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Comparing deliantra/server/common/living.C (file contents):
Revision 1.55 by root, Sat May 12 19:41:02 2007 UTC vs.
Revision 1.67 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
311 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
312 * to allow for that. 312 * to allow for that.
313 */ 313 */
314 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 315 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
318 318
319 if (nstat != ostat) 319 if (nstat != ostat)
320 { 320 {
321 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 322 potion_max = 0;
422 } 422 }
423 423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 425 * originally undead may change their status
426 */ 426 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 429 {
430 success = 1; 430 success = 1;
431 if (flag > 0) 431 if (flag > 0)
432 { 432 {
433 op->race = "undead"; 433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 435 }
436 else 436 else
437 { 437 {
438 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 440 }
441 } 441 }
442 442
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 685void
686object::remove_statbonus () 686object::remove_statbonus ()
687{ 687{
688 for (int i = 0; i < NUM_STATS; ++i) 688 for (int i = 0; i < NUM_STATS; ++i)
689 { 689 {
690 sint8 v = arch->clone.stats.stat (i); 690 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 691 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 692 contr->orig_stats.stat (i) -= v;
693 } 693 }
694} 694}
695 695
699void 699void
700object::add_statbonus () 700object::add_statbonus ()
701{ 701{
702 for (int i = 0; i < NUM_STATS; ++i) 702 for (int i = 0; i < NUM_STATS; ++i)
703 { 703 {
704 sint8 v = arch->clone.stats.stat (i); 704 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 705 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 706 contr->orig_stats.stat (i) += v;
707 } 707 }
708} 708}
709 709
760 760
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 763 CLEAR_FLAG (this, FLAG_BLIND);
764 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 765 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 766 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 767 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 768 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 769
770 path_attuned = arch->clone.path_attuned; 770 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 771 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 772 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 773 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 774 move_type = arch->move_type;
775 775
776 chosen_skill = 0; 776 chosen_skill = 0;
777 777
778 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
779 * archetype clone 779 * archetype clone
780 */ 780 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 781 memcpy (&resist, &arch->resist, sizeof (resist));
782 782
783 for (i = 0; i < NROFATTACKS; i++) 783 for (i = 0; i < NROFATTACKS; i++)
784 { 784 {
785 if (resist[i] > 0) 785 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
788 vuln[i] = -(resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789 789
790 potion_resist[i] = 0; 790 potion_resist[i] = 0;
791 } 791 }
792 792
793 wc = arch->clone.stats.wc; 793 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 794 stats.dam = arch->stats.dam;
795 795
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 799 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 800 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 801 * that their protection from physical goes down
802 */ 802 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 804 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 805 ac = MAX (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 807 }
808 else 808 else
809 ac = arch->clone.stats.ac; 809 ac = arch->stats.ac;
810 810
811 stats.luck = arch->clone.stats.luck; 811 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 812 speed = arch->speed;
813 813
814 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
816 */ 816 */
817 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
818 { 818 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 819 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 820 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 821 * then calls this function.
828 */ 822 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 824 continue;
825
826 /* See note in map.c:update_position about making this additive
827 * since light sources are never applied, need to put check here.
828 */
829 if (tmp->glow_radius > glow_radius)
830 glow_radius = tmp->glow_radius;
831 831
832 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
834 { 834 {
835 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
866 && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
867 { 867 {
868 if (type == PLAYER) 868 if (type == PLAYER)
869 { 869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
872 continue; 875 continue;
873 876
874 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
876 879
877 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
878 * 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
879 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
880 */ 883 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 886 tmp->type == SHIELD || tmp->type == RING ||
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 964
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
963 SET_FLAG (this, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
964 967
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 { 969 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
991#endif 994#endif
992 995
993 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
995 case SKILL: 998 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1001 break;
998 1002
999 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1000 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);
1001 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1002 chosen_skill = tmp; 1013 chosen_skill = tmp;
1003 1014
1004 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1005 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1007 weapon_speed = WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1008 1019
1009 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1010 weapon_speed = 0; 1021 weapon_speed = 0;
1011 1022
1012 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1014 1025
1015 if (tmp->magic) 1026 if (tmp->magic)
1016 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1017 } 1028 }
1018 1029
1019 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1021 1032
1022 if (tmp->slaying) 1033 if (tmp->slaying)
1023 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1024 1035
1025 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1027 1038
1028 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1030
1031 break; 1041 }
1032 1042
1033 case SKILL_TOOL:
1034 if (chosen_skill)
1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036
1037 chosen_skill = tmp;
1038 break; 1043 break;
1039 1044
1040 case SHIELD: 1045 case SHIELD:
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1316 1321
1317 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1323 speed -= 1;
1319 1324
1320 if (attacktype == 0) 1325 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1322 } /* End if player */ 1327 } /* End if player */
1323 1328
1324 if (added_speed >= 0) 1329 if (added_speed >= 0)
1325 speed += added_speed / 10.f; 1330 speed += added_speed / 10.f;
1326 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1360 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1361 */ 1366 */
1362 float M = (max_carry[stats.Str] - 121) / 121.f; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1363 float M2 = max_carry[stats.Str] / 100.f; 1368 float M2 = max_carry[stats.Str] / 100.f;
1364 float W = weapon_weight / 20000.f; 1369 float W = weapon_weight / 20000.f;
1365 float s = 2 - weapon_speed / 10.f; 1370 float s = (20 - weapon_speed) / 10.f;
1366 float D = (stats.Dex - 14) / 14.f; 1371 float D = (stats.Dex - 14) / 14.f;
1367 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1368 1373
1369 K *= (4 + level) *1.2f / (6 + level); 1374 K *= (4 + level) * 1.2f / (6 + level);
1370 1375
1371 if (K <= 0.f) 1376 if (K <= 0.01f)
1372 K = 0.01f; 1377 K = 0.01f;
1373 1378
1374 float S = speed / (K * s); 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1375
1376 contr->weapon_sp = S;
1377 } 1380 }
1378 1381
1379 /* 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: */
1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1381 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->stats.dam * 3;
1382 1385
1383 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1384 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1385 * so its value is the same.
1386 */
1387 if (wc > 120)
1388 wc = 120;
1389 else if (wc < -120)
1390 wc = -120;
1391
1392 stats.wc = wc;
1393
1394 if (ac > 120)
1395 ac = 120;
1396 else if (ac < -120)
1397 ac = -120;
1398
1399 stats.ac = ac;
1400 1388
1401 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1402 * give them walking as a default. 1390 * give them walking as a default.
1403 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1404 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1526 shstr_cmp dragon_ability_force ("dragon_ability_force"); 1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1527 shstr_cmp dragon_skin_force ("dragon_skin_force"); 1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1528 1516
1529 for (tmp = who->inv; tmp; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1530 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1531 if (tmp->arch->name == dragon_ability_force) 1519 if (tmp->arch->archname == dragon_ability_force)
1532 abil = tmp; 1520 abil = tmp;
1533 else if (tmp->arch->name == dragon_skin_force) 1521 else if (tmp->arch->archname == dragon_skin_force)
1534 skin = tmp; 1522 skin = tmp;
1535 1523
1536 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1537 if (abil == NULL) 1525 if (abil == NULL)
1538 return; 1526 return;
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1583 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1597 1585
1598 if (op->contr) 1586 if (player *pl = op->contr)
1599 { 1587 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns) 1589 if (pl->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 } 1591 }
1604 1592
1605 return skill_obj; 1593 return skill_obj;
1606} 1594}
1607 1595

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