1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License along |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
26 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
51 | # define def(uc, flags) flags, |
51 | # define def(uc, flags) flags, |
52 | # include "skillinc.h" |
52 | # include "skillinc.h" |
53 | # undef def |
53 | # undef def |
54 | }; |
54 | }; |
55 | |
55 | |
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56 | vector<object_ptr> skillvec; |
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|
57 | |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
58 | |
60 | |
59 | /* init_skills basically just sets up the skill_names table |
61 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
62 | * above. The index into the array is set up by the |
61 | * subtypes. |
63 | * subtypes. |
62 | */ |
64 | */ |
63 | void |
65 | void |
64 | init_skills (void) |
66 | init_skills () |
65 | { |
67 | { |
66 | for_all_archetypes (at) |
68 | // nop |
67 | if (at->type == SKILL) |
69 | } |
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70 | |
|
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71 | void |
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72 | add_skill_archetype (object *o) |
|
|
73 | { |
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74 | assert (("skill name must equal skill skill", o->name == o->skill)); |
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75 | |
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76 | for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
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77 | if ((*i)->name == o->name) |
68 | { |
78 | { |
69 | if (skill_names[at->subtype]) |
79 | // replace existing entry |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
80 | SKILL_INDEX (o) = i - skillvec.begin (); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
81 | *i = o; |
72 | else |
82 | return; |
73 | skill_names[at->subtype] = at->skill; |
|
|
74 | } |
83 | } |
75 | |
84 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
85 | // add new entry |
77 | * checking for this may catch some user errors. |
86 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
78 | */ |
87 | SKILL_INDEX (o) = skillvec.size (); |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
88 | skillvec.push_back (o); |
80 | if (!skill_names[i]) |
|
|
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
|
|
82 | } |
89 | } |
83 | |
90 | |
84 | /* This function goes through the player inventory and sets |
91 | /* This function goes through the player inventory and sets |
85 | * up the last_skills[] array in the player object. |
92 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
93 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
94 | * mostly used for sending exp. |
88 | */ |
95 | */ |
89 | void |
96 | void |
90 | link_player_skills (object *op) |
97 | player::link_skills () |
91 | { |
98 | { |
|
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99 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
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|
100 | last_skill_ob [i] = 0; |
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|
101 | |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
102 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
93 | if (tmp->type == SKILL) |
103 | if (tmp->type == SKILL) |
94 | { |
104 | { |
95 | /* This is really a warning, hence no else below */ |
105 | int idx = SKILL_INDEX (tmp); |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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|
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
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99 | |
106 | |
100 | if (tmp->subtype >= NUM_SKILLS) |
107 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
108 | |
102 | else |
109 | if (last_skill_ob [idx] != tmp) |
103 | { |
110 | { |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
111 | last_skill_ob [idx] = tmp; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
112 | if (ns) |
|
|
113 | ns->last_skill_exp [idx] = -1; |
106 | } |
114 | } |
107 | } |
115 | } |
108 | } |
116 | } |
109 | |
117 | |
110 | static object * |
118 | static object * |
111 | find_skill (object *who, const shstr &sh) |
119 | find_skill (object *who, shstr_cmp name) |
112 | { |
120 | { |
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121 | if (who->chosen_skill |
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122 | && who->chosen_skill->skill == name |
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123 | && who->chosen_skill->type == SKILL) |
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124 | return who->chosen_skill; |
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125 | |
113 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
126 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
114 | if (tmp->skill == sh && tmp->type == SKILL) |
127 | if (tmp->skill == name && tmp->type == SKILL) |
115 | return tmp; |
128 | return splay (tmp); |
116 | |
129 | |
117 | return 0; |
130 | return 0; |
|
|
131 | } |
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|
132 | |
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|
133 | object * |
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134 | player::find_skill (shstr_cmp name) const |
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135 | { |
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136 | // might want to use last_skill_obj at one point, or maybe not |
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137 | return ::find_skill (ob, name); |
118 | } |
138 | } |
119 | |
139 | |
120 | /* This returns the skill pointer of the given name (the |
140 | /* This returns the skill pointer of the given name (the |
121 | * one that accumulates exp, has the level, etc). |
141 | * one that accumulates exp, has the level, etc). |
122 | * |
142 | * |
123 | * It is presumed that the player will be needing to actually |
143 | * It is presumed that the player will be needing to actually |
124 | * use the skill, so thus if use of the skill requires a skill |
144 | * use the skill, so thus if use of the skill requires a skill |
125 | * tool, this code will equip it. |
145 | * tool, this code will equip it. |
126 | */ |
146 | */ |
127 | object * |
147 | object * |
128 | find_skill_by_name (object *who, const shstr &sh) |
148 | find_skill_by_name (object *who, shstr_cmp sh) |
129 | { |
149 | { |
130 | object *skill_tool = 0; |
150 | object *skill_tool = 0; |
131 | |
151 | |
132 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
152 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
133 | if (tmp->skill == sh) |
153 | if (tmp->skill == sh) |
… | |
… | |
147 | |
167 | |
148 | /* Player has a tool to use the skill. If not applied, apply it - |
168 | /* Player has a tool to use the skill. If not applied, apply it - |
149 | * if not successful, return null. If they do have the skill tool |
169 | * if not successful, return null. If they do have the skill tool |
150 | * but not the skill itself, give it to them. |
170 | * but not the skill itself, give it to them. |
151 | */ |
171 | */ |
152 | object *skill = find_skill (who, skill_tool->skill); |
172 | object *skill = who->give_skill (skill_tool->skill); |
153 | |
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154 | if (!skill) |
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155 | { |
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156 | skill = give_skill_by_name (who, skill_tool->skill); |
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157 | link_player_skills (who); |
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158 | } |
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159 | |
173 | |
160 | if (!skill_tool->flag [FLAG_APPLIED]) |
174 | if (!skill_tool->flag [FLAG_APPLIED]) |
161 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
175 | if (!who->apply (splay (skill_tool))) |
162 | return 0; |
176 | return 0; |
163 | |
177 | |
164 | return splay (skill); |
178 | return splay (skill); |
165 | } |
179 | } |
166 | |
180 | |
167 | object * |
181 | object * |
168 | find_skill_by_name (object *who, const char *name) |
182 | find_skill_by_name_fuzzy (object *who, const char *name) |
169 | { |
183 | { |
170 | if (!name) |
184 | if (name) |
171 | return 0; |
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172 | |
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173 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
174 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
175 | && tmp->skill.begins_with (name)) |
187 | && tmp->skill.starts_with (name)) |
176 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
177 | return skop; |
189 | return skop; |
178 | |
190 | |
179 | return 0; |
191 | return 0; |
180 | } |
192 | } |
181 | |
193 | |
182 | /* This returns the skill pointer of the given name (the |
194 | /* This returns the skill pointer of the given name (the |
… | |
… | |
187 | * tool, this code will equip it. |
199 | * tool, this code will equip it. |
188 | * |
200 | * |
189 | * This code is basically the same as find_skill_by_name() above, |
201 | * This code is basically the same as find_skill_by_name() above, |
190 | * but instead a skill name, we search by matching number. |
202 | * but instead a skill name, we search by matching number. |
191 | * this replaces find_skill. |
203 | * this replaces find_skill. |
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|
204 | * |
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|
205 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
192 | */ |
206 | */ |
193 | object * |
207 | object * |
194 | find_skill_by_number (object *who, int skillno) |
208 | find_skill_by_number (object *who, int skillno) |
195 | { |
209 | { |
196 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
210 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
… | |
… | |
199 | return skop; |
213 | return skop; |
200 | |
214 | |
201 | return 0; |
215 | return 0; |
202 | } |
216 | } |
203 | |
217 | |
204 | /* This changes the objects chosen_skill to new_skill. |
218 | object * |
205 | * return 1 on success, 0 on error |
219 | object::give_skill (shstr_cmp name, bool can_use) |
206 | */ |
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207 | bool |
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208 | object::change_skill (object *new_skill) |
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209 | { |
220 | { |
210 | if (type != PLAYER) |
221 | object *skill = find_skill (this, name); |
211 | return 0; |
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212 | |
222 | |
213 | // optimise this supposedly common case |
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214 | if (new_skill == chosen_skill) |
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215 | return 1; |
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216 | |
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217 | if (chosen_skill) |
223 | if (!skill) |
218 | { |
224 | skill = give_skill_by_name (this, name); |
219 | chosen_skill->flag [FLAG_APPLIED] = false; |
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220 | change_abil (this, chosen_skill); |
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221 | } |
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222 | |
225 | |
223 | chosen_skill = new_skill; |
226 | if (skill && can_use) |
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227 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
224 | |
228 | |
225 | if (chosen_skill) |
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226 | { |
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227 | chosen_skill->flag [FLAG_APPLIED] = true; |
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228 | change_abil (this, chosen_skill); |
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229 | } |
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230 | |
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231 | // always clear current weapon, as the selected skill could |
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232 | // conflict with the current weapon skill, which would go |
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233 | // undetected and exp would be given to the wrong skill. |
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234 | current_weapon = 0; |
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235 | |
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236 | update_stats (); |
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237 | return 1; |
229 | return skill; |
238 | } |
230 | } |
239 | |
231 | |
240 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
232 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
241 | * We handle all requests for skill use outside of some combat here. |
233 | * We handle all requests for skill use outside of some combat here. |
242 | * We require a separate routine outside of fire() so as to allow monsters |
234 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
249 | */ |
241 | */ |
250 | int |
242 | int |
251 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
243 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
252 | { |
244 | { |
253 | int success = 0, exp = 0; |
245 | int success = 0, exp = 0; |
254 | int did_alc = 0; |
|
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255 | |
246 | |
256 | if (!skill) |
247 | if (!skill) |
257 | return 0; |
248 | return 0; |
258 | |
249 | |
259 | /* The code below presumes that the skill points to the object that |
250 | /* The code below presumes that the skill points to the object that |
… | |
… | |
284 | /* Not 100% sure if this will work with new movement code - |
275 | /* Not 100% sure if this will work with new movement code - |
285 | * the levitation skill has move_type for flying, so when |
276 | * the levitation skill has move_type for flying, so when |
286 | * equipped, that should transfer to player, when not, |
277 | * equipped, that should transfer to player, when not, |
287 | * shouldn't. |
278 | * shouldn't. |
288 | */ |
279 | */ |
289 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
280 | if (skill->flag [FLAG_APPLIED]) |
290 | { |
281 | { |
291 | CLEAR_FLAG (skill, FLAG_APPLIED); |
282 | skill->clr_flag (FLAG_APPLIED); |
292 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
283 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
293 | } |
284 | } |
294 | else |
285 | else |
295 | { |
286 | { |
296 | SET_FLAG (skill, FLAG_APPLIED); |
287 | skill->set_flag (FLAG_APPLIED); |
297 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
288 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
298 | } |
289 | } |
299 | |
290 | |
300 | op->update_stats (); |
291 | op->update_stats (); |
301 | success = 1; |
292 | success = 1; |
302 | break; |
293 | break; |
… | |
… | |
312 | case SK_HIDING: |
303 | case SK_HIDING: |
313 | exp = success = hide (op, skill); |
304 | exp = success = hide (op, skill); |
314 | break; |
305 | break; |
315 | |
306 | |
316 | case SK_JUMPING: |
307 | case SK_JUMPING: |
317 | success = jump (op, dir, skill); |
308 | exp = success = jump (op, dir, skill); |
318 | break; |
309 | break; |
319 | |
310 | |
320 | case SK_INSCRIPTION: |
311 | case SK_INSCRIPTION: |
321 | exp = success = write_on_item (op, string, skill); |
312 | exp = success = write_on_item (op, string, skill); |
322 | break; |
313 | break; |
… | |
… | |
384 | case SK_LITERACY: |
375 | case SK_LITERACY: |
385 | case SK_WOODSMAN: |
376 | case SK_WOODSMAN: |
386 | /* first, we try to find a cauldron, and do the alchemy thing. |
377 | /* first, we try to find a cauldron, and do the alchemy thing. |
387 | * failing that, we go and identify stuff. |
378 | * failing that, we go and identify stuff. |
388 | */ |
379 | */ |
|
|
380 | { |
|
|
381 | bool found_cauldron = false; |
|
|
382 | |
389 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
383 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
390 | { |
384 | { |
391 | next = tmp->above; |
385 | next = tmp->above; |
392 | |
386 | |
393 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
387 | if (tmp->flag [FLAG_IS_CAULDRON]) |
394 | { |
388 | { |
|
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389 | found_cauldron = true; |
|
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390 | |
|
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391 | if (tmp->skill != skill->skill) |
|
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392 | { |
|
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393 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
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394 | query_name (tmp), |
|
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395 | query_name (skill)); |
|
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396 | break; |
|
|
397 | } |
|
|
398 | |
395 | attempt_do_alchemy (op, tmp); |
399 | attempt_do_alchemy (op, tmp, skill); |
396 | |
400 | |
397 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
401 | if (tmp->flag [FLAG_APPLIED]) |
398 | esrv_send_inventory (op, tmp); |
402 | esrv_send_inventory (op, tmp); |
399 | |
|
|
400 | did_alc = 1; |
|
|
401 | } |
403 | } |
402 | } |
404 | } |
403 | |
405 | |
404 | if (did_alc == 0) |
406 | if (!found_cauldron) |
405 | exp = success = skill_ident (op, skill); |
407 | exp = success = skill_ident (op, skill); |
406 | |
408 | } |
407 | break; |
409 | break; |
408 | |
410 | |
409 | case SK_DET_MAGIC: |
411 | case SK_DET_MAGIC: |
410 | case SK_DET_CURSE: |
412 | case SK_DET_CURSE: |
411 | exp = success = skill_ident (op, skill); |
413 | exp = success = skill_ident (op, skill); |
… | |
… | |
442 | case SK_SUMMONING: |
444 | case SK_SUMMONING: |
443 | case SK_CLIMBING: |
445 | case SK_CLIMBING: |
444 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
446 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
445 | break; |
447 | break; |
446 | |
448 | |
|
|
449 | case SK_MINING: |
|
|
450 | success = skill_mining (op, part, skill, dir, string); |
|
|
451 | break; |
|
|
452 | |
447 | default: |
453 | default: |
448 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
454 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
449 | break; |
455 | break; |
450 | } |
456 | } |
451 | |
457 | |
… | |
… | |
453 | * Monsters have no skill use time because of the random nature in |
459 | * Monsters have no skill use time because of the random nature in |
454 | * which use_monster_skill is called already simulates this. |
460 | * which use_monster_skill is called already simulates this. |
455 | * If certain skills should take more/less time, that should be |
461 | * If certain skills should take more/less time, that should be |
456 | * in the code for the skill itself. |
462 | * in the code for the skill itself. |
457 | */ |
463 | */ |
458 | |
|
|
459 | if (op->type == PLAYER) |
464 | if (op->type == PLAYER) |
460 | op->speed_left -= 1.f; |
465 | op->speed_left -= 1.f; |
461 | |
466 | |
462 | /* this is a good place to add experience for successfull use of skills. |
467 | /* this is a good place to add experience for successfull use of skills. |
463 | * Note that add_exp() will figure out player/monster experience |
468 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
511 | * If an object is not alive and magical we set the base exp higher to |
516 | * If an object is not alive and magical we set the base exp higher to |
512 | * help out exp awards for skill_ident skills. Also, if |
517 | * help out exp awards for skill_ident skills. Also, if |
513 | * an item is type RUNE, we give out exp based on stats.Cha |
518 | * an item is type RUNE, we give out exp based on stats.Cha |
514 | * and level (this was the old system) -b.t. |
519 | * and level (this was the old system) -b.t. |
515 | */ |
520 | */ |
516 | |
|
|
517 | if (!op) |
521 | if (!op) |
518 | { /* no item/creature */ |
522 | { /* no item/creature */ |
519 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
523 | op_lvl = max (1, who->map->difficulty); |
520 | op_exp = 0; |
524 | op_exp = 0; |
521 | } |
525 | } |
522 | else if (op->type == RUNE || op->type == TRAP) |
526 | else if (op->type == RUNE || op->type == TRAP) |
523 | { /* all traps. If stats.Cha > 1 we use that |
527 | { /* all traps. If stats.Cha > 1 we use that |
524 | * for the amount of experience */ |
528 | * for the amount of experience */ |
… | |
… | |
527 | } |
531 | } |
528 | else |
532 | else |
529 | { /* all other items/living creatures */ |
533 | { /* all other items/living creatures */ |
530 | op_exp = op->stats.exp; |
534 | op_exp = op->stats.exp; |
531 | op_lvl = op->level; |
535 | op_lvl = op->level; |
532 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
536 | if (!op->flag [FLAG_ALIVE]) |
533 | { /* for ident/make items */ |
537 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
534 | op_lvl += 5 * abs (op->magic); |
|
|
535 | } |
|
|
536 | } |
538 | } |
537 | |
539 | |
538 | if (op_lvl < 1) |
540 | if (op_lvl < 1) |
539 | op_lvl = 1; |
541 | op_lvl = 1; |
540 | |
542 | |
… | |
… | |
567 | } |
569 | } |
568 | } |
570 | } |
569 | else |
571 | else |
570 | { |
572 | { |
571 | /* Don't divide by zero here! */ |
573 | /* Don't divide by zero here! */ |
572 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
574 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
573 | } |
575 | } |
574 | } |
576 | } |
575 | |
577 | |
576 | /* assemble the exp total, and return value */ |
578 | /* assemble the exp total, and return value */ |
577 | |
579 | |
… | |
… | |
603 | } |
605 | } |
604 | |
606 | |
605 | object *tmp = find_skill (pl, scroll->skill); |
607 | object *tmp = find_skill (pl, scroll->skill); |
606 | |
608 | |
607 | /* player already knows it */ |
609 | /* player already knows it */ |
608 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
610 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
609 | return 0; |
611 | return 0; |
610 | |
612 | |
611 | /* now a random change to learn, based on player Int. |
613 | /* now a random change to learn, based on player Int. |
612 | * give bonus based on level - otherwise stupid characters |
614 | * give bonus based on level - otherwise stupid characters |
613 | * might never be able to learn anything. |
615 | * might never be able to learn anything. |
… | |
… | |
622 | { |
624 | { |
623 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
625 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
624 | return 2; |
626 | return 2; |
625 | } |
627 | } |
626 | |
628 | |
627 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
629 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
628 | link_player_skills (pl); |
630 | |
629 | return 1; |
631 | return 1; |
630 | } |
632 | } |
631 | |
633 | |
632 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
634 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
633 | /* Probably belongs in some global utils-type file? */ |
635 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
645 | return 0; |
647 | return 0; |
646 | else if (rv > 100) |
648 | else if (rv > 100) |
647 | return 100; |
649 | return 100; |
648 | |
650 | |
649 | return rv; |
651 | return rv; |
|
|
652 | } |
|
|
653 | |
|
|
654 | static int |
|
|
655 | cmp_skillp (const void *sk1, const void *sk2) |
|
|
656 | { |
|
|
657 | return strcmp (&((*(const object **) sk1)->name), |
|
|
658 | &((*(const object **) sk2)->name)); |
650 | } |
659 | } |
651 | |
660 | |
652 | /* show_skills() - Meant to allow players to examine |
661 | /* show_skills() - Meant to allow players to examine |
653 | * their current skill list. |
662 | * their current skill list. |
654 | * This shows the amount of exp they have in the skills. |
663 | * This shows the amount of exp they have in the skills. |
… | |
… | |
657 | * Note this function is a bit more complicated becauase we |
666 | * Note this function is a bit more complicated becauase we |
658 | * we want ot sort the skills before printing them. If we |
667 | * we want ot sort the skills before printing them. If we |
659 | * just dumped this as we found it, this would be a bit |
668 | * just dumped this as we found it, this would be a bit |
660 | * simpler. |
669 | * simpler. |
661 | */ |
670 | */ |
662 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
|
|
663 | void |
671 | void |
664 | show_skills (object *op, const char *search) |
672 | show_skills (object *pl, const char *search) |
665 | { |
673 | { |
666 | object *tmp = NULL; |
|
|
667 | char buf[MAX_BUF]; |
|
|
668 | const char *cp; |
674 | const char *cp; |
669 | int i, num_skills_found = 0; |
675 | int i, num_skills_found = 0; |
670 | static const char *const periods = "........................................"; |
676 | object *skills[CS_NUM_SKILLS]; |
|
|
677 | object *op = pl->contr->ob; |
671 | |
678 | |
672 | /* Need to have a pointer and use strdup for qsort to work properly */ |
679 | /* find the skills */ |
673 | char skills[NUM_SKILLS][MAX_BUF]; |
|
|
674 | |
|
|
675 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
680 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
676 | { |
681 | { |
677 | if (tmp->type == SKILL) |
682 | if (tmp->type == SKILL) |
678 | { |
683 | { |
679 | if (search && strstr (tmp->name, search) == NULL) |
684 | if (search && !tmp->name.contains (search)) |
680 | continue; |
685 | continue; |
681 | /* Basically want to fill this out to 40 spaces with periods */ |
|
|
682 | sprintf (buf, "%s%s", &tmp->name, periods); |
|
|
683 | buf[40] = 0; |
|
|
684 | |
686 | |
685 | if (settings.permanent_exp_ratio) |
687 | skills[num_skills_found++] = tmp; |
686 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
|
|
687 | buf, tmp->level, tmp->stats.exp, |
|
|
688 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
689 | else |
|
|
690 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
691 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
692 | |
688 | |
693 | /* I don't know why some characters get a bunch of skills, but |
689 | /* I don't know why some characters get a bunch of skills, but |
694 | * it sometimes happens (maybe a leftover from bugier earlier code |
690 | * it sometimes happens (maybe a leftover from bugier earlier code |
695 | * and those character are still about). In any case, lets handle |
691 | * and those character are still about). In any case, lets handle |
696 | * it so it doesn't crash the server - otherwise, one character may |
692 | * it so it doesn't crash the server - otherwise, one character may |
697 | * crash the server numerous times. |
693 | * crash the server numerous times. |
698 | */ |
694 | */ |
699 | if (num_skills_found >= NUM_SKILLS) |
695 | if (num_skills_found >= CS_NUM_SKILLS) |
700 | { |
696 | { |
701 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
697 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
702 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
698 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
703 | break; |
699 | break; |
704 | } |
700 | } |
705 | } |
701 | } |
706 | } |
702 | } |
707 | |
703 | |
708 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
704 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
|
|
705 | |
|
|
706 | msg << "T<Player skills:>\n\n"; |
709 | if (num_skills_found > 1) |
707 | if (num_skills_found > 1) |
710 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
708 | qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp); |
711 | |
709 | |
|
|
710 | char buf[31]; /* +1 for '\0' */ |
|
|
711 | const char *const periods = ".............................."; // 30 |
|
|
712 | |
712 | for (i = 0; i < num_skills_found; i++) |
713 | for (i = 0; i < num_skills_found; i++) { |
713 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
714 | object *tmp = skills[i]; |
714 | |
715 | |
715 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
716 | /* Basically want to fill this out to 30 spaces with periods */ |
|
|
717 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
|
|
718 | |
|
|
719 | msg << " C<"; |
|
|
720 | |
|
|
721 | if (settings.permanent_exp_ratio) |
|
|
722 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
|
|
723 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul), |
|
|
724 | clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
725 | else |
|
|
726 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
727 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
728 | |
|
|
729 | msg << ">\n"; |
|
|
730 | } |
|
|
731 | |
|
|
732 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
716 | |
733 | |
717 | cp = determine_god (op); |
734 | cp = determine_god (op); |
718 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
735 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
719 | |
736 | |
720 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
737 | msg << "Your equipped item power is " << (int)op->contr->item_power |
721 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
738 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
739 | << ".\n"; |
|
|
740 | |
|
|
741 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
722 | } |
742 | } |
723 | |
743 | |
724 | /* use_skill() - similar to invoke command, it executes the skill in the |
744 | /* use_skill() - similar to invoke command, it executes the skill in the |
725 | * direction that the user is facing. Returns false if we are unable to |
745 | * direction that the user is facing. Returns false if we are unable to |
726 | * change to the requested skill, or were unable to use the skill properly. |
746 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
735 | |
755 | |
736 | if (!string) |
756 | if (!string) |
737 | return 0; |
757 | return 0; |
738 | |
758 | |
739 | for (skop = op->inv; skop; skop = skop->below) |
759 | for (skop = op->inv; skop; skop = skop->below) |
740 | { |
760 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
741 | if (skop->type == SKILL |
|
|
742 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
|
|
743 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
761 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
762 | { |
|
|
763 | skop = find_skill_by_name (op, skop->skill); |
744 | break; |
764 | break; |
745 | else if (skop->type == SKILL_TOOL |
|
|
746 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
747 | break; |
|
|
748 | } |
765 | } |
749 | |
766 | |
750 | if (!skop) |
767 | if (!skop) |
751 | { |
768 | { |
752 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
769 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
770 | return 0; |
|
|
771 | } |
|
|
772 | |
|
|
773 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
774 | { |
|
|
775 | op->failmsgf ( |
|
|
776 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
777 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
778 | "use it with some item, or it's always active.>", |
|
|
779 | &skop->skill |
|
|
780 | ); |
753 | return 0; |
781 | return 0; |
754 | } |
782 | } |
755 | |
783 | |
756 | len = strlen (skop->skill); |
784 | len = strlen (skop->skill); |
757 | |
785 | |
… | |
… | |
783 | } |
811 | } |
784 | |
812 | |
785 | static bool |
813 | static bool |
786 | hth_skill_p (object *skill) |
814 | hth_skill_p (object *skill) |
787 | { |
815 | { |
788 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
816 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
789 | } |
817 | } |
790 | |
818 | |
791 | /* This finds the first unarmed skill the player has, and returns it. |
819 | /* This finds the first unarmed skill the player has, and returns it. |
792 | */ |
820 | */ |
793 | static object * |
821 | static object * |
794 | find_player_hth_skill (object *op) |
822 | find_player_hth_skill (object *op) |
795 | { |
823 | { |
796 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
824 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
797 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
825 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
798 | return tmp; |
826 | return tmp; |
799 | |
827 | |
800 | return 0; |
828 | return 0; |
801 | } |
829 | } |
802 | |
830 | |
… | |
… | |
821 | * the caller should have set it appropriately). We still want to pass |
849 | * the caller should have set it appropriately). We still want to pass |
822 | * through that code if skill is set to change to the skill. |
850 | * through that code if skill is set to change to the skill. |
823 | */ |
851 | */ |
824 | if (player *pl = op->contr) |
852 | if (player *pl = op->contr) |
825 | { |
853 | { |
826 | if (!pl->combat_ob) |
854 | if (skill) |
827 | { |
855 | { |
828 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
856 | if (!op->apply (skill)) |
829 | { |
857 | return 0; |
830 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
831 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
832 | break; |
|
|
833 | |
|
|
834 | if (!tmp) |
|
|
835 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
836 | |
|
|
837 | pl->combat_ob = tmp; |
|
|
838 | } |
858 | } |
839 | |
859 | else |
|
|
860 | { |
840 | if (!pl->combat_ob) |
861 | if (!pl->combat_ob) |
841 | { |
862 | { |
|
|
863 | if (op->flag [FLAG_READY_WEAPON]) |
|
|
864 | { |
|
|
865 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
866 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
|
|
867 | break; |
|
|
868 | |
842 | if (!skill) |
869 | if (!tmp) |
|
|
870 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
871 | |
|
|
872 | pl->combat_ob = tmp; |
|
|
873 | } |
|
|
874 | |
|
|
875 | if (!pl->combat_ob) |
843 | { |
876 | { |
844 | /* See if the players chosen skill is a combat skill, and use |
877 | /* See if the players chosen skill is a combat skill, and use |
845 | * it if appropriate. |
878 | * it if appropriate. |
846 | */ |
879 | */ |
847 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
880 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
851 | skill = find_player_hth_skill (op); |
884 | skill = find_player_hth_skill (op); |
852 | |
885 | |
853 | if (!skill) |
886 | if (!skill) |
854 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
887 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
855 | } |
888 | } |
|
|
889 | |
|
|
890 | op->apply (skill); |
856 | } |
891 | } |
857 | |
892 | |
858 | if (skill) |
893 | if (!pl->combat_ob) |
859 | { |
894 | { |
860 | op->change_skill (0); |
895 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
861 | apply_special (op, skill, AP_APPLY); |
896 | return 0; |
862 | } |
897 | } |
863 | } |
898 | } |
864 | |
899 | |
865 | if (!pl->combat_ob) |
900 | if (!op->apply (pl->combat_ob)) |
|
|
901 | return 0; |
|
|
902 | |
|
|
903 | if (!op->chosen_skill) |
866 | { |
904 | { |
867 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
905 | LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ()); |
|
|
906 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!"); |
868 | return 0; |
907 | return 0; |
869 | } |
908 | } |
870 | } |
909 | } |
871 | |
|
|
872 | if (!op->change_weapon (pl->combat_ob)) |
|
|
873 | return 0; |
|
|
874 | |
910 | |
875 | /* lose invisiblity/hiding status for running attacks */ |
911 | /* lose invisiblity/hiding status for running attacks */ |
876 | if (pl->tmp_invis) |
912 | if (pl->tmp_invis) |
877 | { |
913 | { |
878 | pl->tmp_invis = 0; |
914 | pl->tmp_invis = 0; |
879 | op->invisible = 0; |
915 | op->invisible = 0; |
880 | op->hide = 0; |
916 | op->flag [FLAG_HIDDEN] = 0; |
881 | update_object (op, UP_OBJ_CHANGE); |
917 | update_object (op, UP_OBJ_CHANGE); |
882 | } |
918 | } |
883 | } |
919 | } |
884 | |
920 | |
885 | int success = attack_ob (tmp, op); |
921 | int success = attack_ob (tmp, op); |
886 | |
922 | |
887 | /* print appropriate messages to the player */ |
923 | /* print appropriate messages to the player */ |
888 | |
924 | |
889 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
925 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
890 | { |
926 | { |
891 | if (op->type == PLAYER) |
927 | if (op->type == PLAYER) |
892 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
928 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
893 | else if (tmp->type == PLAYER) |
929 | else if (tmp->type == PLAYER) |
894 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
930 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
897 | return success; |
933 | return success; |
898 | } |
934 | } |
899 | |
935 | |
900 | /* skill_attack() - Core routine for use when we attack using a skills |
936 | /* skill_attack() - Core routine for use when we attack using a skills |
901 | * system. In essence, this code handles |
937 | * system. In essence, this code handles |
902 | * all skill-based attacks, ie hth, missile and melee weapons should be |
938 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
903 | * treated here. If an opponent is already supplied by move_player(), |
939 | * treated here. If an opponent is already supplied by move_player(), |
904 | * we move right onto do_skill_attack(), otherwise we find if an |
940 | * we move right onto do_skill_attack(), otherwise we find if an |
905 | * appropriate opponent exists. |
941 | * appropriate opponent exists. |
906 | * |
942 | * |
907 | * This is called by move_player() and attack_hth() |
943 | * This is called by move_player() and attack_hth() |
… | |
… | |
937 | /* space must be blocked for there to be anything interesting to do */ |
973 | /* space must be blocked for there to be anything interesting to do */ |
938 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
974 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
939 | return 0; |
975 | return 0; |
940 | |
976 | |
941 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
977 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
942 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
978 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
943 | { |
979 | { |
944 | /* Don't attack party members */ |
980 | /* Don't attack party members */ |
945 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
981 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
946 | return 0; |
982 | return 0; |
947 | |
983 | |
… | |
… | |
969 | static int |
1005 | static int |
970 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1006 | attack_hth (object *pl, int dir, const char *string, object *skill) |
971 | { |
1007 | { |
972 | object *enemy = NULL, *weapon; |
1008 | object *enemy = NULL, *weapon; |
973 | |
1009 | |
974 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1010 | if (pl->flag [FLAG_READY_WEAPON]) |
975 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1011 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
976 | { |
1012 | { |
977 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1013 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
978 | { |
1014 | { |
979 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1015 | weapon->clr_flag (FLAG_APPLIED); |
980 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1016 | pl->clr_flag (FLAG_READY_WEAPON); |
981 | pl->update_stats (); |
1017 | pl->update_stats (); |
982 | if (pl->type == PLAYER) |
1018 | if (pl->type == PLAYER) |
983 | { |
1019 | { |
984 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1020 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
985 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1021 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1003 | */ |
1039 | */ |
1004 | static int |
1040 | static int |
1005 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1041 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1006 | { |
1042 | { |
1007 | |
1043 | |
1008 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1044 | if (!op->flag [FLAG_READY_WEAPON]) |
1009 | { |
1045 | { |
1010 | if (op->type == PLAYER) |
1046 | if (op->type == PLAYER) |
1011 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1047 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1012 | |
1048 | |
1013 | return 0; |
1049 | return 0; |