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Comparing deliantra/server/common/living.C (file contents):
Revision 1.58 by root, Wed May 16 23:40:06 2007 UTC vs.
Revision 1.62 by root, Sat May 19 00:31:08 2007 UTC

875 continue; 875 continue;
876 876
877 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
879 879
880 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
881 * 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
882 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
883 */ 883 */
884 if (tmp->type == WEAPON || tmp->type == BOW || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING || 886 tmp->type == SHIELD || tmp->type == RING ||
994#endif 994#endif
995 995
996 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
997 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
998 case SKILL: 998 case SKILL:
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1000 break; 1000 break;
1001 1001
1002 if (chosen_skill) 1002 if (chosen_skill)
1003 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);
1004 1005
1005 chosen_skill = tmp; 1006 chosen_skill = tmp;
1006 1007
1007 if (tmp->stats.dam > 0) 1008 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 1009 { /* skill is a 'weapon' */
1365 K *= (4 + level) * 1.2f / (6 + level); 1366 K *= (4 + level) * 1.2f / (6 + level);
1366 1367
1367 if (K <= 0.01f) 1368 if (K <= 0.01f)
1368 K = 0.01f; 1369 K = 0.01f;
1369 1370
1370 float S = speed / (K * s); 1371 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1371
1372 contr->weapon_sp = S;
1373 } 1372 }
1374 1373
1375 /* 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: */
1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1375 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1377 stats.dam = arch->clone.stats.dam * 3; 1376 stats.dam = arch->clone.stats.dam * 3;

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