… | |
… | |
1360 | * that would just be a real pain to read. |
1360 | * that would just be a real pain to read. |
1361 | */ |
1361 | */ |
1362 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1362 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1363 | float M2 = max_carry[stats.Str] / 100.f; |
1363 | float M2 = max_carry[stats.Str] / 100.f; |
1364 | float W = weapon_weight / 20000.f; |
1364 | float W = weapon_weight / 20000.f; |
1365 | float s = 2 - weapon_speed / 10.f; |
1365 | float s = (20 - weapon_speed) / 10.f; |
1366 | float D = (stats.Dex - 14) / 14.f; |
1366 | float D = (stats.Dex - 14) / 14.f; |
1367 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1367 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1368 | |
1368 | |
1369 | K *= (4 + level) *1.2f / (6 + level); |
1369 | K *= (4 + level) * 1.2f / (6 + level); |
1370 | |
1370 | |
1371 | if (K <= 0.f) |
1371 | if (K <= 0.01f) |
1372 | K = 0.01f; |
1372 | K = 0.01f; |
1373 | |
1373 | |
1374 | float S = speed / (K * s); |
1374 | float S = speed / (K * s); |
1375 | |
1375 | |
1376 | contr->weapon_sp = S; |
1376 | contr->weapon_sp = S; |
… | |
… | |
1378 | |
1378 | |
1379 | /* I want to limit the power of small monsters with big weapons: */ |
1379 | /* I want to limit the power of small monsters with big weapons: */ |
1380 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1380 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1381 | stats.dam = arch->clone.stats.dam * 3; |
1381 | stats.dam = arch->clone.stats.dam * 3; |
1382 | |
1382 | |
1383 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1383 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1384 | * should be more than enough - remember, AC is also in 8 bits, |
1384 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1385 | * so its value is the same. |
|
|
1386 | */ |
|
|
1387 | if (wc > 120) |
|
|
1388 | wc = 120; |
|
|
1389 | else if (wc < -120) |
|
|
1390 | wc = -120; |
|
|
1391 | |
|
|
1392 | stats.wc = wc; |
|
|
1393 | |
|
|
1394 | if (ac > 120) |
|
|
1395 | ac = 120; |
|
|
1396 | else if (ac < -120) |
|
|
1397 | ac = -120; |
|
|
1398 | |
|
|
1399 | stats.ac = ac; |
|
|
1400 | |
1385 | |
1401 | /* if for some reason the creature doesn't have any move type, |
1386 | /* if for some reason the creature doesn't have any move type, |
1402 | * give them walking as a default. |
1387 | * give them walking as a default. |
1403 | * The second case is a special case - to more closely mimic the |
1388 | * The second case is a special case - to more closely mimic the |
1404 | * old behaviour - if your flying, your not walking - just |
1389 | * old behaviour - if your flying, your not walking - just |