skill_obj)
1575 {
1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1577 return NULL;
1578 }
1579
1580 /* clear the flag - exp goes into this bucket, but player
1581 * still doesn't know it.
1582 */
1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1584 skill_obj->stats.exp = 0;
1585 skill_obj->level = 1;
1586 op->insert (skill_obj);
1587
1588 if (player *pl = op->contr)
1589 pl->link_skills ();
1590
1591 return skill_obj;
1592 }
1593
1594 /* player_lvl_adj() - for the new exp system. we are concerned with
1595 * whether the player gets more hp, sp and new levels.
1596 * Note this this function should only be called for players. Monstes
1597 * don't really gain levels
1598 * who is the player, op is what we are checking to gain the level
1599 * (eg, skill)
1600 */
1601 void
1602 player_lvl_adj (object *who, object *op)
1603 {
1604 char buf[MAX_BUF];
1605 bool changed = false;
1606
1607 if (!op) /* when rolling stats */
1608 op = who;
1609
1610 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1611 {
1612 changed = true;
1613
1614 op->level++;
1615
1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1617 dragon_level_gain (who);
1618
1619 /* Only roll these if it is the player (who) that gained the level */
1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1621 {
1622 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1623 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1624 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1625 }
1626
1627 if (op->level > 1)
1628 {
1629 if (op->type != PLAYER)
1630 {
1631 who->contr->play_sound (sound_find ("skill_up"));
1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1633 }
1634 else
1635 {
1636 who->contr->play_sound (sound_find ("level_up"));
1637 sprintf (buf, "You are now level %d.", op->level);
1638 }
1639
1640 if (who)
1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1642 }
1643 }
1644
1645 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1646 {
1647 changed = true;
1648
1649 op->level--;
1650
1651 if (op->type != PLAYER)
1652 {
1653 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1655 }
1656 }
1657
1658 if (changed)
1659 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1660 }
1661
1662 /*
1663 * Returns how much experience is needed for a player to become
1664 * the given level. level should really never exceed max_level
1665 */
1666
1667 sint64
1668 level_exp (int level, double expmul)
1669 {
1670 if (level > settings.max_level)
1671 return (sint64) (expmul * levels[settings.max_level]);
1672
1673 return (sint64) (expmul * levels[level]);
1674 }
1675
1676 /*
1677 * Ensure that the permanent experience requirements in an exp object are met.
1678 * This really just checks 'op to make sure the perm_exp value is within
1679 * proper range. Note that the checking of what is passed through
1680 * has been reduced. Since there is now a proper field for perm_exp,
1681 * this can now work on a much larger set of objects.
1682 */
1683 void
1684 calc_perm_exp (object *op)
1685 {
1686 int p_exp_min;
1687
1688 /* Ensure that our permanent experience minimum is met.
1689 * permenent_exp_ratio is an integer percentage, we divide by 100
1690 * to get the fraction */
1691 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1692
1693 if (op->perm_exp < p_exp_min)
1694 op->perm_exp = p_exp_min;
1695
1696 /* Cap permanent experience. */
1697 if (op->perm_exp < 0)
1698 op->perm_exp = 0;
1699 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1700 op->perm_exp = MAX_EXPERIENCE;
1701 }
1702
1703 /* Add experience to a player - exp should only be positive.
1704 * Updates permanent exp for the skill we are adding to.
1705 * skill_name is the skill to add exp to. Skill name can be
1706 * NULL, in which case exp increases the players general
1707 * total, but not any particular skill.
1708 * flag is what to do if the player doesn't have the skill:
1709 */
1710 static void
1711 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1712 {
1713 object *skill_obj;
1714 sint64 limit, exp_to_add;
1715 int i;
1716
1717 /* prevents some forms of abuse. */
1718 if (op->contr->braced)
1719 exp /= 5;
1720
1721 /* Try to find the matching skill.
1722 * We do a shortcut/time saving mechanism first - see if it matches
1723 * chosen_skill. This means we don't need to search through
1724 * the players inventory.
1725 */
1726 skill_obj = 0;
1727
1728 if (skill_name)
1729 {
1730 skill_obj = op->contr->find_skill (skill_name);
1731
1732 /* Player doesn't have the skill. Check to see what to do, and give
1733 * it to the player if necessary
1734 */
1735 if (!skill_obj)
1736 {
1737 if (flag == SK_EXP_NONE)
1738 return;
1739
1740 if (flag == SK_EXP_ADD_SKILL)
1741 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 }
1744
1745 if (flag != SK_EXP_SKILL_ONLY)
1746 {
1747 /* Basically, you can never gain more experience in one shot
1748 * than half what you need to gain for next level.
1749 */
1750 exp_to_add = exp;
1751 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1752 if (exp_to_add > limit)
1753 exp_to_add = limit;
1754
1755 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1756 if (settings.permanent_exp_ratio)
1757 {
1758 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1759 calc_perm_exp (op);
1760 }
1761
1762 player_lvl_adj (op, NULL);
1763 }
1764
1765 if (skill_obj)
1766 {
1767 exp_to_add = exp;
1768 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1769 if (exp_to_add > limit)
1770 exp_to_add = limit;
1771
1772 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1773 if (settings.permanent_exp_ratio)
1774 {
1775 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1776 calc_perm_exp (skill_obj);
1777 }
1778
1779 player_lvl_adj (op, skill_obj);
1780 }
1781 }
1782
1783 /* This function checks to make sure that object 'op' can
1784 * lose 'exp' experience. It returns the amount of exp
1785 * object 'op' can in fact lose - it basically makes
1786 * adjustments based on permanent exp and the like.
1787 * This function should always be used for losing experience -
1788 * the 'exp' value passed should be positive - this is the
1789 * amount that should get subtract from the player.
1790 */
1791 static sint64
1792 check_exp_loss (const object *op, sint64 exp)
1793 {
1794 sint64 del_exp;
1795
1796 if (exp > op->stats.exp)
1797 exp = op->stats.exp;
1798
1799 if (settings.permanent_exp_ratio)
1800 {
1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1802
1803 if (del_exp < 0)
1804 del_exp = 0;
1805
1806 if (exp > del_exp)
1807 exp = del_exp;
1808 }
1809
1810 return exp;
1811 }
1812
1813 sint64
1814 check_exp_adjust (const object *op, sint64 exp)
1815 {
1816 if (exp < 0)
1817 return check_exp_loss (op, exp);
1818 else
1819 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1820 }
1821
1822 /* Subtracts experience from player.
1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1824 * only subtract from the matching skill. Otherwise,
1825 * this subtracts a portion from all
1826 * skills the player has. Eg, if we figure the player is losing 10%
1827 * of his total exp, what happens is he loses 10% from all his skills.
1828 * Note that if permanent exp is used, player may not in fact lose
1829 * as much as listed. Eg, if player has gotten reduced to the point
1830 * where everything is at the minimum perm exp, he would lose nothing.
1831 * exp is the amount of exp to subtract - thus, it should be
1832 * a postive number.
1833 */
1834 static void
1835 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1836 {
1837 float fraction = (float) exp / (float) op->stats.exp;
1838 object *tmp;
1839 sint64 del_exp;
1840
1841 for (tmp = op->inv; tmp; tmp = tmp->below)
1842 if (tmp->type == SKILL && tmp->stats.exp)
1843 {
1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1845 {
1846 del_exp = check_exp_loss (tmp, exp);
1847 tmp->stats.exp -= del_exp;
1848 player_lvl_adj (op, tmp);
1849 }
1850 else if (flag != SK_SUBTRACT_SKILL_EXP)
1851 {
1852 /* only want to process other skills if we are not trying
1853 * to match a specific skill.
1854 */
1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1856 tmp->stats.exp -= del_exp;
1857 player_lvl_adj (op, tmp);
1858 }
1859 }
1860
1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1862 {
1863 del_exp = check_exp_loss (op, exp);
1864 op->stats.exp -= del_exp;
1865 player_lvl_adj (op, NULL);
1866 }
1867 }
1868
1869 /* change_exp() - changes experience to a player/monster. This
1870 * does bounds checking to make sure we don't overflow the max exp.
1871 *
1872 * The exp passed is typically not modified much by this function -
1873 * it is assumed the caller has modified the exp as needed.
1874 * skill_name is the skill that should get the exp added.
1875 * flag is what to do if player doesn't have the skill.
1876 * these last two values are only used for players.
1877 */
1878 void
1879 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1880 {
1881 #ifdef EXP_DEBUG
1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1883 #endif
1884
1885 /* safety */
1886 if (!op)
1887 {
1888 LOG (llevError, "change_exp() called for null object!\n");
1889 return;
1890 }
1891
1892 /* if no change in exp, just return - most of the below code
1893 * won't do anything if the value is 0 anyways.
1894 */
1895 if (exp == 0)
1896 return;
1897
1898 /* Monsters are easy - we just adjust their exp - we
1899 * don't adjust level, since in most cases it is unrelated to
1900 * the exp they have - the monsters exp represents what its
1901 * worth.
1902 */
1903 if (op->type != PLAYER)
1904 {
1905 /* Sanity check */
1906 if (!QUERY_FLAG (op, FLAG_ALIVE))
1907 return;
1908
1909 /* reset exp to max allowed value. We subtract from
1910 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1911 * more than max exp, just return.
1912 */
1913 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1914 {
1915 exp = MAX_EXPERIENCE - op->stats.exp;
1916 if (exp < 0)
1917 return;
1918 }
1919
1920 op->stats.exp += exp;
1921 }
1922 else
1923 { /* Players only */
1924 if (exp > 0)
1925 add_player_exp (op, exp, skill_name, flag);
1926 else
1927 /* note that when you lose exp, it doesn't go against
1928 * a particular skill, so we don't need to pass that
1929 * along.
1930 */
1931 subtract_player_exp (op, abs (exp), skill_name, flag);
1932 }
1933 }
1934
1935 /* Applies a death penalty experience, the size of this is defined by the
1936 * settings death_penalty_percentage and death_penalty_levels, and by the
1937 * amount of permenent experience, whichever gives the lowest loss.
1938 */
1939 void
1940 apply_death_exp_penalty (object *op)
1941 {
1942 sint64 loss;
1943 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1944 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1945
1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->type == SKILL && tmp->stats.exp)
1948 {
1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1950 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1951
1952 /* With the revised exp system, you can get cases where
1953 * losing several levels would still require that you have more
1954 * exp than you currently have - this is true if the levels
1955 * tables is a lot harder.
1956 */
1957 if (level_loss < 0)
1958 level_loss = 0;
1959
1960 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1961
1962 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp);
1964 }
1965
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1968
1969 if (level_loss < 0)
1970 level_loss = 0;
1971
1972 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1973
1974 op->stats.exp -= loss;
1975 player_lvl_adj (op, NULL);
1976 }
1977
1978 /* This function takes an object (monster/player, op), and
1979 * determines if it makes a basic save throw by looking at the
1980 * save_throw table. level is the effective level to make
1981 * the save at, and bonus is any plus/bonus (typically based on
1982 * resistance to particular attacktype.
1983 * Returns 1 if op makes his save, 0 if he failed
1984 */
1985 int
1986 did_make_save (const object *op, int level, int bonus)
1987 {
1988 if (level > MAX_SAVE_LEVEL)
1989 level = MAX_SAVE_LEVEL;
1990
1991 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1992 return 0;
1993
1994 return 1;
1995 }