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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 1.45 by root, Mon Apr 30 04:25:29 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 /* 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 memcpy (body_used, body_info, sizeof (body_info));
866 858
867 slaying = 0; 859 slaying = 0;
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 871 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); 872 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); 873 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); 874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 875
884 path_attuned = arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
889 chosen_skill = NULL; 882 chosen_skill = NULL;
890 883
891 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
892 * archetype clone 885 * archetype clone
893 */ 886 */
933 */ 926 */
934 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
936 929
937 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
939 * then calls this function. 932 * then calls this function.
940 */ 933 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue; 935 continue;
943 936
969 * in the praying skill, and the player should always get those. 962 * 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, 963 * 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 964 * because the skill shouldn't count against body positions being used
972 * up, etc. 965 * up, etc.
973 */ 966 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
976 { 972 {
977 if (type == PLAYER) 973 if (type == PLAYER)
978 { 974 {
979 if (tmp->type == BOW)
980 contr->ranges[range_bow] = tmp;
981
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
983 contr->ranges[range_misc] = tmp;
984
985 for (i = 0; i < NUM_STATS; i++) 975 for (i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 976 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
987 977
988 /* these are the items that currently can change digestion, regeneration, 978 /* these are the items that currently can change digestion, regeneration,
989 * spell point recovery and mana point recovery. Seems sort of an arbitary 979 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array. 980 * list, but other items store other info into stats array.
991 */ 981 */
992 if ((tmp->type == WEAPON) || 982 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 983 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) || 984 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 985 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 986 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 987 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1002 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 1003 body_used[i] += tmp->body_info[i];
1014 1004
1015 if (tmp->type == SYMPTOM) 1005 if (tmp->type == SYMPTOM)
1016 { 1006 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 1007 speed_reduce_from_disease = tmp->last_sp / 100.f;
1008
1018 if (speed_reduce_from_disease == 0) 1009 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 1010 speed_reduce_from_disease = 1;
1020 } 1011 }
1021 1012
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1047 1038
1048 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1050 attacktype |= tmp->attacktype; 1041 attacktype |= tmp->attacktype;
1051 1042
1052 path_attuned |= tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 1045 path_denied |= tmp->path_denied;
1046 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 1047 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type;
1057 1048
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1049 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); 1050 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); 1051 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); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1074 1065
1075 if (tmp->stats.exp && tmp->type != SKILL) 1066 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 1067 {
1077 if (tmp->stats.exp > 0) 1068 if (tmp->stats.exp > 0)
1078 { 1069 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 1070 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1071 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 1072 }
1082 else 1073 else
1083 added_speed += (float) tmp->stats.exp; 1074 added_speed += tmp->stats.exp;
1084 } 1075 }
1085 1076
1086 switch (tmp->type) 1077 switch (tmp->type)
1087 { 1078 {
1079 case WAND:
1080 case ROD:
1081 case HORN:
1082 if (type == PLAYER)
1083 {
1084 contr->ranged_skill = this;
1085 contr->ranged_ob = tmp;
1086 }
1087 break;
1088
1088 /* skills modifying the character -b.t. */ 1089 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */ 1090 /* for all skills and skill granting objects */
1090 case SKILL: 1091 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1092 break; 1093 break;
1100 chosen_skill = tmp; 1101 chosen_skill = tmp;
1101 1102
1102 if (tmp->stats.dam > 0) 1103 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1104 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1106 weapon_speed = WEAPON_SPEED (tmp);
1106 1107
1107 if (weapon_speed < 0) 1108 if (weapon_speed < 0)
1108 weapon_speed = 0; 1109 weapon_speed = 0;
1109 1110
1110 weapon_weight = tmp->weight; 1111 weapon_weight = tmp->weight;
1113 if (tmp->magic) 1114 if (tmp->magic)
1114 stats.dam += tmp->magic; 1115 stats.dam += tmp->magic;
1115 } 1116 }
1116 1117
1117 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1119 wc -= tmp->stats.wc + tmp->magic;
1119 1120
1120 if (tmp->slaying != NULL) 1121 if (tmp->slaying)
1121 slaying = tmp->slaying; 1122 slaying = tmp->slaying;
1122 1123
1123 if (tmp->stats.ac) 1124 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1125 ac -= tmp->stats.ac + tmp->magic;
1125 1126
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128 1129
1129 if (type == PLAYER) 1130 if (type == PLAYER)
1131 {
1130 contr->ranges[range_skill] = this; 1132 contr->ranged_skill = this;
1133 contr->ranged_ob = tmp;
1134 }
1131 1135
1132 break; 1136 break;
1133 1137
1134 case SKILL_TOOL: 1138 case SKILL_TOOL:
1135 if (chosen_skill) 1139 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1140 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137 1141
1138 chosen_skill = tmp; 1142 chosen_skill = tmp;
1139 1143
1140 if (type == PLAYER) 1144 if (type == PLAYER)
1145 {
1141 contr->ranges[range_skill] = this; 1146 contr->ranged_skill = this;
1147 contr->ranged_ob = tmp;
1148 }
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;
1150 case HELMET: 1157 case HELMET:
1151 case BOOTS: 1158 case BOOTS:
1152 case GLOVES: 1159 case GLOVES:
1153 case CLOAK: 1160 case CLOAK:
1154 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1156 1163
1157 if (tmp->stats.dam) 1164 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic); 1165 stats.dam += tmp->stats.dam + tmp->magic;
1159 1166
1160 if (tmp->stats.ac) 1167 if (tmp->stats.ac)
1161 ac -= (tmp->stats.ac + tmp->magic); 1168 ac -= tmp->stats.ac + tmp->magic;
1162 1169
1163 break; 1170 break;
1164 1171
1172 case BOW:
1165 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER
1175 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177 {
1166 wc -= (tmp->stats.wc + tmp->magic); 1178 wc -= tmp->stats.wc + tmp->magic;
1167 1179
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1180 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic; 1181 ac -= tmp->stats.ac + tmp->magic;
1170 1182
1171 stats.dam += (tmp->stats.dam + tmp->magic); 1183 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1184 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1185 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174 1186
1175 if (weapon_speed < 0) 1187 if (weapon_speed < 0)
1176 weapon_speed = 0; 1188 weapon_speed = 0;
1177 1189
1178 slaying = tmp->slaying; 1190 slaying = tmp->slaying;
1191
1179 /* If there is desire that two handed weapons should do 1192 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1193 * extra strength damage, this is where the code should
1181 * go. 1194 * go.
1182 */ 1195 */
1196
1183 current_weapon = tmp; 1197 current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1198
1199 if (type == PLAYER)
1200 {
1201 contr->combat_ob = tmp;
1202
1203 if (settings.spell_encumbrance)
1185 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight * 3 / 1000;
1205 }
1206 }
1186 1207
1187 break; 1208 break;
1188 1209
1189 case ARMOUR: /* Only the best of these three are used: */ 1210 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1211 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 contr->encumbrance += (int) tmp->weight / 1000; 1212 contr->encumbrance += tmp->weight / 1000;
1192 1213
1193 case BRACERS: 1214 case BRACERS:
1194 case FORCE: 1215 case FORCE:
1195 if (tmp->stats.wc) 1216 if (tmp->stats.wc)
1196 { 1217 {
1218 wc -= (tmp->stats.wc + tmp->magic); 1239 wc -= (tmp->stats.wc + tmp->magic);
1219 1240
1220 if (tmp->stats.ac) 1241 if (tmp->stats.ac)
1221 ac -= (tmp->stats.ac + tmp->magic); 1242 ac -= (tmp->stats.ac + tmp->magic);
1222 1243
1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1244 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1224 max = ARMOUR_SPEED (tmp) / 10.0; 1245 max = ARMOUR_SPEED (tmp) / 10.f;
1225 1246
1226 break; 1247 break;
1227 } /* switch tmp->type */ 1248 } /* switch tmp->type */
1228 } /* item is equipped */ 1249 } /* item is equipped */
1229 } /* for loop of items */ 1250 } /* for loop of items */
1297 1318
1298 if (mana_obj == this && type == PLAYER) 1319 if (mana_obj == this && type == PLAYER)
1299 stats.maxsp = 1; 1320 stats.maxsp = 1;
1300 else 1321 else
1301 { 1322 {
1302 sp_tmp = 0.0; 1323 sp_tmp = 0.f;
1303 1324
1304 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1325 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1305 { 1326 {
1306 float stmp; 1327 float stmp;
1307 1328
1308 /* Got some extra bonus at first level */ 1329 /* Got some extra bonus at first level */
1309 if (i < 2) 1330 if (i < 2)
1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1331 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1311 else 1332 else
1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1333 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1313 1334
1314 if (stmp < 1.0) 1335 if (stmp < 1.f)
1315 stmp = 1.0; 1336 stmp = 1.f;
1316 1337
1317 sp_tmp += stmp; 1338 sp_tmp += stmp;
1318 } 1339 }
1319 1340
1320 stats.maxsp = (int) sp_tmp; 1341 stats.maxsp = (sint16)sp_tmp;
1321 1342
1322 for (i = 11; i <= mana_obj->level; i++) 1343 for (i = 11; i <= mana_obj->level; i++)
1323 stats.maxsp += 2; 1344 stats.maxsp += 2;
1324 } 1345 }
1325 /* Characters can get their sp supercharged via rune of transferrance */ 1346 /* Characters can get their sp supercharged via rune of transferrance */
1337 /* store grace in a float - this way, the divisions below don't create 1358 /* 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 1359 * 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 1360 * becomes big jumps when the sums of the bonuses jump to the next
1340 * step of 8 - with floats, even fractional ones are useful. 1361 * step of 8 - with floats, even fractional ones are useful.
1341 */ 1362 */
1342 sp_tmp = 0.0; 1363 sp_tmp = 0.f;
1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1364 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1344 { 1365 {
1345 float grace_tmp = 0.0; 1366 float grace_tmp = 0.f;
1346 1367
1347 /* Got some extra bonus at first level */ 1368 /* Got some extra bonus at first level */
1348 if (i < 2) 1369 if (i < 2)
1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1370 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 1371 else
1352 grace_tmp = (float) contr->levgrace[i]
1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1372 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1354 1373
1355 if (grace_tmp < 1.0) 1374 if (grace_tmp < 1.f)
1356 grace_tmp = 1.0; 1375 grace_tmp = 1.f;
1357 1376
1358 sp_tmp += grace_tmp; 1377 sp_tmp += grace_tmp;
1359 } 1378 }
1360 1379
1361 stats.maxgrace = (int) sp_tmp; 1380 stats.maxgrace = (sint16)sp_tmp;
1362 1381
1363 /* two grace points per level after 11 */ 1382 /* two grace points per level after 11 */
1364 for (i = 11; i <= grace_obj->level; i++) 1383 for (i = 11; i <= grace_obj->level; i++)
1365 stats.maxgrace += 2; 1384 stats.maxgrace += 2;
1366 } 1385 }
1386 * monster bonus the same as before. -b.t. 1405 * monster bonus the same as before. -b.t.
1387 */ 1406 */
1388 1407
1389 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1408 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1390 { 1409 {
1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1410 wc -= wc_obj->level + thaco_bonus[stats.Str];
1411
1392 for (i = 1; i < wc_obj->level; i++) 1412 for (i = 1; i < wc_obj->level; i++)
1393 { 1413 {
1394 /* addtional wc every 6 levels */ 1414 /* addtional wc every 6 levels */
1395 if (!(i % 6)) 1415 if (!(i % 6))
1396 wc--; 1416 wc--;
1417
1397 /* addtional dam every 4 levels. */ 1418 /* addtional dam every 4 levels. */
1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1419 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1420 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1400 } 1421 }
1401 } 1422 }
1402 else 1423 else
1403 wc -= (level + thaco_bonus[stats.Str]); 1424 wc -= level + thaco_bonus[stats.Str];
1404 1425
1405 stats.dam += dam_bonus[stats.Str]; 1426 stats.dam += dam_bonus[stats.Str];
1406 1427
1407 if (stats.dam < 1) 1428 if (stats.dam < 1)
1408 stats.dam = 1; 1429 stats.dam = 1;
1409 1430
1410 speed = 1.0 + speed_bonus[stats.Dex]; 1431 speed = 1.f + speed_bonus[stats.Dex];
1411 1432
1412 if (settings.search_items && contr->search_str[0]) 1433 if (settings.search_items && contr->search_str[0])
1413 speed -= 1; 1434 speed -= 1;
1414 1435
1415 if (attacktype == 0) 1436 if (attacktype == 0)
1416 attacktype = arch->clone.attacktype; 1437 attacktype = arch->clone.attacktype;
1417 1438
1418 } /* End if player */ 1439 } /* End if player */
1419 1440
1420 if (added_speed >= 0) 1441 if (added_speed >= 0)
1421 speed += added_speed / 10.0; 1442 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1443 else /* Something wrong here...: */
1423 speed /= (float) (1.0 - added_speed); 1444 speed /= 1.f - added_speed;
1424 1445
1425 /* Max is determined by armour */ 1446 /* Max is determined by armour */
1426 if (speed > max) 1447 if (speed > max)
1427 speed = max; 1448 speed = max;
1428 1449
1433 * weight limit, then player suffers a speed reduction based on how 1454 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1455 * much above he is, and what is max carry is
1435 */ 1456 */
1436 f = (carrying / 1000) - max_carry[stats.Str]; 1457 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1458 if (f > 0)
1438 speed = speed / (1.0 + f / max_carry[stats.Str]); 1459 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1460 }
1440 1461
1441 speed += bonus_speed / 10.0; /* Not affected by limits */ 1462 speed += bonus_speed / 10.f; /* Not affected by limits */
1442 1463
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1464 /* 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. 1465 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1445 */ 1466 */
1446 speed = speed * speed_reduce_from_disease; 1467 speed = speed * speed_reduce_from_disease;
1447 1468
1448 if (speed < 0.01 && type == PLAYER) 1469 if (speed < 0.01f && type == PLAYER)
1449 speed = 0.01; 1470 speed = 0.01f;
1450 1471
1451 if (type == PLAYER) 1472 if (type == PLAYER)
1452 { 1473 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1474 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1475 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1476 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1477 * that would just be a real pain to read.
1459 */ 1478 */
1460 M = (max_carry[stats.Str] - 121) / 121.0; 1479 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[stats.Str] / 100.0; 1480 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1481 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1482 float s = 2 - weapon_speed / 10.f;
1464 D = (stats.Dex - 14) / 14.0; 1483 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1484 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1485
1466 K *= (4 + level) / (float) (6 + level) * 1.2; 1486 K *= (4 + level) *1.2f / (6 + level);
1487
1467 if (K <= 0) 1488 if (K <= 0.f)
1468 K = 0.01; 1489 K = 0.01f;
1490
1469 S = speed / (K * s); 1491 float S = speed / (K * s);
1492
1470 contr->weapon_sp = S; 1493 contr->weapon_sp = S;
1471 } 1494 }
1472 1495
1473 /* I want to limit the power of small monsters with big weapons: */ 1496 /* 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) 1497 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1475 stats.dam = arch->clone.stats.dam * 3; 1498 stats.dam = arch->clone.stats.dam * 3;
1476 1499
1477 /* Prevent overflows of wc - best you can get is ABS(120) - this 1500 /* 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, 1501 * should be more than enough - remember, AC is also in 8 bits,
1479 * so its value is the same. 1502 * so its value is the same.
1528 * false otherwise. 1551 * false otherwise.
1529 */ 1552 */
1530int 1553int
1531allowed_class (const object *op) 1554allowed_class (const object *op)
1532{ 1555{
1533 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1556 return op->stats.Dex > 0
1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1557 && op->stats.Str > 0
1558 && op->stats.Con > 0
1559 && op->stats.Int > 0
1560 && op->stats.Wis > 0
1561 && op->stats.Pow > 0
1562 && op->stats.Cha > 0;
1535} 1563}
1536 1564
1537/* 1565/*
1538 * set the new dragon name after gaining levels or 1566 * set the new dragon name after gaining levels or
1539 * changing ability focus (later this can be extended to 1567 * changing ability focus (later this can be extended to
1761sint64 1789sint64
1762level_exp (int level, double expmul) 1790level_exp (int level, double expmul)
1763{ 1791{
1764 if (level > settings.max_level) 1792 if (level > settings.max_level)
1765 return (sint64) (expmul * levels[settings.max_level]); 1793 return (sint64) (expmul * levels[settings.max_level]);
1794
1766 return (sint64) (expmul * levels[level]); 1795 return (sint64) (expmul * levels[level]);
1767} 1796}
1768 1797
1769/* 1798/*
1770 * Ensure that the permanent experience requirements in an exp object are met. 1799 * Ensure that the permanent experience requirements in an exp object are met.
1973 * these last two values are only used for players. 2002 * these last two values are only used for players.
1974 */ 2003 */
1975void 2004void
1976change_exp (object *op, sint64 exp, const char *skill_name, int flag) 2005change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977{ 2006{
1978
1979#ifdef EXP_DEBUG 2007#ifdef EXP_DEBUG
1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 2008 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981#endif 2009#endif
1982 2010
1983 /* safety */ 2011 /* safety */
2032 2060
2033/* Applies a death penalty experience, the size of this is defined by the 2061/* 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 2062 * settings death_penalty_percentage and death_penalty_levels, and by the
2035 * amount of permenent experience, whichever gives the lowest loss. 2063 * amount of permenent experience, whichever gives the lowest loss.
2036 */ 2064 */
2037
2038void 2065void
2039apply_death_exp_penalty (object *op) 2066apply_death_exp_penalty (object *op)
2040{ 2067{
2041 object *tmp; 2068 object *tmp;
2042 sint64 loss; 2069 sint64 loss;

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