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Comparing deliantra/server/common/living.C (file contents):
Revision 1.55 by root, Sat May 12 19:41:02 2007 UTC vs.
Revision 1.57 by root, Mon May 14 21:32:26 2007 UTC

1028 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1028 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1029 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1030 1030
1031 break; 1031 break;
1032 1032
1033 case SKILL_TOOL:
1034 if (chosen_skill)
1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036
1037 chosen_skill = tmp;
1038 break;
1039
1040 case SHIELD: 1033 case SHIELD:
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1034 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) tmp->weight / 2000; 1035 contr->encumbrance += (int) tmp->weight / 2000;
1043 case RING: 1036 case RING:
1044 case AMULET: 1037 case AMULET:
1360 * that would just be a real pain to read. 1353 * that would just be a real pain to read.
1361 */ 1354 */
1362 float M = (max_carry[stats.Str] - 121) / 121.f; 1355 float M = (max_carry[stats.Str] - 121) / 121.f;
1363 float M2 = max_carry[stats.Str] / 100.f; 1356 float M2 = max_carry[stats.Str] / 100.f;
1364 float W = weapon_weight / 20000.f; 1357 float W = weapon_weight / 20000.f;
1365 float s = 2 - weapon_speed / 10.f; 1358 float s = (20 - weapon_speed) / 10.f;
1366 float D = (stats.Dex - 14) / 14.f; 1359 float D = (stats.Dex - 14) / 14.f;
1367 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1360 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1368 1361
1369 K *= (4 + level) *1.2f / (6 + level); 1362 K *= (4 + level) * 1.2f / (6 + level);
1370 1363
1371 if (K <= 0.f) 1364 if (K <= 0.01f)
1372 K = 0.01f; 1365 K = 0.01f;
1373 1366
1374 float S = speed / (K * s); 1367 float S = speed / (K * s);
1375 1368
1376 contr->weapon_sp = S; 1369 contr->weapon_sp = S;
1378 1371
1379 /* I want to limit the power of small monsters with big weapons: */ 1372 /* I want to limit the power of small monsters with big weapons: */
1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1373 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1381 stats.dam = arch->clone.stats.dam * 3; 1374 stats.dam = arch->clone.stats.dam * 3;
1382 1375
1383 /* Prevent overflows of wc - best you can get is ABS(120) - this 1376 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1384 * should be more than enough - remember, AC is also in 8 bits, 1377 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 1378
1401 /* if for some reason the creature doesn't have any move type, 1379 /* if for some reason the creature doesn't have any move type,
1402 * give them walking as a default. 1380 * give them walking as a default.
1403 * The second case is a special case - to more closely mimic the 1381 * The second case is a special case - to more closely mimic the
1404 * old behaviour - if your flying, your not walking - just 1382 * old behaviour - if your flying, your not walking - just
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1571 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1572 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1573 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1574 insert_ob_in_ob (skill_obj, op);
1597 1575
1598 if (op->contr) 1576 if (player *pl = op->contr)
1599 { 1577 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1578 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns) 1579 if (pl->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1580 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 } 1581 }
1604 1582
1605 return skill_obj; 1583 return skill_obj;
1606} 1584}
1607 1585

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