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Comparing deliantra/server/common/living.C (file contents):
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.89 by root, Thu Sep 25 04:09:57 2008 UTC

279 * that gives them that ability. 279 * that gives them that ability.
280 */ 280 */
281int 281int
282change_abil (object *op, object *tmp) 282change_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 */
1454void 1448void
1455set_dragon_name (object *pl, const object *abil, const object *skin) 1449set_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)

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