ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.121 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
208 213
209 players.erase (this); 214 players.erase (this);
210} 215}
211 216
212// connect the player with a specific client 217// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
214void 219void
215player::connect (client *ns) 220player::connect (client *ns)
216{ 221{
217 this->ns = ns; 222 this->ns = ns;
218 ns->pl = this; 223 ns->pl = this;
259 264
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 266
262 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
263 268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
264 ob->update_stats (); 293 ob->update_stats ();
294
265 ns->floorbox_update (); 295 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
269 298
270 activate (); 299 activate ();
271 300
304player::set_object (object *op) 333player::set_object (object *op)
305{ 334{
306 ob = op; 335 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
308 337
309 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
310 ob->speed = 1.0; 339 ob->speed = 1.0f;
311 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
312} 341}
313 342
314player::player () 343player::player ()
315{ 344{
769} 798}
770 799
771void 800void
772object::roll_stats () 801object::roll_stats ()
773{ 802{
774 int statsort [7]; 803 int statsort [NUM_STATS];
775 804
776 for (;;) 805 for (;;)
777 { 806 {
778 int sum = 0; 807 int sum = 0;
779 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
781 810
782 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
783 break; 812 break;
784 } 813 }
785 814
786 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 817
818 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 820
797 stats.exp = 0; 821 stats.exp = 0;
798 stats.ac = 0; 822 stats.ac = 0;
799 823
800 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
812} 836}
813 837
814void 838void
815object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
816{ 840{
817 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 842
843 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 845
829 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
831 stats.ac = 0; 848 stats.ac = 0;
832 849
1009 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1028 op->enemy = NULL;
1012} 1029}
1013 1030
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1033 * stop.
1018 */ 1034 */
1019int 1035int
1020check_pick (object *op) 1036check_pick (object *op)
1021{ 1037{
1533 */ 1549 */
1534int 1550int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1552{
1537 object *left, *bow; 1553 object *left, *bow;
1538 int bowspeed, mflags; 1554 int mflags;
1539 maptile *m; 1555 maptile *m;
1540 1556
1541 if (!dir) 1557 if (!dir)
1542 { 1558 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0; 1560 return 0;
1545 } 1561 }
1546 1562
1547 if (player *pl = op->contr) 1563 if (op->contr)
1548 { 1564 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550 op->set_weapon (bow);
1551 }
1552 else 1565 else
1553 { 1566 {
1554 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1555 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1556 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1577 { 1590 {
1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 return 0; 1592 return 0;
1580 } 1593 }
1581 1594
1582 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1583
1584 /* penalize ROF for bestarrow */
1585 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1586 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1587
1588 if (bowspeed < 1)
1589 bowspeed = 1;
1590
1591 if (arrow == NULL) 1595 if (arrow == NULL)
1592 { 1596 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 { 1598 {
1595 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1629 1633
1630 arrow->set_owner (op); 1634 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1636 arrow->direction = dir;
1633 1637
1634 if (op->type == PLAYER)
1635 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1645 1641
1646 if (arrow->slaying) 1642 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1648 1644
1649 arrow->stats.dam += op->stats.dam + arrow->magic; 1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1650 1666
1651 /* update the speed */ 1667 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1669 + bow->stats.dam / 7.0;
1654 1670
1655 arrow->set_speed (max (arrow->speed, 1.0)); 1671 arrow->set_speed (max (arrow->speed, 2.0));
1656 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1657 1673
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1675
1660 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1661 { 1677 {
1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1679 wc -= dex_bonus[op->stats.Dex];
1664 1680
1665 if (!arrow->slaying) 1681 if (!arrow->slaying)
1666 arrow->slaying = op->slaying; 1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1667 } 1685 }
1668 else 1686 else
1669 { 1687 {
1670 arrow->level = op->level; 1688 arrow->level = op->level;
1671 arrow->stats.wc -= bow->magic; 1689 arrow->stats.wc -= bow->magic;
1672 1690
1673 if (!arrow->slaying) 1691 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying; 1692 arrow->slaying = bow->slaying;
1675 }
1676 1693
1677 arrow->stats.wc -= arrow->level;
1678
1679 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1680 1696
1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1703
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1740 } 1760 }
1741 1761
1742 return ret; 1762 return ret;
1743} 1763}
1744 1764
1745
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1748 */ 1767 */
1749void 1768void
1750fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1761 { 1780 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1782 return;
1764 } 1783 }
1765 1784
1766 op->set_weapon (item); 1785 if (!op->change_weapon (item))
1786 return;
1767 1787
1768 if (item->type == WAND) 1788 if (item->type == WAND)
1769 { 1789 {
1770 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1771 { 1791 {
1837 object *ob = pl->ranged_ob; 1857 object *ob = pl->ranged_ob;
1838 1858
1839 if (!ob) 1859 if (!ob)
1840 return; 1860 return;
1841 1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1842 switch (ob->type) 1865 switch (ob->type)
1843 { 1866 {
1844 case BOW: 1867 case BOW:
1845 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1846 break; 1869 break;
1852 case BUILDER: 1875 case BUILDER:
1853 apply_map_builder (op, dir); 1876 apply_map_builder (op, dir);
1854 break; 1877 break;
1855 1878
1856 case SKILL: 1879 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0); 1880 do_skill (op, op, ob, dir, 0);
1859 break; 1881 break;
1860 1882
1861 default: 1883 default:
1862 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2090 2112
2091 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2094 */ 2116 */
2095 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2096#if COZY_SERVER
2097 &&
2098 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2100#else
2101 && mon->owner == op 2120 || mon->owner == op)
2102#endif
2103 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2104 { 2122 {
2105 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2106 if (op->contr->braced) 2124 if (op->contr->braced)
2107 return; 2125 return;
2117 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2138 * attack them either.
2121 */ 2139 */
2122 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful 2142 && ((op->contr->peaceful
2126 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && mon->contr->
2128 peaceful)) &&
2129#else
2130 op->contr->peaceful &&
2131#endif
2132 !on_battleground)) 2144 && !on_battleground))
2133 { 2145 {
2134 if (!op->contr->braced) 2146 if (!op->contr->braced)
2135 { 2147 {
2136 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2137 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2160 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2161 */ 2173 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164 { 2176 {
2165
2166 /* If the player hasn't hit something this tick, and does
2167 * so, give them speed boost based on weapon speed. Doing
2168 * it here is better than process_players2, which basically
2169 * incurred a 1 tick offset.
2170 */
2171 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2172 { 2178 {
2179 op->contr->has_hit = 1;
2173 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2174
2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2176 } 2181 }
2177 2182
2178 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2179 2184
2180 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2258handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2259{ 2264{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2261 { 2266 {
2262 flee_player (op); 2267 flee_player (op);
2268
2263 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2264 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2265 { 2271 {
2266 op->speed_left--; 2272 --op->speed_left;
2267 return 0; 2273 return 0;
2268 } 2274 }
2269 } 2275 }
2270 2276
2271 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2273 * called, so we recheck it here. 2279 * called, so we recheck it here.
2274 */ 2280 */
2275 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2276 return 1; 2282 return 1;
2277 2283
2278 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2279 { 2285 {
2280 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2281 { 2287 {
2282 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2283 op->speed_left--; 2289 --op->speed_left;
2284 2290
2285 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2286 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2287 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2288 */ 2294 */
2289 move_player (op, op->direction); 2295 move_player (op, op->direction);
2290 2296
2291 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2292 } 2298 }
2293 } 2299 }
2294 2300
2295 return 0; 2301 return 0;
2296} 2302}
2566 } 2572 }
2567 2573
2568 /* Digestion */ 2574 /* Digestion */
2569 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2570 { 2576 {
2571#ifdef COZY_SERVER
2572 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2573 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2574#else
2575 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2576#endif
2577 2578
2578 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2579 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2580 else 2581 else
2581 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2926 object *force; 2927 object *force;
2927 int at; 2928 int at;
2928 2929
2929 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2930 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2931 force->speed = 0.1; 2932 force->speed = 0.1f;
2932 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2933 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2934 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2935 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2936 force->resist[at] = 100; 2937 force->resist[at] = 100;
2937 2938

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines