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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 1.47 by root, Mon May 7 03:05:57 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 /* 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 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = 0;
861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = 0;
863 } 855 }
864 856
865 memcpy (body_used, body_info, sizeof (body_info)); 857 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info;
866 859
867 slaying = 0; 860 slaying = 0;
868 861
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 862 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 863 {
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 872 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); 873 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); 874 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); 875 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 876
884 path_attuned = arch->clone.path_attuned; 877 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 878 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 879 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 880 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 881 move_type = arch->clone.move_type;
882
889 chosen_skill = NULL; 883 chosen_skill = 0;
890 884
891 /* initializing resistances from the values in player/monster's 885 /* initializing resistances from the values in player/monster's
892 * archetype clone 886 * archetype clone
893 */ 887 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 888 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 891 {
898 if (resist[i] > 0) 892 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 893 prot[i] = resist[i], vuln[i] = 0;
900 else 894 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 895 vuln[i] = -(resist[i]), prot[i] = 0;
896
902 potion_resist[i] = 0; 897 potion_resist[i] = 0;
903 } 898 }
904 899
905 wc = arch->clone.stats.wc; 900 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 901 stats.dam = arch->clone.stats.dam;
933 */ 928 */
934 if (tmp->glow_radius > glow_radius) 929 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius; 930 glow_radius = tmp->glow_radius;
936 931
937 /* This happens because apply_potion calls change_abil with the potion 932 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil 933 * applied so we can tell the player what changed. But change_abil
939 * then calls this function. 934 * then calls this function.
940 */ 935 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue; 937 continue;
943 938
969 * in the praying skill, and the player should always get those. 964 * 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, 965 * 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 966 * because the skill shouldn't count against body positions being used
972 * up, etc. 967 * up, etc.
973 */ 968 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 969 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
970 && tmp->type != CONTAINER
971 && tmp->type != CLOSE_CON)
972 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 973 && tmp->subtype == SK_PRAYING))
976 { 974 {
977 if (type == PLAYER) 975 if (type == PLAYER)
978 { 976 {
979 if (tmp->type == BOW)
980 contr->ranges[range_bow] = tmp;
981
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 977 if ((tmp->type == WEAPON || tmp->type == BOW)
983 contr->ranges[range_misc] = tmp; 978 && tmp != current_weapon)
979 continue;
984 980
985 for (i = 0; i < NUM_STATS; i++) 981 for (i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
987 983
988 /* these are the items that currently can change digestion, regeneration, 984 /* these are the items that currently can change digestion, regeneration,
989 * spell point recovery and mana point recovery. Seems sort of an arbitary 985 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array. 986 * list, but other items store other info into stats array.
991 */ 987 */
1004 contr->gen_grace += tmp->stats.grace; 1000 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 1001 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power; 1002 contr->item_power += tmp->item_power;
1007 } 1003 }
1008 } /* if this is a player */ 1004 } /* if this is a player */
1005 else
1006 {
1007 if (tmp->type == WEAPON)
1008 current_weapon = tmp;
1009 }
1009 1010
1010 /* Update slots used for items */ 1011 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1012 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 1014 slot[i].used += tmp->slot[i].info;
1014 1015
1015 if (tmp->type == SYMPTOM) 1016 if (tmp->type == SYMPTOM)
1016 { 1017 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 1018 speed_reduce_from_disease = tmp->last_sp / 100.f;
1019
1018 if (speed_reduce_from_disease == 0) 1020 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 1021 speed_reduce_from_disease = 1;
1020 } 1022 }
1021 1023
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 1047 }
1046 } 1048 }
1047 1049
1048 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 {
1050 attacktype |= tmp->attacktype; 1054 attacktype |= tmp->attacktype;
1051
1052 path_attuned |= tmp->path_attuned; 1055 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 1056 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 1057 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 1059 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type; 1060 }
1057 1061
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1062 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); 1063 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); 1064 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); 1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1074 1078
1075 if (tmp->stats.exp && tmp->type != SKILL) 1079 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 1080 {
1077 if (tmp->stats.exp > 0) 1081 if (tmp->stats.exp > 0)
1078 { 1082 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 1083 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1084 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 1085 }
1082 else 1086 else
1083 added_speed += (float) tmp->stats.exp; 1087 added_speed += tmp->stats.exp;
1084 } 1088 }
1085 1089
1086 switch (tmp->type) 1090 switch (tmp->type)
1087 { 1091 {
1092#if 0
1093 case WAND:
1094 case ROD:
1095 case HORN:
1096 if (type != PLAYER || current_weapon == tmp)
1097 chosen_skill = tmp;
1098 break;
1099#endif
1100
1088 /* skills modifying the character -b.t. */ 1101 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */ 1102 /* for all skills and skill granting objects */
1090 case SKILL: 1103 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1092 break; 1105 break;
1100 chosen_skill = tmp; 1113 chosen_skill = tmp;
1101 1114
1102 if (tmp->stats.dam > 0) 1115 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1116 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1118 weapon_speed = WEAPON_SPEED (tmp);
1106 1119
1107 if (weapon_speed < 0) 1120 if (weapon_speed < 0)
1108 weapon_speed = 0; 1121 weapon_speed = 0;
1109 1122
1110 weapon_weight = tmp->weight; 1123 weapon_weight = tmp->weight;
1113 if (tmp->magic) 1126 if (tmp->magic)
1114 stats.dam += tmp->magic; 1127 stats.dam += tmp->magic;
1115 } 1128 }
1116 1129
1117 if (tmp->stats.wc) 1130 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1131 wc -= tmp->stats.wc + tmp->magic;
1119 1132
1120 if (tmp->slaying != NULL) 1133 if (tmp->slaying)
1121 slaying = tmp->slaying; 1134 slaying = tmp->slaying;
1122 1135
1123 if (tmp->stats.ac) 1136 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1137 ac -= tmp->stats.ac + tmp->magic;
1125 1138
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1139 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1140 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131 1141
1132 break; 1142 break;
1133 1143
1134 case SKILL_TOOL: 1144 case SKILL_TOOL:
1135 if (chosen_skill) 1145 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137 1147
1138 chosen_skill = tmp; 1148 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break; 1149 break;
1143 1150
1144 case SHIELD: 1151 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1162 1169
1163 break; 1170 break;
1164 1171
1165 case BOW: 1172 case BOW:
1166 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1167 wc -= tmp->stats.wc + tmp->magic; 1176 wc -= tmp->stats.wc + tmp->magic;
1168 1177
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1171 1180
1172 stats.dam += tmp->stats.dam + tmp->magic; 1181 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1182 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1184
1176 if (weapon_speed < 0) 1185 if (weapon_speed < 0)
1177 weapon_speed = 0; 1186 weapon_speed = 0;
1178 1187
1179 slaying = tmp->slaying; 1188 slaying = tmp->slaying;
1189
1180 /* If there is desire that two handed weapons should do 1190 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1191 * extra strength damage, this is where the code should
1182 * go. 1192 * go.
1183 */ 1193 */
1184 current_weapon = tmp; 1194
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1195 if (type == PLAYER)
1196 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1197 contr->encumbrance += tmp->weight * 3 / 1000;
1198 }
1187 1199
1188 break; 1200 break;
1189 1201
1190 case ARMOUR: /* Only the best of these three are used: */ 1202 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1203 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight / 1000;
1193 1205
1194 case BRACERS: 1206 case BRACERS:
1195 case FORCE: 1207 case FORCE:
1196 if (tmp->stats.wc) 1208 if (tmp->stats.wc)
1197 { 1209 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1231 wc -= (tmp->stats.wc + tmp->magic);
1220 1232
1221 if (tmp->stats.ac) 1233 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1234 ac -= (tmp->stats.ac + tmp->magic);
1223 1235
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1237 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1238
1227 break; 1239 break;
1228 } /* switch tmp->type */ 1240 } /* switch tmp->type */
1229 } /* item is equipped */ 1241 } /* item is equipped */
1230 } /* for loop of items */ 1242 } /* for loop of items */
1298 1310
1299 if (mana_obj == this && type == PLAYER) 1311 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1312 stats.maxsp = 1;
1301 else 1313 else
1302 { 1314 {
1303 sp_tmp = 0.0; 1315 sp_tmp = 0.f;
1304 1316
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1317 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1318 {
1307 float stmp; 1319 float stmp;
1308 1320
1309 /* Got some extra bonus at first level */ 1321 /* Got some extra bonus at first level */
1310 if (i < 2) 1322 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1324 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1326
1315 if (stmp < 1.0) 1327 if (stmp < 1.f)
1316 stmp = 1.0; 1328 stmp = 1.f;
1317 1329
1318 sp_tmp += stmp; 1330 sp_tmp += stmp;
1319 } 1331 }
1320 1332
1321 stats.maxsp = (int) sp_tmp; 1333 stats.maxsp = (sint16)sp_tmp;
1322 1334
1323 for (i = 11; i <= mana_obj->level; i++) 1335 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1336 stats.maxsp += 2;
1325 } 1337 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1338 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1350 /* 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 1351 * 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 1352 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1353 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1354 */
1343 sp_tmp = 0.0; 1355 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1356 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1357 {
1346 float grace_tmp = 0.0; 1358 float grace_tmp = 0.f;
1347 1359
1348 /* Got some extra bonus at first level */ 1360 /* Got some extra bonus at first level */
1349 if (i < 2) 1361 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1362 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 1363 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1364 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1365
1356 if (grace_tmp < 1.0) 1366 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1367 grace_tmp = 1.f;
1358 1368
1359 sp_tmp += grace_tmp; 1369 sp_tmp += grace_tmp;
1360 } 1370 }
1361 1371
1362 stats.maxgrace = (int) sp_tmp; 1372 stats.maxgrace = (sint16)sp_tmp;
1363 1373
1364 /* two grace points per level after 11 */ 1374 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1375 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1376 stats.maxgrace += 2;
1367 } 1377 }
1408 stats.dam += dam_bonus[stats.Str]; 1418 stats.dam += dam_bonus[stats.Str];
1409 1419
1410 if (stats.dam < 1) 1420 if (stats.dam < 1)
1411 stats.dam = 1; 1421 stats.dam = 1;
1412 1422
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1423 speed = 1.f + speed_bonus[stats.Dex];
1414 1424
1415 if (settings.search_items && contr->search_str[0]) 1425 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1426 speed -= 1;
1417 1427
1418 if (attacktype == 0) 1428 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1429 attacktype = arch->clone.attacktype;
1420 1430
1421 } /* End if player */ 1431 } /* End if player */
1422 1432
1423 if (added_speed >= 0) 1433 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1434 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1435 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1436 speed /= 1.f - added_speed;
1427 1437
1428 /* Max is determined by armour */ 1438 /* Max is determined by armour */
1429 if (speed > max) 1439 if (speed > max)
1430 speed = max; 1440 speed = max;
1431 1441
1436 * weight limit, then player suffers a speed reduction based on how 1446 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1447 * much above he is, and what is max carry is
1438 */ 1448 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1449 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1450 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1451 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1452 }
1443 1453
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1454 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1455
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1456 /* 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. 1457 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1458 */
1449 speed = speed * speed_reduce_from_disease; 1459 speed = speed * speed_reduce_from_disease;
1450 1460
1451 if (speed < 0.01 && type == PLAYER) 1461 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1462 speed = 0.01f;
1453 1463
1454 if (type == PLAYER) 1464 if (type == PLAYER)
1455 { 1465 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1466 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1467 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1468 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1469 * that would just be a real pain to read.
1462 */ 1470 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1471 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1472 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1473 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1474 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1475 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1476 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1477
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1478 K *= (4 + level) *1.2f / (6 + level);
1479
1470 if (K <= 0) 1480 if (K <= 0.f)
1471 K = 0.01; 1481 K = 0.01f;
1482
1472 S = speed / (K * s); 1483 float S = speed / (K * s);
1484
1473 contr->weapon_sp = S; 1485 contr->weapon_sp = S;
1474 } 1486 }
1475 1487
1476 /* I want to limit the power of small monsters with big weapons: */ 1488 /* 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) 1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1490 stats.dam = arch->clone.stats.dam * 3;
1479 1491
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1492 /* 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, 1493 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1494 * so its value is the same.
1531 * false otherwise. 1543 * false otherwise.
1532 */ 1544 */
1533int 1545int
1534allowed_class (const object *op) 1546allowed_class (const object *op)
1535{ 1547{
1536 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1548 return op->stats.Dex > 0
1537 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1549 && op->stats.Str > 0
1550 && op->stats.Con > 0
1551 && op->stats.Int > 0
1552 && op->stats.Wis > 0
1553 && op->stats.Pow > 0
1554 && op->stats.Cha > 0;
1538} 1555}
1539 1556
1540/* 1557/*
1541 * set the new dragon name after gaining levels or 1558 * set the new dragon name after gaining levels or
1542 * changing ability focus (later this can be extended to 1559 * changing ability focus (later this can be extended to
1764sint64 1781sint64
1765level_exp (int level, double expmul) 1782level_exp (int level, double expmul)
1766{ 1783{
1767 if (level > settings.max_level) 1784 if (level > settings.max_level)
1768 return (sint64) (expmul * levels[settings.max_level]); 1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1769 return (sint64) (expmul * levels[level]); 1787 return (sint64) (expmul * levels[level]);
1770} 1788}
1771 1789
1772/* 1790/*
1773 * Ensure that the permanent experience requirements in an exp object are met. 1791 * Ensure that the permanent experience requirements in an exp object are met.
1810 sint64 limit, exp_to_add; 1828 sint64 limit, exp_to_add;
1811 int i; 1829 int i;
1812 1830
1813 /* prevents some forms of abuse. */ 1831 /* prevents some forms of abuse. */
1814 if (op->contr->braced) 1832 if (op->contr->braced)
1815 exp = exp / 5; 1833 exp /= 5;
1816 1834
1817 /* Try to find the matching skill. 1835 /* Try to find the matching skill.
1818 * We do a shortcut/time saving mechanism first - see if it matches 1836 * We do a shortcut/time saving mechanism first - see if it matches
1819 * chosen_skill. This means we don't need to search through 1837 * chosen_skill. This means we don't need to search through
1820 * the players inventory. 1838 * the players inventory.
1821 */ 1839 */
1822 if (skill_name) 1840 if (skill_name)
1823 { 1841 {
1824 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1842 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))

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