Difference for common/living.c from version 1.53 to 1.54


version 1.53 version 1.54
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Line 1
 /*  /*
  * static char *rcsid_living_c =   * static char *rcsid_living_c =
  *   "$Id: living.c,v 1.53 2003/09/26 05:46:09 mwedel Exp $";   *   "$Id: living.c,v 1.54 2003/10/27 07:24:13 mwedel Exp $";
  */   */
   
 /*  /*
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Line 883
  /* Container objects are not meant to adjust a players, but other applied   /* Container objects are not meant to adjust a players, but other applied
  * objects need to make adjustments.   * objects need to make adjustments.
  * This block should handle all player specific changes    * This block should handle all player specific changes
    * The check for Praying is a bit of a hack - god given bonuses are put
    * in the praying skill, and the player should always get those.
    * It also means we need to put in additional checks for applied below,
    * because the skill shouldn't count against body positions being used
    * up, etc.
  */   */
  if(QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) {   if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
       (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
      if(op->type==PLAYER) {       if(op->type==PLAYER) {
  if (tmp->type == BOW)    if (tmp->type == BOW)
      op->contr->ranges[range_bow] = tmp;       op->contr->ranges[range_bow] = tmp;
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Line 922
      } /* if this is a player */       } /* if this is a player */
   
      /* Update slots used for items */       /* Update slots used for items */
        if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
      for (i=0; i<NUM_BODY_LOCATIONS; i++)       for (i=0; i<NUM_BODY_LOCATIONS; i++)
  op->body_used[i] += tmp->body_info[i];   op->body_used[i] += tmp->body_info[i];
        }
   
      if(tmp->type==SYMPTOM) {       if(tmp->type==SYMPTOM) {
  speed_reduce_from_disease = tmp->last_sp / 100.0;   speed_reduce_from_disease = tmp->last_sp / 100.0;
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Line 998
  /* skills modifying the character -b.t. */    /* skills modifying the character -b.t. */
  /* for all skills and skill granting objects */    /* for all skills and skill granting objects */
  case SKILL:   case SKILL:
        if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
   
      if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;       if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
   
      if (op->chosen_skill) {       if (op->chosen_skill) {
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Line 1025
   
      if(tmp->stats.ac)       if(tmp->stats.ac)
  ac-=(tmp->stats.ac+tmp->magic);   ac-=(tmp->stats.ac+tmp->magic);
      if(settings.spell_encumbrance == TRUE &&       if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
         op->type==PLAYER)  
  op->contr->encumbrance+=(int)3*tmp->weight/1000;   op->contr->encumbrance+=(int)3*tmp->weight/1000;
      if (op->type == PLAYER)       if (op->type == PLAYER)
  op->contr->ranges[range_skill] = op;   op->contr->ranges[range_skill] = op;
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Line 1089
  case ARMOUR: /* Only the best of these three are used: */   case ARMOUR: /* Only the best of these three are used: */
      if(settings.spell_encumbrance == TRUE && op->type==PLAYER)       if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
  op->contr->encumbrance+=(int)tmp->weight/1000;   op->contr->encumbrance+=(int)tmp->weight/1000;
   
  case BRACERS:   case BRACERS:
  case FORCE:   case FORCE:
      if(tmp->stats.wc) {        if(tmp->stats.wc) {
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Line 1633
   
     ADD_EXP(op->stats.exp, (float) exp_to_add * (skill_obj? skill_obj->expmul:1));      ADD_EXP(op->stats.exp, (float) exp_to_add * (skill_obj? skill_obj->expmul:1));
     if (settings.use_permanent_experience) {      if (settings.use_permanent_experience) {
  ADD_EXP(op->perm_exp, (float) exp_to_add * (skill_obj? skill_obj->expmul:1));   ADD_EXP(op->perm_exp, (float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1));
  calc_perm_exp(op);   calc_perm_exp(op);
     }      }
   


Legend:
line(s) removed in v.1.53 
line(s) changed
 line(s) added in v.1.54

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