Difference for common/living.c from version 1.24 to 1.25


version 1.24 version 1.25
Line 1
 
Line 1
 /*  /*
  * static char *rcsid_living_c =   * static char *rcsid_living_c =
  *   "$Id: living.c,v 1.24 2001/04/12 06:03:40 mwedel Exp $";   *   "$Id: living.c,v 1.25 2001/05/12 19:17:37 mwedel Exp $";
  */   */
   
 /*  /*
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Line 784
   float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1;    float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1;
   float M,W,s,D,K,S,M2;    float M,W,s,D,K,S,M2;
   int weapon_weight=0,weapon_speed=0;    int weapon_weight=0,weapon_speed=0;
   int best_wc=0, best_ac=0, wc=0;    int best_wc=0, best_ac=0, wc=0, ac=0;
   int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];    int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
   object *grace_obj=NULL,*mana_obj=NULL,*hp_obj=NULL,*wc_obj=NULL,*tmp;    object *grace_obj=NULL,*mana_obj=NULL,*hp_obj=NULL,*wc_obj=NULL,*tmp;
      
Line 850
 
Line 850
   if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {    if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
     /* for players which cannot use armour, they gain AC -1 per 3 levels,      /* for players which cannot use armour, they gain AC -1 per 3 levels,
      * plus a small amount of physical resist, those poor suckers. ;) */       * plus a small amount of physical resist, those poor suckers. ;) */
     op->stats.ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);      ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
     prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/MAXLEVEL))/100;      prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/MAXLEVEL))/100;
   }    }
   else    else
     op->stats.ac=op->arch->clone.stats.ac;      ac=op->arch->clone.stats.ac;
   
   op->stats.luck=op->arch->clone.stats.luck;    op->stats.luck=op->arch->clone.stats.luck;
   op->speed = op->arch->clone.speed;    op->speed = op->arch->clone.speed;
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Line 1021
      }       }
   
      if(tmp->stats.ac)       if(tmp->stats.ac)
  op->stats.ac-=(tmp->stats.ac+tmp->magic);   ac-=(tmp->stats.ac+tmp->magic);
   
 #ifdef SPELL_ENCUMBRANCE  #ifdef SPELL_ENCUMBRANCE
      if(op->type==PLAYER) op->contr->encumbrance+=(int)3*tmp->weight/1000;       if(op->type==PLAYER) op->contr->encumbrance+=(int)3*tmp->weight/1000;
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Line 1046
         if(tmp->stats.dam)          if(tmp->stats.dam)
           op->stats.dam+=(tmp->stats.dam+tmp->magic);            op->stats.dam+=(tmp->stats.dam+tmp->magic);
         if(tmp->stats.ac)          if(tmp->stats.ac)
           op->stats.ac-=(tmp->stats.ac+tmp->magic);            ac-=(tmp->stats.ac+tmp->magic);
         break;          break;
   
       case WEAPON:        case WEAPON:
         wc-=(tmp->stats.wc+tmp->magic);          wc-=(tmp->stats.wc+tmp->magic);
         if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)          if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
           op->stats.ac-=tmp->stats.ac+tmp->magic;            ac-=tmp->stats.ac+tmp->magic;
         op->stats.dam+=(tmp->stats.dam+tmp->magic);          op->stats.dam+=(tmp->stats.dam+tmp->magic);
         weapon_weight=tmp->weight;          weapon_weight=tmp->weight;
         weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;          weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
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Line 1081
  }   }
         if(tmp->stats.ac) {          if(tmp->stats.ac) {
           if(best_ac<tmp->stats.ac+tmp->magic) {            if(best_ac<tmp->stats.ac+tmp->magic) {
             op->stats.ac+=best_ac; /* Remove last bonus */              ac+=best_ac; /* Remove last bonus */
             best_ac=tmp->stats.ac+tmp->magic;              best_ac=tmp->stats.ac+tmp->magic;
           }            }
           else /* To nullify the below effect */            else /* To nullify the below effect */
             op->stats.ac+=tmp->stats.ac+tmp->magic;              ac+=tmp->stats.ac+tmp->magic;
         }          }
         if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);          if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
         if(tmp->stats.ac) op->stats.ac-=(tmp->stats.ac+tmp->magic);          if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
         if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)          if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
           max=ARMOUR_SPEED(tmp)/10.0;            max=ARMOUR_SPEED(tmp)/10.0;
         break;          break;
Line 1194
 
Line 1194
       * grace--PeterM */        * grace--PeterM */
   
     if(op->contr->braced)      if(op->contr->braced)
       op->stats.ac+=2;        ac+=2;
     else      else
       op->stats.ac-=dex_bonus[op->stats.Dex];        ac-=dex_bonus[op->stats.Dex];
   
    /* In new exp/skills system, wc bonuses are related to      /* In new exp/skills system, wc bonuses are related to
     * the players level in a relevant exp object (wc_obj)      * the players level in a relevant exp object (wc_obj)
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Line 1288
   else if (wc<-120) wc=-120;    else if (wc<-120) wc=-120;
   op->stats.wc=wc;    op->stats.wc=wc;
   
     if (ac>120) ac=120;
     else if (ac<-120) ac=-120;
     op->stats.ac=ac;
   
   update_ob_speed(op);    update_ob_speed(op);
   
 }  }


Legend:
line(s) removed in v.1.24 
line(s) changed
 line(s) added in v.1.25

File made using version 1.98 of cvs2html by leaf at 2011-07-21 17:09