1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
… | |
… | |
115 | * tool, this code will equip it. |
115 | * tool, this code will equip it. |
116 | */ |
116 | */ |
117 | object * |
117 | object * |
118 | find_skill_by_name (object *who, const char *name) |
118 | find_skill_by_name (object *who, const char *name) |
119 | { |
119 | { |
120 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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121 | |
|
|
122 | if (!name) |
120 | if (!name) |
123 | return NULL; |
121 | return 0; |
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122 | |
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|
123 | object *skill = 0, *skill_tool = 0; |
124 | |
124 | |
125 | /* We make sure the length of the string in the object is greater |
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 |
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' |
127 | * 'hi', we don't want to match if the user passed 'high' |
128 | */ |
128 | */ |
129 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
130 | { |
130 | { |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
132 | skill = tmp; |
132 | skill = tmp; |
133 | |
133 | |
134 | /* Try to find appropriate skilltool. If the player has one already |
134 | /* Try to find appropriate skilltool. If the player has one already |
135 | * applied, we try to keep using that one. |
135 | * applied, we try to keep using that one. |
136 | */ |
136 | */ |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
138 | { |
138 | { |
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
140 | skill_tool = tmp; |
140 | skill_tool = tmp; |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
142 | skill_tool = tmp; |
142 | skill_tool = tmp; |
143 | } |
143 | } |
144 | } |
144 | } |
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|
145 | |
145 | /* If this is a skill that can be used without a tool, return it */ |
146 | /* If this is a skill that can be used without a tool, return it */ |
146 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
147 | return skill; |
148 | return skill; |
148 | |
149 | |
149 | /* Player has a tool to use the skill. IF not applied, apply it - |
150 | /* 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 |
151 | * if not successful, return null. If they do have the skill tool |
151 | * but not the skill itself, give it to them. |
152 | * but not the skill itself, give it to them. |
152 | */ |
153 | */ |
153 | if (skill_tool) |
154 | if (skill_tool) |
154 | { |
155 | { |
155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
156 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
156 | { |
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|
157 | if (apply_special (who, skill_tool, 0)) |
157 | if (apply_special (who, skill_tool, 0)) |
158 | return NULL; |
158 | return 0; |
159 | } |
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|
160 | |
159 | |
161 | if (!skill) |
160 | if (!skill) |
162 | { |
161 | { |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
162 | skill = give_skill_by_name (who, skill_tool->skill); |
164 | link_player_skills (who); |
163 | link_player_skills (who); |
165 | } |
164 | } |
166 | |
165 | |
167 | return skill; |
166 | return skill; |
168 | } |
167 | } |
169 | |
168 | |
170 | return NULL; |
169 | return 0; |
171 | } |
170 | } |
172 | |
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173 | |
171 | |
174 | /* This returns the skill pointer of the given name (the |
172 | /* This returns the skill pointer of the given name (the |
175 | * one that accumlates exp, has the level, etc). |
173 | * one that accumlates exp, has the level, etc). |
176 | * |
174 | * |
177 | * It is presumed that the player will be needing to actually |
175 | * It is presumed that the player will be needing to actually |
… | |
… | |
183 | * this replaces find_skill. |
181 | * this replaces find_skill. |
184 | */ |
182 | */ |
185 | object * |
183 | object * |
186 | find_skill_by_number (object *who, int skillno) |
184 | find_skill_by_number (object *who, int skillno) |
187 | { |
185 | { |
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|
186 | if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) |
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187 | return 0; |
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188 | |
188 | object *skill = NULL, *skill_tool = NULL, *tmp; |
189 | object *skill = NULL, *skill_tool = NULL; |
189 | |
190 | |
190 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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|
191 | return NULL; |
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|
192 | |
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|
193 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
191 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
194 | { |
192 | { |
195 | if (tmp->type == SKILL && tmp->subtype == skillno) |
193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | skill = tmp; |
194 | skill = tmp; |
197 | |
195 | |
198 | /* Try to find appropriate skilltool. If the player has one already |
196 | /* Try to find appropriate skilltool. If the player has one already |
… | |
… | |
204 | skill_tool = tmp; |
202 | skill_tool = tmp; |
205 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
203 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
206 | skill_tool = tmp; |
204 | skill_tool = tmp; |
207 | } |
205 | } |
208 | } |
206 | } |
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|
207 | |
209 | /* If this is a skill that can be used without a tool, return it */ |
208 | /* If this is a skill that can be used without a tool, return it */ |
210 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
209 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
211 | return skill; |
210 | return skill; |
212 | |
211 | |
213 | /* Player has a tool to use the skill. IF not applied, apply it - |
212 | /* 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 |
213 | * if not successful, return null. If they do have the skill tool |
215 | * but not the skill itself, give it to them. |
214 | * but not the skill itself, give it to them. |
216 | */ |
215 | */ |
217 | if (skill_tool) |
216 | if (skill_tool) |
218 | { |
217 | { |
219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
218 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
… | |
… | |
235 | } |
234 | } |
236 | |
235 | |
237 | /* This changes the objects skill to new_skill. |
236 | /* This changes the objects skill to new_skill. |
238 | * note that this function doesn't always need to get used - |
237 | * 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 |
238 | * 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 |
239 | * set. This function is of most interest to players to update |
241 | * the various range information. |
240 | * the various range information. |
242 | * if new_skill is null, this just unapplies the skill. |
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243 | * flag has the current meaning: |
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244 | * 0x1: If set, don't update the range pointer. This is useful when we |
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245 | * need to ready a new skill, but don't want to clobber range. |
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246 | * return 1 on success, 0 on error |
241 | * return 1 on success, 0 on error |
247 | */ |
242 | */ |
248 | int |
243 | int |
249 | change_skill (object *who, object *new_skill, int flag) |
244 | change_skill (object *who, object *new_skill, int flag) |
250 | { |
245 | { |
251 | int old_range; |
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252 | |
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253 | if (who->type != PLAYER) |
246 | if (who->type != PLAYER) |
254 | return 0; |
247 | return 0; |
255 | |
248 | |
256 | player *pl = who->contr; |
249 | #if 0 |
257 | |
250 | // optimise this supposedly common case |
258 | if (pl->ranged_skill && pl->ranged_skill == new_skill) |
251 | if (new_skill == who->chosen_skill) |
259 | return 1; |
252 | return 1; |
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|
253 | #endif |
260 | |
254 | |
261 | if (!new_skill) |
255 | if (!new_skill) |
262 | { |
256 | { |
263 | if (pl->ranged_skill) |
257 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
264 | apply_special (who, pl->ranged_skill, AP_UNAPPLY); |
258 | who->debug_desc ()); |
265 | |
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266 | /* Only goal in this case was to unapply a skill */ |
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267 | return 0; |
259 | return 0; |
268 | } |
260 | } |
269 | |
261 | |
270 | // move skill to front, so it will be preferred next time |
262 | // the skill could be readied already because it is used by a weapon. |
271 | new_skill->remove (); |
263 | who->change_weapon (0); |
272 | who->insert (new_skill); |
264 | new_skill->inv_splay (); |
273 | |
265 | |
274 | if (apply_special (who, new_skill, AP_APPLY)) |
266 | if (apply_special (who, new_skill, AP_APPLY)) |
275 | return 0; |
267 | return 0; |
276 | |
268 | |
277 | return 1; |
269 | return 1; |
… | |
… | |
285 | { |
277 | { |
286 | who->chosen_skill = 0; |
278 | who->chosen_skill = 0; |
287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
279 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
288 | |
280 | |
289 | if (who->type == PLAYER) |
281 | if (who->type == PLAYER) |
290 | { |
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291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
282 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
292 | { |
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293 | who->contr->ranged_skill = 0; |
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294 | who->contr->ranged_ob = 0; |
283 | who->contr->ranged_ob = 0; |
295 | } |
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296 | } |
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|
297 | } |
284 | } |
298 | |
285 | |
299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
286 | /* 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. |
287 | * 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 |
288 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
309 | int |
296 | int |
310 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
297 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
311 | { |
298 | { |
312 | int success = 0, exp = 0; |
299 | int success = 0, exp = 0; |
313 | int did_alc = 0; |
300 | int did_alc = 0; |
314 | object *tmp, *next; |
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|
315 | |
301 | |
316 | if (!skill) |
302 | if (!skill) |
317 | return 0; |
303 | return 0; |
318 | |
304 | |
319 | /* The code below presumes that the skill points to the object that |
305 | /* 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 |
307 | * 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. |
308 | * the player doesn't have a bucket for that, create one. |
323 | */ |
309 | */ |
324 | if (skill->type != SKILL && op->type == PLAYER) |
310 | if (skill->type != SKILL && op->type == PLAYER) |
325 | { |
311 | { |
326 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
312 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
327 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
313 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
328 | break; |
314 | { |
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|
315 | skill = tmp; |
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316 | goto found; |
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|
317 | } |
329 | |
318 | |
330 | if (!tmp) |
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|
331 | tmp = give_skill_by_name (op, skill->skill); |
319 | skill = give_skill_by_name (op, skill->skill); |
332 | |
320 | found: ; |
333 | skill = tmp; |
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|
334 | } |
321 | } |
335 | |
322 | |
336 | // skill, by_whom, on_which_object, which direction, skill_argument |
323 | // 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))) |
324 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
338 | return 0; |
325 | return 0; |
… | |
… | |
443 | case SK_LITERACY: |
430 | case SK_LITERACY: |
444 | case SK_WOODSMAN: |
431 | case SK_WOODSMAN: |
445 | /* first, we try to find a cauldron, and do the alchemy thing. |
432 | /* first, we try to find a cauldron, and do the alchemy thing. |
446 | * failing that, we go and identify stuff. |
433 | * failing that, we go and identify stuff. |
447 | */ |
434 | */ |
448 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
435 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
449 | { |
436 | { |
450 | next = tmp->above; |
437 | next = tmp->above; |
451 | |
438 | |
452 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
439 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
453 | { |
440 | { |
… | |
… | |
514 | * If certain skills should take more/less time, that should be |
501 | * If certain skills should take more/less time, that should be |
515 | * in the code for the skill itself. |
502 | * in the code for the skill itself. |
516 | */ |
503 | */ |
517 | |
504 | |
518 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
519 | op->speed_left -= 1.0; |
506 | op->speed_left -= 1.f; |
520 | |
507 | |
521 | /* this is a good place to add experience for successfull use of skills. |
508 | /* this is a good place to add experience for successfull use of skills. |
522 | * Note that add_exp() will figure out player/monster experience |
509 | * Note that add_exp() will figure out player/monster experience |
523 | * gain problems. |
510 | * gain problems. |
524 | */ |
511 | */ |
… | |
… | |
695 | link_player_skills (pl); |
682 | link_player_skills (pl); |
696 | return 1; |
683 | return 1; |
697 | } |
684 | } |
698 | |
685 | |
699 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
686 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
700 | |
|
|
701 | /* Probably belongs in some global utils-type file? */ |
687 | /* Probably belongs in some global utils-type file? */ |
702 | static int |
688 | static int |
703 | clipped_percent (sint64 a, sint64 b) |
689 | clipped_percent (sint64 a, sint64 b) |
704 | { |
690 | { |
705 | int rv; |
691 | int rv; |
… | |
… | |
798 | * direction that the user is facing. Returns false if we are unable to |
784 | * 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. |
785 | * 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 |
786 | * 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. |
787 | * our own find_skill_by_name so we can try to do better string matching. |
802 | */ |
788 | */ |
803 | |
|
|
804 | int |
789 | int |
805 | use_skill (object *op, const char *string) |
790 | use_skill (object *op, const char *string) |
806 | { |
791 | { |
807 | object *skop; |
792 | object *skop; |
808 | size_t len; |
793 | size_t len; |
… | |
… | |
892 | * is readied either then try to find a skill for the player to use. |
877 | * 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, |
878 | * 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 |
879 | * 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. |
880 | * through that code if skill is set to change to the skill. |
896 | */ |
881 | */ |
897 | if (op->type == PLAYER) |
882 | if (player *pl = op->contr) |
898 | { |
883 | { |
899 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
884 | if (!pl->combat_ob) |
900 | { |
885 | { |
901 | if (!skill) |
886 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
902 | { |
887 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
888 | for (tmp = op->inv; tmp; tmp = tmp->below) |
904 | * it if appropriate. |
889 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | */ |
890 | break; |
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
891 | |
907 | skill = op->chosen_skill; |
892 | if (!tmp) |
908 | else |
|
|
909 | { |
893 | { |
910 | skill = find_player_hth_skill (op); |
894 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
895 | return 0; |
|
|
896 | } |
911 | |
897 | |
|
|
898 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
|
|
899 | } |
|
|
900 | else |
|
|
901 | { |
912 | if (!skill) |
902 | if (!skill) |
|
|
903 | { |
|
|
904 | /* See if the players chosen skill is a combat skill, and use |
|
|
905 | * it if appropriate. |
|
|
906 | */ |
|
|
907 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
908 | skill = op->chosen_skill; |
|
|
909 | else |
913 | { |
910 | { |
|
|
911 | skill = find_player_hth_skill (op); |
|
|
912 | |
|
|
913 | if (!skill) |
|
|
914 | { |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
916 | return 0; |
|
|
917 | } |
916 | } |
918 | } |
917 | } |
919 | } |
|
|
920 | |
|
|
921 | /* now try to ready the new skill */ |
|
|
922 | if (!change_skill (op, skill, 0)) |
|
|
923 | { /* oh oh, trouble! */ |
|
|
924 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
|
|
925 | return 0; |
|
|
926 | } |
918 | } |
927 | } |
919 | |
928 | |
920 | /* now try to ready the new skill */ |
929 | if (!pl->combat_ob) |
921 | if (!change_skill (op, skill, 0)) |
930 | { |
922 | { /* oh oh, trouble! */ |
931 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
923 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
924 | return 0; |
932 | return 0; |
925 | } |
933 | } |
926 | } |
934 | } |
927 | else |
935 | |
|
|
936 | if (!op->change_weapon (pl->combat_ob)) |
|
|
937 | return 0; |
|
|
938 | |
|
|
939 | /* lose invisiblity/hiding status for running attacks */ |
|
|
940 | if (pl->tmp_invis) |
928 | { |
941 | { |
929 | /* Seen some crashes below where current_weapon is not set, |
942 | pl->tmp_invis = 0; |
930 | * even though the flag says it is. So if current weapon isn't set, |
943 | op->invisible = 0; |
931 | * do some work in trying to find the object to use. |
944 | op->hide = 0; |
932 | */ |
945 | update_object (op, UP_OBJ_CHANGE); |
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) |
|
|
943 | { |
|
|
944 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
945 | op->current_weapon = NULL; |
|
|
946 | return 0; |
|
|
947 | } |
|
|
948 | else |
|
|
949 | op->current_weapon = tmp; |
|
|
950 | } |
|
|
951 | |
|
|
952 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
953 | } |
946 | } |
954 | } |
|
|
955 | |
|
|
956 | /* lose invisiblity/hiding status for running attacks */ |
|
|
957 | |
|
|
958 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
959 | { |
|
|
960 | op->contr->tmp_invis = 0; |
|
|
961 | op->invisible = 0; |
|
|
962 | op->hide = 0; |
|
|
963 | update_object (op, UP_OBJ_CHANGE); |
|
|
964 | } |
947 | } |
965 | |
948 | |
966 | int success = attack_ob (tmp, op); |
949 | int success = attack_ob (tmp, op); |
967 | |
950 | |
968 | /* print appropriate messages to the player */ |
951 | /* print appropriate messages to the player */ |
… | |
… | |
1039 | } |
1022 | } |
1040 | |
1023 | |
1041 | return do_skill_attack (tmp, pl, string, skill); |
1024 | return do_skill_attack (tmp, pl, string, skill); |
1042 | } |
1025 | } |
1043 | |
1026 | |
1044 | |
|
|
1045 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1027 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1046 | |
1028 | |
1047 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1029 | /* 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 |
1030 | * (attack_hth) we check for weapon use, etc in the second (the new |
1049 | * function skill_attack() we actually attack. |
1031 | * function skill_attack() we actually attack. |
1050 | */ |
1032 | */ |
1051 | |
|
|
1052 | static int |
1033 | static int |
1053 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1034 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1054 | { |
1035 | { |
1055 | object *enemy = NULL, *weapon; |
1036 | object *enemy = NULL, *weapon; |
1056 | |
1037 | |
… | |
… | |
1065 | if (pl->type == PLAYER) |
1046 | if (pl->type == PLAYER) |
1066 | { |
1047 | { |
1067 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1048 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1049 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1069 | } |
1050 | } |
|
|
1051 | |
1070 | break; |
1052 | break; |
1071 | } |
1053 | } |
1072 | } |
1054 | } |
1073 | |
1055 | |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
1056 | return skill_attack (enemy, pl, dir, string, skill); |