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Comparing deliantra/server/common/living.C (file contents):
Revision 1.38 by root, Sun Apr 29 04:14:57 2007 UTC vs.
Revision 1.42 by root, Sun Apr 29 18:32:18 2007 UTC

843 843
844 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 845 contr->encumbrance = 0;
846 846
847 attacktype = 0; 847 attacktype = 0;
848
848 contr->digestion = 0; 849 contr->digestion = 0;
849 contr->gen_hp = 0; 850 contr->gen_hp = 0;
850 contr->gen_sp = 0; 851 contr->gen_sp = 0;
851 contr->gen_grace = 0; 852 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 854 contr->item_power = 0;
854 855
855 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 884
884 path_attuned = arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 889 move_type = arch->clone.move_type;
890
889 chosen_skill = NULL; 891 chosen_skill = NULL;
890 892
891 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
892 * archetype clone 894 * archetype clone
893 */ 895 */
933 */ 935 */
934 if (tmp->glow_radius > glow_radius) 936 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius; 937 glow_radius = tmp->glow_radius;
936 938
937 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what changed. But change_abil
939 * then calls this function. 941 * then calls this function.
940 */ 942 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue; 944 continue;
943 945
969 * in the praying skill, and the player should always get those. 971 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below, 972 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used 973 * because the skill shouldn't count against body positions being used
972 * up, etc. 974 * up, etc.
973 */ 975 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
977 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 980 && tmp->subtype == SK_PRAYING))
976 { 981 {
977 if (type == PLAYER) 982 if (type == PLAYER)
978 { 983 {
979 if (tmp->type == BOW) 984 if (tmp->type == BOW)
980 contr->ranges[range_bow] = tmp; 985 contr->ranges[range_bow] = tmp;
981 986
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
983 contr->ranges[range_misc] = tmp; 988 contr->ranges[range_misc] = tmp;
984 989
985 for (i = 0; i < NUM_STATS; i++) 990 for (i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
987 992
988 /* these are the items that currently can change digestion, regeneration, 993 /* these are the items that currently can change digestion, regeneration,
989 * spell point recovery and mana point recovery. Seems sort of an arbitary 994 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array. 995 * list, but other items store other info into stats array.
991 */ 996 */
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 1018 body_used[i] += tmp->body_info[i];
1014 1019
1015 if (tmp->type == SYMPTOM) 1020 if (tmp->type == SYMPTOM)
1016 { 1021 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023
1018 if (speed_reduce_from_disease == 0) 1024 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 1025 speed_reduce_from_disease = 1;
1020 } 1026 }
1021 1027
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 1051 }
1046 } 1052 }
1047 1053
1048 /* There may be other things that should not adjust the attacktype */ 1054 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 1055 if (tmp>-type != BOW && tmp->type != SYMPTOM)
1050 attacktype |= tmp->attacktype; 1056 attacktype |= tmp->attacktype;
1051 1057
1052 path_attuned |= tmp->path_attuned; 1058 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 1059 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 1062 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type;
1057 1063
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1074 1080
1075 if (tmp->stats.exp && tmp->type != SKILL) 1081 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 1082 {
1077 if (tmp->stats.exp > 0) 1083 if (tmp->stats.exp > 0)
1078 { 1084 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 1085 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1086 bonus_speed += 1.f + tmp->stats.exp / 3.f;
1081 } 1087 }
1082 else 1088 else
1083 added_speed += (float) tmp->stats.exp; 1089 added_speed += tmp->stats.exp;
1084 } 1090 }
1085 1091
1086 switch (tmp->type) 1092 switch (tmp->type)
1087 { 1093 {
1088 /* skills modifying the character -b.t. */ 1094 /* skills modifying the character -b.t. */
1100 chosen_skill = tmp; 1106 chosen_skill = tmp;
1101 1107
1102 if (tmp->stats.dam > 0) 1108 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1109 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1111 weapon_speed = WEAPON_SPEED (tmp);
1106 1112
1107 if (weapon_speed < 0) 1113 if (weapon_speed < 0)
1108 weapon_speed = 0; 1114 weapon_speed = 0;
1109 1115
1110 weapon_weight = tmp->weight; 1116 weapon_weight = tmp->weight;
1115 } 1121 }
1116 1122
1117 if (tmp->stats.wc) 1123 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1124 wc -= (tmp->stats.wc + tmp->magic);
1119 1125
1120 if (tmp->slaying != NULL) 1126 if (tmp->slaying)
1121 slaying = tmp->slaying; 1127 slaying = tmp->slaying;
1122 1128
1123 if (tmp->stats.ac) 1129 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1130 ac -= (tmp->stats.ac + tmp->magic);
1125 1131
1160 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1161 ac -= tmp->stats.ac + tmp->magic; 1167 ac -= tmp->stats.ac + tmp->magic;
1162 1168
1163 break; 1169 break;
1164 1170
1165 case BOW:
1166 case WEAPON: 1171 case WEAPON:
1167 wc -= tmp->stats.wc + tmp->magic; 1172 wc -= tmp->stats.wc + tmp->magic;
1168 1173
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1174 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1175 ac -= tmp->stats.ac + tmp->magic;
1171 1176
1172 stats.dam += tmp->stats.dam + tmp->magic; 1177 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1178 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1179 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1180
1176 if (weapon_speed < 0) 1181 if (weapon_speed < 0)
1177 weapon_speed = 0; 1182 weapon_speed = 0;
1178 1183
1179 slaying = tmp->slaying; 1184 slaying = tmp->slaying;
1185
1180 /* If there is desire that two handed weapons should do 1186 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1187 * extra strength damage, this is where the code should
1182 * go. 1188 * go.
1183 */ 1189 */
1190
1184 current_weapon = tmp; 1191 current_weapon = tmp;
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1192 if (type == PLAYER && settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1193 contr->encumbrance += tmp->weight * 3 / 1000;
1187 1194
1188 break; 1195 break;
1189 1196
1190 case ARMOUR: /* Only the best of these three are used: */ 1197 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1198 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1199 contr->encumbrance += tmp->weight / 1000;
1193 1200
1194 case BRACERS: 1201 case BRACERS:
1195 case FORCE: 1202 case FORCE:
1196 if (tmp->stats.wc) 1203 if (tmp->stats.wc)
1197 { 1204 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1226 wc -= (tmp->stats.wc + tmp->magic);
1220 1227
1221 if (tmp->stats.ac) 1228 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1229 ac -= (tmp->stats.ac + tmp->magic);
1223 1230
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1231 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1232 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1233
1227 break; 1234 break;
1228 } /* switch tmp->type */ 1235 } /* switch tmp->type */
1229 } /* item is equipped */ 1236 } /* item is equipped */
1230 } /* for loop of items */ 1237 } /* for loop of items */
1298 1305
1299 if (mana_obj == this && type == PLAYER) 1306 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1307 stats.maxsp = 1;
1301 else 1308 else
1302 { 1309 {
1303 sp_tmp = 0.0; 1310 sp_tmp = 0.f;
1304 1311
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1312 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1313 {
1307 float stmp; 1314 float stmp;
1308 1315
1309 /* Got some extra bonus at first level */ 1316 /* Got some extra bonus at first level */
1310 if (i < 2) 1317 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1318 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1319 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1320 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1321
1315 if (stmp < 1.0) 1322 if (stmp < 1.f)
1316 stmp = 1.0; 1323 stmp = 1.f;
1317 1324
1318 sp_tmp += stmp; 1325 sp_tmp += stmp;
1319 } 1326 }
1320 1327
1321 stats.maxsp = (int) sp_tmp; 1328 stats.maxsp = (sint16)sp_tmp;
1322 1329
1323 for (i = 11; i <= mana_obj->level; i++) 1330 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1331 stats.maxsp += 2;
1325 } 1332 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1333 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1345 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1346 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1347 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1348 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1349 */
1343 sp_tmp = 0.0; 1350 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1351 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1352 {
1346 float grace_tmp = 0.0; 1353 float grace_tmp = 0.f;
1347 1354
1348 /* Got some extra bonus at first level */ 1355 /* Got some extra bonus at first level */
1349 if (i < 2) 1356 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1357 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1358 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1359 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1360
1356 if (grace_tmp < 1.0) 1361 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1362 grace_tmp = 1.f;
1358 1363
1359 sp_tmp += grace_tmp; 1364 sp_tmp += grace_tmp;
1360 } 1365 }
1361 1366
1362 stats.maxgrace = (int) sp_tmp; 1367 stats.maxgrace = (sint16)sp_tmp;
1363 1368
1364 /* two grace points per level after 11 */ 1369 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1370 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1371 stats.maxgrace += 2;
1367 } 1372 }
1408 stats.dam += dam_bonus[stats.Str]; 1413 stats.dam += dam_bonus[stats.Str];
1409 1414
1410 if (stats.dam < 1) 1415 if (stats.dam < 1)
1411 stats.dam = 1; 1416 stats.dam = 1;
1412 1417
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1418 speed = 1.f + speed_bonus[stats.Dex];
1414 1419
1415 if (settings.search_items && contr->search_str[0]) 1420 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1421 speed -= 1;
1417 1422
1418 if (attacktype == 0) 1423 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1424 attacktype = arch->clone.attacktype;
1420 1425
1421 } /* End if player */ 1426 } /* End if player */
1422 1427
1423 if (added_speed >= 0) 1428 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1429 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1430 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1431 speed /= 1.f - added_speed;
1427 1432
1428 /* Max is determined by armour */ 1433 /* Max is determined by armour */
1429 if (speed > max) 1434 if (speed > max)
1430 speed = max; 1435 speed = max;
1431 1436
1436 * weight limit, then player suffers a speed reduction based on how 1441 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1442 * much above he is, and what is max carry is
1438 */ 1443 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1444 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1445 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1446 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1447 }
1443 1448
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1449 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1450
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1451 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1452 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1453 */
1449 speed = speed * speed_reduce_from_disease; 1454 speed = speed * speed_reduce_from_disease;
1450 1455
1451 if (speed < 0.01 && type == PLAYER) 1456 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1457 speed = 0.01f;
1453 1458
1454 if (type == PLAYER) 1459 if (type == PLAYER)
1455 { 1460 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1461 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1462 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1463 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1464 * that would just be a real pain to read.
1462 */ 1465 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1466 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1467 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1468 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1469 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1470 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1471 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1472
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1473 K *= (4 + level) *1.2f / (6 + level);
1474
1470 if (K <= 0) 1475 if (K <= 0.f)
1471 K = 0.01; 1476 K = 0.01f;
1477
1472 S = speed / (K * s); 1478 float S = speed / (K * s);
1479
1473 contr->weapon_sp = S; 1480 contr->weapon_sp = S;
1474 } 1481 }
1475 1482
1476 /* I want to limit the power of small monsters with big weapons: */ 1483 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1484 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1485 stats.dam = arch->clone.stats.dam * 3;
1479 1486
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1487 /* Prevent overflows of wc - best you can get is ABS(120) - this
1481 * should be more than enough - remember, AC is also in 8 bits, 1488 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1489 * so its value is the same.
1531 * false otherwise. 1538 * false otherwise.
1532 */ 1539 */
1533int 1540int
1534allowed_class (const object *op) 1541allowed_class (const object *op)
1535{ 1542{
1536 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1543 return op->stats.Dex > 0
1537 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1544 && op->stats.Str > 0
1545 && op->stats.Con > 0
1546 && op->stats.Int > 0
1547 && op->stats.Wis > 0
1548 && op->stats.Pow > 0
1549 && op->stats.Cha > 0;
1538} 1550}
1539 1551
1540/* 1552/*
1541 * set the new dragon name after gaining levels or 1553 * set the new dragon name after gaining levels or
1542 * changing ability focus (later this can be extended to 1554 * changing ability focus (later this can be extended to
1764sint64 1776sint64
1765level_exp (int level, double expmul) 1777level_exp (int level, double expmul)
1766{ 1778{
1767 if (level > settings.max_level) 1779 if (level > settings.max_level)
1768 return (sint64) (expmul * levels[settings.max_level]); 1780 return (sint64) (expmul * levels[settings.max_level]);
1781
1769 return (sint64) (expmul * levels[level]); 1782 return (sint64) (expmul * levels[level]);
1770} 1783}
1771 1784
1772/* 1785/*
1773 * Ensure that the permanent experience requirements in an exp object are met. 1786 * Ensure that the permanent experience requirements in an exp object are met.

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