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Comparing deliantra/server/common/living.C (file contents):
Revision 1.39 by root, Sun Apr 29 14:39:55 2007 UTC vs.
Revision 1.46 by root, Tue May 1 05:48:19 2007 UTC

850 contr->gen_hp = 0; 850 contr->gen_hp = 0;
851 contr->gen_sp = 0; 851 contr->gen_sp = 0;
852 contr->gen_grace = 0; 852 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 854 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 855 }
865 856
866 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
867 858
868 slaying = 0; 859 slaying = 0;
886 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
887 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
888 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
889 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
890 881
891 chosen_skill = NULL; 882 chosen_skill = 0;
892 883
893 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
894 * archetype clone 885 * archetype clone
895 */ 886 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
899 { 890 {
900 if (resist[i] > 0) 891 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 892 prot[i] = resist[i], vuln[i] = 0;
902 else 893 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
895
904 potion_resist[i] = 0; 896 potion_resist[i] = 0;
905 } 897 }
906 898
907 wc = arch->clone.stats.wc; 899 wc = arch->clone.stats.wc;
908 stats.dam = arch->clone.stats.dam; 900 stats.dam = arch->clone.stats.dam;
935 */ 927 */
936 if (tmp->glow_radius > glow_radius) 928 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 929 glow_radius = tmp->glow_radius;
938 930
939 /* This happens because apply_potion calls change_abil with the potion 931 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 932 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 933 * then calls this function.
942 */ 934 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 936 continue;
945 937
979 || (tmp->type == SKILL 971 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 972 && tmp->subtype == SK_PRAYING))
981 { 973 {
982 if (type == PLAYER) 974 if (type == PLAYER)
983 { 975 {
984 if (tmp->type == BOW)
985 contr->ranges[range_bow] = tmp;
986
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 976 if ((tmp->type == WEAPON || tmp->type == BOW)
988 contr->ranges[range_misc] = tmp; 977 && tmp != current_weapon)
978 continue;
989 979
990 for (i = 0; i < NUM_STATS; i++) 980 for (i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
992 982
993 /* these are the items that currently can change digestion, regeneration, 983 /* these are the items that currently can change digestion, regeneration,
1009 contr->gen_grace += tmp->stats.grace; 999 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 1000 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power; 1001 contr->item_power += tmp->item_power;
1012 } 1002 }
1013 } /* if this is a player */ 1003 } /* if this is a player */
1004 else
1005 {
1006 if (tmp->type == WEAPON)
1007 current_weapon = tmp;
1008 }
1014 1009
1015 /* Update slots used for items */ 1010 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1019 1014
1020 if (tmp->type == SYMPTOM) 1015 if (tmp->type == SYMPTOM)
1021 { 1016 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 1017 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023 1018
1024 if (speed_reduce_from_disease == 0) 1019 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1; 1020 speed_reduce_from_disease = 1;
1026 } 1021 }
1027 1022
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 } 1046 }
1052 } 1047 }
1053 1048
1054 /* There may be other things that should not adjust the attacktype */ 1049 /* There may be other things that should not adjust the attacktype */
1055 if (tmp->type != BOW && tmp->type != SYMPTOM) 1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 {
1056 attacktype |= tmp->attacktype; 1053 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied; 1056 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type; 1057 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck; 1058 stats.luck += tmp->stats.luck;
1059 }
1063 1060
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1080 1077
1081 if (tmp->stats.exp && tmp->type != SKILL) 1078 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 1079 {
1083 if (tmp->stats.exp > 0) 1080 if (tmp->stats.exp > 0)
1084 { 1081 {
1085 added_speed += (float) tmp->stats.exp / 3.0; 1082 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1083 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 1084 }
1088 else 1085 else
1089 added_speed += (float) tmp->stats.exp; 1086 added_speed += tmp->stats.exp;
1090 } 1087 }
1091 1088
1092 switch (tmp->type) 1089 switch (tmp->type)
1093 { 1090 {
1091#if 0
1092 case WAND:
1093 case ROD:
1094 case HORN:
1095 if (type != PLAYER || current_weapon == tmp)
1096 chosen_skill = tmp;
1097 break;
1098#endif
1099
1094 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1096 case SKILL: 1102 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1098 break; 1104 break;
1106 chosen_skill = tmp; 1112 chosen_skill = tmp;
1107 1113
1108 if (tmp->stats.dam > 0) 1114 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */ 1115 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1111 weapon_speed = (int) WEAPON_SPEED (tmp); 1117 weapon_speed = WEAPON_SPEED (tmp);
1112 1118
1113 if (weapon_speed < 0) 1119 if (weapon_speed < 0)
1114 weapon_speed = 0; 1120 weapon_speed = 0;
1115 1121
1116 weapon_weight = tmp->weight; 1122 weapon_weight = tmp->weight;
1119 if (tmp->magic) 1125 if (tmp->magic)
1120 stats.dam += tmp->magic; 1126 stats.dam += tmp->magic;
1121 } 1127 }
1122 1128
1123 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1125 1131
1126 if (tmp->slaying != NULL) 1132 if (tmp->slaying)
1127 slaying = tmp->slaying; 1133 slaying = tmp->slaying;
1128 1134
1129 if (tmp->stats.ac) 1135 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1136 ac -= tmp->stats.ac + tmp->magic;
1131 1137
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1138 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1139 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137 1140
1138 break; 1141 break;
1139 1142
1140 case SKILL_TOOL: 1143 case SKILL_TOOL:
1141 if (chosen_skill) 1144 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143 1146
1144 chosen_skill = tmp; 1147 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1148 break;
1149 1149
1150 case SHIELD: 1150 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1151 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1152 contr->encumbrance += (int) tmp->weight / 2000;
1168 1168
1169 break; 1169 break;
1170 1170
1171 case BOW: 1171 case BOW:
1172 case WEAPON: 1172 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1173 wc -= tmp->stats.wc + tmp->magic; 1175 wc -= tmp->stats.wc + tmp->magic;
1174 1176
1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1176 ac -= tmp->stats.ac + tmp->magic; 1178 ac -= tmp->stats.ac + tmp->magic;
1177 1179
1178 stats.dam += tmp->stats.dam + tmp->magic; 1180 stats.dam += tmp->stats.dam + tmp->magic;
1179 weapon_weight = tmp->weight; 1181 weapon_weight = tmp->weight;
1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1181 1183
1182 if (weapon_speed < 0) 1184 if (weapon_speed < 0)
1183 weapon_speed = 0; 1185 weapon_speed = 0;
1184 1186
1185 slaying = tmp->slaying; 1187 slaying = tmp->slaying;
1188
1186 /* If there is desire that two handed weapons should do 1189 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1190 * extra strength damage, this is where the code should
1188 * go. 1191 * go.
1189 */ 1192 */
1190 current_weapon = tmp; 1193
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1194 if (type == PLAYER)
1195 if (settings.spell_encumbrance)
1192 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1196 contr->encumbrance += tmp->weight * 3 / 1000;
1197 }
1193 1198
1194 break; 1199 break;
1195 1200
1196 case ARMOUR: /* Only the best of these three are used: */ 1201 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1202 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 contr->encumbrance += (int) tmp->weight / 1000; 1203 contr->encumbrance += tmp->weight / 1000;
1199 1204
1200 case BRACERS: 1205 case BRACERS:
1201 case FORCE: 1206 case FORCE:
1202 if (tmp->stats.wc) 1207 if (tmp->stats.wc)
1203 { 1208 {
1225 wc -= (tmp->stats.wc + tmp->magic); 1230 wc -= (tmp->stats.wc + tmp->magic);
1226 1231
1227 if (tmp->stats.ac) 1232 if (tmp->stats.ac)
1228 ac -= (tmp->stats.ac + tmp->magic); 1233 ac -= (tmp->stats.ac + tmp->magic);
1229 1234
1230 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1231 max = ARMOUR_SPEED (tmp) / 10.0; 1236 max = ARMOUR_SPEED (tmp) / 10.f;
1232 1237
1233 break; 1238 break;
1234 } /* switch tmp->type */ 1239 } /* switch tmp->type */
1235 } /* item is equipped */ 1240 } /* item is equipped */
1236 } /* for loop of items */ 1241 } /* for loop of items */
1304 1309
1305 if (mana_obj == this && type == PLAYER) 1310 if (mana_obj == this && type == PLAYER)
1306 stats.maxsp = 1; 1311 stats.maxsp = 1;
1307 else 1312 else
1308 { 1313 {
1309 sp_tmp = 0.0; 1314 sp_tmp = 0.f;
1310 1315
1311 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1316 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1312 { 1317 {
1313 float stmp; 1318 float stmp;
1314 1319
1315 /* Got some extra bonus at first level */ 1320 /* Got some extra bonus at first level */
1316 if (i < 2) 1321 if (i < 2)
1317 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1322 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1318 else 1323 else
1319 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1324 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1320 1325
1321 if (stmp < 1.0) 1326 if (stmp < 1.f)
1322 stmp = 1.0; 1327 stmp = 1.f;
1323 1328
1324 sp_tmp += stmp; 1329 sp_tmp += stmp;
1325 } 1330 }
1326 1331
1327 stats.maxsp = (int) sp_tmp; 1332 stats.maxsp = (sint16)sp_tmp;
1328 1333
1329 for (i = 11; i <= mana_obj->level; i++) 1334 for (i = 11; i <= mana_obj->level; i++)
1330 stats.maxsp += 2; 1335 stats.maxsp += 2;
1331 } 1336 }
1332 /* Characters can get their sp supercharged via rune of transferrance */ 1337 /* Characters can get their sp supercharged via rune of transferrance */
1344 /* store grace in a float - this way, the divisions below don't create 1349 /* store grace in a float - this way, the divisions below don't create
1345 * big jumps when you go from level to level - with int's, it then 1350 * big jumps when you go from level to level - with int's, it then
1346 * becomes big jumps when the sums of the bonuses jump to the next 1351 * becomes big jumps when the sums of the bonuses jump to the next
1347 * step of 8 - with floats, even fractional ones are useful. 1352 * step of 8 - with floats, even fractional ones are useful.
1348 */ 1353 */
1349 sp_tmp = 0.0; 1354 sp_tmp = 0.f;
1350 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1351 { 1356 {
1352 float grace_tmp = 0.0; 1357 float grace_tmp = 0.f;
1353 1358
1354 /* Got some extra bonus at first level */ 1359 /* Got some extra bonus at first level */
1355 if (i < 2) 1360 if (i < 2)
1356 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1361 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1357 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1358 else 1362 else
1359 grace_tmp = (float) contr->levgrace[i]
1360 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1363 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1361 1364
1362 if (grace_tmp < 1.0) 1365 if (grace_tmp < 1.f)
1363 grace_tmp = 1.0; 1366 grace_tmp = 1.f;
1364 1367
1365 sp_tmp += grace_tmp; 1368 sp_tmp += grace_tmp;
1366 } 1369 }
1367 1370
1368 stats.maxgrace = (int) sp_tmp; 1371 stats.maxgrace = (sint16)sp_tmp;
1369 1372
1370 /* two grace points per level after 11 */ 1373 /* two grace points per level after 11 */
1371 for (i = 11; i <= grace_obj->level; i++) 1374 for (i = 11; i <= grace_obj->level; i++)
1372 stats.maxgrace += 2; 1375 stats.maxgrace += 2;
1373 } 1376 }
1414 stats.dam += dam_bonus[stats.Str]; 1417 stats.dam += dam_bonus[stats.Str];
1415 1418
1416 if (stats.dam < 1) 1419 if (stats.dam < 1)
1417 stats.dam = 1; 1420 stats.dam = 1;
1418 1421
1419 speed = 1.0 + speed_bonus[stats.Dex]; 1422 speed = 1.f + speed_bonus[stats.Dex];
1420 1423
1421 if (settings.search_items && contr->search_str[0]) 1424 if (settings.search_items && contr->search_str[0])
1422 speed -= 1; 1425 speed -= 1;
1423 1426
1424 if (attacktype == 0) 1427 if (attacktype == 0)
1425 attacktype = arch->clone.attacktype; 1428 attacktype = arch->clone.attacktype;
1426 1429
1427 } /* End if player */ 1430 } /* End if player */
1428 1431
1429 if (added_speed >= 0) 1432 if (added_speed >= 0)
1430 speed += added_speed / 10.0; 1433 speed += added_speed / 10.f;
1431 else /* Something wrong here...: */ 1434 else /* Something wrong here...: */
1432 speed /= (float) (1.0 - added_speed); 1435 speed /= 1.f - added_speed;
1433 1436
1434 /* Max is determined by armour */ 1437 /* Max is determined by armour */
1435 if (speed > max) 1438 if (speed > max)
1436 speed = max; 1439 speed = max;
1437 1440
1442 * weight limit, then player suffers a speed reduction based on how 1445 * weight limit, then player suffers a speed reduction based on how
1443 * much above he is, and what is max carry is 1446 * much above he is, and what is max carry is
1444 */ 1447 */
1445 f = (carrying / 1000) - max_carry[stats.Str]; 1448 f = (carrying / 1000) - max_carry[stats.Str];
1446 if (f > 0) 1449 if (f > 0)
1447 speed = speed / (1.0 + f / max_carry[stats.Str]); 1450 speed = speed / (1.f + f / max_carry[stats.Str]);
1448 } 1451 }
1449 1452
1450 speed += bonus_speed / 10.0; /* Not affected by limits */ 1453 speed += bonus_speed / 10.f; /* Not affected by limits */
1451 1454
1452 /* Put a lower limit on speed. Note with this speed, you move once every 1455 /* Put a lower limit on speed. Note with this speed, you move once every
1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1454 */ 1457 */
1455 speed = speed * speed_reduce_from_disease; 1458 speed = speed * speed_reduce_from_disease;
1456 1459
1457 if (speed < 0.01 && type == PLAYER) 1460 if (speed < 0.01f && type == PLAYER)
1458 speed = 0.01; 1461 speed = 0.01f;
1459 1462
1460 if (type == PLAYER) 1463 if (type == PLAYER)
1461 { 1464 {
1462 float M, W, s, D, K, S, M2;
1463
1464 /* (This formula was made by vidarl@ifi.uio.no) 1465 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically 1466 * Note that we never used these values again - basically
1466 * all of these could be subbed into one big equation, but 1467 * all of these could be subbed into one big equation, but
1467 * that would just be a real pain to read. 1468 * that would just be a real pain to read.
1468 */ 1469 */
1469 M = (max_carry[stats.Str] - 121) / 121.0; 1470 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 M2 = max_carry[stats.Str] / 100.0; 1471 float M2 = max_carry[stats.Str] / 100.f;
1471 W = weapon_weight / 20000.0; 1472 float W = weapon_weight / 20000.f;
1472 s = 2 - weapon_speed / 10.0; 1473 float s = 2 - weapon_speed / 10.f;
1473 D = (stats.Dex - 14) / 14.0; 1474 float D = (stats.Dex - 14) / 14.f;
1474 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476
1475 K *= (4 + level) / (float) (6 + level) * 1.2; 1477 K *= (4 + level) *1.2f / (6 + level);
1478
1476 if (K <= 0) 1479 if (K <= 0.f)
1477 K = 0.01; 1480 K = 0.01f;
1481
1478 S = speed / (K * s); 1482 float S = speed / (K * s);
1483
1479 contr->weapon_sp = S; 1484 contr->weapon_sp = S;
1480 } 1485 }
1481 1486
1482 /* I want to limit the power of small monsters with big weapons: */ 1487 /* I want to limit the power of small monsters with big weapons: */
1483 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1484 stats.dam = arch->clone.stats.dam * 3; 1489 stats.dam = arch->clone.stats.dam * 3;
1485 1490
1486 /* Prevent overflows of wc - best you can get is ABS(120) - this 1491 /* Prevent overflows of wc - best you can get is ABS(120) - this
1487 * should be more than enough - remember, AC is also in 8 bits, 1492 * should be more than enough - remember, AC is also in 8 bits,
1488 * so its value is the same. 1493 * so its value is the same.
1537 * false otherwise. 1542 * false otherwise.
1538 */ 1543 */
1539int 1544int
1540allowed_class (const object *op) 1545allowed_class (const object *op)
1541{ 1546{
1542 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1547 return op->stats.Dex > 0
1543 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1548 && op->stats.Str > 0
1549 && op->stats.Con > 0
1550 && op->stats.Int > 0
1551 && op->stats.Wis > 0
1552 && op->stats.Pow > 0
1553 && op->stats.Cha > 0;
1544} 1554}
1545 1555
1546/* 1556/*
1547 * set the new dragon name after gaining levels or 1557 * set the new dragon name after gaining levels or
1548 * changing ability focus (later this can be extended to 1558 * changing ability focus (later this can be extended to
1770sint64 1780sint64
1771level_exp (int level, double expmul) 1781level_exp (int level, double expmul)
1772{ 1782{
1773 if (level > settings.max_level) 1783 if (level > settings.max_level)
1774 return (sint64) (expmul * levels[settings.max_level]); 1784 return (sint64) (expmul * levels[settings.max_level]);
1785
1775 return (sint64) (expmul * levels[level]); 1786 return (sint64) (expmul * levels[level]);
1776} 1787}
1777 1788
1778/* 1789/*
1779 * Ensure that the permanent experience requirements in an exp object are met. 1790 * Ensure that the permanent experience requirements in an exp object are met.
1816 sint64 limit, exp_to_add; 1827 sint64 limit, exp_to_add;
1817 int i; 1828 int i;
1818 1829
1819 /* prevents some forms of abuse. */ 1830 /* prevents some forms of abuse. */
1820 if (op->contr->braced) 1831 if (op->contr->braced)
1821 exp = exp / 5; 1832 exp /= 5;
1822 1833
1823 /* Try to find the matching skill. 1834 /* Try to find the matching skill.
1824 * We do a shortcut/time saving mechanism first - see if it matches 1835 * We do a shortcut/time saving mechanism first - see if it matches
1825 * chosen_skill. This means we don't need to search through 1836 * chosen_skill. This means we don't need to search through
1826 * the players inventory. 1837 * the players inventory.
1827 */ 1838 */
1828 if (skill_name) 1839 if (skill_name)
1829 { 1840 {
1830 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))

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