… | |
… | |
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 | */ |
1539 | int |
1544 | int |
1540 | allowed_class (const object *op) |
1545 | allowed_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 |
… | |
… | |
1770 | sint64 |
1780 | sint64 |
1771 | level_exp (int level, double expmul) |
1781 | level_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)) |