… | |
… | |
1556 | object *skill_obj; |
1556 | object *skill_obj; |
1557 | |
1557 | |
1558 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1558 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1559 | if (!skill_obj) |
1559 | if (!skill_obj) |
1560 | { |
1560 | { |
1561 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1561 | LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name); |
1562 | return NULL; |
1562 | return NULL; |
1563 | } |
1563 | } |
1564 | |
1564 | |
1565 | /* clear the flag - exp goes into this bucket, but player |
1565 | /* clear the flag - exp goes into this bucket, but player |
1566 | * still doesn't know it. |
1566 | * still doesn't know it. |
1567 | */ |
1567 | */ |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1569 | skill_obj->stats.exp = 0; |
1569 | skill_obj->stats.exp = 0; |
1570 | skill_obj->level = 1; |
1570 | skill_obj->level = 1; |
1571 | insert_ob_in_ob (skill_obj, op); |
1571 | op->insert (skill_obj); |
1572 | |
1572 | |
1573 | if (player *pl = op->contr) |
1573 | if (player *pl = op->contr) |
1574 | { |
1574 | pl->link_skills (); |
1575 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1576 | if (pl->ns) |
|
|
1577 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1578 | } |
|
|
1579 | |
1575 | |
1580 | return skill_obj; |
1576 | return skill_obj; |
1581 | } |
1577 | } |
1582 | |
1578 | |
1583 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1579 | /* player_lvl_adj() - for the new exp system. we are concerned with |
… | |
… | |
1721 | { |
1717 | { |
1722 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1718 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1723 | skill_obj = op->chosen_skill; |
1719 | skill_obj = op->chosen_skill; |
1724 | else |
1720 | else |
1725 | { |
1721 | { |
1726 | for (i = 0; i < NUM_SKILLS; i++) |
1722 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1727 | if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) |
1723 | if (tmp->skill == skill_name && tmp->type == SKILL) |
1728 | { |
1724 | { |
1729 | skill_obj = op->contr->last_skill_ob[i]; |
1725 | skill_obj = splay (tmp); |
1730 | break; |
1726 | break; |
1731 | } |
1727 | } |
1732 | |
1728 | |
1733 | /* Player doesn't have the skill. Check to see what to do, and give |
1729 | /* Player doesn't have the skill. Check to see what to do, and give |
1734 | * it to the player if necessary |
1730 | * it to the player if necessary |
… | |
… | |
1736 | if (!skill_obj) |
1732 | if (!skill_obj) |
1737 | { |
1733 | { |
1738 | if (flag == SK_EXP_NONE) |
1734 | if (flag == SK_EXP_NONE) |
1739 | return; |
1735 | return; |
1740 | else if (flag == SK_EXP_ADD_SKILL) |
1736 | else if (flag == SK_EXP_ADD_SKILL) |
1741 | give_skill_by_name (op, skill_name); |
1737 | skill_obj = give_skill_by_name (op, skill_name); |
1742 | } |
1738 | } |
1743 | } |
1739 | } |
1744 | } |
1740 | } |
1745 | |
1741 | |
1746 | if (flag != SK_EXP_SKILL_ONLY) |
1742 | if (flag != SK_EXP_SKILL_ONLY) |