1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License 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 |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
25 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
61 | * subtypes. |
60 | * subtypes. |
62 | */ |
61 | */ |
63 | void |
62 | void |
64 | init_skills (void) |
63 | init_skills (void) |
65 | { |
64 | { |
66 | for (archetype *at = first_archetype; at; at = at->next) |
65 | for_all_archetypes (at) |
67 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
68 | { |
67 | { |
69 | if (skill_names[at->clone.subtype]) |
68 | if (skill_names[at->subtype]) |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
69 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
72 | else |
71 | else |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
74 | } |
73 | } |
75 | |
74 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
75 | /* This isn't really an error if there is no skill subtype set, but |
77 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
78 | */ |
77 | */ |
… | |
… | |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
106 | } |
105 | } |
107 | } |
106 | } |
108 | } |
107 | } |
109 | |
108 | |
|
|
109 | static object * |
|
|
110 | find_skill (object *who, const shstr &sh) |
|
|
111 | { |
|
|
112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
113 | if (tmp->skill == sh && tmp->type == SKILL) |
|
|
114 | return tmp; |
|
|
115 | |
|
|
116 | return 0; |
|
|
117 | } |
|
|
118 | |
110 | /* This returns the skill pointer of the given name (the |
119 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
120 | * one that accumulates exp, has the level, etc). |
112 | * |
121 | * |
113 | * It is presumed that the player will be needing to actually |
122 | * It is presumed that the player will be needing to actually |
114 | * use the skill, so thus if use of the skill requires a skill |
123 | * use the skill, so thus if use of the skill requires a skill |
115 | * tool, this code will equip it. |
124 | * tool, this code will equip it. |
116 | */ |
125 | */ |
117 | object * |
126 | object * |
118 | find_skill_by_name (object *who, const char *name) |
127 | find_skill_by_name (object *who, const shstr &sh) |
119 | { |
128 | { |
120 | object *skill = NULL, *skill_tool = NULL, *tmp; |
129 | object *skill_tool = 0; |
121 | |
130 | |
122 | if (!name) |
|
|
123 | return NULL; |
|
|
124 | |
|
|
125 | /* We make sure the length of the string in the object is greater |
|
|
126 | * in length than the passed string. Eg, if we have a skill called |
|
|
127 | * 'hi', we don't want to match if the user passed 'high' |
|
|
128 | */ |
|
|
129 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
132 | if (tmp->skill == sh) |
130 | { |
133 | { |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
134 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
132 | skill = tmp; |
135 | /* If this is a skill that can be used without applying tool, return it */ |
133 | |
136 | return splay (tmp); |
134 | /* Try to find appropriate skilltool. If the player has one already |
137 | /* Try to find appropriate skilltool. If the player has one already |
135 | * applied, we try to keep using that one. |
138 | * applied, we try to keep using that one. |
136 | */ |
139 | */ |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
140 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
138 | { |
|
|
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
140 | skill_tool = tmp; |
141 | skill_tool = tmp; |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
142 | skill_tool = tmp; |
|
|
143 | } |
142 | } |
144 | } |
143 | |
145 | /* If this is a skill that can be used without a tool, return it */ |
144 | if (!skill_tool) |
146 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
147 | return skill; |
145 | return 0; |
148 | |
146 | |
149 | /* Player has a tool to use the skill. IF not applied, apply it - |
147 | /* Player has a tool to use the skill. If not applied, apply it - |
150 | * if not successful, return null. If they do have the skill tool |
148 | * if not successful, return null. If they do have the skill tool |
151 | * but not the skill itself, give it to them. |
149 | * but not the skill itself, give it to them. |
152 | */ |
150 | */ |
153 | if (skill_tool) |
151 | object *skill = find_skill (who, skill_tool->skill); |
154 | { |
|
|
155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
156 | { |
|
|
157 | if (apply_special (who, skill_tool, 0)) |
|
|
158 | return NULL; |
|
|
159 | } |
|
|
160 | |
152 | |
161 | if (!skill) |
153 | if (!skill) |
162 | { |
154 | { |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
155 | skill = give_skill_by_name (who, skill_tool->skill); |
164 | link_player_skills (who); |
156 | link_player_skills (who); |
165 | } |
157 | } |
166 | |
158 | |
|
|
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
|
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
167 | return skill; |
161 | return 0; |
168 | } |
|
|
169 | |
162 | |
|
|
163 | return splay (skill); |
|
|
164 | } |
|
|
165 | |
|
|
166 | object * |
|
|
167 | find_skill_by_name (object *who, const char *name) |
|
|
168 | { |
|
|
169 | if (!name) |
|
|
170 | return 0; |
|
|
171 | |
|
|
172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
|
174 | && tmp->skill.begins_with (name)) |
|
|
175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
176 | return skop; |
|
|
177 | |
170 | return NULL; |
178 | return 0; |
171 | } |
179 | } |
172 | |
|
|
173 | |
180 | |
174 | /* This returns the skill pointer of the given name (the |
181 | /* This returns the skill pointer of the given name (the |
175 | * one that accumlates exp, has the level, etc). |
182 | * one that accumulates exp, has the level, etc). |
176 | * |
183 | * |
177 | * It is presumed that the player will be needing to actually |
184 | * It is presumed that the player will be needing to actually |
178 | * use the skill, so thus if use of the skill requires a skill |
185 | * use the skill, so thus if use of the skill requires a skill |
179 | * tool, this code will equip it. |
186 | * tool, this code will equip it. |
180 | * |
187 | * |
… | |
… | |
183 | * this replaces find_skill. |
190 | * this replaces find_skill. |
184 | */ |
191 | */ |
185 | object * |
192 | object * |
186 | find_skill_by_number (object *who, int skillno) |
193 | find_skill_by_number (object *who, int skillno) |
187 | { |
194 | { |
188 | object *skill = NULL, *skill_tool = NULL, *tmp; |
|
|
189 | |
|
|
190 | if (skillno < 1 || skillno >= NUM_SKILLS) |
|
|
191 | return NULL; |
|
|
192 | |
|
|
193 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
195 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
194 | { |
|
|
195 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | skill = tmp; |
197 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
197 | |
|
|
198 | /* Try to find appropriate skilltool. If the player has one already |
|
|
199 | * applied, we try to keep using that one. |
|
|
200 | */ |
|
|
201 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
|
202 | { |
|
|
203 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
204 | skill_tool = tmp; |
|
|
205 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
206 | skill_tool = tmp; |
|
|
207 | } |
|
|
208 | } |
|
|
209 | /* If this is a skill that can be used without a tool, return it */ |
|
|
210 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
211 | return skill; |
|
|
212 | |
|
|
213 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
|
214 | * if not successful, return null. If they do have the skill tool |
|
|
215 | * but not the skill itself, give it to them. |
|
|
216 | */ |
|
|
217 | if (skill_tool) |
|
|
218 | { |
|
|
219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
220 | { |
|
|
221 | if (apply_special (who, skill_tool, 0)) |
|
|
222 | return NULL; |
|
|
223 | } |
|
|
224 | |
|
|
225 | if (!skill) |
|
|
226 | { |
|
|
227 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
228 | link_player_skills (who); |
|
|
229 | } |
|
|
230 | |
|
|
231 | return skill; |
198 | return skop; |
232 | } |
|
|
233 | |
199 | |
234 | return NULL; |
200 | return 0; |
235 | } |
201 | } |
236 | |
202 | |
237 | /* This changes the objects skill to new_skill. |
203 | /* This changes the objects chosen_skill to new_skill. |
238 | * note that this function doesn't always need to get used - |
|
|
239 | * you can now add skill exp to the player without the chosen_skill being |
|
|
240 | * set. This function is of most interest to players to update |
|
|
241 | * the various range information. |
|
|
242 | * if new_skill is null, this just unapplies the skill. |
|
|
243 | * flag has the current meaning: |
|
|
244 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
|
245 | * need to ready a new skill, but don't want to clobber range. |
|
|
246 | * return 1 on success, 0 on error |
204 | * return 1 on success, 0 on error |
247 | */ |
205 | */ |
248 | int |
206 | bool |
249 | change_skill (object *who, object *new_skill, int flag) |
207 | object::change_skill (object *new_skill) |
250 | { |
208 | { |
251 | int old_range; |
|
|
252 | |
|
|
253 | if (who->type != PLAYER) |
209 | if (type != PLAYER) |
254 | return 0; |
210 | return 0; |
255 | |
211 | |
256 | player *pl = who->contr; |
212 | // optimise this supposedly common case |
257 | |
213 | if (new_skill == chosen_skill) |
258 | if (pl->ranged_skill && pl->ranged_skill == new_skill) |
|
|
259 | return 1; |
214 | return 1; |
260 | |
215 | |
261 | if (!new_skill) |
216 | if (chosen_skill) |
262 | { |
|
|
263 | if (pl->ranged_skill) |
|
|
264 | apply_special (who, pl->ranged_skill, AP_UNAPPLY); |
|
|
265 | |
|
|
266 | /* Only goal in this case was to unapply a skill */ |
|
|
267 | return 0; |
|
|
268 | } |
217 | { |
|
|
218 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
219 | change_abil (this, chosen_skill); |
|
|
220 | } |
269 | |
221 | |
270 | // move skill to front, so it will be preferred next time |
222 | chosen_skill = new_skill; |
271 | new_skill->remove (); |
|
|
272 | who->insert (new_skill); |
|
|
273 | |
223 | |
274 | if (apply_special (who, new_skill, AP_APPLY)) |
224 | if (chosen_skill) |
275 | return 0; |
225 | { |
|
|
226 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
227 | change_abil (this, chosen_skill); |
|
|
228 | } |
276 | |
229 | |
|
|
230 | // always clear current weapon, as the selected skill could |
|
|
231 | // conflict with the current weapon skill, which would go |
|
|
232 | // undetected and exp would be given to the wrong skill. |
|
|
233 | current_weapon = 0; |
|
|
234 | |
|
|
235 | update_stats (); |
277 | return 1; |
236 | return 1; |
278 | } |
|
|
279 | |
|
|
280 | /* This function just clears the chosen_skill and range_skill values |
|
|
281 | * in the player. |
|
|
282 | */ |
|
|
283 | void |
|
|
284 | clear_skill (object *who) |
|
|
285 | { |
|
|
286 | who->chosen_skill = 0; |
|
|
287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
288 | |
|
|
289 | if (who->type == PLAYER) |
|
|
290 | { |
|
|
291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
|
|
292 | { |
|
|
293 | who->contr->ranged_skill = 0; |
|
|
294 | who->contr->ranged_ob = 0; |
|
|
295 | } |
|
|
296 | } |
|
|
297 | } |
237 | } |
298 | |
238 | |
299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
239 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
300 | * We handle all requests for skill use outside of some combat here. |
240 | * We handle all requests for skill use outside of some combat here. |
301 | * We require a separate routine outside of fire() so as to allow monsters |
241 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
309 | int |
249 | int |
310 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
250 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
311 | { |
251 | { |
312 | int success = 0, exp = 0; |
252 | int success = 0, exp = 0; |
313 | int did_alc = 0; |
253 | int did_alc = 0; |
314 | object *tmp, *next; |
|
|
315 | |
254 | |
316 | if (!skill) |
255 | if (!skill) |
317 | return 0; |
256 | return 0; |
318 | |
257 | |
319 | /* The code below presumes that the skill points to the object that |
258 | /* The code below presumes that the skill points to the object that |
… | |
… | |
321 | * go and try to find the actual real skill pointer, and if the |
260 | * go and try to find the actual real skill pointer, and if the |
322 | * the player doesn't have a bucket for that, create one. |
261 | * the player doesn't have a bucket for that, create one. |
323 | */ |
262 | */ |
324 | if (skill->type != SKILL && op->type == PLAYER) |
263 | if (skill->type != SKILL && op->type == PLAYER) |
325 | { |
264 | { |
326 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
265 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
327 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
266 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
328 | break; |
267 | { |
|
|
268 | skill = tmp; |
|
|
269 | goto found; |
|
|
270 | } |
329 | |
271 | |
330 | if (!tmp) |
|
|
331 | tmp = give_skill_by_name (op, skill->skill); |
272 | skill = give_skill_by_name (op, skill->skill); |
332 | |
273 | found: ; |
333 | skill = tmp; |
|
|
334 | } |
274 | } |
335 | |
275 | |
336 | // skill, by_whom, on_which_object, which direction, skill_argument |
276 | // skill, by_whom, on_which_object, which direction, skill_argument |
337 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
277 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
338 | return 0; |
278 | return 0; |
… | |
… | |
351 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
352 | } |
292 | } |
353 | else |
293 | else |
354 | { |
294 | { |
355 | SET_FLAG (skill, FLAG_APPLIED); |
295 | SET_FLAG (skill, FLAG_APPLIED); |
356 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
296 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
357 | } |
297 | } |
358 | |
298 | |
359 | op->update_stats (); |
299 | op->update_stats (); |
360 | success = 1; |
300 | success = 1; |
361 | break; |
301 | break; |
… | |
… | |
371 | case SK_HIDING: |
311 | case SK_HIDING: |
372 | exp = success = hide (op, skill); |
312 | exp = success = hide (op, skill); |
373 | break; |
313 | break; |
374 | |
314 | |
375 | case SK_JUMPING: |
315 | case SK_JUMPING: |
376 | success = jump (op, dir, skill); |
316 | exp = success = jump (op, dir, skill); |
377 | break; |
317 | break; |
378 | |
318 | |
379 | case SK_INSCRIPTION: |
319 | case SK_INSCRIPTION: |
380 | exp = success = write_on_item (op, string, skill); |
320 | exp = success = write_on_item (op, string, skill); |
381 | break; |
321 | break; |
… | |
… | |
443 | case SK_LITERACY: |
383 | case SK_LITERACY: |
444 | case SK_WOODSMAN: |
384 | case SK_WOODSMAN: |
445 | /* first, we try to find a cauldron, and do the alchemy thing. |
385 | /* first, we try to find a cauldron, and do the alchemy thing. |
446 | * failing that, we go and identify stuff. |
386 | * failing that, we go and identify stuff. |
447 | */ |
387 | */ |
448 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
388 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
449 | { |
389 | { |
450 | next = tmp->above; |
390 | next = tmp->above; |
451 | |
391 | |
452 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
392 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
453 | { |
393 | { |
… | |
… | |
512 | * Monsters have no skill use time because of the random nature in |
452 | * Monsters have no skill use time because of the random nature in |
513 | * which use_monster_skill is called already simulates this. |
453 | * which use_monster_skill is called already simulates this. |
514 | * If certain skills should take more/less time, that should be |
454 | * If certain skills should take more/less time, that should be |
515 | * in the code for the skill itself. |
455 | * in the code for the skill itself. |
516 | */ |
456 | */ |
517 | |
|
|
518 | if (op->type == PLAYER) |
457 | if (op->type == PLAYER) |
519 | op->speed_left -= 1.0; |
458 | op->speed_left -= 1.f; |
520 | |
459 | |
521 | /* this is a good place to add experience for successfull use of skills. |
460 | /* this is a good place to add experience for successfull use of skills. |
522 | * Note that add_exp() will figure out player/monster experience |
461 | * Note that add_exp() will figure out player/monster experience |
523 | * gain problems. |
462 | * gain problems. |
524 | */ |
463 | */ |
… | |
… | |
570 | * If an object is not alive and magical we set the base exp higher to |
509 | * If an object is not alive and magical we set the base exp higher to |
571 | * help out exp awards for skill_ident skills. Also, if |
510 | * help out exp awards for skill_ident skills. Also, if |
572 | * an item is type RUNE, we give out exp based on stats.Cha |
511 | * an item is type RUNE, we give out exp based on stats.Cha |
573 | * and level (this was the old system) -b.t. |
512 | * and level (this was the old system) -b.t. |
574 | */ |
513 | */ |
575 | |
|
|
576 | if (!op) |
514 | if (!op) |
577 | { /* no item/creature */ |
515 | { /* no item/creature */ |
578 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
516 | op_lvl = max (1, who->map->difficulty); |
579 | op_exp = 0; |
517 | op_exp = 0; |
580 | } |
518 | } |
581 | else if (op->type == RUNE || op->type == TRAP) |
519 | else if (op->type == RUNE || op->type == TRAP) |
582 | { /* all traps. If stats.Cha > 1 we use that |
520 | { /* all traps. If stats.Cha > 1 we use that |
583 | * for the amount of experience */ |
521 | * for the amount of experience */ |
… | |
… | |
587 | else |
525 | else |
588 | { /* all other items/living creatures */ |
526 | { /* all other items/living creatures */ |
589 | op_exp = op->stats.exp; |
527 | op_exp = op->stats.exp; |
590 | op_lvl = op->level; |
528 | op_lvl = op->level; |
591 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
529 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
592 | { /* for ident/make items */ |
530 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
593 | op_lvl += 5 * abs (op->magic); |
|
|
594 | } |
|
|
595 | } |
531 | } |
596 | |
532 | |
597 | if (op_lvl < 1) |
533 | if (op_lvl < 1) |
598 | op_lvl = 1; |
534 | op_lvl = 1; |
599 | |
535 | |
… | |
… | |
607 | /* if skill really is a skill, then we can look at the skill archetype for |
543 | /* if skill really is a skill, then we can look at the skill archetype for |
608 | * bse reward value (exp) and level multiplier factor. |
544 | * bse reward value (exp) and level multiplier factor. |
609 | */ |
545 | */ |
610 | if (skill->type == SKILL) |
546 | if (skill->type == SKILL) |
611 | { |
547 | { |
612 | base += skill->arch->clone.stats.exp; |
548 | base += skill->arch->stats.exp; |
613 | if (settings.simple_exp) |
549 | if (settings.simple_exp) |
614 | { |
550 | { |
615 | if (skill->arch->clone.level) |
551 | if (skill->arch->level) |
616 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
552 | lvl_mult = (float) skill->arch->level / 100.0; |
617 | else |
553 | else |
618 | lvl_mult = 1.0; /* no adjustment */ |
554 | lvl_mult = 1.0; /* no adjustment */ |
619 | } |
555 | } |
620 | else |
556 | else |
621 | { |
557 | { |
622 | if (skill->level) |
558 | if (skill->level) |
623 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
559 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
624 | else |
560 | else |
625 | lvl_mult = 1.0; |
561 | lvl_mult = 1.0; |
626 | } |
562 | } |
627 | } |
563 | } |
628 | else |
564 | else |
629 | { |
565 | { |
630 | /* Don't divide by zero here! */ |
566 | /* Don't divide by zero here! */ |
631 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
567 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
632 | } |
568 | } |
633 | } |
569 | } |
634 | |
570 | |
635 | /* assemble the exp total, and return value */ |
571 | /* assemble the exp total, and return value */ |
636 | |
572 | |
… | |
… | |
653 | * player learns the skill, 2 otherwise. |
589 | * player learns the skill, 2 otherwise. |
654 | */ |
590 | */ |
655 | int |
591 | int |
656 | learn_skill (object *pl, object *scroll) |
592 | learn_skill (object *pl, object *scroll) |
657 | { |
593 | { |
658 | object *tmp; |
|
|
659 | |
|
|
660 | if (!scroll->skill) |
594 | if (!scroll->skill) |
661 | { |
595 | { |
662 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
596 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
663 | return 2; |
597 | return 2; |
664 | } |
598 | } |
665 | |
599 | |
666 | /* can't use find_skill_by_name because we want skills the player knows |
600 | object *tmp = find_skill (pl, scroll->skill); |
667 | * but can't use natively. |
|
|
668 | */ |
|
|
669 | |
|
|
670 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
671 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
672 | break; |
|
|
673 | |
601 | |
674 | /* player already knows it */ |
602 | /* player already knows it */ |
675 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
603 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
676 | return 0; |
604 | return 0; |
677 | |
605 | |
… | |
… | |
695 | link_player_skills (pl); |
623 | link_player_skills (pl); |
696 | return 1; |
624 | return 1; |
697 | } |
625 | } |
698 | |
626 | |
699 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
627 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
700 | |
|
|
701 | /* Probably belongs in some global utils-type file? */ |
628 | /* Probably belongs in some global utils-type file? */ |
702 | static int |
629 | static int |
703 | clipped_percent (sint64 a, sint64 b) |
630 | clipped_percent (sint64 a, sint64 b) |
704 | { |
631 | { |
705 | int rv; |
632 | int rv; |
… | |
… | |
725 | * Note this function is a bit more complicated becauase we |
652 | * Note this function is a bit more complicated becauase we |
726 | * we want ot sort the skills before printing them. If we |
653 | * we want ot sort the skills before printing them. If we |
727 | * just dumped this as we found it, this would be a bit |
654 | * just dumped this as we found it, this would be a bit |
728 | * simpler. |
655 | * simpler. |
729 | */ |
656 | */ |
730 | |
657 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
731 | void |
658 | void |
732 | show_skills (object *op, const char *search) |
659 | show_skills (object *op, const char *search) |
733 | { |
660 | { |
734 | object *tmp = NULL; |
|
|
735 | char buf[MAX_BUF]; |
|
|
736 | const char *cp; |
661 | const char *cp; |
737 | int i, num_skills_found = 0; |
662 | int i, num_skills_found = 0; |
738 | static const char *const periods = "........................................"; |
663 | const char *const periods = ".............................."; // 30 |
739 | |
664 | |
740 | /* Need to have a pointer and use strdup for qsort to work properly */ |
665 | /* Need to have a pointer and use strdup for qsort to work properly */ |
741 | char skills[NUM_SKILLS][MAX_BUF]; |
666 | char skills[NUM_SKILLS][128]; // d'oh |
742 | |
667 | |
743 | |
|
|
744 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
668 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
745 | { |
669 | { |
746 | if (tmp->type == SKILL) |
670 | if (tmp->type == SKILL) |
747 | { |
671 | { |
748 | if (search && strstr (tmp->name, search) == NULL) |
672 | if (search && !strstr (tmp->name, search)) |
749 | continue; |
673 | continue; |
|
|
674 | |
|
|
675 | char buf[30]; |
|
|
676 | |
750 | /* Basically want to fill this out to 40 spaces with periods */ |
677 | /* Basically want to fill this out to 30 spaces with periods */ |
751 | sprintf (buf, "%s%s", &tmp->name, periods); |
678 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
752 | buf[40] = 0; |
|
|
753 | |
679 | |
754 | if (settings.permanent_exp_ratio) |
680 | if (settings.permanent_exp_ratio) |
755 | { |
|
|
756 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
681 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
757 | buf, tmp->level, tmp->stats.exp, |
682 | buf, tmp->level, tmp->stats.exp, |
758 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
683 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
759 | } |
|
|
760 | else |
684 | else |
761 | { |
|
|
762 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
685 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
763 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
686 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
764 | } |
687 | |
765 | /* I don't know why some characters get a bunch of skills, but |
688 | /* I don't know why some characters get a bunch of skills, but |
766 | * it sometimes happens (maybe a leftover from bugier earlier code |
689 | * it sometimes happens (maybe a leftover from bugier earlier code |
767 | * and those character are still about). In any case, lets handle |
690 | * and those character are still about). In any case, lets handle |
768 | * it so it doesn't crash the server - otherwise, one character may |
691 | * it so it doesn't crash the server - otherwise, one character may |
769 | * crash the server numerous times. |
692 | * crash the server numerous times. |
… | |
… | |
775 | break; |
698 | break; |
776 | } |
699 | } |
777 | } |
700 | } |
778 | } |
701 | } |
779 | |
702 | |
780 | clear_win_info (op); |
703 | dynbuf_text msg (4096, 1024); |
781 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
704 | |
|
|
705 | msg << "T<Player skills:>\n\n"; |
782 | if (num_skills_found > 1) |
706 | if (num_skills_found > 1) |
783 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
707 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
784 | |
708 | |
785 | for (i = 0; i < num_skills_found; i++) |
709 | for (i = 0; i < num_skills_found; i++) |
786 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
710 | msg << " C<" << skills [i] << ">\n"; |
787 | |
711 | |
788 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
712 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
789 | |
713 | |
790 | cp = determine_god (op); |
714 | cp = determine_god (op); |
791 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
715 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
792 | |
716 | |
793 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
717 | msg << "Your equipped item power is " << (int)op->contr->item_power |
794 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
718 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
719 | << ".\n"; |
|
|
720 | |
|
|
721 | op->contr->infobox (MSG_CHANNEL ("skills"), msg); |
795 | } |
722 | } |
796 | |
723 | |
797 | /* use_skill() - similar to invoke command, it executes the skill in the |
724 | /* use_skill() - similar to invoke command, it executes the skill in the |
798 | * direction that the user is facing. Returns false if we are unable to |
725 | * direction that the user is facing. Returns false if we are unable to |
799 | * change to the requested skill, or were unable to use the skill properly. |
726 | * change to the requested skill, or were unable to use the skill properly. |
800 | * This is tricky because skills can have spaces. We basically roll |
727 | * This is tricky because skills can have spaces. We basically roll |
801 | * our own find_skill_by_name so we can try to do better string matching. |
728 | * our own find_skill_by_name so we can try to do better string matching. |
802 | */ |
729 | */ |
803 | |
|
|
804 | int |
730 | int |
805 | use_skill (object *op, const char *string) |
731 | use_skill (object *op, const char *string) |
806 | { |
732 | { |
807 | object *skop; |
733 | object *skop; |
808 | size_t len; |
734 | size_t len; |
809 | |
735 | |
810 | if (!string) |
736 | if (!string) |
811 | return 0; |
737 | return 0; |
812 | |
738 | |
813 | for (skop = op->inv; skop != NULL; skop = skop->below) |
739 | for (skop = op->inv; skop; skop = skop->below) |
814 | { |
740 | { |
|
|
741 | if (skop->type == SKILL |
815 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
742 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
816 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
743 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
817 | break; |
744 | break; |
|
|
745 | else if (skop->type == SKILL_TOOL |
818 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
746 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
819 | break; |
747 | break; |
820 | } |
748 | } |
|
|
749 | |
821 | if (!skop) |
750 | if (!skop) |
822 | { |
751 | { |
823 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
752 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
824 | return 0; |
753 | return 0; |
825 | } |
754 | } |
… | |
… | |
830 | * options given to the skill. Its pretty simple - if there |
759 | * options given to the skill. Its pretty simple - if there |
831 | * are extra parameters (as deteremined by string length), we |
760 | * are extra parameters (as deteremined by string length), we |
832 | * want to skip over any leading spaces. |
761 | * want to skip over any leading spaces. |
833 | */ |
762 | */ |
834 | if (len >= strlen (string)) |
763 | if (len >= strlen (string)) |
835 | { |
|
|
836 | string = NULL; |
764 | string = NULL; |
837 | } |
|
|
838 | else |
765 | else |
839 | { |
766 | { |
840 | string += len; |
767 | string += len; |
841 | while (*string == 0x20) |
768 | while (*string == 0x20) |
842 | string++; |
769 | string++; |
|
|
770 | |
843 | if (strlen (string) == 0) |
771 | if (strlen (string) == 0) |
844 | string = NULL; |
772 | string = NULL; |
845 | } |
773 | } |
846 | |
774 | |
847 | #ifdef SKILL_UTIL_DEBUG |
775 | #ifdef SKILL_UTIL_DEBUG |
848 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
776 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
849 | #endif |
777 | #endif |
850 | |
778 | |
851 | /* Change to the new skill, then execute it. */ |
|
|
852 | if (do_skill (op, op, skop, op->facing, string)) |
779 | if (do_skill (op, op, skop, op->facing, string)) |
853 | return 1; |
780 | return 1; |
854 | |
781 | |
855 | return 0; |
782 | return 0; |
856 | } |
783 | } |
… | |
… | |
892 | * is readied either then try to find a skill for the player to use. |
819 | * is readied either then try to find a skill for the player to use. |
893 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
820 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
894 | * the caller should have set it appropriately). We still want to pass |
821 | * the caller should have set it appropriately). We still want to pass |
895 | * through that code if skill is set to change to the skill. |
822 | * through that code if skill is set to change to the skill. |
896 | */ |
823 | */ |
897 | if (op->type == PLAYER) |
824 | if (player *pl = op->contr) |
898 | { |
825 | { |
899 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
826 | if (skill) |
|
|
827 | op->change_skill (skill); |
|
|
828 | else |
900 | { |
829 | { |
901 | if (!skill) |
830 | if (!pl->combat_ob) |
902 | { |
831 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
832 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
904 | * it if appropriate. |
|
|
905 | */ |
|
|
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
907 | skill = op->chosen_skill; |
|
|
908 | else |
|
|
909 | { |
833 | { |
910 | skill = find_player_hth_skill (op); |
834 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
835 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
836 | break; |
911 | |
837 | |
912 | if (!skill) |
838 | if (!tmp) |
|
|
839 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
840 | |
|
|
841 | pl->combat_ob = tmp; |
|
|
842 | } |
|
|
843 | |
|
|
844 | if (!pl->combat_ob) |
|
|
845 | { |
|
|
846 | /* See if the players chosen skill is a combat skill, and use |
|
|
847 | * it if appropriate. |
|
|
848 | */ |
|
|
849 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
850 | skill = op->chosen_skill; |
|
|
851 | else |
913 | { |
852 | { |
|
|
853 | skill = find_player_hth_skill (op); |
|
|
854 | |
|
|
855 | if (!skill) |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
856 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
857 | } |
|
|
858 | |
|
|
859 | if (skill) |
|
|
860 | { |
|
|
861 | op->change_skill (0); |
|
|
862 | apply_special (op, skill, AP_APPLY); |
916 | } |
863 | } |
917 | } |
864 | } |
918 | } |
|
|
919 | |
865 | |
920 | /* now try to ready the new skill */ |
|
|
921 | if (!change_skill (op, skill, 0)) |
|
|
922 | { /* oh oh, trouble! */ |
|
|
923 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
924 | return 0; |
|
|
925 | } |
|
|
926 | } |
|
|
927 | else |
|
|
928 | { |
|
|
929 | /* Seen some crashes below where current_weapon is not set, |
|
|
930 | * even though the flag says it is. So if current weapon isn't set, |
|
|
931 | * do some work in trying to find the object to use. |
|
|
932 | */ |
|
|
933 | if (!op->current_weapon) |
|
|
934 | { |
|
|
935 | object *tmp; |
|
|
936 | |
|
|
937 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
938 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
939 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
940 | break; |
|
|
941 | |
|
|
942 | if (!tmp) |
866 | if (!pl->combat_ob) |
943 | { |
867 | { |
944 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
868 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
945 | op->current_weapon = NULL; |
|
|
946 | return 0; |
869 | return 0; |
947 | } |
870 | } |
948 | else |
|
|
949 | op->current_weapon = tmp; |
|
|
950 | } |
871 | } |
951 | |
872 | |
952 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
873 | if (!op->change_weapon (pl->combat_ob)) |
|
|
874 | return 0; |
953 | } |
875 | } |
954 | } |
|
|
955 | |
876 | |
956 | /* lose invisiblity/hiding status for running attacks */ |
877 | /* lose invisiblity/hiding status for running attacks */ |
957 | |
878 | if (pl->tmp_invis) |
958 | if (op->type == PLAYER && op->contr->tmp_invis) |
879 | { |
959 | { |
|
|
960 | op->contr->tmp_invis = 0; |
880 | pl->tmp_invis = 0; |
961 | op->invisible = 0; |
881 | op->invisible = 0; |
962 | op->hide = 0; |
882 | op->hide = 0; |
963 | update_object (op, UP_OBJ_CHANGE); |
883 | update_object (op, UP_OBJ_CHANGE); |
|
|
884 | } |
964 | } |
885 | } |
965 | |
886 | |
966 | int success = attack_ob (tmp, op); |
887 | int success = attack_ob (tmp, op); |
967 | |
888 | |
968 | /* print appropriate messages to the player */ |
889 | /* print appropriate messages to the player */ |
… | |
… | |
978 | return success; |
899 | return success; |
979 | } |
900 | } |
980 | |
901 | |
981 | /* skill_attack() - Core routine for use when we attack using a skills |
902 | /* skill_attack() - Core routine for use when we attack using a skills |
982 | * system. In essence, this code handles |
903 | * system. In essence, this code handles |
983 | * all skill-based attacks, ie hth, missile and melee weapons should be |
904 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
984 | * treated here. If an opponent is already supplied by move_player(), |
905 | * treated here. If an opponent is already supplied by move_player(), |
985 | * we move right onto do_skill_attack(), otherwise we find if an |
906 | * we move right onto do_skill_attack(), otherwise we find if an |
986 | * appropriate opponent exists. |
907 | * appropriate opponent exists. |
987 | * |
908 | * |
988 | * This is called by move_player() and attack_hth() |
909 | * This is called by move_player() and attack_hth() |
… | |
… | |
1039 | } |
960 | } |
1040 | |
961 | |
1041 | return do_skill_attack (tmp, pl, string, skill); |
962 | return do_skill_attack (tmp, pl, string, skill); |
1042 | } |
963 | } |
1043 | |
964 | |
1044 | |
|
|
1045 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
965 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1046 | |
966 | |
1047 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
967 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1048 | * (attack_hth) we check for weapon use, etc in the second (the new |
968 | * (attack_hth) we check for weapon use, etc in the second (the new |
1049 | * function skill_attack() we actually attack. |
969 | * function skill_attack() we actually attack. |
1050 | */ |
970 | */ |
1051 | |
|
|
1052 | static int |
971 | static int |
1053 | attack_hth (object *pl, int dir, const char *string, object *skill) |
972 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1054 | { |
973 | { |
1055 | object *enemy = NULL, *weapon; |
974 | object *enemy = NULL, *weapon; |
1056 | |
975 | |
… | |
… | |
1065 | if (pl->type == PLAYER) |
984 | if (pl->type == PLAYER) |
1066 | { |
985 | { |
1067 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
986 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
987 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1069 | } |
988 | } |
|
|
989 | |
1070 | break; |
990 | break; |
1071 | } |
991 | } |
1072 | } |
992 | } |
1073 | |
993 | |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
994 | return skill_attack (enemy, pl, dir, string, skill); |
… | |
… | |
1094 | |
1014 | |
1095 | return 0; |
1015 | return 0; |
1096 | } |
1016 | } |
1097 | |
1017 | |
1098 | return skill_attack (NULL, op, dir, string, skill); |
1018 | return skill_attack (NULL, op, dir, string, skill); |
1099 | |
|
|
1100 | } |
1019 | } |
|
|
1020 | |