… | |
… | |
279 | * that gives them that ability. |
279 | * that gives them that ability. |
280 | */ |
280 | */ |
281 | int |
281 | int |
282 | change_abil (object *op, object *tmp) |
282 | change_abil (object *op, object *tmp) |
283 | { |
283 | { |
284 | int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; |
284 | int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1; |
|
|
285 | int success = 0; |
285 | char message[MAX_BUF]; |
286 | char message[MAX_BUF]; |
286 | int potion_max = 0; |
287 | int potion_max = 0; |
287 | |
288 | |
288 | /* remember what object was like before it was changed. note that |
289 | // keep some stats for comparison purposes |
289 | * refop is a local copy of op only to be used for detecting changes |
290 | object::flags_t prev_flag = op->flag; |
290 | * found by update_stats. refop is not a real object |
291 | MoveType prev_move_type = op->move_type; |
291 | */ |
292 | sint16 prev_resist [NROFATTACKS]; // clumsy |
292 | object_copy refop = *op; |
293 | assert (sizeof (prev_resist) == sizeof (op->resist)); |
|
|
294 | memcpy (prev_resist, op->resist, sizeof (prev_resist)); |
293 | |
295 | |
294 | if (op->type == PLAYER) |
296 | if (op->type == PLAYER) |
295 | { |
297 | { |
296 | if (tmp->type == POTION) |
298 | if (tmp->type == POTION) |
297 | { |
299 | { |
298 | potion_max = 1; |
300 | potion_max = 1; |
|
|
301 | |
299 | for (int j = 0; j < NUM_STATS; j++) |
302 | for (int j = 0; j < NUM_STATS; j++) |
300 | { |
303 | { |
301 | int ostat = op->contr->orig_stats.stat (j); |
304 | int ostat = op->contr->orig_stats.stat (j); |
302 | int i = tmp->stats.stat (j); |
305 | int i = tmp->stats.stat (j); |
303 | |
306 | |
304 | /* nstat is what the stat will be after use of the potion */ |
307 | /* nstat is what the stat will be after use of the potion */ |
305 | int nstat = flag * i + ostat; |
308 | int nstat = flag * i + ostat; |
306 | |
309 | |
307 | /* Do some bounds checking. While I don't think any |
310 | /* Do some bounds checking. There is the potential for potions |
308 | * potions do so right now, there is the potential for potions |
|
|
309 | * 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 |
310 | * to allow for that. |
312 | * to allow for that. |
311 | */ |
313 | */ |
312 | if (nstat < 1 && i * flag < 0) |
314 | if (nstat < 1 && i * flag < 0) |
313 | nstat = 1; |
315 | nstat = 1; |
… | |
… | |
365 | { |
367 | { |
366 | success = 1; |
368 | success = 1; |
367 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
369 | DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); |
368 | } |
370 | } |
369 | |
371 | |
370 | if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) |
372 | if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE]) |
371 | { |
373 | { |
372 | success = 1; |
374 | success = 1; |
373 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
375 | DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); |
374 | } |
376 | } |
375 | |
377 | |
376 | if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) |
378 | if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE]) |
377 | { |
379 | { |
378 | success = 1; |
380 | success = 1; |
379 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
381 | DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); |
380 | } |
382 | } |
381 | |
383 | |
382 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) |
384 | if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL]) |
383 | { |
385 | { |
384 | success = 1; |
386 | success = 1; |
385 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
387 | DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); |
386 | } |
388 | } |
387 | |
389 | |
… | |
… | |
389 | * user has multiple items giving the same type appled like we |
391 | * user has multiple items giving the same type appled like we |
390 | * used to - that is more work than what we gain, plus messages |
392 | * used to - that is more work than what we gain, plus messages |
391 | * can be misleading (a little higher could be miscontrued from |
393 | * can be misleading (a little higher could be miscontrued from |
392 | * from fly high) |
394 | * from fly high) |
393 | */ |
395 | */ |
394 | if (tmp->move_type && op->move_type != refop.move_type) |
396 | if (tmp->move_type && op->move_type != prev_move_type) |
395 | { |
397 | { |
396 | success = 1; |
398 | success = 1; |
397 | |
399 | |
398 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
400 | /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low |
399 | * status doesn't make a difference if you are flying high |
401 | * status doesn't make a difference if you are flying high |
400 | */ |
402 | */ |
401 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
403 | if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) |
402 | { |
404 | { |
403 | DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); |
405 | DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground."); |
404 | } |
406 | } |
405 | |
407 | |
406 | if (tmp->move_type & MOVE_FLY_HIGH) |
408 | if (tmp->move_type & MOVE_FLY_HIGH) |
407 | { |
409 | { |
408 | /* double conditional - second case covers if you have move_fly_low - |
410 | /* double conditional - second case covers if you have move_fly_low - |
… | |
… | |
420 | } |
422 | } |
421 | |
423 | |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
423 | * originally undead may change their status |
425 | * originally undead may change their status |
424 | */ |
426 | */ |
425 | if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
427 | if (!op->arch->flag [FLAG_UNDEAD]) |
426 | if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) |
428 | if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) |
427 | { |
429 | { |
428 | success = 1; |
430 | success = 1; |
429 | if (flag > 0) |
431 | if (flag > 0) |
430 | { |
432 | { |
431 | op->race = "undead"; |
433 | op->race = "undead"; |
… | |
… | |
436 | op->race = op->arch->race; |
438 | op->race = op->arch->race; |
437 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); |
438 | } |
440 | } |
439 | } |
441 | } |
440 | |
442 | |
441 | if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) |
443 | if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH]) |
442 | { |
444 | { |
443 | success = 1; |
445 | success = 1; |
444 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
446 | DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); |
445 | } |
447 | } |
446 | |
448 | |
447 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) |
449 | if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS]) |
448 | { |
450 | { |
449 | success = 1; |
451 | success = 1; |
450 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
452 | DIFF_MSG (flag, "You become transparent.", "You can see yourself."); |
451 | } |
453 | } |
452 | |
454 | |
453 | /* blinded you can tell if more blinded since blinded player has minimal |
455 | /* blinded you can tell if more blinded since blinded player has minimal |
454 | * vision |
456 | * vision |
455 | */ |
457 | */ |
456 | if (QUERY_FLAG (tmp, FLAG_BLIND)) |
458 | if (tmp->flag [FLAG_BLIND]) |
457 | { |
459 | { |
458 | success = 1; |
460 | success = 1; |
459 | if (flag > 0) |
461 | if (flag > 0) |
460 | { |
462 | { |
461 | if (QUERY_FLAG (op, FLAG_WIZ)) |
463 | if (op->flag [FLAG_WIZ]) |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); |
463 | else |
465 | else |
464 | { |
466 | { |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
467 | new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); |
466 | SET_FLAG (op, FLAG_BLIND); |
468 | SET_FLAG (op, FLAG_BLIND); |
… | |
… | |
468 | op->contr->do_los = 1; |
470 | op->contr->do_los = 1; |
469 | } |
471 | } |
470 | } |
472 | } |
471 | else |
473 | else |
472 | { |
474 | { |
473 | if (QUERY_FLAG (op, FLAG_WIZ)) |
475 | if (op->flag [FLAG_WIZ]) |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
476 | new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); |
475 | else |
477 | else |
476 | { |
478 | { |
477 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
479 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); |
478 | CLEAR_FLAG (op, FLAG_BLIND); |
480 | CLEAR_FLAG (op, FLAG_BLIND); |
… | |
… | |
480 | op->contr->do_los = 1; |
482 | op->contr->do_los = 1; |
481 | } |
483 | } |
482 | } |
484 | } |
483 | } |
485 | } |
484 | |
486 | |
485 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) |
487 | if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK]) |
486 | { |
488 | { |
487 | success = 1; |
489 | success = 1; |
488 | if (op->type == PLAYER) |
490 | if (op->type == PLAYER) |
489 | op->contr->do_los = 1; |
491 | op->contr->do_los = 1; |
490 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
492 | DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); |
491 | } |
493 | } |
492 | |
494 | |
493 | if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) |
495 | if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS]) |
494 | { |
496 | { |
495 | success = 1; |
497 | success = 1; |
496 | if (flag > 0) |
498 | if (flag > 0) |
497 | { |
499 | { |
498 | if (QUERY_FLAG (op, FLAG_WIZ)) |
500 | if (op->flag [FLAG_WIZ]) |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); |
500 | else |
502 | else |
501 | { |
503 | { |
502 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); |
503 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
504 | op->contr->do_los = 1; |
506 | op->contr->do_los = 1; |
505 | } |
507 | } |
506 | } |
508 | } |
507 | else |
509 | else |
508 | { |
510 | { |
509 | if (QUERY_FLAG (op, FLAG_WIZ)) |
511 | if (op->flag [FLAG_WIZ]) |
510 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
512 | new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); |
511 | else |
513 | else |
512 | { |
514 | { |
513 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
515 | new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); |
514 | if (op->type == PLAYER) |
516 | if (op->type == PLAYER) |
… | |
… | |
552 | for (int i = 0; i < NROFATTACKS; i++) |
554 | for (int i = 0; i < NROFATTACKS; i++) |
553 | { |
555 | { |
554 | if (i == ATNR_PHYSICAL) |
556 | if (i == ATNR_PHYSICAL) |
555 | continue; /* Don't display about armour */ |
557 | continue; /* Don't display about armour */ |
556 | |
558 | |
557 | if (op->resist[i] != refop.resist[i]) |
559 | if (op->resist [i] != prev_resist [i]) |
558 | { |
560 | { |
559 | success = 1; |
561 | success = 1; |
|
|
562 | |
560 | if (op->resist[i] > refop.resist[i]) |
563 | if (op->resist [i] > prev_resist [i]) |
561 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); |
564 | sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]); |
562 | else |
565 | else |
563 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); |
566 | sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]); |
564 | |
567 | |
565 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
568 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); |
566 | } |
569 | } |
567 | } |
570 | } |
568 | |
571 | |
569 | if (!potion_max) |
572 | if (!potion_max) |
570 | { |
|
|
571 | for (int j = 0; j < NUM_STATS; j++) |
573 | for (int j = 0; j < NUM_STATS; j++) |
572 | { |
|
|
573 | if (int i = tmp->stats.stat (j)) |
574 | if (int i = tmp->stats.stat (j)) |
574 | { |
575 | { |
575 | success = 1; |
576 | success = 1; |
576 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); |
577 | } |
578 | } |
578 | } |
|
|
579 | } |
|
|
580 | |
579 | |
581 | return success; |
580 | return success; |
582 | } |
581 | } |
583 | |
582 | |
584 | /* |
583 | /* |
… | |
… | |
862 | continue; |
861 | continue; |
863 | |
862 | |
864 | /* See note in map.c:update_position about making this additive |
863 | /* See note in map.c:update_position about making this additive |
865 | * since light sources are never applied, need to put check here. |
864 | * since light sources are never applied, need to put check here. |
866 | */ |
865 | */ |
867 | if (tmp->glow_radius > glow_radius) |
|
|
868 | glow_radius = tmp->glow_radius; |
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
869 | |
867 | |
870 | /* For some things, we don't care what is equipped */ |
868 | /* For some things, we don't care what is equipped */ |
871 | if (tmp->type == SKILL) |
869 | if (tmp->type == SKILL) |
872 | { |
870 | { |
873 | /* Want to take the highest skill here. */ |
871 | /* Want to take the highest skill here. */ |
… | |
… | |
886 | else if (tmp->level > grace_obj->level) |
884 | else if (tmp->level > grace_obj->level) |
887 | grace_obj = tmp; |
885 | grace_obj = tmp; |
888 | } |
886 | } |
889 | } |
887 | } |
890 | |
888 | |
891 | /* Container objects are not meant to adjust a players, but other applied |
889 | /* Container objects are not meant to adjust players, but other applied |
892 | * objects need to make adjustments. |
890 | * objects need to make adjustments. |
893 | * This block should handle all player specific changes |
891 | * This block should handle all player specific changes |
894 | * The check for Praying is a bit of a hack - god given bonuses are put |
892 | * The check for Praying is a bit of a hack - god given bonuses are put |
895 | * in the praying skill, and the player should always get those. |
893 | * in the praying skill, and the player should always get those. |
896 | * It also means we need to put in additional checks for applied below, |
894 | * It also means we need to put in additional checks for applied below, |
… | |
… | |
919 | |
917 | |
920 | if (digest_types [tmp->type]) |
918 | if (digest_types [tmp->type]) |
921 | { |
919 | { |
922 | contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
923 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
|
|
922 | if (tmp->type != BOW) // ugly exception for bows |
924 | contr->gen_sp += tmp->stats.sp; |
923 | contr->gen_sp += tmp->stats.sp; |
925 | contr->gen_grace += tmp->stats.grace; |
924 | contr->gen_grace += tmp->stats.grace; |
926 | contr->gen_sp_armour += tmp->gen_sp_armour; |
925 | contr->gen_sp_armour += tmp->gen_sp_armour; |
927 | } |
926 | } |
928 | } /* if this is a player */ |
927 | } /* if this is a player */ |
929 | else |
928 | else |
… | |
… | |
939 | |
938 | |
940 | if (tmp->type == SYMPTOM) |
939 | if (tmp->type == SYMPTOM) |
941 | speed_reduce_from_disease = |
940 | speed_reduce_from_disease = |
942 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
941 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
943 | |
942 | |
944 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
943 | /* Pos. and neg. protections are counted separate (-> pro/vuln). |
945 | * (Negative protections are calculated exactly like positive.) |
944 | * (Negative protections are calculated exactly like positive.) |
946 | * Resistance from potions are treated special as well. If there's |
945 | * Resistance from potions are treated special as well. If there's |
947 | * more than one potion-effect, the bigger prot.-value is taken. |
946 | * more than one potion-effect, the bigger prot.-value is taken. |
948 | */ |
947 | */ |
949 | if (tmp->type != POTION) |
948 | if (tmp->type != POTION) |
… | |
… | |
1443 | |
1442 | |
1444 | /* |
1443 | /* |
1445 | * set the new dragon name after gaining levels or |
1444 | * set the new dragon name after gaining levels or |
1446 | * changing ability focus (later this can be extended to |
1445 | * changing ability focus (later this can be extended to |
1447 | * eventually change the player's face and animation) |
1446 | * eventually change the player's face and animation) |
1448 | * |
|
|
1449 | * Note that the title is written to 'own_title' in the |
|
|
1450 | * player struct. This should be changed to 'ext_title' |
|
|
1451 | * as soon as clients support this! |
|
|
1452 | * Please, anyone, write support for 'ext_title'. |
|
|
1453 | */ |
1447 | */ |
1454 | void |
1448 | void |
1455 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1449 | set_dragon_name (object *pl, const object *abil, const object *skin) |
1456 | { |
1450 | { |
1457 | int atnr = -1; /* attacknumber of highest level */ |
1451 | int atnr = -1; /* attacknumber of highest level */ |
… | |
… | |
1475 | /* now if there are equals at highest level, pick the one with focus, |
1469 | /* now if there are equals at highest level, pick the one with focus, |
1476 | or else at random */ |
1470 | or else at random */ |
1477 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1471 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1478 | atnr = abil->stats.exp; |
1472 | atnr = abil->stats.exp; |
1479 | |
1473 | |
1480 | level = (int) (level / 25.); |
|
|
1481 | |
|
|
1482 | /* now set the new title */ |
1474 | /* now set the new title */ |
1483 | if (pl->contr) |
|
|
1484 | { |
|
|
1485 | if (level == 0) |
|
|
1486 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1475 | if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1487 | else if (level == 1) |
|
|
1488 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1476 | else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]); |
1489 | else if (level == 2) |
|
|
1490 | sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); |
1477 | else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]); |
1491 | else if (level == 3) |
|
|
1492 | sprintf (pl->contr->title, "%s dragon", attacks[atnr]); |
1478 | else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]); |
1493 | else |
1479 | else |
1494 | { |
1480 | { |
1495 | /* special titles for extra high resistance! */ |
1481 | /* special titles for extra high resistance! */ |
1496 | if (skin->resist[atnr] > 80) |
|
|
1497 | sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1482 | if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); |
1498 | else if (skin->resist[atnr] > 50) |
|
|
1499 | sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); |
1483 | else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]); |
1500 | else |
|
|
1501 | sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); |
1484 | else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]); |
1502 | } |
|
|
1503 | } |
1485 | } |
1504 | |
1486 | |
1505 | strcpy (pl->contr->own_title, ""); |
1487 | strcpy (pl->contr->own_title, ""); |
1506 | } |
1488 | } |
1507 | |
1489 | |
… | |
… | |
1574 | object *skill_obj; |
1556 | object *skill_obj; |
1575 | |
1557 | |
1576 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1558 | skill_obj = get_archetype_by_skill_name (skill_name, SKILL); |
1577 | if (!skill_obj) |
1559 | if (!skill_obj) |
1578 | { |
1560 | { |
1579 | 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); |
1580 | return NULL; |
1562 | return NULL; |
1581 | } |
1563 | } |
1582 | |
1564 | |
1583 | /* clear the flag - exp goes into this bucket, but player |
1565 | /* clear the flag - exp goes into this bucket, but player |
1584 | * still doesn't know it. |
1566 | * still doesn't know it. |
1585 | */ |
1567 | */ |
1586 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1568 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1587 | skill_obj->stats.exp = 0; |
1569 | skill_obj->stats.exp = 0; |
1588 | skill_obj->level = 1; |
1570 | skill_obj->level = 1; |
1589 | insert_ob_in_ob (skill_obj, op); |
1571 | op->insert (skill_obj); |
1590 | |
1572 | |
1591 | if (player *pl = op->contr) |
1573 | if (player *pl = op->contr) |
1592 | { |
1574 | pl->link_skills (); |
1593 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
|
|
1594 | if (pl->ns) |
|
|
1595 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
|
|
1596 | } |
|
|
1597 | |
1575 | |
1598 | return skill_obj; |
1576 | return skill_obj; |
1599 | } |
1577 | } |
1600 | |
1578 | |
1601 | /* 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 |
… | |
… | |
1739 | { |
1717 | { |
1740 | 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)) |
1741 | skill_obj = op->chosen_skill; |
1719 | skill_obj = op->chosen_skill; |
1742 | else |
1720 | else |
1743 | { |
1721 | { |
1744 | for (i = 0; i < NUM_SKILLS; i++) |
1722 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1745 | 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) |
1746 | { |
1724 | { |
1747 | skill_obj = op->contr->last_skill_ob[i]; |
1725 | skill_obj = splay (tmp); |
1748 | break; |
1726 | break; |
1749 | } |
1727 | } |
1750 | |
1728 | |
1751 | /* 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 |
1752 | * it to the player if necessary |
1730 | * it to the player if necessary |
… | |
… | |
1754 | if (!skill_obj) |
1732 | if (!skill_obj) |
1755 | { |
1733 | { |
1756 | if (flag == SK_EXP_NONE) |
1734 | if (flag == SK_EXP_NONE) |
1757 | return; |
1735 | return; |
1758 | else if (flag == SK_EXP_ADD_SKILL) |
1736 | else if (flag == SK_EXP_ADD_SKILL) |
1759 | give_skill_by_name (op, skill_name); |
1737 | skill_obj = give_skill_by_name (op, skill_name); |
1760 | } |
1738 | } |
1761 | } |
1739 | } |
1762 | } |
1740 | } |
1763 | |
1741 | |
1764 | if (flag != SK_EXP_SKILL_ONLY) |
1742 | if (flag != SK_EXP_SKILL_ONLY) |