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Comparing deliantra/server/common/living.C (file contents):
Revision 1.60 by root, Fri May 18 01:01:01 2007 UTC vs.
Revision 1.63 by root, Tue May 22 10:49:57 2007 UTC

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

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