… | |
… | |
832 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
832 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
833 | int weapon_weight = 0, weapon_speed = 0; |
833 | int weapon_weight = 0, weapon_speed = 0; |
834 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
834 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
835 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
835 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
836 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
836 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
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|
837 | float old_speed = speed; |
837 | |
838 | |
838 | /* First task is to clear all the values back to their original values */ |
839 | /* First task is to clear all the values back to their original values */ |
839 | if (type == PLAYER) |
840 | if (type == PLAYER) |
840 | { |
841 | { |
841 | for (i = 0; i < NUM_STATS; i++) |
842 | for (i = 0; i < NUM_STATS; i++) |
… | |
… | |
1502 | if (move_type == 0) |
1503 | if (move_type == 0) |
1503 | move_type = MOVE_WALK; |
1504 | move_type = MOVE_WALK; |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | move_type &= ~MOVE_WALK; |
1506 | move_type &= ~MOVE_WALK; |
1506 | |
1507 | |
|
|
1508 | if (speed != old_speed) |
1507 | set_speed (speed); |
1509 | set_speed (speed); |
1508 | |
1510 | |
1509 | /* It is quite possible that a player's spell costing might have changed, |
1511 | /* It is quite possible that a player's spell costing might have changed, |
1510 | * so we will check that now. |
1512 | * so we will check that now. |
1511 | */ |
1513 | */ |
1512 | if (type == PLAYER) |
1514 | if (type == PLAYER) |