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Revision: 1.112
Committed: Sun Mar 28 16:41:45 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.111: +18 -20 lines
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µopt

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 (tmp->flag [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 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939
940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken.
944 */
945 if (tmp->type == POTION_EFFECT)
946 for (int i = 0; i < NROFATTACKS; i++)
947 {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialised to zero.
950 // TODO: this is askign for a magic marker optimisation
951 */
952 if (potion_resist[i])
953 max_it (potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
957 else if (tmp->type != POTION)
958 for (int i = 0; i < NROFATTACKS; i++)
959 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963
964 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type != SYMPTOM)
966 {
967 attacktype |= tmp->attacktype;
968 path_attuned |= tmp->path_attuned;
969 path_repelled |= tmp->path_repelled;
970 path_denied |= tmp->path_denied;
971 move_type |= tmp->move_type;
972 stats.luck += tmp->stats.luck;
973 }
974
975 flag |= tmp->flag & copy_flags;
976
977 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
978 SET_FLAG (this, FLAG_UNDEAD);
979
980 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
981 {
982 SET_FLAG (this, FLAG_MAKE_INVIS);
983 invisible = 1;
984 }
985
986 if (tmp->stats.exp && tmp->type != SKILL)
987 {
988 if (tmp->stats.exp > 0)
989 {
990 added_speed += tmp->stats.exp / 3.f;
991 bonus_speed += tmp->stats.exp / 3.f + 1.f;
992 }
993 else
994 added_speed += tmp->stats.exp;
995 }
996
997 switch (tmp->type)
998 {
999 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */
1001 case SKILL:
1002 {
1003 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1004 break;
1005
1006 if (chosen_skill)
1007 {
1008 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1009 &name, &chosen_skill->name, &tmp->name);
1010
1011 tmp->flag [FLAG_APPLIED] = false;
1012 update_stats ();
1013 return;
1014 }
1015 else
1016 chosen_skill = tmp;
1017
1018 if (tmp->stats.dam > 0)
1019 { /* skill is a 'weapon' */
1020 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1021 weapon_speed = WEAPON_SPEED (tmp);
1022
1023 if (weapon_speed < 0)
1024 weapon_speed = 0;
1025
1026 weapon_weight = tmp->weight;
1027 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1028
1029 if (tmp->magic)
1030 stats.dam += tmp->magic;
1031 }
1032
1033 if (tmp->stats.wc)
1034 wc -= tmp->stats.wc + tmp->magic;
1035
1036 if (tmp->slaying)
1037 slaying = tmp->slaying;
1038
1039 if (tmp->stats.ac)
1040 ac -= tmp->stats.ac + tmp->magic;
1041
1042 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 contr->encumbrance += 3 * tmp->weight / 1000;
1044 }
1045
1046 break;
1047
1048 case SHIELD:
1049 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1050 contr->encumbrance += tmp->weight / 2000;
1051 //FALLTHROUGH
1052 case RING:
1053 case AMULET:
1054 case GIRDLE:
1055 case HELMET:
1056 case BOOTS:
1057 case GLOVES:
1058 case CLOAK:
1059 if (tmp->stats.wc)
1060 wc -= tmp->stats.wc + tmp->magic;
1061
1062 if (tmp->stats.dam)
1063 stats.dam += tmp->stats.dam + tmp->magic;
1064
1065 if (tmp->stats.ac)
1066 ac -= tmp->stats.ac + tmp->magic;
1067
1068 break;
1069
1070 case WAND:
1071 case ROD:
1072 case HORN:
1073 case SKILL_TOOL:
1074 if (type != PLAYER)
1075 chosen_skill = find_skill_by_name (this, tmp->skill);
1076 break;
1077
1078 case BOW:
1079 case WEAPON:
1080 if (type != PLAYER || current_weapon == tmp)
1081 {
1082 chosen_skill = find_skill_by_name (this, tmp->skill);
1083
1084 wc -= tmp->stats.wc + tmp->magic;
1085
1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087 ac -= tmp->stats.ac + tmp->magic;
1088
1089 stats.dam += tmp->stats.dam + tmp->magic;
1090 weapon_weight = tmp->weight;
1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092
1093 if (weapon_speed < 0)
1094 weapon_speed = 0;
1095
1096 slaying = tmp->slaying;
1097
1098 /* If there is desire that two handed weapons should do
1099 * extra strength damage, this is where the code should
1100 * go.
1101 */
1102
1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1107
1108 break;
1109
1110 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1112 contr->encumbrance += tmp->weight / 1000;
1113
1114 case BRACERS:
1115 case FORCE:
1116 if (tmp->stats.wc)
1117 {
1118 if (best_wc < tmp->stats.wc + tmp->magic)
1119 {
1120 wc += best_wc;
1121 best_wc = tmp->stats.wc + tmp->magic;
1122 }
1123 else
1124 wc += tmp->stats.wc + tmp->magic;
1125 }
1126
1127 if (tmp->stats.ac)
1128 {
1129 if (best_ac < tmp->stats.ac + tmp->magic)
1130 {
1131 ac += best_ac; /* Remove last bonus */
1132 best_ac = tmp->stats.ac + tmp->magic;
1133 }
1134 else /* To nullify the below effect */
1135 ac += tmp->stats.ac + tmp->magic;
1136 }
1137
1138 if (tmp->stats.wc)
1139 wc -= tmp->stats.wc + tmp->magic;
1140
1141 if (tmp->stats.ac)
1142 ac -= tmp->stats.ac + tmp->magic;
1143
1144 if (ARMOUR_SPEED (tmp))
1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146
1147 break;
1148 } /* switch tmp->type */
1149 } /* item is equipped */
1150 } /* for loop of items */
1151
1152 if (type != PLAYER)
1153 this->chosen_skill = chosen_skill;
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1156
1157 /* We've gone through all the objects the player has equipped. For many things, we
1158 * have generated intermediate values which we now need to assign.
1159 */
1160
1161 /* 'total resistance = total protections - total vulnerabilities'.
1162 * If there is an uncursed potion in effect, granting more protection
1163 * than that, we take: 'total resistance = resistance from potion'.
1164 * If there is a cursed (and no uncursed) potion in effect, we take
1165 * 'total resistance = vulnerability from cursed potion'.
1166 */
1167 for (int i = 0; i < NROFATTACKS; i++)
1168 {
1169 resist[i] = prot[i] - vuln[i];
1170
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1185 /* Figure out the players sp/mana/hp totals. */
1186 int pl_level;
1187
1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */
1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 {
1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0)
1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 stats.maxhp += 2 * max (0, level - 10);
1208
1209 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp;
1211
1212 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above)
1214 */
1215 /* following happen when skills system is not used */
1216 if (!mana_obj)
1217 mana_obj = this;
1218
1219 if (!grace_obj)
1220 grace_obj = this;
1221
1222 /* set maxsp */
1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224 mana_obj = this;
1225
1226 if (mana_obj == this && type == PLAYER)
1227 stats.maxsp = 1;
1228 else
1229 {
1230 float sp_tmp = 0.f;
1231
1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 {
1234 float stmp;
1235
1236 /* Got some extra bonus at first level */
1237 if (i < 2)
1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 else
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241
1242 sp_tmp += max (1.f, stmp);
1243 }
1244
1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 }
1247
1248 /* Characters can get their sp supercharged via rune of transferrance */
1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1250
1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253 grace_obj = this;
1254
1255 if (grace_obj == this && type == PLAYER)
1256 stats.maxgrace = 1;
1257 else
1258 {
1259 /* store grace in a float - this way, the divisions below don't create
1260 * big jumps when you go from level to level - with int's, it then
1261 * becomes big jumps when the sums of the bonuses jump to the next
1262 * step of 8 - with floats, even fractional ones are useful.
1263 */
1264 float sp_tmp = 0.f;
1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 {
1268 float grace_tmp = 0.f;
1269
1270 /* Got some extra bonus at first level */
1271 if (i < 2)
1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 else
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275
1276 sp_tmp += max (1.f, grace_tmp);
1277 }
1278
1279 /* two grace points per level after 10 */
1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 }
1282
1283 /* No limit on grace vs maxgrace */
1284
1285 if (contr->braced)
1286 {
1287 ac += 2;
1288 wc += 4;
1289 }
1290 else
1291 ac -= dex_bonus[stats.Dex];
1292
1293 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t.
1303 */
1304 object *wc_obj = chosen_skill;
1305
1306 if (contr && wc_obj && wc_obj->level > 1)
1307 {
1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1310 for (int i = 1; i < wc_obj->level; i++)
1311 {
1312 /* additional wc every 6 levels */
1313 if (!(i % 6))
1314 wc--;
1315
1316 /* additional dam every 4 levels. */
1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 }
1320 }
1321 else
1322 wc -= level + thaco_bonus[stats.Str];
1323
1324 stats.dam += dam_bonus[stats.Str];
1325
1326 if (stats.dam < 1)
1327 stats.dam = 1;
1328
1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1;
1333 } /* End if player */
1334
1335 if (added_speed >= 0)
1336 speed += added_speed / 10.f;
1337 else /* Something wrong here...: */
1338 speed /= 1.f - added_speed;
1339
1340 /* Max is determined by armour */
1341 speed = min (speed, max_speed);
1342
1343 if (type == PLAYER)
1344 {
1345 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is
1349 */
1350 float f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 }
1354
1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1357
1358 /* Put a lower limit on speed. Note with this speed, you move once every
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */
1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362
1363 if (speed != old_speed)
1364 set_speed (speed);
1365
1366 if (type == PLAYER)
1367 {
1368 /* (This formula was made by vidarl@ifi.uio.no)
1369 * Note that we never used these values again - basically
1370 * all of these could be subbed into one big equation, but
1371 * that would just be a real pain to read.
1372 */
1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1374 float M2 = max_carry[stats.Str] / 100.f;
1375 float W = weapon_weight / 20000.f;
1376 float s = (20 - weapon_speed) / 10.f;
1377 float D = (stats.Dex - 14) / 14.f;
1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1382 if (K <= 0.01f)
1383 K = 0.01f;
1384
1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1386 }
1387
1388 /* I want to limit the power of small monsters with big weapons: */
1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1390 stats.dam = arch->stats.dam * 3;
1391
1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1394
1395 /* if for some reason the creature doesn't have any move type,
1396 * give them walking as a default.
1397 * The second case is a special case - to more closely mimic the
1398 * old behaviour - if your flying, your not walking - just
1399 * one or the other.
1400 */
1401 if (move_type == 0)
1402 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK;
1405
1406 // now apply the new move_type
1407 if (this->move_type != move_type)
1408 change_move_type (move_type);
1409
1410 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now.
1412 */
1413 if (is_player ())
1414 contr->update_spells ();
1415
1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0;
1419 }
1420
1421 void
1422 object::set_glow_radius (sint8 rad)
1423 {
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1435 }
1436
1437 /*
1438 * Returns true if the given player is a legal class.
1439 * The function to add and remove class-bonuses to the stats doesn't
1440 * check if the stat becomes negative, thus this function
1441 * merely checks that all stats are 1 or more, and returns
1442 * false otherwise.
1443 */
1444 int
1445 allowed_class (const object *op)
1446 {
1447 return op->stats.Dex > 0
1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1454 }
1455
1456 /*
1457 * set the new dragon name after gaining levels or
1458 * changing ability focus (later this can be extended to
1459 * eventually change the player's face and animation)
1460 */
1461 void
1462 set_dragon_name (object *pl, const object *abil, const object *skin)
1463 {
1464 int atnr = -1; /* attacknumber of highest level */
1465 int level = 0; /* highest level */
1466 int i;
1467
1468 /* Perhaps do something more clever? */
1469 if (!abil || !skin)
1470 return;
1471
1472 /* first, look for the highest level */
1473 for (i = 0; i < NROFATTACKS; i++)
1474 {
1475 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1476 {
1477 level = abil->resist[i];
1478 atnr = i;
1479 }
1480 }
1481
1482 /* now if there are equals at highest level, pick the one with focus,
1483 or else at random */
1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 atnr = abil->stats.exp;
1486
1487 /* now set the new title */
1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else
1493 {
1494 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1498 }
1499
1500 strcpy (pl->contr->own_title, "");
1501 }
1502
1503 /*
1504 * This function is called when a dragon-player gains
1505 * an overall level. Here, the dragon might gain new abilities
1506 * or change the ability-focus.
1507 */
1508 static void
1509 dragon_level_gain (object *who)
1510 {
1511 object *abil = NULL; /* pointer to dragon ability force */
1512 object *skin = NULL; /* pointer to dragon skin force */
1513 object *tmp = NULL; /* tmp. object */
1514 char buf[MAX_BUF]; /* tmp. string buffer */
1515
1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1518 if (tmp->type == FORCE)
1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1520 abil = tmp;
1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1522 skin = tmp;
1523
1524 /* if the force is missing -> bail out */
1525 if (abil == NULL)
1526 return;
1527
1528 /* The ability_force keeps track of maximum level ever achieved.
1529 * New abilties can only be gained by surpassing this max level
1530 */
1531 if (who->level > abil->level)
1532 {
1533 /* increase our focused ability */
1534 abil->resist[abil->stats.exp]++;
1535
1536
1537 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1538 {
1539 /* time to hand out a new ability-gift */
1540 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1541 }
1542
1543 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1544 {
1545 /* apply new ability focus */
1546 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1547 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1548
1549 abil->stats.exp = abil->last_eat;
1550 abil->last_eat = 0;
1551 }
1552
1553 abil->level = who->level;
1554 }
1555
1556 /* last but not least, set the new title for the dragon */
1557 set_dragon_name (who, abil, skin);
1558 }
1559
1560 /* Handy function - given the skill name skill_name, we find the skill
1561 * archetype/object, set appropriate values, and insert it into
1562 * the object (op) that is passed.
1563 * We return the skill - this makes it easier for calling functions that
1564 * want to do something with it immediately.
1565 */
1566 object *
1567 give_skill_by_name (object *op, const char *skill_name)
1568 {
1569 object *skill_obj;
1570
1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1572 if (!skill_obj)
1573 {
1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1575 return NULL;
1576 }
1577
1578 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it.
1580 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1;
1584 op->insert (skill_obj);
1585
1586 if (player *pl = op->contr)
1587 pl->link_skills ();
1588
1589 return skill_obj;
1590 }
1591
1592 /* player_lvl_adj() - for the new exp system. we are concerned with
1593 * whether the player gets more hp, sp and new levels.
1594 * Note this this function should only be called for players. Monstes
1595 * don't really gain levels
1596 * who is the player, op is what we are checking to gain the level
1597 * (eg, skill)
1598 */
1599 void
1600 player_lvl_adj (object *who, object *op)
1601 {
1602 char buf[MAX_BUF];
1603 bool changed = false;
1604
1605 if (!op) /* when rolling stats */
1606 op = who;
1607
1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 {
1610 changed = true;
1611
1612 op->level++;
1613
1614 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1615 dragon_level_gain (who);
1616
1617 /* Only roll these if it is the player (who) that gained the level */
1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 {
1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623 }
1624
1625 if (op->level > 1)
1626 {
1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1637
1638 if (who)
1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640 }
1641 }
1642
1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1644 {
1645 changed = true;
1646
1647 op->level--;
1648
1649 if (op->type != PLAYER)
1650 {
1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 }
1654 }
1655
1656 if (changed)
1657 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 }
1659
1660 /*
1661 * Returns how much experience is needed for a player to become
1662 * the given level. level should really never exceed max_level
1663 */
1664
1665 sint64
1666 level_exp (int level, double expmul)
1667 {
1668 if (level > settings.max_level)
1669 return (sint64) (expmul * levels[settings.max_level]);
1670
1671 return (sint64) (expmul * levels[level]);
1672 }
1673
1674 /*
1675 * Ensure that the permanent experience requirements in an exp object are met.
1676 * This really just checks 'op to make sure the perm_exp value is within
1677 * proper range. Note that the checking of what is passed through
1678 * has been reduced. Since there is now a proper field for perm_exp,
1679 * this can now work on a much larger set of objects.
1680 */
1681 void
1682 calc_perm_exp (object *op)
1683 {
1684 int p_exp_min;
1685
1686 /* Ensure that our permanent experience minimum is met.
1687 * permenent_exp_ratio is an integer percentage, we divide by 100
1688 * to get the fraction */
1689 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1690
1691 if (op->perm_exp < p_exp_min)
1692 op->perm_exp = p_exp_min;
1693
1694 /* Cap permanent experience. */
1695 if (op->perm_exp < 0)
1696 op->perm_exp = 0;
1697 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1698 op->perm_exp = MAX_EXPERIENCE;
1699 }
1700
1701 /* Add experience to a player - exp should only be positive.
1702 * Updates permanent exp for the skill we are adding to.
1703 * skill_name is the skill to add exp to. Skill name can be
1704 * NULL, in which case exp increases the players general
1705 * total, but not any particular skill.
1706 * flag is what to do if the player doesn't have the skill:
1707 */
1708 static void
1709 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1710 {
1711 object *skill_obj;
1712 sint64 limit, exp_to_add;
1713 int i;
1714
1715 /* prevents some forms of abuse. */
1716 if (op->contr->braced)
1717 exp /= 5;
1718
1719 /* Try to find the matching skill.
1720 * We do a shortcut/time saving mechanism first - see if it matches
1721 * chosen_skill. This means we don't need to search through
1722 * the players inventory.
1723 */
1724 skill_obj = 0;
1725
1726 if (skill_name)
1727 {
1728 skill_obj = op->contr->find_skill (skill_name);
1729
1730 /* Player doesn't have the skill. Check to see what to do, and give
1731 * it to the player if necessary
1732 */
1733 if (!skill_obj)
1734 {
1735 if (flag == SK_EXP_NONE)
1736 return;
1737
1738 if (flag == SK_EXP_ADD_SKILL)
1739 skill_obj = give_skill_by_name (op, skill_name);
1740 }
1741 }
1742
1743 if (flag != SK_EXP_SKILL_ONLY)
1744 {
1745 /* Basically, you can never gain more experience in one shot
1746 * than half what you need to gain for next level.
1747 */
1748 exp_to_add = exp;
1749 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1750 if (exp_to_add > limit)
1751 exp_to_add = limit;
1752
1753 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1754 if (settings.permanent_exp_ratio)
1755 {
1756 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1757 calc_perm_exp (op);
1758 }
1759
1760 player_lvl_adj (op, NULL);
1761 }
1762
1763 if (skill_obj)
1764 {
1765 exp_to_add = exp;
1766 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1767 if (exp_to_add > limit)
1768 exp_to_add = limit;
1769
1770 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1771 if (settings.permanent_exp_ratio)
1772 {
1773 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1774 calc_perm_exp (skill_obj);
1775 }
1776
1777 player_lvl_adj (op, skill_obj);
1778 }
1779 }
1780
1781 /* This function checks to make sure that object 'op' can
1782 * lose 'exp' experience. It returns the amount of exp
1783 * object 'op' can in fact lose - it basically makes
1784 * adjustments based on permanent exp and the like.
1785 * This function should always be used for losing experience -
1786 * the 'exp' value passed should be positive - this is the
1787 * amount that should get subtract from the player.
1788 */
1789 static sint64
1790 check_exp_loss (const object *op, sint64 exp)
1791 {
1792 sint64 del_exp;
1793
1794 if (exp > op->stats.exp)
1795 exp = op->stats.exp;
1796
1797 if (settings.permanent_exp_ratio)
1798 {
1799 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1800
1801 if (del_exp < 0)
1802 del_exp = 0;
1803
1804 if (exp > del_exp)
1805 exp = del_exp;
1806 }
1807
1808 return exp;
1809 }
1810
1811 sint64
1812 check_exp_adjust (const object *op, sint64 exp)
1813 {
1814 if (exp < 0)
1815 return check_exp_loss (op, exp);
1816 else
1817 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1818 }
1819
1820 /* Subtracts experience from player.
1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all
1824 * skills the player has. Eg, if we figure the player is losing 10%
1825 * of his total exp, what happens is he loses 10% from all his skills.
1826 * Note that if permanent exp is used, player may not in fact lose
1827 * as much as listed. Eg, if player has gotten reduced to the point
1828 * where everything is at the minimum perm exp, he would lose nothing.
1829 * exp is the amount of exp to subtract - thus, it should be
1830 * a postive number.
1831 */
1832 static void
1833 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1834 {
1835 float fraction = (float) exp / (float) op->stats.exp;
1836 object *tmp;
1837 sint64 del_exp;
1838
1839 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp)
1841 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 {
1844 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp);
1847 }
1848 else if (flag != SK_SUBTRACT_SKILL_EXP)
1849 {
1850 /* only want to process other skills if we are not trying
1851 * to match a specific skill.
1852 */
1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1854 tmp->stats.exp -= del_exp;
1855 player_lvl_adj (op, tmp);
1856 }
1857 }
1858
1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1860 {
1861 del_exp = check_exp_loss (op, exp);
1862 op->stats.exp -= del_exp;
1863 player_lvl_adj (op, NULL);
1864 }
1865 }
1866
1867 /* change_exp() - changes experience to a player/monster. This
1868 * does bounds checking to make sure we don't overflow the max exp.
1869 *
1870 * The exp passed is typically not modified much by this function -
1871 * it is assumed the caller has modified the exp as needed.
1872 * skill_name is the skill that should get the exp added.
1873 * flag is what to do if player doesn't have the skill.
1874 * these last two values are only used for players.
1875 */
1876 void
1877 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1878 {
1879 #ifdef EXP_DEBUG
1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1881 #endif
1882
1883 /* safety */
1884 if (!op)
1885 {
1886 LOG (llevError, "change_exp() called for null object!\n");
1887 return;
1888 }
1889
1890 /* if no change in exp, just return - most of the below code
1891 * won't do anything if the value is 0 anyways.
1892 */
1893 if (exp == 0)
1894 return;
1895
1896 /* Monsters are easy - we just adjust their exp - we
1897 * don't adjust level, since in most cases it is unrelated to
1898 * the exp they have - the monsters exp represents what its
1899 * worth.
1900 */
1901 if (op->type != PLAYER)
1902 {
1903 /* Sanity check */
1904 if (!QUERY_FLAG (op, FLAG_ALIVE))
1905 return;
1906
1907 /* reset exp to max allowed value. We subtract from
1908 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1909 * more than max exp, just return.
1910 */
1911 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1912 {
1913 exp = MAX_EXPERIENCE - op->stats.exp;
1914 if (exp < 0)
1915 return;
1916 }
1917
1918 op->stats.exp += exp;
1919 }
1920 else
1921 { /* Players only */
1922 if (exp > 0)
1923 add_player_exp (op, exp, skill_name, flag);
1924 else
1925 /* note that when you lose exp, it doesn't go against
1926 * a particular skill, so we don't need to pass that
1927 * along.
1928 */
1929 subtract_player_exp (op, abs (exp), skill_name, flag);
1930 }
1931 }
1932
1933 /* Applies a death penalty experience, the size of this is defined by the
1934 * settings death_penalty_percentage and death_penalty_levels, and by the
1935 * amount of permenent experience, whichever gives the lowest loss.
1936 */
1937 void
1938 apply_death_exp_penalty (object *op)
1939 {
1940 sint64 loss;
1941 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1942 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1943
1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->type == SKILL && tmp->stats.exp)
1946 {
1947 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1948 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1949
1950 /* With the revised exp system, you can get cases where
1951 * losing several levels would still require that you have more
1952 * exp than you currently have - this is true if the levels
1953 * tables is a lot harder.
1954 */
1955 if (level_loss < 0)
1956 level_loss = 0;
1957
1958 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1959
1960 tmp->stats.exp -= loss;
1961 player_lvl_adj (op, tmp);
1962 }
1963
1964 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1965 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1966
1967 if (level_loss < 0)
1968 level_loss = 0;
1969
1970 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1971
1972 op->stats.exp -= loss;
1973 player_lvl_adj (op, NULL);
1974 }
1975
1976 /* This function takes an object (monster/player, op), and
1977 * determines if it makes a basic save throw by looking at the
1978 * save_throw table. level is the effective level to make
1979 * the save at, and bonus is any plus/bonus (typically based on
1980 * resistance to particular attacktype.
1981 * Returns 1 if op makes his save, 0 if he failed
1982 */
1983 int
1984 did_make_save (const object *op, int level, int bonus)
1985 {
1986 if (level > MAX_SAVE_LEVEL)
1987 level = MAX_SAVE_LEVEL;
1988
1989 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1990 return 0;
1991
1992 return 1;
1993 }