ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
Revision: 1.99
Committed: Fri Nov 6 12:49:19 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.98: +2 -2 lines
Log Message:
make effectively static symbols actually static, part 1

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 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 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 }
424
425 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status
427 */
428 if (!op->arch->flag [FLAG_UNDEAD])
429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
430 {
431 success = 1;
432 if (flag > 0)
433 {
434 op->race = "undead";
435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
436 }
437 else
438 {
439 op->race = op->arch->race;
440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
441 }
442 }
443
444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
445 {
446 success = 1;
447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
448 }
449
450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
451 {
452 success = 1;
453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
454 }
455
456 /* blinded you can tell if more blinded since blinded player has minimal
457 * vision
458 */
459 if (tmp->flag [FLAG_BLIND])
460 {
461 success = 1;
462 if (flag > 0)
463 {
464 if (op->flag [FLAG_WIZ])
465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
466 else
467 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND);
470 if (op->type == PLAYER)
471 op->contr->do_los = 1;
472 }
473 }
474 else
475 {
476 if (op->flag [FLAG_WIZ])
477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
478 else
479 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
481 CLEAR_FLAG (op, FLAG_BLIND);
482 if (op->type == PLAYER)
483 op->contr->do_los = 1;
484 }
485 }
486 }
487
488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
489 {
490 success = 1;
491 if (op->type == PLAYER)
492 op->contr->do_los = 1;
493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
494 }
495
496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
497 {
498 success = 1;
499 if (flag > 0)
500 {
501 if (op->flag [FLAG_WIZ])
502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
503 else
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
506 if (op->type == PLAYER)
507 op->contr->do_los = 1;
508 }
509 }
510 else
511 {
512 if (op->flag [FLAG_WIZ])
513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
514 else
515 {
516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
517 if (op->type == PLAYER)
518 op->contr->do_los = 1;
519 }
520 }
521 }
522
523 if (tmp->stats.luck)
524 {
525 success = 1;
526 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
527 }
528
529 if (tmp->stats.hp && op->type == PLAYER)
530 {
531 success = 1;
532 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
533 }
534
535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
536 {
537 success = 1;
538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
539 }
540
541 /* for the future when artifacts set this -b.t. */
542 if (tmp->stats.grace && op->type == PLAYER)
543 {
544 success = 1;
545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
546 }
547
548 if (tmp->stats.food && op->type == PLAYER)
549 {
550 success = 1;
551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 }
553
554 /* Messages for changed resistance */
555 for (int i = 0; i < NROFATTACKS; i++)
556 {
557 if (i == ATNR_PHYSICAL)
558 continue; /* Don't display about armour */
559
560 if (op->resist [i] != prev_resist [i])
561 {
562 success = 1;
563
564 if (op->resist [i] > prev_resist [i])
565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
566 else
567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
568
569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
570 }
571 }
572
573 if (!potion_max)
574 for (int j = 0; j < NUM_STATS; j++)
575 if (int i = tmp->stats.stat (j))
576 {
577 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 }
580
581 return success;
582 }
583
584 /*
585 * Stat draining by Vick 930307
586 * (Feeling evil, I made it work as well now. -Frank 8)
587 */
588 void
589 object::drain_stat ()
590 {
591 drain_specific_stat (rndm (NUM_STATS));
592 }
593
594 void
595 object::drain_specific_stat (int deplete_stats)
596 {
597 object *tmp;
598 archetype *at;
599
600 at = archetype::find (ARCH_DEPLETION);
601 if (!at)
602 {
603 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return;
605 }
606 else
607 {
608 tmp = present_arch_in_ob (at, this);
609
610 if (!tmp)
611 {
612 tmp = arch_to_object (at);
613 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED);
615 }
616 }
617
618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
619 change_attr_value (&tmp->stats, deplete_stats, -1);
620 update_stats ();
621 }
622
623 /*
624 * A value of 0 indicates timeout, otherwise change the luck of the object.
625 * via an applied bad_luck object.
626 */
627 void
628 object::change_luck (int value)
629 {
630 archetype *at = archetype::find ("luck");
631 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n");
633 else
634 {
635 object *tmp = present_arch_in_ob (at, this);
636
637 if (!tmp)
638 {
639 if (!value)
640 return;
641
642 tmp = arch_to_object (at);
643 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED);
645 }
646
647 if (value)
648 {
649 /* Limit the luck value of the bad luck object to +/-100. This
650 * (arbitrary) value prevents overflows (both in the bad luck object and
651 * in op itself).
652 */
653 int new_luck = tmp->stats.luck + value;
654
655 if (new_luck >= -100 && new_luck <= 100)
656 {
657 stats.luck += value;
658 tmp->stats.luck = new_luck;
659 }
660 }
661 else
662 {
663 if (!tmp->stats.luck)
664 return;
665
666 /* Randomly change the players luck. Basically, we move it
667 * back neutral (if greater>0, subtract, otherwise add)
668 */
669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 {
671 int diff = tmp->stats.luck > 0 ? -1 : 1;
672
673 stats.luck += diff;
674 tmp->stats.luck += diff;
675 }
676 }
677 }
678 }
679
680 /*
681 * Subtracts stat-bonuses given by the class which the player has chosen.
682 */
683 void
684 object::remove_statbonus ()
685 {
686 for (int i = 0; i < NUM_STATS; ++i)
687 {
688 sint8 v = arch->stats.stat (i);
689 stats.stat (i) -= v;
690 contr->orig_stats.stat (i) -= v;
691 }
692 }
693
694 /*
695 * Adds stat-bonuses given by the class which the player has chosen.
696 */
697 void
698 object::add_statbonus ()
699 {
700 for (int i = 0; i < NUM_STATS; ++i)
701 {
702 sint8 v = arch->stats.stat (i);
703 stats.stat (i) += v;
704 contr->orig_stats.stat (i) += v;
705 }
706 }
707
708 /* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712 static struct digest_types : std::bitset<NUM_TYPES>
713 {
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732 } digest_types;
733
734 static struct copy_flags : object::flags_t
735 {
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746 } copy_flags;
747
748 /*
749 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters
751 * and players; the "player" in the name is purely an archaic inheritance.
752 * This functions starts from base values (archetype or player object)
753 * and then adjusts them according to what the player has equipped.
754 *
755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
756 * spell system split, grace points now added to system --peterm
757 */
758 void
759 object::update_stats ()
760 {
761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
762 int weapon_weight = 0, weapon_speed = 0;
763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
768
769 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER)
771 {
772 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i);
774
775 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0;
777
778 attacktype = 0;
779
780 contr->digestion = 0;
781 contr->gen_hp = 0;
782 contr->gen_sp = 0;
783 contr->gen_grace = 0;
784 contr->gen_sp_armour = 10;
785 contr->item_power = 0;
786 }
787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
791 slaying = 0;
792
793 if (!QUERY_FLAG (this, FLAG_WIZ))
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 }
798
799 CLEAR_FLAG (this, FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND);
802
803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807
808 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius;
812 move_type = arch->move_type;
813
814 chosen_skill = 0;
815
816 /* initializing resistances from the values in player/monster's
817 * archetype clone
818 */
819 memcpy (&resist, &arch->resist, sizeof (resist));
820
821 for (int i = 0; i < NROFATTACKS; i++)
822 {
823 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0;
825 else
826 vuln[i] = -(resist[i]), prot[i] = 0;
827
828 potion_resist[i] = 0;
829 }
830
831 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam;
833
834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down
840 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 {
843 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 }
846 else
847 ac = arch->stats.ac;
848
849 stats.luck = arch->stats.luck;
850 speed = arch->speed;
851
852 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped.
854 */
855 for (tmp = inv; tmp; tmp = tmp->below)
856 {
857 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil
859 * then calls this function.
860 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 continue;
863
864 glow_radius += tmp->glow_radius;
865
866 /* For some things, we don't care what is equipped */
867 if (tmp->type == SKILL)
868 {
869 /* Want to take the highest skill here. */
870 if (IS_MANA_SKILL (tmp->subtype))
871 {
872 if (!mana_obj)
873 mana_obj = tmp;
874 else if (tmp->level > mana_obj->level)
875 mana_obj = tmp;
876 }
877
878 if (IS_GRACE_SKILL (tmp->subtype))
879 {
880 if (!grace_obj)
881 grace_obj = tmp;
882 else if (tmp->level > grace_obj->level)
883 grace_obj = tmp;
884 }
885 }
886
887 /* Container objects are not meant to adjust players, but other applied
888 * objects need to make adjustments.
889 * This block should handle all player specific changes
890 * The check for Praying is a bit of a hack - god given bonuses are put
891 * in the praying skill, and the player should always get those.
892 * It also means we need to put in additional checks for applied below,
893 * because the skill shouldn't count against body positions being used
894 * up, etc.
895 */
896 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON)
899 || (tmp->type == SKILL
900 && 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] = stat_sum [i] + tmp->stats.stat (i);
915
916 if (digest_types [tmp->type])
917 {
918 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
921 contr->gen_sp += tmp->stats.sp;
922 contr->gen_grace += tmp->stats.grace;
923 contr->gen_sp_armour += tmp->gen_sp_armour;
924 }
925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
931
932 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info;
936
937 if (tmp->type == SYMPTOM)
938 speed_reduce_from_disease =
939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
940
941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken.
945 */
946 if (tmp->type != POTION)
947 {
948 for (int i = 0; i < NROFATTACKS; i++)
949 {
950 /* Potential for cursed potions, in which case we just can use
951 * a straight MAX, as potion_resist is initialised to zero.
952 */
953 if (tmp->type == POTION_EFFECT)
954 {
955 if (potion_resist[i])
956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
957 else
958 potion_resist[i] = tmp->resist[i];
959 }
960 else if (tmp->resist[i] > 0)
961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
962 else if (tmp->resist[i] < 0)
963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
964 }
965 }
966
967 /* There may be other things that should not adjust the attacktype */
968 if (tmp->type != SYMPTOM)
969 {
970 attacktype |= tmp->attacktype;
971 path_attuned |= tmp->path_attuned;
972 path_repelled |= tmp->path_repelled;
973 path_denied |= tmp->path_denied;
974 move_type |= tmp->move_type;
975 stats.luck += tmp->stats.luck;
976 }
977
978 flag |= tmp->flag & copy_flags;
979
980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
981 SET_FLAG (this, FLAG_UNDEAD);
982
983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
984 {
985 SET_FLAG (this, FLAG_MAKE_INVIS);
986 invisible = 1;
987 }
988
989 if (tmp->stats.exp && tmp->type != SKILL)
990 {
991 if (tmp->stats.exp > 0)
992 {
993 added_speed += tmp->stats.exp / 3.f;
994 bonus_speed += tmp->stats.exp / 3.f + 1.f;
995 }
996 else
997 added_speed += tmp->stats.exp;
998 }
999
1000 switch (tmp->type)
1001 {
1002 #if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009 #endif
1010
1011 /* skills modifying the character -b.t. */
1012 /* for all skills and skill granting objects */
1013 case SKILL:
1014 {
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1016 break;
1017
1018 if (chosen_skill)
1019 {
1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021 &name, &chosen_skill->name, &tmp->name);
1022
1023 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats ();
1025 return;
1026 }
1027 else
1028 chosen_skill = tmp;
1029
1030 if (tmp->stats.dam > 0)
1031 { /* skill is a 'weapon' */
1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1033 weapon_speed = WEAPON_SPEED (tmp);
1034
1035 if (weapon_speed < 0)
1036 weapon_speed = 0;
1037
1038 weapon_weight = tmp->weight;
1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1040
1041 if (tmp->magic)
1042 stats.dam += tmp->magic;
1043 }
1044
1045 if (tmp->stats.wc)
1046 wc -= tmp->stats.wc + tmp->magic;
1047
1048 if (tmp->slaying)
1049 slaying = tmp->slaying;
1050
1051 if (tmp->stats.ac)
1052 ac -= tmp->stats.ac + tmp->magic;
1053
1054 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1056 }
1057
1058 break;
1059
1060 case SHIELD:
1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062 contr->encumbrance += (int) tmp->weight / 2000;
1063 case RING:
1064 case AMULET:
1065 case GIRDLE:
1066 case HELMET:
1067 case BOOTS:
1068 case GLOVES:
1069 case CLOAK:
1070 if (tmp->stats.wc)
1071 wc -= tmp->stats.wc + tmp->magic;
1072
1073 if (tmp->stats.dam)
1074 stats.dam += tmp->stats.dam + tmp->magic;
1075
1076 if (tmp->stats.ac)
1077 ac -= tmp->stats.ac + tmp->magic;
1078
1079 break;
1080
1081 case BOW:
1082 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp)
1084 {
1085 wc -= tmp->stats.wc + tmp->magic;
1086
1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1088 ac -= tmp->stats.ac + tmp->magic;
1089
1090 stats.dam += tmp->stats.dam + tmp->magic;
1091 weapon_weight = tmp->weight;
1092 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1093
1094 if (weapon_speed < 0)
1095 weapon_speed = 0;
1096
1097 slaying = tmp->slaying;
1098
1099 /* If there is desire that two handed weapons should do
1100 * extra strength damage, this is where the code should
1101 * go.
1102 */
1103
1104 if (type == PLAYER)
1105 if (settings.spell_encumbrance)
1106 contr->encumbrance += tmp->weight * 3 / 1000;
1107 }
1108
1109 break;
1110
1111 case ARMOUR: /* Only the best of these three are used: */
1112 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1113 contr->encumbrance += tmp->weight / 1000;
1114
1115 case BRACERS:
1116 case FORCE:
1117 if (tmp->stats.wc)
1118 {
1119 if (best_wc < tmp->stats.wc + tmp->magic)
1120 {
1121 wc += best_wc;
1122 best_wc = tmp->stats.wc + tmp->magic;
1123 }
1124 else
1125 wc += tmp->stats.wc + tmp->magic;
1126 }
1127
1128 if (tmp->stats.ac)
1129 {
1130 if (best_ac < tmp->stats.ac + tmp->magic)
1131 {
1132 ac += best_ac; /* Remove last bonus */
1133 best_ac = tmp->stats.ac + tmp->magic;
1134 }
1135 else /* To nullify the below effect */
1136 ac += tmp->stats.ac + tmp->magic;
1137 }
1138
1139 if (tmp->stats.wc)
1140 wc -= tmp->stats.wc + tmp->magic;
1141
1142 if (tmp->stats.ac)
1143 ac -= tmp->stats.ac + tmp->magic;
1144
1145 if (ARMOUR_SPEED (tmp))
1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1147
1148 break;
1149 } /* switch tmp->type */
1150 } /* item is equipped */
1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154
1155 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign.
1157 */
1158
1159 /* 'total resistance = total protections - total vulnerabilities'.
1160 * If there is an uncursed potion in effect, granting more protection
1161 * than that, we take: 'total resistance = resistance from potion'.
1162 * If there is a cursed (and no uncursed) potion in effect, we take
1163 * 'total resistance = vulnerability from cursed potion'.
1164 */
1165 for (int i = 0; i < NROFATTACKS; i++)
1166 {
1167 resist[i] = prot[i] - vuln[i];
1168
1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1170 resist[i] = potion_resist[i];
1171 }
1172
1173 if (type == PLAYER)
1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level;
1183
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */
1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 {
1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0)
1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 stats.maxhp += 2 * max (0, level - 10);
1208
1209 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp;
1211
1212 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above)
1214 */
1215 /* following happen when skills system is not used */
1216 if (!mana_obj)
1217 mana_obj = this;
1218
1219 if (!grace_obj)
1220 grace_obj = this;
1221
1222 /* set maxsp */
1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224 mana_obj = this;
1225
1226 if (mana_obj == this && type == PLAYER)
1227 stats.maxsp = 1;
1228 else
1229 {
1230 float sp_tmp = 0.f;
1231
1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 {
1234 float stmp;
1235
1236 /* Got some extra bonus at first level */
1237 if (i < 2)
1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 else
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241
1242 sp_tmp += max (1.f, stmp);
1243 }
1244
1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 }
1247
1248 /* Characters can get their sp supercharged via rune of transferrance */
1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1250
1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253 grace_obj = this;
1254
1255 if (grace_obj == this && type == PLAYER)
1256 stats.maxgrace = 1;
1257 else
1258 {
1259 /* store grace in a float - this way, the divisions below don't create
1260 * big jumps when you go from level to level - with int's, it then
1261 * becomes big jumps when the sums of the bonuses jump to the next
1262 * step of 8 - with floats, even fractional ones are useful.
1263 */
1264 float sp_tmp = 0.f;
1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 {
1268 float grace_tmp = 0.f;
1269
1270 /* Got some extra bonus at first level */
1271 if (i < 2)
1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 else
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275
1276 sp_tmp += max (1.f, grace_tmp);
1277 }
1278
1279 /* two grace points per level after 10 */
1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 }
1282
1283 /* No limit on grace vs maxgrace */
1284
1285 if (contr->braced)
1286 {
1287 ac += 2;
1288 wc += 4;
1289 }
1290 else
1291 ac -= dex_bonus[stats.Dex];
1292
1293 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t.
1303 */
1304 object *wc_obj = chosen_skill;
1305
1306 if (contr && wc_obj && wc_obj->level > 1)
1307 {
1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1310 for (int i = 1; i < wc_obj->level; i++)
1311 {
1312 /* additional wc every 6 levels */
1313 if (!(i % 6))
1314 wc--;
1315
1316 /* additional dam every 4 levels. */
1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 }
1320 }
1321 else
1322 wc -= level + thaco_bonus[stats.Str];
1323
1324 stats.dam += dam_bonus[stats.Str];
1325
1326 if (stats.dam < 1)
1327 stats.dam = 1;
1328
1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1;
1333 } /* End if player */
1334
1335 if (added_speed >= 0)
1336 speed += added_speed / 10.f;
1337 else /* Something wrong here...: */
1338 speed /= 1.f - added_speed;
1339
1340 /* Max is determined by armour */
1341 speed = min (speed, max_speed);
1342
1343 if (type == PLAYER)
1344 {
1345 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is
1349 */
1350 float f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 }
1354
1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1357
1358 /* Put a lower limit on speed. Note with this speed, you move once every
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */
1361 if (speed < 0.04f && type == PLAYER)
1362 speed = 0.04f;
1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1366
1367 if (type == PLAYER)
1368 {
1369 /* (This formula was made by vidarl@ifi.uio.no)
1370 * Note that we never used these values again - basically
1371 * all of these could be subbed into one big equation, but
1372 * that would just be a real pain to read.
1373 */
1374 float M = (max_carry[stats.Str] - 121) / 121.f;
1375 float M2 = max_carry[stats.Str] / 100.f;
1376 float W = weapon_weight / 20000.f;
1377 float s = (20 - weapon_speed) / 10.f;
1378 float D = (stats.Dex - 14) / 14.f;
1379 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1380
1381 K *= (4 + level) * 1.2f / (6 + level);
1382
1383 if (K <= 0.01f)
1384 K = 0.01f;
1385
1386 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1387 }
1388
1389 /* I want to limit the power of small monsters with big weapons: */
1390 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1391 stats.dam = arch->stats.dam * 3;
1392
1393 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1394 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1395
1396 /* if for some reason the creature doesn't have any move type,
1397 * give them walking as a default.
1398 * The second case is a special case - to more closely mimic the
1399 * old behaviour - if your flying, your not walking - just
1400 * one or the other.
1401 */
1402 if (move_type == 0)
1403 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK;
1406
1407 /* It is quite possible that a player's spell costing might have changed,
1408 * so we will check that now.
1409 */
1410 if (type == PLAYER)
1411 {
1412 esrv_update_stats (contr);
1413 esrv_update_spells (contr);
1414 }
1415
1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0;
1419 }
1420
1421 void
1422 object::set_glow_radius (sint8 rad)
1423 {
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1435 }
1436
1437 /*
1438 * Returns true if the given player is a legal class.
1439 * The function to add and remove class-bonuses to the stats doesn't
1440 * check if the stat becomes negative, thus this function
1441 * merely checks that all stats are 1 or more, and returns
1442 * false otherwise.
1443 */
1444 int
1445 allowed_class (const object *op)
1446 {
1447 return op->stats.Dex > 0
1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1454 }
1455
1456 /*
1457 * set the new dragon name after gaining levels or
1458 * changing ability focus (later this can be extended to
1459 * eventually change the player's face and animation)
1460 */
1461 void
1462 set_dragon_name (object *pl, const object *abil, const object *skin)
1463 {
1464 int atnr = -1; /* attacknumber of highest level */
1465 int level = 0; /* highest level */
1466 int i;
1467
1468 /* Perhaps do something more clever? */
1469 if (!abil || !skin)
1470 return;
1471
1472 /* first, look for the highest level */
1473 for (i = 0; i < NROFATTACKS; i++)
1474 {
1475 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1476 {
1477 level = abil->resist[i];
1478 atnr = i;
1479 }
1480 }
1481
1482 /* now if there are equals at highest level, pick the one with focus,
1483 or else at random */
1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1485 atnr = abil->stats.exp;
1486
1487 /* now set the new title */
1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else
1493 {
1494 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1498 }
1499
1500 strcpy (pl->contr->own_title, "");
1501 }
1502
1503 /*
1504 * This function is called when a dragon-player gains
1505 * an overall level. Here, the dragon might gain new abilities
1506 * or change the ability-focus.
1507 */
1508 static void
1509 dragon_level_gain (object *who)
1510 {
1511 object *abil = NULL; /* pointer to dragon ability force */
1512 object *skin = NULL; /* pointer to dragon skin force */
1513 object *tmp = NULL; /* tmp. object */
1514 char buf[MAX_BUF]; /* tmp. string buffer */
1515
1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1518 if (tmp->type == FORCE)
1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1520 abil = tmp;
1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1522 skin = tmp;
1523
1524 /* if the force is missing -> bail out */
1525 if (abil == NULL)
1526 return;
1527
1528 /* The ability_force keeps track of maximum level ever achieved.
1529 * New abilties can only be gained by surpassing this max level
1530 */
1531 if (who->level > abil->level)
1532 {
1533 /* increase our focused ability */
1534 abil->resist[abil->stats.exp]++;
1535
1536
1537 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1538 {
1539 /* time to hand out a new ability-gift */
1540 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1541 }
1542
1543 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1544 {
1545 /* apply new ability focus */
1546 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1547 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1548
1549 abil->stats.exp = abil->last_eat;
1550 abil->last_eat = 0;
1551 }
1552
1553 abil->level = who->level;
1554 }
1555
1556 /* last but not least, set the new title for the dragon */
1557 set_dragon_name (who, abil, skin);
1558 }
1559
1560 /* Handy function - given the skill name skill_name, we find the skill
1561 * archetype/object, set appropriate values, and insert it into
1562 * the object (op) that is passed.
1563 * We return the skill - this makes it easier for calling functions that
1564 * want to do something with it immediately.
1565 */
1566 object *
1567 give_skill_by_name (object *op, const char *skill_name)
1568 {
1569 object *skill_obj;
1570
1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1572 if (!skill_obj)
1573 {
1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1575 return NULL;
1576 }
1577
1578 /* clear the flag - exp goes into this bucket, but player
1579 * still doesn't know it.
1580 */
1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1582 skill_obj->stats.exp = 0;
1583 skill_obj->level = 1;
1584 op->insert (skill_obj);
1585
1586 if (player *pl = op->contr)
1587 pl->link_skills ();
1588
1589 return skill_obj;
1590 }
1591
1592 /* player_lvl_adj() - for the new exp system. we are concerned with
1593 * whether the player gets more hp, sp and new levels.
1594 * Note this this function should only be called for players. Monstes
1595 * don't really gain levels
1596 * who is the player, op is what we are checking to gain the level
1597 * (eg, skill)
1598 */
1599 void
1600 player_lvl_adj (object *who, object *op)
1601 {
1602 char buf[MAX_BUF];
1603 bool changed = false;
1604
1605 if (!op) /* when rolling stats */
1606 op = who;
1607
1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 {
1610 changed = true;
1611
1612 op->level++;
1613
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1615 dragon_level_gain (who);
1616
1617 /* Only roll these if it is the player (who) that gained the level */
1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 {
1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623 }
1624
1625 if (op->level > 1)
1626 {
1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1637
1638 if (who)
1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640 }
1641 }
1642
1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1644 {
1645 changed = true;
1646
1647 op->level--;
1648
1649 if (op->type != PLAYER)
1650 {
1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 }
1654 }
1655
1656 if (changed)
1657 {
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1660 /* check if the spell data has changed */
1661 esrv_update_spells (who->contr);
1662 }
1663 }
1664
1665 /*
1666 * Returns how much experience is needed for a player to become
1667 * the given level. level should really never exceed max_level
1668 */
1669
1670 sint64
1671 level_exp (int level, double expmul)
1672 {
1673 if (level > settings.max_level)
1674 return (sint64) (expmul * levels[settings.max_level]);
1675
1676 return (sint64) (expmul * levels[level]);
1677 }
1678
1679 /*
1680 * Ensure that the permanent experience requirements in an exp object are met.
1681 * This really just checks 'op to make sure the perm_exp value is within
1682 * proper range. Note that the checking of what is passed through
1683 * has been reduced. Since there is now a proper field for perm_exp,
1684 * this can now work on a much larger set of objects.
1685 */
1686 void
1687 calc_perm_exp (object *op)
1688 {
1689 int p_exp_min;
1690
1691 /* Ensure that our permanent experience minimum is met.
1692 * permenent_exp_ratio is an integer percentage, we divide by 100
1693 * to get the fraction */
1694 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1695
1696 if (op->perm_exp < p_exp_min)
1697 op->perm_exp = p_exp_min;
1698
1699 /* Cap permanent experience. */
1700 if (op->perm_exp < 0)
1701 op->perm_exp = 0;
1702 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1703 op->perm_exp = MAX_EXPERIENCE;
1704 }
1705
1706 /* Add experience to a player - exp should only be positive.
1707 * Updates permanent exp for the skill we are adding to.
1708 * skill_name is the skill to add exp to. Skill name can be
1709 * NULL, in which case exp increases the players general
1710 * total, but not any particular skill.
1711 * flag is what to do if the player doesn't have the skill:
1712 */
1713 static void
1714 add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1715 {
1716 object *skill_obj;
1717 sint64 limit, exp_to_add;
1718 int i;
1719
1720 /* prevents some forms of abuse. */
1721 if (op->contr->braced)
1722 exp /= 5;
1723
1724 /* Try to find the matching skill.
1725 * We do a shortcut/time saving mechanism first - see if it matches
1726 * chosen_skill. This means we don't need to search through
1727 * the players inventory.
1728 */
1729 skill_obj = 0;
1730
1731 if (skill_name)
1732 {
1733 skill_obj = op->contr->find_skill (skill_name);
1734
1735 /* Player doesn't have the skill. Check to see what to do, and give
1736 * it to the player if necessary
1737 */
1738 if (!skill_obj)
1739 {
1740 if (flag == SK_EXP_NONE)
1741 return;
1742
1743 if (flag == SK_EXP_ADD_SKILL)
1744 skill_obj = give_skill_by_name (op, skill_name);
1745 }
1746 }
1747
1748 if (flag != SK_EXP_SKILL_ONLY)
1749 {
1750 /* Basically, you can never gain more experience in one shot
1751 * than half what you need to gain for next level.
1752 */
1753 exp_to_add = exp;
1754 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1755 if (exp_to_add > limit)
1756 exp_to_add = limit;
1757
1758 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1759 if (settings.permanent_exp_ratio)
1760 {
1761 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1762 calc_perm_exp (op);
1763 }
1764
1765 player_lvl_adj (op, NULL);
1766 }
1767
1768 if (skill_obj)
1769 {
1770 exp_to_add = exp;
1771 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1772 if (exp_to_add > limit)
1773 exp_to_add = limit;
1774
1775 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1776 if (settings.permanent_exp_ratio)
1777 {
1778 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1779 calc_perm_exp (skill_obj);
1780 }
1781
1782 player_lvl_adj (op, skill_obj);
1783 }
1784 }
1785
1786 /* This function checks to make sure that object 'op' can
1787 * lose 'exp' experience. It returns the amount of exp
1788 * object 'op' can in fact lose - it basically makes
1789 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player.
1793 */
1794 static sint64
1795 check_exp_loss (const object *op, sint64 exp)
1796 {
1797 sint64 del_exp;
1798
1799 if (exp > op->stats.exp)
1800 exp = op->stats.exp;
1801
1802 if (settings.permanent_exp_ratio)
1803 {
1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1806 if (del_exp < 0)
1807 del_exp = 0;
1808
1809 if (exp > del_exp)
1810 exp = del_exp;
1811 }
1812
1813 return exp;
1814 }
1815
1816 sint64
1817 check_exp_adjust (const object *op, sint64 exp)
1818 {
1819 if (exp < 0)
1820 return check_exp_loss (op, exp);
1821 else
1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1823 }
1824
1825 /* Subtracts experience from player.
1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1827 * only subtract from the matching skill. Otherwise,
1828 * this subtracts a portion from all
1829 * skills the player has. Eg, if we figure the player is losing 10%
1830 * of his total exp, what happens is he loses 10% from all his skills.
1831 * Note that if permanent exp is used, player may not in fact lose
1832 * as much as listed. Eg, if player has gotten reduced to the point
1833 * where everything is at the minimum perm exp, he would lose nothing.
1834 * exp is the amount of exp to subtract - thus, it should be
1835 * a postive number.
1836 */
1837 static void
1838 subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1839 {
1840 float fraction = (float) exp / (float) op->stats.exp;
1841 object *tmp;
1842 sint64 del_exp;
1843
1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1845 if (tmp->type == SKILL && tmp->stats.exp)
1846 {
1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1848 {
1849 del_exp = check_exp_loss (tmp, exp);
1850 tmp->stats.exp -= del_exp;
1851 player_lvl_adj (op, tmp);
1852 }
1853 else if (flag != SK_SUBTRACT_SKILL_EXP)
1854 {
1855 /* only want to process other skills if we are not trying
1856 * to match a specific skill.
1857 */
1858 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1859 tmp->stats.exp -= del_exp;
1860 player_lvl_adj (op, tmp);
1861 }
1862 }
1863
1864 if (flag != SK_SUBTRACT_SKILL_EXP)
1865 {
1866 del_exp = check_exp_loss (op, exp);
1867 op->stats.exp -= del_exp;
1868 player_lvl_adj (op, NULL);
1869 }
1870 }
1871
1872 /* change_exp() - changes experience to a player/monster. This
1873 * does bounds checking to make sure we don't overflow the max exp.
1874 *
1875 * The exp passed is typically not modified much by this function -
1876 * it is assumed the caller has modified the exp as needed.
1877 * skill_name is the skill that should get the exp added.
1878 * flag is what to do if player doesn't have the skill.
1879 * these last two values are only used for players.
1880 */
1881 void
1882 change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1883 {
1884 #ifdef EXP_DEBUG
1885 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1886 #endif
1887
1888 /* safety */
1889 if (!op)
1890 {
1891 LOG (llevError, "change_exp() called for null object!\n");
1892 return;
1893 }
1894
1895 /* if no change in exp, just return - most of the below code
1896 * won't do anything if the value is 0 anyways.
1897 */
1898 if (exp == 0)
1899 return;
1900
1901 /* Monsters are easy - we just adjust their exp - we
1902 * don't adjust level, since in most cases it is unrelated to
1903 * the exp they have - the monsters exp represents what its
1904 * worth.
1905 */
1906 if (op->type != PLAYER)
1907 {
1908 /* Sanity check */
1909 if (!QUERY_FLAG (op, FLAG_ALIVE))
1910 return;
1911
1912 /* reset exp to max allowed value. We subtract from
1913 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1914 * more than max exp, just return.
1915 */
1916 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1917 {
1918 exp = MAX_EXPERIENCE - op->stats.exp;
1919 if (exp < 0)
1920 return;
1921 }
1922
1923 op->stats.exp += exp;
1924 }
1925 else
1926 { /* Players only */
1927 if (exp > 0)
1928 add_player_exp (op, exp, skill_name, flag);
1929 else
1930 /* note that when you lose exp, it doesn't go against
1931 * a particular skill, so we don't need to pass that
1932 * along.
1933 */
1934 subtract_player_exp (op, abs (exp), skill_name, flag);
1935 }
1936 }
1937
1938 /* Applies a death penalty experience, the size of this is defined by the
1939 * settings death_penalty_percentage and death_penalty_levels, and by the
1940 * amount of permenent experience, whichever gives the lowest loss.
1941 */
1942 void
1943 apply_death_exp_penalty (object *op)
1944 {
1945 sint64 loss;
1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1948
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp)
1951 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1954
1955 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder.
1959 */
1960 if (level_loss < 0)
1961 level_loss = 0;
1962
1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1964
1965 tmp->stats.exp -= loss;
1966 player_lvl_adj (op, tmp);
1967 }
1968
1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1971
1972 if (level_loss < 0)
1973 level_loss = 0;
1974
1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1976
1977 op->stats.exp -= loss;
1978 player_lvl_adj (op, NULL);
1979 }
1980
1981 /* This function takes an object (monster/player, op), and
1982 * determines if it makes a basic save throw by looking at the
1983 * save_throw table. level is the effective level to make
1984 * the save at, and bonus is any plus/bonus (typically based on
1985 * resistance to particular attacktype.
1986 * Returns 1 if op makes his save, 0 if he failed
1987 */
1988 int
1989 did_make_save (const object *op, int level, int bonus)
1990 {
1991 if (level > MAX_SAVE_LEVEL)
1992 level = MAX_SAVE_LEVEL;
1993
1994 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1995 return 0;
1996
1997 return 1;
1998 }