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Comparing deliantra/server/common/living.C (file contents):
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.40 by root, Sun Apr 29 18:11:21 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
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 */
992 if ((tmp->type == WEAPON) || 997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) || 999 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
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).
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;
1150 case HELMET: 1156 case HELMET:
1151 case BOOTS: 1157 case BOOTS:
1152 case GLOVES: 1158 case GLOVES:
1153 case CLOAK: 1159 case CLOAK:
1154 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1156 1162
1157 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1159 1165
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
1171 case BOW:
1165 case WEAPON: 1172 case WEAPON:
1166 wc -= (tmp->stats.wc + tmp->magic); 1173 wc -= tmp->stats.wc + tmp->magic;
1167 1174
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic; 1176 ac -= tmp->stats.ac + tmp->magic;
1170 1177
1171 stats.dam += (tmp->stats.dam + tmp->magic); 1178 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1179 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174 1181
1175 if (weapon_speed < 0) 1182 if (weapon_speed < 0)
1176 weapon_speed = 0; 1183 weapon_speed = 0;
1177 1184
1178 slaying = tmp->slaying; 1185 slaying = tmp->slaying;
1186
1179 /* If there is desire that two handed weapons should do 1187 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1188 * extra strength damage, this is where the code should
1181 * go. 1189 * go.
1182 */ 1190 */
1191
1183 current_weapon = tmp; 1192 current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER && settings.spell_encumbrance)
1185 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1194 contr->encumbrance += tmp->weight * 3 / 1000;
1186 1195
1187 break; 1196 break;
1188 1197
1189 case ARMOUR: /* Only the best of these three are used: */ 1198 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1199 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 contr->encumbrance += (int) tmp->weight / 1000; 1200 contr->encumbrance += tmp->weight / 1000;
1192 1201
1193 case BRACERS: 1202 case BRACERS:
1194 case FORCE: 1203 case FORCE:
1195 if (tmp->stats.wc) 1204 if (tmp->stats.wc)
1196 { 1205 {
1218 wc -= (tmp->stats.wc + tmp->magic); 1227 wc -= (tmp->stats.wc + tmp->magic);
1219 1228
1220 if (tmp->stats.ac) 1229 if (tmp->stats.ac)
1221 ac -= (tmp->stats.ac + tmp->magic); 1230 ac -= (tmp->stats.ac + tmp->magic);
1222 1231
1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1232 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1224 max = ARMOUR_SPEED (tmp) / 10.0; 1233 max = ARMOUR_SPEED (tmp) / 10.f;
1225 1234
1226 break; 1235 break;
1227 } /* switch tmp->type */ 1236 } /* switch tmp->type */
1228 } /* item is equipped */ 1237 } /* item is equipped */
1229 } /* for loop of items */ 1238 } /* for loop of items */
1297 1306
1298 if (mana_obj == this && type == PLAYER) 1307 if (mana_obj == this && type == PLAYER)
1299 stats.maxsp = 1; 1308 stats.maxsp = 1;
1300 else 1309 else
1301 { 1310 {
1302 sp_tmp = 0.0; 1311 sp_tmp = 0.f;
1303 1312
1304 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1313 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1305 { 1314 {
1306 float stmp; 1315 float stmp;
1307 1316
1308 /* Got some extra bonus at first level */ 1317 /* Got some extra bonus at first level */
1309 if (i < 2) 1318 if (i < 2)
1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1319 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1311 else 1320 else
1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1313 1322
1314 if (stmp < 1.0) 1323 if (stmp < 1.f)
1315 stmp = 1.0; 1324 stmp = 1.f;
1316 1325
1317 sp_tmp += stmp; 1326 sp_tmp += stmp;
1318 } 1327 }
1319 1328
1320 stats.maxsp = (int) sp_tmp; 1329 stats.maxsp = (sint16)sp_tmp;
1321 1330
1322 for (i = 11; i <= mana_obj->level; i++) 1331 for (i = 11; i <= mana_obj->level; i++)
1323 stats.maxsp += 2; 1332 stats.maxsp += 2;
1324 } 1333 }
1325 /* Characters can get their sp supercharged via rune of transferrance */ 1334 /* Characters can get their sp supercharged via rune of transferrance */
1337 /* store grace in a float - this way, the divisions below don't create 1346 /* store grace in a float - this way, the divisions below don't create
1338 * big jumps when you go from level to level - with int's, it then 1347 * big jumps when you go from level to level - with int's, it then
1339 * becomes big jumps when the sums of the bonuses jump to the next 1348 * becomes big jumps when the sums of the bonuses jump to the next
1340 * step of 8 - with floats, even fractional ones are useful. 1349 * step of 8 - with floats, even fractional ones are useful.
1341 */ 1350 */
1342 sp_tmp = 0.0; 1351 sp_tmp = 0.f;
1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1352 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1344 { 1353 {
1345 float grace_tmp = 0.0; 1354 float grace_tmp = 0.f;
1346 1355
1347 /* Got some extra bonus at first level */ 1356 /* Got some extra bonus at first level */
1348 if (i < 2) 1357 if (i < 2)
1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1358 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1351 else 1359 else
1352 grace_tmp = (float) contr->levgrace[i]
1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1354 1361
1355 if (grace_tmp < 1.0) 1362 if (grace_tmp < 1.f)
1356 grace_tmp = 1.0; 1363 grace_tmp = 1.f;
1357 1364
1358 sp_tmp += grace_tmp; 1365 sp_tmp += grace_tmp;
1359 } 1366 }
1360 1367
1361 stats.maxgrace = (int) sp_tmp; 1368 stats.maxgrace = (sint16)sp_tmp;
1362 1369
1363 /* two grace points per level after 11 */ 1370 /* two grace points per level after 11 */
1364 for (i = 11; i <= grace_obj->level; i++) 1371 for (i = 11; i <= grace_obj->level; i++)
1365 stats.maxgrace += 2; 1372 stats.maxgrace += 2;
1366 } 1373 }
1386 * monster bonus the same as before. -b.t. 1393 * monster bonus the same as before. -b.t.
1387 */ 1394 */
1388 1395
1389 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1396 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1390 { 1397 {
1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1398 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399
1392 for (i = 1; i < wc_obj->level; i++) 1400 for (i = 1; i < wc_obj->level; i++)
1393 { 1401 {
1394 /* addtional wc every 6 levels */ 1402 /* addtional wc every 6 levels */
1395 if (!(i % 6)) 1403 if (!(i % 6))
1396 wc--; 1404 wc--;
1405
1397 /* addtional dam every 4 levels. */ 1406 /* addtional dam every 4 levels. */
1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1408 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1400 } 1409 }
1401 } 1410 }
1402 else 1411 else
1403 wc -= (level + thaco_bonus[stats.Str]); 1412 wc -= level + thaco_bonus[stats.Str];
1404 1413
1405 stats.dam += dam_bonus[stats.Str]; 1414 stats.dam += dam_bonus[stats.Str];
1406 1415
1407 if (stats.dam < 1) 1416 if (stats.dam < 1)
1408 stats.dam = 1; 1417 stats.dam = 1;
1409 1418
1410 speed = 1.0 + speed_bonus[stats.Dex]; 1419 speed = 1.f + speed_bonus[stats.Dex];
1411 1420
1412 if (settings.search_items && contr->search_str[0]) 1421 if (settings.search_items && contr->search_str[0])
1413 speed -= 1; 1422 speed -= 1;
1414 1423
1415 if (attacktype == 0) 1424 if (attacktype == 0)
1416 attacktype = arch->clone.attacktype; 1425 attacktype = arch->clone.attacktype;
1417 1426
1418 } /* End if player */ 1427 } /* End if player */
1419 1428
1420 if (added_speed >= 0) 1429 if (added_speed >= 0)
1421 speed += added_speed / 10.0; 1430 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1431 else /* Something wrong here...: */
1423 speed /= (float) (1.0 - added_speed); 1432 speed /= 1.f - added_speed;
1424 1433
1425 /* Max is determined by armour */ 1434 /* Max is determined by armour */
1426 if (speed > max) 1435 if (speed > max)
1427 speed = max; 1436 speed = max;
1428 1437
1433 * weight limit, then player suffers a speed reduction based on how 1442 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1443 * much above he is, and what is max carry is
1435 */ 1444 */
1436 f = (carrying / 1000) - max_carry[stats.Str]; 1445 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1446 if (f > 0)
1438 speed = speed / (1.0 + f / max_carry[stats.Str]); 1447 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1448 }
1440 1449
1441 speed += bonus_speed / 10.0; /* Not affected by limits */ 1450 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1451
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1452 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1454 */
1446 speed = speed * speed_reduce_from_disease; 1455 speed = speed * speed_reduce_from_disease;
1447 1456
1448 if (speed < 0.01 && type == PLAYER) 1457 if (speed < 0.01f && type == PLAYER)
1449 speed = 0.01; 1458 speed = 0.01f;
1450 1459
1451 if (type == PLAYER) 1460 if (type == PLAYER)
1452 { 1461 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1462 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1463 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1464 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1465 * that would just be a real pain to read.
1459 */ 1466 */
1460 M = (max_carry[stats.Str] - 121) / 121.0; 1467 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[stats.Str] / 100.0; 1468 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1469 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1470 float s = 2 - weapon_speed / 10.f;
1464 D = (stats.Dex - 14) / 14.0; 1471 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1472 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1473
1466 K *= (4 + level) / (float) (6 + level) * 1.2; 1474 K *= (4 + level) *1.2f / (6 + level);
1475
1467 if (K <= 0) 1476 if (K <= 0.f)
1468 K = 0.01; 1477 K = 0.01f;
1478
1469 S = speed / (K * s); 1479 float S = speed / (K * s);
1480
1470 contr->weapon_sp = S; 1481 contr->weapon_sp = S;
1471 } 1482 }
1472 1483
1473 /* I want to limit the power of small monsters with big weapons: */ 1484 /* I want to limit the power of small monsters with big weapons: */
1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1485 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1475 stats.dam = arch->clone.stats.dam * 3; 1486 stats.dam = arch->clone.stats.dam * 3;
1476 1487
1477 /* Prevent overflows of wc - best you can get is ABS(120) - this 1488 /* Prevent overflows of wc - best you can get is ABS(120) - this
1478 * should be more than enough - remember, AC is also in 8 bits, 1489 * should be more than enough - remember, AC is also in 8 bits,
1479 * so its value is the same. 1490 * so its value is the same.
1528 * false otherwise. 1539 * false otherwise.
1529 */ 1540 */
1530int 1541int
1531allowed_class (const object *op) 1542allowed_class (const object *op)
1532{ 1543{
1533 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1544 return op->stats.Dex > 0
1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1545 && op->stats.Str > 0
1546 && op->stats.Con > 0
1547 && op->stats.Int > 0
1548 && op->stats.Wis > 0
1549 && op->stats.Pow > 0
1550 && op->stats.Cha > 0;
1535} 1551}
1536 1552
1537/* 1553/*
1538 * set the new dragon name after gaining levels or 1554 * set the new dragon name after gaining levels or
1539 * changing ability focus (later this can be extended to 1555 * changing ability focus (later this can be extended to
1761sint64 1777sint64
1762level_exp (int level, double expmul) 1778level_exp (int level, double expmul)
1763{ 1779{
1764 if (level > settings.max_level) 1780 if (level > settings.max_level)
1765 return (sint64) (expmul * levels[settings.max_level]); 1781 return (sint64) (expmul * levels[settings.max_level]);
1782
1766 return (sint64) (expmul * levels[level]); 1783 return (sint64) (expmul * levels[level]);
1767} 1784}
1768 1785
1769/* 1786/*
1770 * Ensure that the permanent experience requirements in an exp object are met. 1787 * Ensure that the permanent experience requirements in an exp object are met.
1973 * these last two values are only used for players. 1990 * these last two values are only used for players.
1974 */ 1991 */
1975void 1992void
1976change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1993change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977{ 1994{
1978
1979#ifdef EXP_DEBUG 1995#ifdef EXP_DEBUG
1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1996 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981#endif 1997#endif
1982 1998
1983 /* safety */ 1999 /* safety */
2032 2048
2033/* Applies a death penalty experience, the size of this is defined by the 2049/* Applies a death penalty experience, the size of this is defined by the
2034 * settings death_penalty_percentage and death_penalty_levels, and by the 2050 * settings death_penalty_percentage and death_penalty_levels, and by the
2035 * amount of permenent experience, whichever gives the lowest loss. 2051 * amount of permenent experience, whichever gives the lowest loss.
2036 */ 2052 */
2037
2038void 2053void
2039apply_death_exp_penalty (object *op) 2054apply_death_exp_penalty (object *op)
2040{ 2055{
2041 object *tmp; 2056 object *tmp;
2042 sint64 loss; 2057 sint64 loss;

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