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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 1.69 by root, Wed Jul 4 18:03:48 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
311 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
422 } 421 }
423 422
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 424 * originally undead may change their status
426 */ 425 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 428 {
430 success = 1; 429 success = 1;
431 if (flag > 0) 430 if (flag > 0)
432 { 431 {
433 op->race = "undead"; 432 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 434 }
436 else 435 else
437 { 436 {
438 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 439 }
441 } 440 }
442 441
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 684void
686object::remove_statbonus () 685object::remove_statbonus ()
687{ 686{
688 for (int i = 0; i < NUM_STATS; ++i) 687 for (int i = 0; i < NUM_STATS; ++i)
689 { 688 {
690 sint8 v = arch->clone.stats.stat (i); 689 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 690 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 691 contr->orig_stats.stat (i) -= v;
693 } 692 }
694} 693}
695 694
699void 698void
700object::add_statbonus () 699object::add_statbonus ()
701{ 700{
702 for (int i = 0; i < NUM_STATS; ++i) 701 for (int i = 0; i < NUM_STATS; ++i)
703 { 702 {
704 sint8 v = arch->clone.stats.stat (i); 703 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 704 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
707 } 706 }
708} 707}
709 708
760 759
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
764 763
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 764 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); 765 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); 766 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); 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 768
770 path_attuned = arch->clone.path_attuned; 769 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 770 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 771 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 772 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 773 move_type = arch->move_type;
775 774
776 chosen_skill = 0; 775 chosen_skill = 0;
777 776
778 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
779 * archetype clone 778 * archetype clone
780 */ 779 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
782 781
783 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
784 { 783 {
785 if (resist[i] > 0) 784 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
788 vuln[i] = -(resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
789 788
790 potion_resist[i] = 0; 789 potion_resist[i] = 0;
791 } 790 }
792 791
793 wc = arch->clone.stats.wc; 792 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
795 794
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * 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, 798 * 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 799 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 800 * that their protection from physical goes down
802 */ 801 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 803 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 806 }
808 else 807 else
809 ac = arch->clone.stats.ac; 808 ac = arch->stats.ac;
810 809
811 stats.luck = arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 811 speed = arch->speed;
813 812
814 /* OK - we've reset most all the objects attributes to sane values. 813 /* 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. 814 * now go through and make adjustments for what the player has equipped.
816 */ 815 */
817 for (tmp = inv; tmp; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
818 { 817 {
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 818 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 819 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 820 * then calls this function.
828 */ 821 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 823 continue;
824
825 /* See note in map.c:update_position about making this additive
826 * since light sources are never applied, need to put check here.
827 */
828 if (tmp->glow_radius > glow_radius)
829 glow_radius = tmp->glow_radius;
831 830
832 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
834 { 833 {
835 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
865 || (tmp->type == SKILL 864 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
867 { 866 {
868 if (type == PLAYER) 867 if (type == PLAYER)
869 { 868 {
869 contr->item_power += tmp->item_power;
870
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 871 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
872 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED])
872 continue; 876 continue;
873 877
874 for (i = 0; i < NUM_STATS; i++) 878 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 879 change_attr_value (&stats, i, tmp->stats.stat (i));
876 880
877 /* these are the items that currently can change digestion, regeneration, 881 /* These are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary 882 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array. 883 * list, but other items store other info into stats array.
880 */ 884 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 885 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 886 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 887 tmp->type == SHIELD || tmp->type == RING ||
890 contr->digestion += tmp->stats.food; 894 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 895 contr->gen_hp += tmp->stats.hp;
892 contr->gen_sp += tmp->stats.sp; 896 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 897 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 898 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 899 }
897 } /* if this is a player */ 900 } /* if this is a player */
898 else 901 else
899 { 902 {
900 if (tmp->type == WEAPON) 903 if (tmp->type == WEAPON)
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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