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/cvs/deliantra/server/common/living.C
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Comparing deliantra/server/common/living.C (file contents):
Revision 1.88 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.89 by root, Thu Sep 25 04:09:57 2008 UTC

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)

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