… | |
… | |
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 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
1000 | break; |
1001 | break; |
1001 | |
1002 | |
1002 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1003 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1005 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1006 | &name, &chosen_skill->name, &tmp->name); |
1004 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
|
|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1005 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1006 | |
1014 | |
1007 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1008 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1009 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1010 | weapon_speed = WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1011 | |
1019 | |
1012 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1013 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1014 | |
1022 | |
1015 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1016 | stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1017 | |
1025 | |
1018 | if (tmp->magic) |
1026 | if (tmp->magic) |
1019 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1020 | } |
1028 | } |
1021 | |
1029 | |
1022 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1023 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1024 | |
1032 | |
1025 | if (tmp->slaying) |
1033 | if (tmp->slaying) |
1026 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1027 | |
1035 | |
1028 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1029 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1030 | |
1038 | |
1031 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1032 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
|
|
1041 | } |
1033 | |
1042 | |
1034 | break; |
1043 | break; |
1035 | |
1044 | |
1036 | case SHIELD: |
1045 | case SHIELD: |
1037 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
… | |
… | |
1365 | K *= (4 + level) * 1.2f / (6 + level); |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
1366 | |
1375 | |
1367 | if (K <= 0.01f) |
1376 | if (K <= 0.01f) |
1368 | K = 0.01f; |
1377 | K = 0.01f; |
1369 | |
1378 | |
1370 | float S = speed / (K * s); |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1371 | |
|
|
1372 | contr->weapon_sp = S; |
|
|
1373 | } |
1380 | } |
1374 | |
1381 | |
1375 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | /* I want to limit the power of small monsters with big weapons: */ |
1376 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1377 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->clone.stats.dam * 3; |