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Comparing deliantra/server/server/player.C (file contents):
Revision 1.123 by root, Fri May 11 21:07:14 2007 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150} 150}
151 151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
152/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
153static void 159static void
154set_first_map (object *op) 160set_first_map (object *op)
155{ 161{
156 op->contr->maplevel = first_map_path; 162 op->contr->maplevel = first_map_path;
258 264
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 266
261 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
262 268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
263 for (object *op = ob->inv; op; op = op->below) 273 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 274 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 275 switch (op->type)
266 { 276 {
267 case WAND: 277 case WAND:
268 case ROD: 278 case ROD:
269 case HORN: 279 case HORN:
270 case BOW: 280 case BOW:
271 case SKILL:
272 case SKILL_TOOL: 281 case SKILL_TOOL:
273 case WEAPON: 282 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 283 op->flag [FLAG_APPLIED] = false;
275 apply_special (ob, op, AP_APPLY); 284 apply_special (ob, op, AP_APPLY);
276 break; 285 break;
277 }
278 286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 293 ob->update_stats ();
294
280 ns->floorbox_update (); 295 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
284 298
285 activate (); 299 activate ();
286 300
319player::set_object (object *op) 333player::set_object (object *op)
320{ 334{
321 ob = op; 335 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
323 337
324 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
325 ob->speed = 1.0; 339 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
327} 341}
328 342
329player::player () 343player::player ()
330{ 344{
784} 798}
785 799
786void 800void
787object::roll_stats () 801object::roll_stats ()
788{ 802{
789 int statsort [7]; 803 int statsort [NUM_STATS];
790 804
791 for (;;) 805 for (;;)
792 { 806 {
793 int sum = 0; 807 int sum = 0;
794 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
796 810
797 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
798 break; 812 break;
799 } 813 }
800 814
801 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 817
818 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 820
812 stats.exp = 0; 821 stats.exp = 0;
813 stats.ac = 0; 822 stats.ac = 0;
814 823
815 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
827} 836}
828 837
829void 838void
830object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
831{ 840{
832 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 842
843 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 845
844 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
846 stats.ac = 0; 848 stats.ac = 0;
847 849
1547 */ 1549 */
1548int 1550int
1549fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1550{ 1552{
1551 object *left, *bow; 1553 object *left, *bow;
1552 int bowspeed, mflags; 1554 int mflags;
1553 maptile *m; 1555 maptile *m;
1554 1556
1555 if (!dir) 1557 if (!dir)
1556 { 1558 {
1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1558 return 0; 1560 return 0;
1559 } 1561 }
1560 1562
1561 if (player *pl = op->contr) 1563 if (op->contr)
1562 { 1564 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1566 else 1565 else
1567 { 1566 {
1568 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1569 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1570 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1591 { 1590 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1593 return 0; 1592 return 0;
1594 } 1593 }
1595 1594
1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1597
1598 /* penalize ROF for bestarrow */
1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1602 if (bowspeed < 1)
1603 bowspeed = 1;
1604
1605 if (arrow == NULL) 1595 if (arrow == NULL)
1606 { 1596 {
1607 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1608 { 1598 {
1609 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1643 1633
1644 arrow->set_owner (op); 1634 arrow->set_owner (op);
1645 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1646 arrow->direction = dir; 1636 arrow->direction = dir;
1647 1637
1648 if (op->type == PLAYER)
1649 {
1650 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1651 op->update_stats ();
1652 }
1653
1654 SET_ANIMATION (arrow, arrow->direction);
1655
1656 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1657 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1658 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1659 1641
1660 if (arrow->slaying) 1642 if (arrow->slaying)
1661 arrow->spellarg = strdup (arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1662 1644
1663 arrow->stats.dam += op->stats.dam + arrow->magic; 1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1664 1666
1665 /* update the speed */ 1667 /* update the speed */
1666 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1667 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1669 + bow->stats.dam / 7.0;
1668 1670
1669 arrow->set_speed (max (arrow->speed, 1.0)); 1671 arrow->set_speed (max (arrow->speed, 2.0));
1670 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1671 1673
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673 1675
1674 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1675 { 1677 {
1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1679 wc -= dex_bonus[op->stats.Dex];
1678 1680
1679 if (!arrow->slaying) 1681 if (!arrow->slaying)
1680 arrow->slaying = op->slaying; 1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1681 } 1685 }
1682 else 1686 else
1683 { 1687 {
1684 arrow->level = op->level; 1688 arrow->level = op->level;
1685 arrow->stats.wc -= bow->magic; 1689 arrow->stats.wc -= bow->magic;
1686 1690
1687 if (!arrow->slaying) 1691 if (!arrow->slaying)
1688 arrow->slaying = bow->slaying; 1692 arrow->slaying = bow->slaying;
1689 }
1690 1693
1691 arrow->stats.wc -= arrow->level;
1692
1693 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1694 1696
1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1695 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1697 1703
1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1699 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1754 } 1760 }
1755 1761
1756 return ret; 1762 return ret;
1757} 1763}
1758 1764
1759
1760/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1761 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1762 */ 1767 */
1763void 1768void
1764fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1775 { 1780 {
1776 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1777 return; 1782 return;
1778 } 1783 }
1779 1784
1780 op->set_weapon (item); 1785 if (!op->change_weapon (item))
1786 return;
1781 1787
1782 if (item->type == WAND) 1788 if (item->type == WAND)
1783 { 1789 {
1784 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1785 { 1791 {
1851 object *ob = pl->ranged_ob; 1857 object *ob = pl->ranged_ob;
1852 1858
1853 if (!ob) 1859 if (!ob)
1854 return; 1860 return;
1855 1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1856 switch (ob->type) 1865 switch (ob->type)
1857 { 1866 {
1858 case BOW: 1867 case BOW:
1859 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1860 break; 1869 break;
1866 case BUILDER: 1875 case BUILDER:
1867 apply_map_builder (op, dir); 1876 apply_map_builder (op, dir);
1868 break; 1877 break;
1869 1878
1870 case SKILL: 1879 case SKILL:
1871 case SKILL_TOOL:
1872 do_skill (op, op, ob, dir, 0); 1880 do_skill (op, op, ob, dir, 0);
1873 break; 1881 break;
1874 1882
1875 default: 1883 default:
1876 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2104 2112
2105 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2108 */ 2116 */
2109 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2114#else
2115 && mon->owner == op 2120 || mon->owner == op)
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 { 2122 {
2119 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced) 2124 if (op->contr->braced)
2121 return; 2125 return;
2131 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2134 * attack them either. 2138 * attack them either.
2135 */ 2139 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2142 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2144 && !on_battleground))
2147 { 2145 {
2148 if (!op->contr->braced) 2146 if (!op->contr->braced)
2149 { 2147 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2151 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2174 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2173 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2176 {
2179
2180 /* If the player hasn't hit something this tick, and does
2181 * so, give them speed boost based on weapon speed. Doing
2182 * it here is better than process_players2, which basically
2183 * incurred a 1 tick offset.
2184 */
2185 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2186 { 2178 {
2179 op->contr->has_hit = 1;
2187 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2188
2189 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2190 } 2181 }
2191 2182
2192 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2193 2184
2194 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2272handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2273{ 2264{
2274 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2275 { 2266 {
2276 flee_player (op); 2267 flee_player (op);
2268
2277 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2279 { 2271 {
2280 op->speed_left--; 2272 --op->speed_left;
2281 return 0; 2273 return 0;
2282 } 2274 }
2283 } 2275 }
2284 2276
2285 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2287 * called, so we recheck it here. 2279 * called, so we recheck it here.
2288 */ 2280 */
2289 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2290 return 1; 2282 return 1;
2291 2283
2292 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2293 { 2285 {
2294 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2295 { 2287 {
2296 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2297 op->speed_left--; 2289 --op->speed_left;
2298 2290
2299 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2300 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2301 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2302 */ 2294 */
2303 move_player (op, op->direction); 2295 move_player (op, op->direction);
2304 2296
2305 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2306 } 2298 }
2307 } 2299 }
2308 2300
2309 return 0; 2301 return 0;
2310} 2302}
2580 } 2572 }
2581 2573
2582 /* Digestion */ 2574 /* Digestion */
2583 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2584 { 2576 {
2585#ifdef COZY_SERVER
2586 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2587 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2588#else
2589 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2590#endif
2591 2578
2592 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2594 else 2581 else
2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2940 object *force; 2927 object *force;
2941 int at; 2928 int at;
2942 2929
2943 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2944 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2945 force->speed = 0.1; 2932 force->speed = 0.1f;
2946 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2947 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2948 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2949 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2950 force->resist[at] = 100; 2937 force->resist[at] = 100;
2951 2938

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