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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 1.49 by root, Sat May 12 17:26:51 2007 UTC

357/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 358 * the object.
359 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 360 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 366 * that gives them that ability.
367 */ 367 */
398 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
399 * to allow for that. 399 * to allow for that.
400 */ 400 */
401 if (nstat < 1 && i * flag < 0) 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 402 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j))
404 {
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
406 }
407 405
408 if (nstat != ostat) 406 if (nstat != ostat)
409 { 407 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
411 potion_max = 0; 409 potion_max = 0;
412 } 410 }
413 else if (i) 411 else if (i)
414 { 412 {
415 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
420 /* This section of code ups the characters normal stats also. I am not 418 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 420 * recalculates this anyway.
423 */ 421 */
424 for (j = 0; j < NUM_STATS; j++) 422 for (j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
426 424
427 check_stat_bounds (&(op->stats)); 425 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 426 } /* end of potion handling code */
429 } 427 }
430 428
431 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
432 * everything to set 430 * everything to set
433 */ 431 */
434 if (flag == -1) 432 if (flag == -1)
435 { 433 {
436 op->attacktype &= ~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 439 * and not the other move_ fields.
442 */ 440 */
443 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
444 } 442 }
445 443
446 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
448 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
449 */ 447 */
450 op->update_stats (); 448 op->update_stats ();
451 449
452 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
500 * in that case, you don't actually land 498 * in that case, you don't actually land
501 */ 499 */
502 DIFF_MSG (flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 502 }
503
505 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 506
508 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 508 check_move_on (op, op);
673 672
674/* 673/*
675 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 676 */
678
679void 677void
680object::drain_stat () 678object::drain_stat ()
681{ 679{
682 drain_specific_stat (rndm (NUM_STATS)); 680 drain_specific_stat (rndm (NUM_STATS));
683} 681}
843 841
844 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 843 contr->encumbrance = 0;
846 844
847 attacktype = 0; 845 attacktype = 0;
846
848 contr->digestion = 0; 847 contr->digestion = 0;
849 contr->gen_hp = 0; 848 contr->gen_hp = 0;
850 contr->gen_sp = 0; 849 contr->gen_sp = 0;
851 contr->gen_grace = 0; 850 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 852 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 } 853 }
864 854
865 memcpy (body_used, body_info, sizeof (body_info)); 855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
866 857
867 slaying = 0; 858 slaying = 0;
868 859
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 860 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 861 {
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 870 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); 871 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); 872 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); 873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 874
884 path_attuned = arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
885 path_repelled = arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
886 path_denied = arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
887 glow_radius = arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
888 move_type = arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
889 chosen_skill = NULL; 881 chosen_skill = 0;
890 882
891 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
892 * archetype clone 884 * archetype clone
893 */ 885 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
897 { 889 {
898 if (resist[i] > 0) 890 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 891 prot[i] = resist[i], vuln[i] = 0;
900 else 892 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
902 potion_resist[i] = 0; 895 potion_resist[i] = 0;
903 } 896 }
904 897
905 wc = arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
906 stats.dam = arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
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 ((tmp->flag [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) 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
980 contr->ranges[range_bow] = tmp; 976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
981 977 continue;
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
983 contr->ranges[range_misc] = tmp;
984 978
985 for (i = 0; i < NUM_STATS; i++) 979 for (i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
987 981
988 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
989 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
991 */ 985 */
992 if ((tmp->type == WEAPON) || (tmp->type == BOW) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
994 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 991 tmp->type == BRACERS || tmp->type == CLOAK ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 tmp->type == DISEASE || tmp->type == FORCE ||
999 (tmp->type == SKILL)) 993 tmp->type == SKILL)
1000 { 994 {
1001 contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
1002 contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
1003 contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
1007 } 1001 }
1008 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
1009 1008
1010 /* Update slots used for items */ 1009 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
1014 1013
1015 if (tmp->type == SYMPTOM) 1014 if (tmp->type == SYMPTOM)
1016 { 1015 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1018 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1020 } 1020 }
1021 1021
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 1045 }
1046 } 1046 }
1047 1047
1048 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
1050 attacktype |= tmp->attacktype; 1052 attacktype |= tmp->attacktype;
1051
1052 path_attuned |= tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type; 1058 }
1057 1059
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1060 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); 1061 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); 1062 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); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1074 1076
1075 if (tmp->stats.exp && tmp->type != SKILL) 1077 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 1078 {
1077 if (tmp->stats.exp > 0) 1079 if (tmp->stats.exp > 0)
1078 { 1080 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 1081 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 1083 }
1082 else 1084 else
1083 added_speed += (float) tmp->stats.exp; 1085 added_speed += tmp->stats.exp;
1084 } 1086 }
1085 1087
1086 switch (tmp->type) 1088 switch (tmp->type)
1087 { 1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1088 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1090 case SKILL: 1101 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1092 break; 1103 break;
1100 chosen_skill = tmp; 1111 chosen_skill = tmp;
1101 1112
1102 if (tmp->stats.dam > 0) 1113 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1114 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1116 weapon_speed = WEAPON_SPEED (tmp);
1106 1117
1107 if (weapon_speed < 0) 1118 if (weapon_speed < 0)
1108 weapon_speed = 0; 1119 weapon_speed = 0;
1109 1120
1110 weapon_weight = tmp->weight; 1121 weapon_weight = tmp->weight;
1113 if (tmp->magic) 1124 if (tmp->magic)
1114 stats.dam += tmp->magic; 1125 stats.dam += tmp->magic;
1115 } 1126 }
1116 1127
1117 if (tmp->stats.wc) 1128 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1119 1130
1120 if (tmp->slaying != NULL) 1131 if (tmp->slaying)
1121 slaying = tmp->slaying; 1132 slaying = tmp->slaying;
1122 1133
1123 if (tmp->stats.ac) 1134 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1135 ac -= tmp->stats.ac + tmp->magic;
1125 1136
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131 1139
1132 break; 1140 break;
1133 1141
1134 case SKILL_TOOL: 1142 case SKILL_TOOL:
1135 if (chosen_skill) 1143 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137 1145
1138 chosen_skill = tmp; 1146 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break; 1147 break;
1143 1148
1144 case SHIELD: 1149 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1162 1167
1163 break; 1168 break;
1164 1169
1165 case BOW: 1170 case BOW:
1166 case WEAPON: 1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1167 wc -= tmp->stats.wc + tmp->magic; 1174 wc -= tmp->stats.wc + tmp->magic;
1168 1175
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1171 1178
1172 stats.dam += tmp->stats.dam + tmp->magic; 1179 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1180 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1182
1176 if (weapon_speed < 0) 1183 if (weapon_speed < 0)
1177 weapon_speed = 0; 1184 weapon_speed = 0;
1178 1185
1179 slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1180 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1182 * go. 1190 * go.
1183 */ 1191 */
1184 current_weapon = tmp; 1192
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1187 1197
1188 break; 1198 break;
1189 1199
1190 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1202 contr->encumbrance += tmp->weight / 1000;
1193 1203
1194 case BRACERS: 1204 case BRACERS:
1195 case FORCE: 1205 case FORCE:
1196 if (tmp->stats.wc) 1206 if (tmp->stats.wc)
1197 { 1207 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1229 wc -= (tmp->stats.wc + tmp->magic);
1220 1230
1221 if (tmp->stats.ac) 1231 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1232 ac -= (tmp->stats.ac + tmp->magic);
1223 1233
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1226 1236
1227 break; 1237 break;
1228 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1229 } /* item is equipped */ 1239 } /* item is equipped */
1230 } /* for loop of items */ 1240 } /* for loop of items */
1298 1308
1299 if (mana_obj == this && type == PLAYER) 1309 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1310 stats.maxsp = 1;
1301 else 1311 else
1302 { 1312 {
1303 sp_tmp = 0.0; 1313 sp_tmp = 0.f;
1304 1314
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1306 { 1316 {
1307 float stmp; 1317 float stmp;
1308 1318
1309 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1310 if (i < 2) 1320 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1322 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1324
1315 if (stmp < 1.0) 1325 if (stmp < 1.f)
1316 stmp = 1.0; 1326 stmp = 1.f;
1317 1327
1318 sp_tmp += stmp; 1328 sp_tmp += stmp;
1319 } 1329 }
1320 1330
1321 stats.maxsp = (int) sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1322 1332
1323 for (i = 11; i <= mana_obj->level; i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2; 1334 stats.maxsp += 2;
1325 } 1335 }
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1338 /* store grace in a float - this way, the divisions below don't create 1348 /* 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 1349 * 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 1350 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1352 */
1343 sp_tmp = 0.0; 1353 sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 { 1355 {
1346 float grace_tmp = 0.0; 1356 float grace_tmp = 0.f;
1347 1357
1348 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1349 if (i < 2) 1359 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1360 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 1361 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1363
1356 if (grace_tmp < 1.0) 1364 if (grace_tmp < 1.f)
1357 grace_tmp = 1.0; 1365 grace_tmp = 1.f;
1358 1366
1359 sp_tmp += grace_tmp; 1367 sp_tmp += grace_tmp;
1360 } 1368 }
1361 1369
1362 stats.maxgrace = (int) sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1363 1371
1364 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1365 for (i = 11; i <= grace_obj->level; i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1366 stats.maxgrace += 2; 1374 stats.maxgrace += 2;
1367 } 1375 }
1408 stats.dam += dam_bonus[stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1409 1417
1410 if (stats.dam < 1) 1418 if (stats.dam < 1)
1411 stats.dam = 1; 1419 stats.dam = 1;
1412 1420
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1414 1422
1415 if (settings.search_items && contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1424 speed -= 1;
1417 1425
1418 if (attacktype == 0) 1426 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1420 1428
1421 } /* End if player */ 1429 } /* End if player */
1422 1430
1423 if (added_speed >= 0) 1431 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1432 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1434 speed /= 1.f - added_speed;
1427 1435
1428 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1429 if (speed > max) 1437 if (speed > max)
1430 speed = max; 1438 speed = max;
1431 1439
1436 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1438 */ 1446 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1448 if (f > 0)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1450 }
1443 1451
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1445 1453
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* 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. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1448 */ 1456 */
1449 speed = speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1450 1458
1451 if (speed < 0.01 && type == PLAYER) 1459 if (speed < 0.01f && type == PLAYER)
1452 speed = 0.01; 1460 speed = 0.01f;
1453 1461
1454 if (type == PLAYER) 1462 if (type == PLAYER)
1455 { 1463 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1462 */ 1468 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1471 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1472 float s = 2 - weapon_speed / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1476 K *= (4 + level) *1.2f / (6 + level);
1477
1470 if (K <= 0) 1478 if (K <= 0.f)
1471 K = 0.01; 1479 K = 0.01f;
1480
1472 S = speed / (K * s); 1481 float S = speed / (K * s);
1482
1473 contr->weapon_sp = S; 1483 contr->weapon_sp = S;
1474 } 1484 }
1475 1485
1476 /* I want to limit the power of small monsters with big weapons: */ 1486 /* 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) 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1488 stats.dam = arch->clone.stats.dam * 3;
1479 1489
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* 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, 1491 * should be more than enough - remember, AC is also in 8 bits,
1482 * so its value is the same. 1492 * so its value is the same.
1531 * false otherwise. 1541 * false otherwise.
1532 */ 1542 */
1533int 1543int
1534allowed_class (const object *op) 1544allowed_class (const object *op)
1535{ 1545{
1536 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1546 return op->stats.Dex > 0
1537 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1552 && op->stats.Cha > 0;
1538} 1553}
1539 1554
1540/* 1555/*
1541 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1542 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1764sint64 1779sint64
1765level_exp (int level, double expmul) 1780level_exp (int level, double expmul)
1766{ 1781{
1767 if (level > settings.max_level) 1782 if (level > settings.max_level)
1768 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1769 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1770} 1786}
1771 1787
1772/* 1788/*
1773 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1810 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1811 int i; 1827 int i;
1812 1828
1813 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1814 if (op->contr->braced) 1830 if (op->contr->braced)
1815 exp = exp / 5; 1831 exp /= 5;
1816 1832
1817 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1818 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1819 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1820 * the players inventory. 1836 * the players inventory.
1821 */ 1837 */
1822 if (skill_name) 1838 if (skill_name)
1823 { 1839 {
1824 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))

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