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Revision: 1.114
Committed: Sun Mar 28 18:44:21 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.113: +2 -2 lines
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# 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] = -1000;
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 max_it (potion_resist[i], tmp->resist[i]);
948 else if (tmp->type != POTION)
949 for (int i = 0; i < NROFATTACKS; i++)
950 if (tmp->resist[i] > 0)
951 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 else if (tmp->resist[i] < 0)
953 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
954
955 /* There may be other things that should not adjust the attacktype */
956 if (tmp->type != SYMPTOM)
957 {
958 attacktype |= tmp->attacktype;
959 path_attuned |= tmp->path_attuned;
960 path_repelled |= tmp->path_repelled;
961 path_denied |= tmp->path_denied;
962 move_type |= tmp->move_type;
963 stats.luck += tmp->stats.luck;
964 }
965
966 flag |= tmp->flag & copy_flags;
967
968 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
969 SET_FLAG (this, FLAG_UNDEAD);
970
971 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
972 {
973 SET_FLAG (this, FLAG_MAKE_INVIS);
974 invisible = 1;
975 }
976
977 if (tmp->stats.exp && tmp->type != SKILL)
978 {
979 if (tmp->stats.exp > 0)
980 {
981 added_speed += tmp->stats.exp / 3.f;
982 bonus_speed += tmp->stats.exp / 3.f + 1.f;
983 }
984 else
985 added_speed += tmp->stats.exp;
986 }
987
988 switch (tmp->type)
989 {
990 /* skills modifying the character -b.t. */
991 /* for all skills and skill granting objects */
992 case SKILL:
993 {
994 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
995 break;
996
997 if (chosen_skill)
998 {
999 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1000 &name, &chosen_skill->name, &tmp->name);
1001
1002 tmp->flag [FLAG_APPLIED] = false;
1003 update_stats ();
1004 return;
1005 }
1006 else
1007 chosen_skill = tmp;
1008
1009 if (tmp->stats.dam > 0)
1010 { /* skill is a 'weapon' */
1011 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012 weapon_speed = WEAPON_SPEED (tmp);
1013
1014 if (weapon_speed < 0)
1015 weapon_speed = 0;
1016
1017 weapon_weight = tmp->weight;
1018 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1019
1020 if (tmp->magic)
1021 stats.dam += tmp->magic;
1022 }
1023
1024 if (tmp->stats.wc)
1025 wc -= tmp->stats.wc + tmp->magic;
1026
1027 if (tmp->slaying)
1028 slaying = tmp->slaying;
1029
1030 if (tmp->stats.ac)
1031 ac -= tmp->stats.ac + tmp->magic;
1032
1033 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1034 contr->encumbrance += 3 * tmp->weight / 1000;
1035 }
1036
1037 break;
1038
1039 case SHIELD:
1040 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1041 contr->encumbrance += tmp->weight / 2000;
1042 //FALLTHROUGH
1043 case RING:
1044 case AMULET:
1045 case GIRDLE:
1046 case HELMET:
1047 case BOOTS:
1048 case GLOVES:
1049 case CLOAK:
1050 if (tmp->stats.wc)
1051 wc -= tmp->stats.wc + tmp->magic;
1052
1053 if (tmp->stats.dam)
1054 stats.dam += tmp->stats.dam + tmp->magic;
1055
1056 if (tmp->stats.ac)
1057 ac -= tmp->stats.ac + tmp->magic;
1058
1059 break;
1060
1061 case WAND:
1062 case ROD:
1063 case HORN:
1064 case SKILL_TOOL:
1065 if (type != PLAYER)
1066 chosen_skill = find_skill_by_name (this, tmp->skill);
1067 break;
1068
1069 case BOW:
1070 case WEAPON:
1071 if (type != PLAYER || current_weapon == tmp)
1072 {
1073 chosen_skill = find_skill_by_name (this, tmp->skill);
1074
1075 wc -= tmp->stats.wc + tmp->magic;
1076
1077 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1078 ac -= tmp->stats.ac + tmp->magic;
1079
1080 stats.dam += tmp->stats.dam + tmp->magic;
1081 weapon_weight = tmp->weight;
1082 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1083
1084 if (weapon_speed < 0)
1085 weapon_speed = 0;
1086
1087 slaying = tmp->slaying;
1088
1089 /* If there is desire that two handed weapons should do
1090 * extra strength damage, this is where the code should
1091 * go.
1092 */
1093
1094 if (type == PLAYER)
1095 if (settings.spell_encumbrance)
1096 contr->encumbrance += tmp->weight * 3 / 1000;
1097 }
1098
1099 break;
1100
1101 case ARMOUR: /* Only the best of these three are used: */
1102 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1103 contr->encumbrance += tmp->weight / 1000;
1104
1105 case BRACERS:
1106 case FORCE:
1107 if (tmp->stats.wc)
1108 {
1109 if (best_wc < tmp->stats.wc + tmp->magic)
1110 {
1111 wc += best_wc;
1112 best_wc = tmp->stats.wc + tmp->magic;
1113 }
1114 else
1115 wc += tmp->stats.wc + tmp->magic;
1116 }
1117
1118 if (tmp->stats.ac)
1119 {
1120 if (best_ac < tmp->stats.ac + tmp->magic)
1121 {
1122 ac += best_ac; /* Remove last bonus */
1123 best_ac = tmp->stats.ac + tmp->magic;
1124 }
1125 else /* To nullify the below effect */
1126 ac += tmp->stats.ac + tmp->magic;
1127 }
1128
1129 if (tmp->stats.wc)
1130 wc -= tmp->stats.wc + tmp->magic;
1131
1132 if (tmp->stats.ac)
1133 ac -= tmp->stats.ac + tmp->magic;
1134
1135 if (ARMOUR_SPEED (tmp))
1136 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1137
1138 break;
1139 } /* switch tmp->type */
1140 } /* item is equipped */
1141 } /* for loop of items */
1142
1143 if (type != PLAYER)
1144 this->chosen_skill = chosen_skill;
1145
1146 min_it (glow_radius, MAX_LIGHT_RADIUS);
1147
1148 /* We've gone through all the objects the player has equipped. For many things, we
1149 * have generated intermediate values which we now need to assign.
1150 */
1151
1152 /* 'total resistance = total protections - total vulnerabilities'.
1153 * If there is an uncursed potion in effect, granting more protection
1154 * than that, we take: 'total resistance = resistance from potion'.
1155 * If there is a cursed (and no uncursed) potion in effect, we take
1156 * 'total resistance = vulnerability from cursed potion'.
1157 */
1158 for (int i = 0; i < NROFATTACKS; i++)
1159 {
1160 resist[i] = prot[i] - vuln[i];
1161
1162 if (potion_resist[i] != -1000
1163 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1164 resist[i] = potion_resist[i];
1165 }
1166
1167 if (type == PLAYER)
1168 {
1169 // clamp various player stats
1170 for (int i = 0; i < NUM_STATS; ++i)
1171 stats.stat (i) = stat_sum [i];
1172
1173 check_stat_bounds (&stats);
1174
1175 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1176
1177 /* Figure out the players sp/mana/hp totals. */
1178 int pl_level;
1179
1180 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1181
1182 /* You basically get half a con bonus/level. But we do take into account rounding,
1183 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1184 */
1185 stats.maxhp = 0;
1186 for (int i = 1; i <= min (10, pl_level); i++)
1187 {
1188 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1189
1190 if (i % 2 && con_bonus[stats.Con] % 2)
1191 if (con_bonus[stats.Con] > 0)
1192 j++;
1193 else
1194 j--;
1195
1196 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1197 }
1198
1199 stats.maxhp += 2 * max (0, level - 10);
1200
1201 if (stats.hp > stats.maxhp)
1202 stats.hp = stats.maxhp;
1203
1204 /* Sp gain is controlled by the level of the player's
1205 * relevant experience object (mana_obj, see above)
1206 */
1207 /* following happen when skills system is not used */
1208 if (!mana_obj)
1209 mana_obj = this;
1210
1211 if (!grace_obj)
1212 grace_obj = this;
1213
1214 /* set maxsp */
1215 if (!mana_obj || !mana_obj->level || type != PLAYER)
1216 mana_obj = this;
1217
1218 if (mana_obj == this && type == PLAYER)
1219 stats.maxsp = 1;
1220 else
1221 {
1222 float sp_tmp = 0.f;
1223
1224 for (int i = 1; i <= min (10, mana_obj->level); i++)
1225 {
1226 float stmp;
1227
1228 /* Got some extra bonus at first level */
1229 if (i < 2)
1230 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1231 else
1232 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1233
1234 sp_tmp += max (1.f, stmp);
1235 }
1236
1237 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1238 }
1239
1240 /* Characters can get their sp supercharged via rune of transferrance */
1241 stats.sp = min (stats.sp, stats.maxsp * 2);
1242
1243 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1244 if (!grace_obj || !grace_obj->level || type != PLAYER)
1245 grace_obj = this;
1246
1247 if (grace_obj == this && type == PLAYER)
1248 stats.maxgrace = 1;
1249 else
1250 {
1251 /* store grace in a float - this way, the divisions below don't create
1252 * big jumps when you go from level to level - with int's, it then
1253 * becomes big jumps when the sums of the bonuses jump to the next
1254 * step of 8 - with floats, even fractional ones are useful.
1255 */
1256 float sp_tmp = 0.f;
1257
1258 for (int i = 1; i <= min (10, grace_obj->level); i++)
1259 {
1260 float grace_tmp = 0.f;
1261
1262 /* Got some extra bonus at first level */
1263 if (i < 2)
1264 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1265 else
1266 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1267
1268 sp_tmp += max (1.f, grace_tmp);
1269 }
1270
1271 /* two grace points per level after 10 */
1272 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1273 }
1274
1275 /* No limit on grace vs maxgrace */
1276
1277 if (contr->braced)
1278 {
1279 ac += 2;
1280 wc += 4;
1281 }
1282 else
1283 ac -= dex_bonus[stats.Dex];
1284
1285 /* In new exp/skills system, wc bonuses are related to
1286 * the players level in a relevant exp object (wc_obj)
1287 * not the general player level -b.t.
1288 * I changed this slightly so that wc bonuses are better
1289 * than before. This is to balance out the fact that
1290 * the player no longer gets a personal weapon w/ 1
1291 * improvement every level, now its fighterlevel/5. So
1292 * we give the player a bonus here in wc and dam
1293 * to make up for the change. Note that I left the
1294 * monster bonus the same as before. -b.t.
1295 */
1296 object *wc_obj = chosen_skill;
1297
1298 if (contr && wc_obj && wc_obj->level > 1)
1299 {
1300 wc -= wc_obj->level + thaco_bonus[stats.Str];
1301
1302 for (int i = 1; i < wc_obj->level; i++)
1303 {
1304 /* additional wc every 6 levels */
1305 if (!(i % 6))
1306 wc--;
1307
1308 /* additional dam every 4 levels. */
1309 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1310 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1311 }
1312 }
1313 else
1314 wc -= level + thaco_bonus[stats.Str];
1315
1316 stats.dam += dam_bonus[stats.Str];
1317
1318 if (stats.dam < 1)
1319 stats.dam = 1;
1320
1321 speed = 1.f + speed_bonus[stats.Dex];
1322
1323 if (settings.search_items && contr->search_str[0])
1324 speed -= 1;
1325 } /* End if player */
1326
1327 if (added_speed >= 0)
1328 speed += added_speed / 10.f;
1329 else /* Something wrong here...: */
1330 speed /= 1.f - added_speed;
1331
1332 /* Max is determined by armour */
1333 speed = min (speed, max_speed);
1334
1335 if (type == PLAYER)
1336 {
1337 /* f is a number the represents the number of kg above (positive num)
1338 * or below (negative number) that the player is carrying. If above
1339 * weight limit, then player suffers a speed reduction based on how
1340 * much above he is, and what is max carry is
1341 */
1342 float f = (carrying / 1000) - max_carry[stats.Str];
1343 if (f > 0.f)
1344 speed = speed / (1.f + f / max_carry[stats.Str]);
1345 }
1346
1347 speed += bonus_speed / 10.f; /* Not affected by limits */
1348 speed *= speed_reduce_from_disease;
1349
1350 /* Put a lower limit on speed. Note with this speed, you move once every
1351 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1352 */
1353 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1354
1355 if (speed != old_speed)
1356 set_speed (speed);
1357
1358 if (type == PLAYER)
1359 {
1360 /* (This formula was made by vidarl@ifi.uio.no)
1361 * Note that we never used these values again - basically
1362 * all of these could be subbed into one big equation, but
1363 * that would just be a real pain to read.
1364 */
1365 float M = (max_carry[stats.Str] - 121) / 121.f;
1366 float M2 = max_carry[stats.Str] / 100.f;
1367 float W = weapon_weight / 20000.f;
1368 float s = (20 - weapon_speed) / 10.f;
1369 float D = (stats.Dex - 14) / 14.f;
1370 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1371
1372 K *= (4 + level) * 1.2f / (6 + level);
1373
1374 if (K <= 0.01f)
1375 K = 0.01f;
1376
1377 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1378 }
1379
1380 /* I want to limit the power of small monsters with big weapons: */
1381 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1382 stats.dam = arch->stats.dam * 3;
1383
1384 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1385 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1386
1387 /* if for some reason the creature doesn't have any move type,
1388 * give them walking as a default.
1389 * The second case is a special case - to more closely mimic the
1390 * old behaviour - if your flying, your not walking - just
1391 * one or the other.
1392 */
1393 if (move_type == 0)
1394 move_type = MOVE_WALK;
1395 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1396 move_type &= ~MOVE_WALK;
1397
1398 // now apply the new move_type
1399 if (this->move_type != move_type)
1400 change_move_type (move_type);
1401
1402 /* It is quite possible that a player's spell costing might have changed,
1403 * so we will check that now.
1404 */
1405 if (is_player ())
1406 contr->update_spells ();
1407
1408 // update the mapspace, if we are on a map
1409 if (!flag [FLAG_REMOVED] && map)
1410 map->at (x, y).flags_ = 0;
1411 }
1412
1413 void
1414 object::set_glow_radius (sint8 rad)
1415 {
1416 glow_radius = rad;
1417
1418 if (is_on_map ())
1419 update_all_los (map, x, y);
1420 else if (object *env = outer_env ())
1421 {
1422 env->update_stats ();
1423
1424 if (env->is_on_map ())
1425 update_all_los (env->map, env->x, env->y);
1426 }
1427 }
1428
1429 /*
1430 * Returns true if the given player is a legal class.
1431 * The function to add and remove class-bonuses to the stats doesn't
1432 * check if the stat becomes negative, thus this function
1433 * merely checks that all stats are 1 or more, and returns
1434 * false otherwise.
1435 */
1436 int
1437 allowed_class (const object *op)
1438 {
1439 return op->stats.Dex > 0
1440 && op->stats.Str > 0
1441 && op->stats.Con > 0
1442 && op->stats.Int > 0
1443 && op->stats.Wis > 0
1444 && op->stats.Pow > 0
1445 && op->stats.Cha > 0;
1446 }
1447
1448 /*
1449 * set the new dragon name after gaining levels or
1450 * changing ability focus (later this can be extended to
1451 * eventually change the player's face and animation)
1452 */
1453 void
1454 set_dragon_name (object *pl, const object *abil, const object *skin)
1455 {
1456 int atnr = -1; /* attacknumber of highest level */
1457 int level = 0; /* highest level */
1458 int i;
1459
1460 /* Perhaps do something more clever? */
1461 if (!abil || !skin)
1462 return;
1463
1464 /* first, look for the highest level */
1465 for (i = 0; i < NROFATTACKS; i++)
1466 {
1467 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1468 {
1469 level = abil->resist[i];
1470 atnr = i;
1471 }
1472 }
1473
1474 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp;
1478
1479 /* now set the new title */
1480 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1481 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1482 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1483 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1484 else
1485 {
1486 /* special titles for extra high resistance! */
1487 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1488 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1489 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1490 }
1491
1492 strcpy (pl->contr->own_title, "");
1493 }
1494
1495 /*
1496 * This function is called when a dragon-player gains
1497 * an overall level. Here, the dragon might gain new abilities
1498 * or change the ability-focus.
1499 */
1500 static void
1501 dragon_level_gain (object *who)
1502 {
1503 object *abil = NULL; /* pointer to dragon ability force */
1504 object *skin = NULL; /* pointer to dragon skin force */
1505 object *tmp = NULL; /* tmp. object */
1506 char buf[MAX_BUF]; /* tmp. string buffer */
1507
1508 /* now grab the 'dragon_ability'-forces from the player's inventory */
1509 for (tmp = who->inv; tmp; tmp = tmp->below)
1510 if (tmp->type == FORCE)
1511 if (tmp->arch->archname == shstr_dragon_ability_force)
1512 abil = tmp;
1513 else if (tmp->arch->archname == shstr_dragon_skin_force)
1514 skin = tmp;
1515
1516 /* if the force is missing -> bail out */
1517 if (abil == NULL)
1518 return;
1519
1520 /* The ability_force keeps track of maximum level ever achieved.
1521 * New abilties can only be gained by surpassing this max level
1522 */
1523 if (who->level > abil->level)
1524 {
1525 /* increase our focused ability */
1526 abil->resist[abil->stats.exp]++;
1527
1528
1529 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1530 {
1531 /* time to hand out a new ability-gift */
1532 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1533 }
1534
1535 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1536 {
1537 /* apply new ability focus */
1538 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1539 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1540
1541 abil->stats.exp = abil->last_eat;
1542 abil->last_eat = 0;
1543 }
1544
1545 abil->level = who->level;
1546 }
1547
1548 /* last but not least, set the new title for the dragon */
1549 set_dragon_name (who, abil, skin);
1550 }
1551
1552 /* Handy function - given the skill name skill_name, we find the skill
1553 * archetype/object, set appropriate values, and insert it into
1554 * the object (op) that is passed.
1555 * We return the skill - this makes it easier for calling functions that
1556 * want to do something with it immediately.
1557 */
1558 object *
1559 give_skill_by_name (object *op, const char *skill_name)
1560 {
1561 object *skill_obj;
1562
1563 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1564 if (!skill_obj)
1565 {
1566 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1567 return NULL;
1568 }
1569
1570 /* clear the flag - exp goes into this bucket, but player
1571 * still doesn't know it.
1572 */
1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1574 skill_obj->stats.exp = 0;
1575 skill_obj->level = 1;
1576 op->insert (skill_obj);
1577
1578 if (player *pl = op->contr)
1579 pl->link_skills ();
1580
1581 return skill_obj;
1582 }
1583
1584 /* player_lvl_adj() - for the new exp system. we are concerned with
1585 * whether the player gets more hp, sp and new levels.
1586 * Note this this function should only be called for players. Monstes
1587 * don't really gain levels
1588 * who is the player, op is what we are checking to gain the level
1589 * (eg, skill)
1590 */
1591 void
1592 player_lvl_adj (object *who, object *op)
1593 {
1594 char buf[MAX_BUF];
1595 bool changed = false;
1596
1597 if (!op) /* when rolling stats */
1598 op = who;
1599
1600 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1601 {
1602 changed = true;
1603
1604 op->level++;
1605
1606 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1607 dragon_level_gain (who);
1608
1609 /* Only roll these if it is the player (who) that gained the level */
1610 if (op == who && (who->level < 11) && who->type == PLAYER)
1611 {
1612 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1613 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1614 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1615 }
1616
1617 if (op->level > 1)
1618 {
1619 if (op->type != PLAYER)
1620 {
1621 who->contr->play_sound (sound_find ("skill_up"));
1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1623 }
1624 else
1625 {
1626 who->contr->play_sound (sound_find ("level_up"));
1627 sprintf (buf, "You are now level %d.", op->level);
1628 }
1629
1630 if (who)
1631 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1632 }
1633 }
1634
1635 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1636 {
1637 changed = true;
1638
1639 op->level--;
1640
1641 if (op->type != PLAYER)
1642 {
1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1644 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1645 }
1646 }
1647
1648 if (changed)
1649 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1650 }
1651
1652 /*
1653 * Returns how much experience is needed for a player to become
1654 * the given level. level should really never exceed max_level
1655 */
1656
1657 sint64
1658 level_exp (int level, double expmul)
1659 {
1660 if (level > settings.max_level)
1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1663 return (sint64) (expmul * levels[level]);
1664 }
1665
1666 /*
1667 * Ensure that the permanent experience requirements in an exp object are met.
1668 * This really just checks 'op to make sure the perm_exp value is within
1669 * proper range. Note that the checking of what is passed through
1670 * has been reduced. Since there is now a proper field for perm_exp,
1671 * this can now work on a much larger set of objects.
1672 */
1673 void
1674 calc_perm_exp (object *op)
1675 {
1676 int p_exp_min;
1677
1678 /* Ensure that our permanent experience minimum is met.
1679 * permenent_exp_ratio is an integer percentage, we divide by 100
1680 * to get the fraction */
1681 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1682
1683 if (op->perm_exp < p_exp_min)
1684 op->perm_exp = p_exp_min;
1685
1686 /* Cap permanent experience. */
1687 if (op->perm_exp < 0)
1688 op->perm_exp = 0;
1689 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1690 op->perm_exp = MAX_EXPERIENCE;
1691 }
1692
1693 /* Add experience to a player - exp should only be positive.
1694 * Updates permanent exp for the skill we are adding to.
1695 * skill_name is the skill to add exp to. Skill name can be
1696 * NULL, in which case exp increases the players general
1697 * total, but not any particular skill.
1698 * flag is what to do if the player doesn't have the skill:
1699 */
1700 static void
1701 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702 {
1703 object *skill_obj;
1704 sint64 limit, exp_to_add;
1705 int i;
1706
1707 /* prevents some forms of abuse. */
1708 if (op->contr->braced)
1709 exp /= 5;
1710
1711 /* Try to find the matching skill.
1712 * We do a shortcut/time saving mechanism first - see if it matches
1713 * chosen_skill. This means we don't need to search through
1714 * the players inventory.
1715 */
1716 skill_obj = 0;
1717
1718 if (skill_name)
1719 {
1720 skill_obj = op->contr->find_skill (skill_name);
1721
1722 /* Player doesn't have the skill. Check to see what to do, and give
1723 * it to the player if necessary
1724 */
1725 if (!skill_obj)
1726 {
1727 if (flag == SK_EXP_NONE)
1728 return;
1729
1730 if (flag == SK_EXP_ADD_SKILL)
1731 skill_obj = give_skill_by_name (op, skill_name);
1732 }
1733 }
1734
1735 if (flag != SK_EXP_SKILL_ONLY)
1736 {
1737 /* Basically, you can never gain more experience in one shot
1738 * than half what you need to gain for next level.
1739 */
1740 exp_to_add = exp;
1741 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1742 if (exp_to_add > limit)
1743 exp_to_add = limit;
1744
1745 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1746 if (settings.permanent_exp_ratio)
1747 {
1748 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1749 calc_perm_exp (op);
1750 }
1751
1752 player_lvl_adj (op, NULL);
1753 }
1754
1755 if (skill_obj)
1756 {
1757 exp_to_add = exp;
1758 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1759 if (exp_to_add > limit)
1760 exp_to_add = limit;
1761
1762 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1763 if (settings.permanent_exp_ratio)
1764 {
1765 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1766 calc_perm_exp (skill_obj);
1767 }
1768
1769 player_lvl_adj (op, skill_obj);
1770 }
1771 }
1772
1773 /* This function checks to make sure that object 'op' can
1774 * lose 'exp' experience. It returns the amount of exp
1775 * object 'op' can in fact lose - it basically makes
1776 * adjustments based on permanent exp and the like.
1777 * This function should always be used for losing experience -
1778 * the 'exp' value passed should be positive - this is the
1779 * amount that should get subtract from the player.
1780 */
1781 static sint64
1782 check_exp_loss (const object *op, sint64 exp)
1783 {
1784 sint64 del_exp;
1785
1786 if (exp > op->stats.exp)
1787 exp = op->stats.exp;
1788
1789 if (settings.permanent_exp_ratio)
1790 {
1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1792
1793 if (del_exp < 0)
1794 del_exp = 0;
1795
1796 if (exp > del_exp)
1797 exp = del_exp;
1798 }
1799
1800 return exp;
1801 }
1802
1803 sint64
1804 check_exp_adjust (const object *op, sint64 exp)
1805 {
1806 if (exp < 0)
1807 return check_exp_loss (op, exp);
1808 else
1809 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1810 }
1811
1812 /* Subtracts experience from player.
1813 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1814 * only subtract from the matching skill. Otherwise,
1815 * this subtracts a portion from all
1816 * skills the player has. Eg, if we figure the player is losing 10%
1817 * of his total exp, what happens is he loses 10% from all his skills.
1818 * Note that if permanent exp is used, player may not in fact lose
1819 * as much as listed. Eg, if player has gotten reduced to the point
1820 * where everything is at the minimum perm exp, he would lose nothing.
1821 * exp is the amount of exp to subtract - thus, it should be
1822 * a postive number.
1823 */
1824 static void
1825 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1826 {
1827 float fraction = (float) exp / (float) op->stats.exp;
1828 object *tmp;
1829 sint64 del_exp;
1830
1831 for (tmp = op->inv; tmp; tmp = tmp->below)
1832 if (tmp->type == SKILL && tmp->stats.exp)
1833 {
1834 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1835 {
1836 del_exp = check_exp_loss (tmp, exp);
1837 tmp->stats.exp -= del_exp;
1838 player_lvl_adj (op, tmp);
1839 }
1840 else if (flag != SK_SUBTRACT_SKILL_EXP)
1841 {
1842 /* only want to process other skills if we are not trying
1843 * to match a specific skill.
1844 */
1845 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1846 tmp->stats.exp -= del_exp;
1847 player_lvl_adj (op, tmp);
1848 }
1849 }
1850
1851 if (flag != SK_SUBTRACT_SKILL_EXP)
1852 {
1853 del_exp = check_exp_loss (op, exp);
1854 op->stats.exp -= del_exp;
1855 player_lvl_adj (op, NULL);
1856 }
1857 }
1858
1859 /* change_exp() - changes experience to a player/monster. This
1860 * does bounds checking to make sure we don't overflow the max exp.
1861 *
1862 * The exp passed is typically not modified much by this function -
1863 * it is assumed the caller has modified the exp as needed.
1864 * skill_name is the skill that should get the exp added.
1865 * flag is what to do if player doesn't have the skill.
1866 * these last two values are only used for players.
1867 */
1868 void
1869 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1870 {
1871 #ifdef EXP_DEBUG
1872 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1873 #endif
1874
1875 /* safety */
1876 if (!op)
1877 {
1878 LOG (llevError, "change_exp() called for null object!\n");
1879 return;
1880 }
1881
1882 /* if no change in exp, just return - most of the below code
1883 * won't do anything if the value is 0 anyways.
1884 */
1885 if (exp == 0)
1886 return;
1887
1888 /* Monsters are easy - we just adjust their exp - we
1889 * don't adjust level, since in most cases it is unrelated to
1890 * the exp they have - the monsters exp represents what its
1891 * worth.
1892 */
1893 if (op->type != PLAYER)
1894 {
1895 /* Sanity check */
1896 if (!QUERY_FLAG (op, FLAG_ALIVE))
1897 return;
1898
1899 /* reset exp to max allowed value. We subtract from
1900 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1901 * more than max exp, just return.
1902 */
1903 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1904 {
1905 exp = MAX_EXPERIENCE - op->stats.exp;
1906 if (exp < 0)
1907 return;
1908 }
1909
1910 op->stats.exp += exp;
1911 }
1912 else
1913 { /* Players only */
1914 if (exp > 0)
1915 add_player_exp (op, exp, skill_name, flag);
1916 else
1917 /* note that when you lose exp, it doesn't go against
1918 * a particular skill, so we don't need to pass that
1919 * along.
1920 */
1921 subtract_player_exp (op, abs (exp), skill_name, flag);
1922 }
1923 }
1924
1925 /* Applies a death penalty experience, the size of this is defined by the
1926 * settings death_penalty_percentage and death_penalty_levels, and by the
1927 * amount of permenent experience, whichever gives the lowest loss.
1928 */
1929 void
1930 apply_death_exp_penalty (object *op)
1931 {
1932 sint64 loss;
1933 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1934 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1935
1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1937 if (tmp->type == SKILL && tmp->stats.exp)
1938 {
1939 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1940 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1941
1942 /* With the revised exp system, you can get cases where
1943 * losing several levels would still require that you have more
1944 * exp than you currently have - this is true if the levels
1945 * tables is a lot harder.
1946 */
1947 if (level_loss < 0)
1948 level_loss = 0;
1949
1950 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1951
1952 tmp->stats.exp -= loss;
1953 player_lvl_adj (op, tmp);
1954 }
1955
1956 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1957 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1958
1959 if (level_loss < 0)
1960 level_loss = 0;
1961
1962 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1963
1964 op->stats.exp -= loss;
1965 player_lvl_adj (op, NULL);
1966 }
1967
1968 /* This function takes an object (monster/player, op), and
1969 * determines if it makes a basic save throw by looking at the
1970 * save_throw table. level is the effective level to make
1971 * the save at, and bonus is any plus/bonus (typically based on
1972 * resistance to particular attacktype.
1973 * Returns 1 if op makes his save, 0 if he failed
1974 */
1975 int
1976 did_make_save (const object *op, int level, int bonus)
1977 {
1978 if (level > MAX_SAVE_LEVEL)
1979 level = MAX_SAVE_LEVEL;
1980
1981 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1982 return 0;
1983
1984 return 1;
1985 }