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Comparing deliantra/server/common/living.C (file contents):
Revision 1.57 by root, Mon May 14 21:32:26 2007 UTC vs.
Revision 1.62 by root, Sat May 19 00:31:08 2007 UTC

866 && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
867 { 867 {
868 if (type == PLAYER) 868 if (type == PLAYER)
869 { 869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
872 continue; 875 continue;
873 876
874 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
876 879
877 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
880 */ 883 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 886 tmp->type == SHIELD || tmp->type == RING ||
991#endif 994#endif
992 995
993 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
995 case SKILL: 998 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1000 break;
998 1001
999 if (chosen_skill) 1002 if (chosen_skill)
1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1004 &name, &chosen_skill->name, &tmp->name);
1001 1005
1002 chosen_skill = tmp; 1006 chosen_skill = tmp;
1003 1007
1004 if (tmp->stats.dam > 0) 1008 if (tmp->stats.dam > 0)
1005 { /* skill is a 'weapon' */ 1009 { /* skill is a 'weapon' */
1362 K *= (4 + level) * 1.2f / (6 + level); 1366 K *= (4 + level) * 1.2f / (6 + level);
1363 1367
1364 if (K <= 0.01f) 1368 if (K <= 0.01f)
1365 K = 0.01f; 1369 K = 0.01f;
1366 1370
1367 float S = speed / (K * s); 1371 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1368
1369 contr->weapon_sp = S;
1370 } 1372 }
1371 1373
1372 /* I want to limit the power of small monsters with big weapons: */ 1374 /* I want to limit the power of small monsters with big weapons: */
1373 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1375 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1374 stats.dam = arch->clone.stats.dam * 3; 1376 stats.dam = arch->clone.stats.dam * 3;

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