ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.97
Committed: Fri Aug 28 22:19:38 2009 UTC (14 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80
Changes since 1.96: +0 -3 lines
Log Message:
removed attacktype == 0 check in update_stats.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25
26 /* Handy little macro that adds exp and keeps it within bounds. Since
27 * we are now using 64 bit values, I'm not all concerned about overflow issues
28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
29 */
30 #define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
31
32 static const int con_bonus[MAX_STAT + 1] = {
33 -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,
34 22, 25, 30, 40, 50
35 };
36
37 /* changed the name of this to "sp_bonus" from "int_bonus"
38 * because Pow can now be the stat that controls spellpoint
39 * advancement. -b.t.
40 */
41 static const int sp_bonus[MAX_STAT + 1] = {
42 -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,
43 30, 40, 50, 70, 100
44 };
45
46 static const int grace_bonus[MAX_STAT + 1] = {
47 -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,
48 30, 40, 50, 70, 100
49 };
50
51 /* 0.92.7 Changed way charisma works. Values now
52 * represent how much more it costs to buy something than to sell it
53 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
54 * would only get 5 gp when you sell.) Let query_cost do the calculations
55 * on how to really do this. Buy keeping it this simple number, it is
56 * much easier to know how things will be influenced. A value of '1' means
57 * buying and selling is both the same value - any value less than or equal
58 * to 1 should not be used.
59 * At least as of now, the only place that uses this code is query_cost,
60 * in server/shop.c. This bonus is split evenly between buying and selling
61 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
62 * at .667
63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
64 * it is 1-diff
65 */
66
67 const float cha_bonus[MAX_STAT + 1] = { 10.0,
68 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
69 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
70 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
71 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
72 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
73 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
74 };
75
76 const int dex_bonus[MAX_STAT + 1] = {
77 -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
78 };
79
80 /* speed_bonus uses dex as its stat */
81 const float speed_bonus[MAX_STAT + 1] = {
82 -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,
83 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
84 1.6, 1.8, 2.0, 2.5, 3.0
85 };
86
87 /* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
88 * strength.
89 */
90 const int dam_bonus[MAX_STAT + 1] = {
91 -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
92 };
93
94 const int thaco_bonus[MAX_STAT + 1] = {
95 -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
96 };
97
98 /* Max you can carry before you start getting extra speed penalties */
99 const int max_carry[MAX_STAT + 1] = {
100 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
101 301, 326, 352, 400, 450, 500, 600, 1000
102 };
103
104 /* weight_limit - the absolute most a character can carry - a character can't
105 * pick stuff up if it would put him above this limit.
106 * value is in grams, so we don't need to do conversion later
107 * These limits are probably overly generous, but being there were no values
108 * before, you need to start someplace.
109 */
110
111 const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
119 };
120
121 const int learn_spell[MAX_STAT + 1] = {
122 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,
123 100, 100, 100, 100, 100, 100
124 };
125
126 const int cleric_chance[MAX_STAT + 1] = {
127 100, 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
128 };
129
130 const int turn_bonus[MAX_STAT + 1] = {
131 -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
132 };
133
134 const int fear_bonus[MAX_STAT + 1] = {
135 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
136 };
137
138 /*
139 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp()
141 */
142
143 #define MAX_EXPERIENCE levels[settings.max_level]
144
145 /* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try
149 * to make the value of MAX_EXP_CAT close to the
150 * actual number of experience objects in the game,
151 * otherwise the maximum level in any experience
152 * category could be quite low. To help the situation
153 * out a little I added 10 more levels, and jacked
154 * up the last level experience value. Its out of
155 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed.
157 * -b.t.
158 */
159
160 #define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
161
162 extern sint64 *levels;
163
164 #define MAX_SAVE_LEVEL 110
165
166 /* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the
168 * right thing and always use range within this table.
169 * for safety, savethrow should not be accessed directly anymore,
170 * and instead did_make_save should be used instead.
171 */
172 static const int savethrow[MAX_SAVE_LEVEL + 1] = {
173 18,
174 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
175 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
176 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
177 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
178 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
179 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
180 };
181
182 const char *const attacks[NROFATTACKS] = {
183 "physical", "magical", "fire", "electricity", "cold", "confusion",
184 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
185 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
186 "chaos", "counterspell", "god power", "holy power", "blinding", "",
187 "life stealing"
188 };
189
190 static const char *const drain_msg[NUM_STATS] = {
191 "Oh no! You are weakened!",
192 "You're feeling clumsy!",
193 "You feel less healthy",
194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
197 "Your face gets distorted!",
198 };
199 const char *const restore_msg[NUM_STATS] = {
200 "You feel your strength return.",
201 "You feel your agility return.",
202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.",
205 "You feel your spirits return.",
206 "You feel your charisma return.",
207 };
208 const char *const gain_msg[NUM_STATS] = {
209 "You feel stronger.",
210 "You feel more agile.",
211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.",
214 "You feel more potent.",
215 "You seem to look better.",
216 };
217 const char *const lose_msg[NUM_STATS] = {
218 "You feel weaker!",
219 "You feel clumsy!",
220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!",
223 "You feel less potent!",
224 "You look ugly!",
225 };
226
227 const char *const statname[NUM_STATS] = {
228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
229 };
230
231 const char *const short_stat_name[NUM_STATS] = {
232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
233 };
234
235 /*
236 * Like set_attr_value(), but instead the value (which can be negative)
237 * is added to the specified stat.
238 */
239 void
240 change_attr_value (living *stats, int attr, sint8 value)
241 {
242 stats->stat (attr) += value;
243 }
244
245 /*
246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
247 * 1-30 stat limit.
248 */
249 void
250 check_stat_bounds (living *stats)
251 {
252 for (int i = 0; i < NUM_STATS; i++)
253 {
254 sint8 &v = stats->stat (i);
255 v = clamp (v, MIN_STAT, MAX_STAT);
256 }
257 }
258
259 #define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
260
261 /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded.
264 */
265 #define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
267
268 /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269
270 /* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object.
272 * It is the calling functions responsibilty to check to see if the object
273 * can be applied or not.
274 * The main purpose of calling this function is the messages that are
275 * displayed - update_stats should really always be called after this when
276 * removing an object - that is because it is impossible to know if some object
277 * is the only source of an attacktype or spell attunement, so this function
278 * will clear the bits, but the player may still have some other object
279 * that gives them that ability.
280 */
281 int
282 change_abil (object *op, object *tmp)
283 {
284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
286 char message[MAX_BUF];
287 int potion_max = 0;
288
289 // keep some stats for comparison purposes
290 object::flags_t prev_flag = op->flag;
291 MoveType prev_move_type = op->move_type;
292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295
296 if (op->type == PLAYER)
297 {
298 if (tmp->type == POTION)
299 {
300 potion_max = 1;
301
302 for (int j = 0; j < NUM_STATS; j++)
303 {
304 int ostat = op->contr->orig_stats.stat (j);
305 int i = tmp->stats.stat (j);
306
307 /* nstat is what the stat will be after use of the potion */
308 int nstat = flag * i + ostat;
309
310 /* Do some bounds checking. There is the potential for potions
311 * that adjust that stat by more than one point, so we need
312 * to allow for that.
313 */
314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
323 }
324 else if (i)
325 {
326 /* potion is useless - player has already hit the natural maximum */
327 potion_max = 1;
328 }
329 }
330
331 /* This section of code ups the characters normal stats also. I am not
332 * sure if this is strictly necessary, being that fix_player probably
333 * recalculates this anyway.
334 */
335 for (int j = 0; j < NUM_STATS; j++)
336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
338 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */
340 }
341
342 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set
344 */
345 if (flag == -1)
346 {
347 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned;
349 op->path_repelled &= ~tmp->path_repelled;
350 op->path_denied &= ~tmp->path_denied;
351 /* Presuming here that creatures only have move_type,
352 * and not the other move_ fields.
353 */
354 op->move_type &= ~tmp->move_type;
355 }
356
357 /* call fix_player since op object could have whatever attribute due
358 * to multiple items. if update_stats always has to be called after
359 * change_ability then might as well call it from here
360 */
361 op->update_stats ();
362
363 /* update_stats won't add the bows ability to the player, so don't
364 * print out message if this is a bow.
365 */
366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 }
371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 {
374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 }
377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 {
380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 }
383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 {
386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 }
389
390 /* movement type has changed. We don't care about cases where
391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from
394 * from fly high)
395 */
396 if (tmp->move_type && op->move_type != prev_move_type)
397 {
398 success = 1;
399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high
402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 }
407
408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
410 /* double conditional - second case covers if you have move_fly_low -
411 * in that case, you don't actually land
412 */
413 DIFF_MSG (flag, "You soar into the air!",
414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 }
416
417 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 }
423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status
426 */
427 if (!op->arch->flag [FLAG_UNDEAD])
428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 {
430 success = 1;
431 if (flag > 0)
432 {
433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 }
436 else
437 {
438 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 }
441 }
442
443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 {
445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 }
448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 {
451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 }
454
455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision
457 */
458 if (tmp->flag [FLAG_BLIND])
459 {
460 success = 1;
461 if (flag > 0)
462 {
463 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else
466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND);
469 if (op->type == PLAYER)
470 op->contr->do_los = 1;
471 }
472 }
473 else
474 {
475 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else
478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND);
481 if (op->type == PLAYER)
482 op->contr->do_los = 1;
483 }
484 }
485 }
486
487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 {
489 success = 1;
490 if (op->type == PLAYER)
491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 }
494
495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 {
497 success = 1;
498 if (flag > 0)
499 {
500 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else
503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER)
506 op->contr->do_los = 1;
507 }
508 }
509 else
510 {
511 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else
514 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER)
517 op->contr->do_los = 1;
518 }
519 }
520 }
521
522 if (tmp->stats.luck)
523 {
524 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 }
527
528 if (tmp->stats.hp && op->type == PLAYER)
529 {
530 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 }
533
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535 {
536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 }
539
540 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER)
542 {
543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 }
546
547 if (tmp->stats.food && op->type == PLAYER)
548 {
549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
552
553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++)
555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
559 if (op->resist [i] != prev_resist [i])
560 {
561 success = 1;
562
563 if (op->resist [i] > prev_resist [i])
564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
565 else
566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
567
568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
575 {
576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 }
579
580 return success;
581 }
582
583 /*
584 * Stat draining by Vick 930307
585 * (Feeling evil, I made it work as well now. -Frank 8)
586 */
587 void
588 object::drain_stat ()
589 {
590 drain_specific_stat (rndm (NUM_STATS));
591 }
592
593 void
594 object::drain_specific_stat (int deplete_stats)
595 {
596 object *tmp;
597 archetype *at;
598
599 at = archetype::find (ARCH_DEPLETION);
600 if (!at)
601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return;
604 }
605 else
606 {
607 tmp = present_arch_in_ob (at, this);
608
609 if (!tmp)
610 {
611 tmp = arch_to_object (at);
612 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED);
614 }
615 }
616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1);
619 update_stats ();
620 }
621
622 /*
623 * A value of 0 indicates timeout, otherwise change the luck of the object.
624 * via an applied bad_luck object.
625 */
626 void
627 object::change_luck (int value)
628 {
629 archetype *at = archetype::find ("luck");
630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else
633 {
634 object *tmp = present_arch_in_ob (at, this);
635
636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = arch_to_object (at);
642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED);
644 }
645
646 if (value)
647 {
648 /* Limit the luck value of the bad luck object to +/-100. This
649 * (arbitrary) value prevents overflows (both in the bad luck object and
650 * in op itself).
651 */
652 int new_luck = tmp->stats.luck + value;
653
654 if (new_luck >= -100 && new_luck <= 100)
655 {
656 stats.luck += value;
657 tmp->stats.luck = new_luck;
658 }
659 }
660 else
661 {
662 if (!tmp->stats.luck)
663 return;
664
665 /* Randomly change the players luck. Basically, we move it
666 * back neutral (if greater>0, subtract, otherwise add)
667 */
668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
672 stats.luck += diff;
673 tmp->stats.luck += diff;
674 }
675 }
676 }
677 }
678
679 /*
680 * Subtracts stat-bonuses given by the class which the player has chosen.
681 */
682 void
683 object::remove_statbonus ()
684 {
685 for (int i = 0; i < NUM_STATS; ++i)
686 {
687 sint8 v = arch->stats.stat (i);
688 stats.stat (i) -= v;
689 contr->orig_stats.stat (i) -= v;
690 }
691 }
692
693 /*
694 * Adds stat-bonuses given by the class which the player has chosen.
695 */
696 void
697 object::add_statbonus ()
698 {
699 for (int i = 0; i < NUM_STATS; ++i)
700 {
701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v;
704 }
705 }
706
707 /* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711 static struct digest_types : std::bitset<NUM_TYPES>
712 {
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731 } digest_types;
732
733 static struct copy_flags : object::flags_t
734 {
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745 } copy_flags;
746
747 /*
748 * Updates all abilities given by applied objects in the inventory
749 * of the given object. Note: This function works for both monsters
750 * and players; the "player" in the name is purely an archaic inheritance.
751 * This functions starts from base values (archetype or player object)
752 * and then adjusts them according to what the player has equipped.
753 *
754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
755 * spell system split, grace points now added to system --peterm
756 */
757 void
758 object::update_stats ()
759 {
760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
761 int weapon_weight = 0, weapon_speed = 0;
762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
767
768 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER)
770 {
771 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i);
773
774 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0;
776
777 attacktype = 0;
778
779 contr->digestion = 0;
780 contr->gen_hp = 0;
781 contr->gen_sp = 0;
782 contr->gen_grace = 0;
783 contr->gen_sp_armour = 10;
784 contr->item_power = 0;
785 }
786
787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
789
790 slaying = 0;
791
792 if (!QUERY_FLAG (this, FLAG_WIZ))
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 }
797
798 CLEAR_FLAG (this, FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND);
801
802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
806
807 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius;
811 move_type = arch->move_type;
812
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's
816 * archetype clone
817 */
818 memcpy (&resist, &arch->resist, sizeof (resist));
819
820 for (int i = 0; i < NROFATTACKS; i++)
821 {
822 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0;
824 else
825 vuln[i] = -(resist[i]), prot[i] = 0;
826
827 potion_resist[i] = 0;
828 }
829
830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam;
832
833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
834 * plus a small amount of physical resist, those poor suckers. ;)
835 * the fact that maxlevel is factored in could be considered sort of bogus -
836 * we should probably give them some bonus and cap it off - otherwise,
837 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down
839 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
841 {
842 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 }
845 else
846 ac = arch->stats.ac;
847
848 stats.luck = arch->stats.luck;
849 speed = arch->speed;
850
851 /* OK - we've reset most all the objects attributes to sane values.
852 * now go through and make adjustments for what the player has equipped.
853 */
854 for (tmp = inv; tmp; tmp = tmp->below)
855 {
856 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil
858 * then calls this function.
859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue;
862
863 glow_radius += tmp->glow_radius;
864
865 /* For some things, we don't care what is equipped */
866 if (tmp->type == SKILL)
867 {
868 /* Want to take the highest skill here. */
869 if (IS_MANA_SKILL (tmp->subtype))
870 {
871 if (!mana_obj)
872 mana_obj = tmp;
873 else if (tmp->level > mana_obj->level)
874 mana_obj = tmp;
875 }
876
877 if (IS_GRACE_SKILL (tmp->subtype))
878 {
879 if (!grace_obj)
880 grace_obj = tmp;
881 else if (tmp->level > grace_obj->level)
882 grace_obj = tmp;
883 }
884 }
885
886 /* Container objects are not meant to adjust players, but other applied
887 * objects need to make adjustments.
888 * This block should handle all player specific changes
889 * The check for Praying is a bit of a hack - god given bonuses are put
890 * in the praying skill, and the player should always get those.
891 * It also means we need to put in additional checks for applied below,
892 * because the skill shouldn't count against body positions being used
893 * up, etc.
894 */
895 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
899 && tmp->subtype == SK_PRAYING))
900 {
901 if (type == PLAYER)
902 {
903 contr->item_power += tmp->item_power;
904
905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
911
912 for (int i = 0; i < NUM_STATS; i++)
913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
914
915 if (digest_types [tmp->type])
916 {
917 contr->digestion += tmp->stats.food;
918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
920 contr->gen_sp += tmp->stats.sp;
921 contr->gen_grace += tmp->stats.grace;
922 contr->gen_sp_armour += tmp->gen_sp_armour;
923 }
924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
930
931 /* Update slots used for items */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
934 slot[i].used += tmp->slot[i].info;
935
936 if (tmp->type == SYMPTOM)
937 speed_reduce_from_disease =
938 min (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)
946 {
947 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i];
958 }
959 else 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 }
965
966 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM)
968 {
969 attacktype |= tmp->attacktype;
970 path_attuned |= tmp->path_attuned;
971 path_repelled |= tmp->path_repelled;
972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
974 stats.luck += tmp->stats.luck;
975 }
976
977 flag |= tmp->flag & copy_flags;
978
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
980 SET_FLAG (this, FLAG_UNDEAD);
981
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
983 {
984 SET_FLAG (this, FLAG_MAKE_INVIS);
985 invisible = 1;
986 }
987
988 if (tmp->stats.exp && tmp->type != SKILL)
989 {
990 if (tmp->stats.exp > 0)
991 {
992 added_speed += tmp->stats.exp / 3.f;
993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
994 }
995 else
996 added_speed += tmp->stats.exp;
997 }
998
999 switch (tmp->type)
1000 {
1001 #if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008 #endif
1009
1010 /* skills modifying the character -b.t. */
1011 /* for all skills and skill granting objects */
1012 case SKILL:
1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1015 break;
1016
1017 if (chosen_skill)
1018 {
1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1027 chosen_skill = tmp;
1028
1029 if (tmp->stats.dam > 0)
1030 { /* skill is a 'weapon' */
1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1032 weapon_speed = WEAPON_SPEED (tmp);
1033
1034 if (weapon_speed < 0)
1035 weapon_speed = 0;
1036
1037 weapon_weight = tmp->weight;
1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039
1040 if (tmp->magic)
1041 stats.dam += tmp->magic;
1042 }
1043
1044 if (tmp->stats.wc)
1045 wc -= tmp->stats.wc + tmp->magic;
1046
1047 if (tmp->slaying)
1048 slaying = tmp->slaying;
1049
1050 if (tmp->stats.ac)
1051 ac -= tmp->stats.ac + tmp->magic;
1052
1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1055 }
1056
1057 break;
1058
1059 case SHIELD:
1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 contr->encumbrance += (int) tmp->weight / 2000;
1062 case RING:
1063 case AMULET:
1064 case GIRDLE:
1065 case HELMET:
1066 case BOOTS:
1067 case GLOVES:
1068 case CLOAK:
1069 if (tmp->stats.wc)
1070 wc -= tmp->stats.wc + tmp->magic;
1071
1072 if (tmp->stats.dam)
1073 stats.dam += tmp->stats.dam + tmp->magic;
1074
1075 if (tmp->stats.ac)
1076 ac -= tmp->stats.ac + tmp->magic;
1077
1078 break;
1079
1080 case BOW:
1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
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 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1153
1154 /* We've gone through all the objects the player has equipped. For many things, we
1155 * have generated intermediate values which we now need to assign.
1156 */
1157
1158 /* 'total resistance = total protections - total vulnerabilities'.
1159 * If there is an uncursed potion in effect, granting more protection
1160 * than that, we take: 'total resistance = resistance from potion'.
1161 * If there is a cursed (and no uncursed) potion in effect, we take
1162 * 'total resistance = vulnerability from cursed potion'.
1163 */
1164 for (int i = 0; i < NROFATTACKS; i++)
1165 {
1166 resist[i] = prot[i] - vuln[i];
1167
1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1169 resist[i] = potion_resist[i];
1170 }
1171
1172 if (type == PLAYER)
1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level;
1182
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1188
1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */
1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1194 {
1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1197 if (i % 2 && con_bonus[stats.Con] % 2)
1198 if (con_bonus[stats.Con] > 0)
1199 j++;
1200 else
1201 j--;
1202
1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1204 }
1205
1206 stats.maxhp += 2 * max (0, level - 10);
1207
1208 if (stats.hp > stats.maxhp)
1209 stats.hp = stats.maxhp;
1210
1211 /* Sp gain is controlled by the level of the player's
1212 * relevant experience object (mana_obj, see above)
1213 */
1214 /* following happen when skills system is not used */
1215 if (!mana_obj)
1216 mana_obj = this;
1217
1218 if (!grace_obj)
1219 grace_obj = this;
1220
1221 /* set maxsp */
1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1223 mana_obj = this;
1224
1225 if (mana_obj == this && type == PLAYER)
1226 stats.maxsp = 1;
1227 else
1228 {
1229 float sp_tmp = 0.f;
1230
1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1232 {
1233 float stmp;
1234
1235 /* Got some extra bonus at first level */
1236 if (i < 2)
1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1238 else
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1240
1241 sp_tmp += max (1.f, stmp);
1242 }
1243
1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1245 }
1246
1247 /* Characters can get their sp supercharged via rune of transferrance */
1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1249
1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1252 grace_obj = this;
1253
1254 if (grace_obj == this && type == PLAYER)
1255 stats.maxgrace = 1;
1256 else
1257 {
1258 /* store grace in a float - this way, the divisions below don't create
1259 * big jumps when you go from level to level - with int's, it then
1260 * becomes big jumps when the sums of the bonuses jump to the next
1261 * step of 8 - with floats, even fractional ones are useful.
1262 */
1263 float sp_tmp = 0.f;
1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1266 {
1267 float grace_tmp = 0.f;
1268
1269 /* Got some extra bonus at first level */
1270 if (i < 2)
1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1272 else
1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1274
1275 sp_tmp += max (1.f, grace_tmp);
1276 }
1277
1278 /* two grace points per level after 10 */
1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1280 }
1281
1282 /* No limit on grace vs maxgrace */
1283
1284 if (contr->braced)
1285 {
1286 ac += 2;
1287 wc += 4;
1288 }
1289 else
1290 ac -= dex_bonus[stats.Dex];
1291
1292 /* In new exp/skills system, wc bonuses are related to
1293 * the players level in a relevant exp object (wc_obj)
1294 * not the general player level -b.t.
1295 * I changed this slightly so that wc bonuses are better
1296 * than before. This is to balance out the fact that
1297 * the player no longer gets a personal weapon w/ 1
1298 * improvement every level, now its fighterlevel/5. So
1299 * we give the player a bonus here in wc and dam
1300 * to make up for the change. Note that I left the
1301 * monster bonus the same as before. -b.t.
1302 */
1303 object *wc_obj = chosen_skill;
1304
1305 if (contr && wc_obj && wc_obj->level > 1)
1306 {
1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1309 for (int i = 1; i < wc_obj->level; i++)
1310 {
1311 /* additional wc every 6 levels */
1312 if (!(i % 6))
1313 wc--;
1314
1315 /* additional dam every 4 levels. */
1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1318 }
1319 }
1320 else
1321 wc -= level + thaco_bonus[stats.Str];
1322
1323 stats.dam += dam_bonus[stats.Str];
1324
1325 if (stats.dam < 1)
1326 stats.dam = 1;
1327
1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1330 if (settings.search_items && contr->search_str[0])
1331 speed -= 1;
1332 } /* End if player */
1333
1334 if (added_speed >= 0)
1335 speed += added_speed / 10.f;
1336 else /* Something wrong here...: */
1337 speed /= 1.f - added_speed;
1338
1339 /* Max is determined by armour */
1340 speed = min (speed, max_speed);
1341
1342 if (type == PLAYER)
1343 {
1344 /* f is a number the represents the number of kg above (positive num)
1345 * or below (negative number) that the player is carrying. If above
1346 * weight limit, then player suffers a speed reduction based on how
1347 * much above he is, and what is max carry is
1348 */
1349 float f = (carrying / 1000) - max_carry[stats.Str];
1350 if (f > 0.f)
1351 speed = speed / (1.f + f / max_carry[stats.Str]);
1352 }
1353
1354 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease;
1356
1357 /* Put a lower limit on speed. Note with this speed, you move once every
1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1359 */
1360 if (speed < 0.04f && type == PLAYER)
1361 speed = 0.04f;
1362
1363 if (speed != old_speed)
1364 set_speed (speed);
1365
1366 if (type == PLAYER)
1367 {
1368 /* (This formula was made by vidarl@ifi.uio.no)
1369 * Note that we never used these values again - basically
1370 * all of these could be subbed into one big equation, but
1371 * that would just be a real pain to read.
1372 */
1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1374 float M2 = max_carry[stats.Str] / 100.f;
1375 float W = weapon_weight / 20000.f;
1376 float s = (20 - weapon_speed) / 10.f;
1377 float D = (stats.Dex - 14) / 14.f;
1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1382 if (K <= 0.01f)
1383 K = 0.01f;
1384
1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1386 }
1387
1388 /* I want to limit the power of small monsters with big weapons: */
1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1390 stats.dam = arch->stats.dam * 3;
1391
1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1394
1395 /* if for some reason the creature doesn't have any move type,
1396 * give them walking as a default.
1397 * The second case is a special case - to more closely mimic the
1398 * old behaviour - if your flying, your not walking - just
1399 * one or the other.
1400 */
1401 if (move_type == 0)
1402 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK;
1405
1406 /* It is quite possible that a player's spell costing might have changed,
1407 * so we will check that now.
1408 */
1409 if (type == PLAYER)
1410 {
1411 esrv_update_stats (contr);
1412 esrv_update_spells (contr);
1413 }
1414
1415 // update the mapspace, if we are on a map
1416 if (!flag [FLAG_REMOVED] && map)
1417 map->at (x, y).flags_ = 0;
1418 }
1419
1420 void
1421 object::set_glow_radius (sint8 rad)
1422 {
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1433 }
1434 }
1435
1436 /*
1437 * Returns true if the given player is a legal class.
1438 * The function to add and remove class-bonuses to the stats doesn't
1439 * check if the stat becomes negative, thus this function
1440 * merely checks that all stats are 1 or more, and returns
1441 * false otherwise.
1442 */
1443 int
1444 allowed_class (const object *op)
1445 {
1446 return op->stats.Dex > 0
1447 && op->stats.Str > 0
1448 && op->stats.Con > 0
1449 && op->stats.Int > 0
1450 && op->stats.Wis > 0
1451 && op->stats.Pow > 0
1452 && op->stats.Cha > 0;
1453 }
1454
1455 /*
1456 * set the new dragon name after gaining levels or
1457 * changing ability focus (later this can be extended to
1458 * eventually change the player's face and animation)
1459 */
1460 void
1461 set_dragon_name (object *pl, const object *abil, const object *skin)
1462 {
1463 int atnr = -1; /* attacknumber of highest level */
1464 int level = 0; /* highest level */
1465 int i;
1466
1467 /* Perhaps do something more clever? */
1468 if (!abil || !skin)
1469 return;
1470
1471 /* first, look for the highest level */
1472 for (i = 0; i < NROFATTACKS; i++)
1473 {
1474 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1475 {
1476 level = abil->resist[i];
1477 atnr = i;
1478 }
1479 }
1480
1481 /* now if there are equals at highest level, pick the one with focus,
1482 or else at random */
1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1484 atnr = abil->stats.exp;
1485
1486 /* now set the new title */
1487 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1489 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1491 else
1492 {
1493 /* special titles for extra high resistance! */
1494 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1495 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1497 }
1498
1499 strcpy (pl->contr->own_title, "");
1500 }
1501
1502 /*
1503 * This function is called when a dragon-player gains
1504 * an overall level. Here, the dragon might gain new abilities
1505 * or change the ability-focus.
1506 */
1507 void
1508 dragon_level_gain (object *who)
1509 {
1510 object *abil = NULL; /* pointer to dragon ability force */
1511 object *skin = NULL; /* pointer to dragon skin force */
1512 object *tmp = NULL; /* tmp. object */
1513 char buf[MAX_BUF]; /* tmp. string buffer */
1514
1515 /* now grab the 'dragon_ability'-forces from the player's inventory */
1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1517 if (tmp->type == FORCE)
1518 if (tmp->arch->archname == shstr_dragon_ability_force)
1519 abil = tmp;
1520 else if (tmp->arch->archname == shstr_dragon_skin_force)
1521 skin = tmp;
1522
1523 /* if the force is missing -> bail out */
1524 if (abil == NULL)
1525 return;
1526
1527 /* The ability_force keeps track of maximum level ever achieved.
1528 * New abilties can only be gained by surpassing this max level
1529 */
1530 if (who->level > abil->level)
1531 {
1532 /* increase our focused ability */
1533 abil->resist[abil->stats.exp]++;
1534
1535
1536 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1537 {
1538 /* time to hand out a new ability-gift */
1539 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1540 }
1541
1542 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1543 {
1544 /* apply new ability focus */
1545 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1546 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1547
1548 abil->stats.exp = abil->last_eat;
1549 abil->last_eat = 0;
1550 }
1551
1552 abil->level = who->level;
1553 }
1554
1555 /* last but not least, set the new title for the dragon */
1556 set_dragon_name (who, abil, skin);
1557 }
1558
1559 /* Handy function - given the skill name skill_name, we find the skill
1560 * archetype/object, set appropriate values, and insert it into
1561 * the object (op) that is passed.
1562 * We return the skill - this makes it easier for calling functions that
1563 * want to do something with it immediately.
1564 */
1565 object *
1566 give_skill_by_name (object *op, const char *skill_name)
1567 {
1568 object *skill_obj;
1569
1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1571 if (!skill_obj)
1572 {
1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1574 return NULL;
1575 }
1576
1577 /* clear the flag - exp goes into this bucket, but player
1578 * still doesn't know it.
1579 */
1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1581 skill_obj->stats.exp = 0;
1582 skill_obj->level = 1;
1583 op->insert (skill_obj);
1584
1585 if (player *pl = op->contr)
1586 pl->link_skills ();
1587
1588 return skill_obj;
1589 }
1590
1591 /* player_lvl_adj() - for the new exp system. we are concerned with
1592 * whether the player gets more hp, sp and new levels.
1593 * Note this this function should only be called for players. Monstes
1594 * don't really gain levels
1595 * who is the player, op is what we are checking to gain the level
1596 * (eg, skill)
1597 */
1598 void
1599 player_lvl_adj (object *who, object *op)
1600 {
1601 char buf[MAX_BUF];
1602 bool changed = false;
1603
1604 if (!op) /* when rolling stats */
1605 op = who;
1606
1607 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1608 {
1609 changed = true;
1610
1611 op->level++;
1612
1613 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1614 dragon_level_gain (who);
1615
1616 /* Only roll these if it is the player (who) that gained the level */
1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1618 {
1619 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1620 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1621 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1622 }
1623
1624 if (op->level > 1)
1625 {
1626 if (op->type != PLAYER)
1627 {
1628 who->contr->play_sound (sound_find ("skill_up"));
1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 }
1631 else
1632 {
1633 who->contr->play_sound (sound_find ("level_up"));
1634 sprintf (buf, "You are now level %d.", op->level);
1635 }
1636
1637 if (who)
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 }
1640 }
1641
1642 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643 {
1644 changed = true;
1645
1646 op->level--;
1647
1648 if (op->type != PLAYER)
1649 {
1650 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1652 }
1653 }
1654
1655 if (changed)
1656 {
1657 who->update_stats ();
1658 esrv_update_stats (who->contr);
1659 /* check if the spell data has changed */
1660 esrv_update_spells (who->contr);
1661 }
1662 }
1663
1664 /*
1665 * Returns how much experience is needed for a player to become
1666 * the given level. level should really never exceed max_level
1667 */
1668
1669 sint64
1670 level_exp (int level, double expmul)
1671 {
1672 if (level > settings.max_level)
1673 return (sint64) (expmul * levels[settings.max_level]);
1674
1675 return (sint64) (expmul * levels[level]);
1676 }
1677
1678 /*
1679 * Ensure that the permanent experience requirements in an exp object are met.
1680 * This really just checks 'op to make sure the perm_exp value is within
1681 * proper range. Note that the checking of what is passed through
1682 * has been reduced. Since there is now a proper field for perm_exp,
1683 * this can now work on a much larger set of objects.
1684 */
1685 void
1686 calc_perm_exp (object *op)
1687 {
1688 int p_exp_min;
1689
1690 /* Ensure that our permanent experience minimum is met.
1691 * permenent_exp_ratio is an integer percentage, we divide by 100
1692 * to get the fraction */
1693 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1694
1695 if (op->perm_exp < p_exp_min)
1696 op->perm_exp = p_exp_min;
1697
1698 /* Cap permanent experience. */
1699 if (op->perm_exp < 0)
1700 op->perm_exp = 0;
1701 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1702 op->perm_exp = MAX_EXPERIENCE;
1703 }
1704
1705 /* Add experience to a player - exp should only be positive.
1706 * Updates permanent exp for the skill we are adding to.
1707 * skill_name is the skill to add exp to. Skill name can be
1708 * NULL, in which case exp increases the players general
1709 * total, but not any particular skill.
1710 * flag is what to do if the player doesn't have the skill:
1711 */
1712 static void
1713 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1714 {
1715 object *skill_obj;
1716 sint64 limit, exp_to_add;
1717 int i;
1718
1719 /* prevents some forms of abuse. */
1720 if (op->contr->braced)
1721 exp /= 5;
1722
1723 /* Try to find the matching skill.
1724 * We do a shortcut/time saving mechanism first - see if it matches
1725 * chosen_skill. This means we don't need to search through
1726 * the players inventory.
1727 */
1728 skill_obj = 0;
1729
1730 if (skill_name)
1731 {
1732 skill_obj = op->contr->find_skill (skill_name);
1733
1734 /* Player doesn't have the skill. Check to see what to do, and give
1735 * it to the player if necessary
1736 */
1737 if (!skill_obj)
1738 {
1739 if (flag == SK_EXP_NONE)
1740 return;
1741
1742 if (flag == SK_EXP_ADD_SKILL)
1743 skill_obj = give_skill_by_name (op, skill_name);
1744 }
1745 }
1746
1747 if (flag != SK_EXP_SKILL_ONLY)
1748 {
1749 /* Basically, you can never gain more experience in one shot
1750 * than half what you need to gain for next level.
1751 */
1752 exp_to_add = exp;
1753 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1754 if (exp_to_add > limit)
1755 exp_to_add = limit;
1756
1757 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1758 if (settings.permanent_exp_ratio)
1759 {
1760 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1761 calc_perm_exp (op);
1762 }
1763
1764 player_lvl_adj (op, NULL);
1765 }
1766
1767 if (skill_obj)
1768 {
1769 exp_to_add = exp;
1770 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1771 if (exp_to_add > limit)
1772 exp_to_add = limit;
1773
1774 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1775 if (settings.permanent_exp_ratio)
1776 {
1777 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1778 calc_perm_exp (skill_obj);
1779 }
1780
1781 player_lvl_adj (op, skill_obj);
1782 }
1783 }
1784
1785 /* This function checks to make sure that object 'op' can
1786 * lose 'exp' experience. It returns the amount of exp
1787 * object 'op' can in fact lose - it basically makes
1788 * adjustments based on permanent exp and the like.
1789 * This function should always be used for losing experience -
1790 * the 'exp' value passed should be positive - this is the
1791 * amount that should get subtract from the player.
1792 */
1793 sint64
1794 check_exp_loss (const object *op, sint64 exp)
1795 {
1796 sint64 del_exp;
1797
1798 if (exp > op->stats.exp)
1799 exp = op->stats.exp;
1800
1801 if (settings.permanent_exp_ratio)
1802 {
1803 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1804
1805 if (del_exp < 0)
1806 del_exp = 0;
1807
1808 if (exp > del_exp)
1809 exp = del_exp;
1810 }
1811
1812 return exp;
1813 }
1814
1815 sint64
1816 check_exp_adjust (const object *op, sint64 exp)
1817 {
1818 if (exp < 0)
1819 return check_exp_loss (op, exp);
1820 else
1821 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1822 }
1823
1824 /* Subtracts experience from player.
1825 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1826 * only subtract from the matching skill. Otherwise,
1827 * this subtracts a portion from all
1828 * skills the player has. Eg, if we figure the player is losing 10%
1829 * of his total exp, what happens is he loses 10% from all his skills.
1830 * Note that if permanent exp is used, player may not in fact lose
1831 * as much as listed. Eg, if player has gotten reduced to the point
1832 * where everything is at the minimum perm exp, he would lose nothing.
1833 * exp is the amount of exp to subtract - thus, it should be
1834 * a postive number.
1835 */
1836 static void
1837 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1838 {
1839 float fraction = (float) exp / (float) op->stats.exp;
1840 object *tmp;
1841 sint64 del_exp;
1842
1843 for (tmp = op->inv; tmp; tmp = tmp->below)
1844 if (tmp->type == SKILL && tmp->stats.exp)
1845 {
1846 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1847 {
1848 del_exp = check_exp_loss (tmp, exp);
1849 tmp->stats.exp -= del_exp;
1850 player_lvl_adj (op, tmp);
1851 }
1852 else if (flag != SK_SUBTRACT_SKILL_EXP)
1853 {
1854 /* only want to process other skills if we are not trying
1855 * to match a specific skill.
1856 */
1857 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1858 tmp->stats.exp -= del_exp;
1859 player_lvl_adj (op, tmp);
1860 }
1861 }
1862
1863 if (flag != SK_SUBTRACT_SKILL_EXP)
1864 {
1865 del_exp = check_exp_loss (op, exp);
1866 op->stats.exp -= del_exp;
1867 player_lvl_adj (op, NULL);
1868 }
1869 }
1870
1871 /* change_exp() - changes experience to a player/monster. This
1872 * does bounds checking to make sure we don't overflow the max exp.
1873 *
1874 * The exp passed is typically not modified much by this function -
1875 * it is assumed the caller has modified the exp as needed.
1876 * skill_name is the skill that should get the exp added.
1877 * flag is what to do if player doesn't have the skill.
1878 * these last two values are only used for players.
1879 */
1880 void
1881 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1882 {
1883 #ifdef EXP_DEBUG
1884 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1885 #endif
1886
1887 /* safety */
1888 if (!op)
1889 {
1890 LOG (llevError, "change_exp() called for null object!\n");
1891 return;
1892 }
1893
1894 /* if no change in exp, just return - most of the below code
1895 * won't do anything if the value is 0 anyways.
1896 */
1897 if (exp == 0)
1898 return;
1899
1900 /* Monsters are easy - we just adjust their exp - we
1901 * don't adjust level, since in most cases it is unrelated to
1902 * the exp they have - the monsters exp represents what its
1903 * worth.
1904 */
1905 if (op->type != PLAYER)
1906 {
1907 /* Sanity check */
1908 if (!QUERY_FLAG (op, FLAG_ALIVE))
1909 return;
1910
1911 /* reset exp to max allowed value. We subtract from
1912 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1913 * more than max exp, just return.
1914 */
1915 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1916 {
1917 exp = MAX_EXPERIENCE - op->stats.exp;
1918 if (exp < 0)
1919 return;
1920 }
1921
1922 op->stats.exp += exp;
1923 }
1924 else
1925 { /* Players only */
1926 if (exp > 0)
1927 add_player_exp (op, exp, skill_name, flag);
1928 else
1929 /* note that when you lose exp, it doesn't go against
1930 * a particular skill, so we don't need to pass that
1931 * along.
1932 */
1933 subtract_player_exp (op, abs (exp), skill_name, flag);
1934 }
1935 }
1936
1937 /* Applies a death penalty experience, the size of this is defined by the
1938 * settings death_penalty_percentage and death_penalty_levels, and by the
1939 * amount of permenent experience, whichever gives the lowest loss.
1940 */
1941 void
1942 apply_death_exp_penalty (object *op)
1943 {
1944 sint64 loss;
1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1947
1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 if (tmp->type == SKILL && tmp->stats.exp)
1950 {
1951 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1952 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1953
1954 /* With the revised exp system, you can get cases where
1955 * losing several levels would still require that you have more
1956 * exp than you currently have - this is true if the levels
1957 * tables is a lot harder.
1958 */
1959 if (level_loss < 0)
1960 level_loss = 0;
1961
1962 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1963
1964 tmp->stats.exp -= loss;
1965 player_lvl_adj (op, tmp);
1966 }
1967
1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1969 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1970
1971 if (level_loss < 0)
1972 level_loss = 0;
1973
1974 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1975
1976 op->stats.exp -= loss;
1977 player_lvl_adj (op, NULL);
1978 }
1979
1980 /* This function takes an object (monster/player, op), and
1981 * determines if it makes a basic save throw by looking at the
1982 * save_throw table. level is the effective level to make
1983 * the save at, and bonus is any plus/bonus (typically based on
1984 * resistance to particular attacktype.
1985 * Returns 1 if op makes his save, 0 if he failed
1986 */
1987 int
1988 did_make_save (const object *op, int level, int bonus)
1989 {
1990 if (level > MAX_SAVE_LEVEL)
1991 level = MAX_SAVE_LEVEL;
1992
1993 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1994 return 0;
1995
1996 return 1;
1997 }