1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author 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 |
… | |
… | |
59 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
61 | * subtypes. |
61 | * subtypes. |
62 | */ |
62 | */ |
63 | void |
63 | void |
64 | init_skills (void) |
64 | init_skills () |
65 | { |
65 | { |
66 | for (archetype *at = first_archetype; at; at = at->next) |
66 | for_all_archetypes (at) |
67 | if (at->clone.type == SKILL) |
67 | if (at->type == SKILL) |
68 | { |
68 | { |
69 | if (skill_names[at->clone.subtype]) |
69 | if (skill_names[at->subtype]) |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
70 | 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); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
72 | else |
72 | else |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->subtype] = at->skill; |
74 | } |
74 | } |
75 | |
75 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
76 | /* This isn't really an error if there is no skill subtype set, but |
77 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
78 | */ |
78 | */ |
… | |
… | |
85 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
88 | */ |
88 | */ |
89 | void |
89 | void |
90 | link_player_skills (object *op) |
90 | player::link_skills () |
91 | { |
91 | { |
|
|
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
93 | last_skill_ob [i] = 0; |
|
|
94 | |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
93 | if (tmp->type == SKILL) |
96 | if (tmp->type == SKILL) |
94 | { |
97 | { |
95 | /* This is really a warning, hence no else below */ |
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
|
|
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
|
|
99 | |
99 | |
100 | if (tmp->subtype >= NUM_SKILLS) |
100 | if (last_skill_ob [tmp->subtype] != tmp) |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
102 | else |
|
|
103 | { |
101 | { |
|
|
102 | /* This is really a warning, hence no else below */ |
|
|
103 | if (last_skill_ob [tmp->subtype]) |
|
|
104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
106 | |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
107 | last_skill_ob [tmp->subtype] = tmp; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
108 | if (ns) |
|
|
109 | ns->last_skill_exp [tmp->subtype] = -1; |
106 | } |
110 | } |
107 | } |
111 | } |
108 | } |
112 | } |
109 | |
113 | |
|
|
114 | static object * |
|
|
115 | find_skill (object *who, shstr_cmp name) |
|
|
116 | { |
|
|
117 | if (who->chosen_skill |
|
|
118 | && who->chosen_skill->skill == name |
|
|
119 | && who->chosen_skill->type == SKILL) |
|
|
120 | return who->chosen_skill; |
|
|
121 | |
|
|
122 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
123 | if (tmp->skill == name && tmp->type == SKILL) |
|
|
124 | return splay (tmp); |
|
|
125 | |
|
|
126 | return 0; |
|
|
127 | } |
|
|
128 | |
|
|
129 | object *player::find_skill (shstr_cmp name) const |
|
|
130 | { |
|
|
131 | // might want to use last_skill_obj at one point, or maybe not |
|
|
132 | return ::find_skill (ob, name); |
|
|
133 | } |
|
|
134 | |
110 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
112 | * |
137 | * |
113 | * It is presumed that the player will be needing to actually |
138 | * 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 |
139 | * use the skill, so thus if use of the skill requires a skill |
115 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
116 | */ |
141 | */ |
117 | object * |
142 | object * |
118 | find_skill_by_name (object *who, const char *name) |
143 | find_skill_by_name (object *who, shstr_cmp sh) |
119 | { |
144 | { |
120 | if (!name) |
145 | object *skill_tool = 0; |
|
|
146 | |
|
|
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
148 | if (tmp->skill == sh) |
|
|
149 | { |
|
|
150 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
|
|
151 | /* If this is a skill that can be used without applying tool, return it */ |
|
|
152 | return splay (tmp); |
|
|
153 | /* Try to find appropriate skilltool. If the player has one already |
|
|
154 | * applied, we try to keep using that one. |
|
|
155 | */ |
|
|
156 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
|
|
157 | skill_tool = tmp; |
|
|
158 | } |
|
|
159 | |
|
|
160 | if (!skill_tool) |
121 | return 0; |
161 | return 0; |
122 | |
|
|
123 | object *skill = 0, *skill_tool = 0; |
|
|
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 (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
130 | { |
|
|
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
|
|
132 | skill = tmp; |
|
|
133 | |
|
|
134 | /* Try to find appropriate skilltool. If the player has one already |
|
|
135 | * applied, we try to keep using that one. |
|
|
136 | */ |
|
|
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
|
|
138 | { |
|
|
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
140 | skill_tool = tmp; |
|
|
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
142 | skill_tool = tmp; |
|
|
143 | } |
|
|
144 | } |
|
|
145 | |
|
|
146 | /* If this is a skill that can be used without a tool, return it */ |
|
|
147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
148 | return skill; |
|
|
149 | |
162 | |
150 | /* Player has a tool to use the skill. If not applied, apply it - |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
151 | * if not successful, return null. If they do have the skill tool |
164 | * if not successful, return null. If they do have the skill tool |
152 | * but not the skill itself, give it to them. |
165 | * but not the skill itself, give it to them. |
153 | */ |
166 | */ |
154 | if (skill_tool) |
167 | object *skill = find_skill (who, skill_tool->skill); |
155 | { |
|
|
156 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
157 | if (apply_special (who, skill_tool, 0)) |
|
|
158 | return 0; |
|
|
159 | |
168 | |
160 | if (!skill) |
169 | if (!skill) |
161 | { |
|
|
162 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
163 | link_player_skills (who); |
|
|
164 | } |
|
|
165 | |
171 | |
|
|
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
|
173 | if (!who->apply (splay (skill_tool))) |
166 | return skill; |
174 | return 0; |
167 | } |
175 | |
|
|
176 | return splay (skill); |
|
|
177 | } |
|
|
178 | |
|
|
179 | object * |
|
|
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
|
|
181 | { |
|
|
182 | if (!name) |
|
|
183 | return 0; |
|
|
184 | |
|
|
185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
|
187 | && tmp->skill.starts_with (name)) |
|
|
188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
189 | return skop; |
168 | |
190 | |
169 | return 0; |
191 | return 0; |
170 | } |
192 | } |
171 | |
193 | |
172 | /* This returns the skill pointer of the given name (the |
194 | /* This returns the skill pointer of the given name (the |
173 | * one that accumlates exp, has the level, etc). |
195 | * one that accumulates exp, has the level, etc). |
174 | * |
196 | * |
175 | * It is presumed that the player will be needing to actually |
197 | * It is presumed that the player will be needing to actually |
176 | * use the skill, so thus if use of the skill requires a skill |
198 | * use the skill, so thus if use of the skill requires a skill |
177 | * tool, this code will equip it. |
199 | * tool, this code will equip it. |
178 | * |
200 | * |
… | |
… | |
181 | * this replaces find_skill. |
203 | * this replaces find_skill. |
182 | */ |
204 | */ |
183 | object * |
205 | object * |
184 | find_skill_by_number (object *who, int skillno) |
206 | find_skill_by_number (object *who, int skillno) |
185 | { |
207 | { |
186 | if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) |
208 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
209 | if (tmp->type == SKILL && tmp->subtype == skillno) |
|
|
210 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
211 | return skop; |
|
|
212 | |
|
|
213 | return 0; |
|
|
214 | } |
|
|
215 | |
|
|
216 | /* This changes the objects chosen_skill to new_skill. |
|
|
217 | * return 1 on success, 0 on error |
|
|
218 | */ |
|
|
219 | bool |
|
|
220 | object::change_skill (object *new_skill) |
|
|
221 | { |
|
|
222 | if (type != PLAYER) |
187 | return 0; |
223 | return 0; |
188 | |
224 | |
189 | object *skill = NULL, *skill_tool = NULL; |
|
|
190 | |
|
|
191 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
192 | { |
|
|
193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
|
|
194 | skill = tmp; |
|
|
195 | |
|
|
196 | /* Try to find appropriate skilltool. If the player has one already |
|
|
197 | * applied, we try to keep using that one. |
|
|
198 | */ |
|
|
199 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
|
200 | { |
|
|
201 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
202 | skill_tool = tmp; |
|
|
203 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
204 | skill_tool = tmp; |
|
|
205 | } |
|
|
206 | } |
|
|
207 | |
|
|
208 | /* If this is a skill that can be used without a tool, return it */ |
|
|
209 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
210 | return skill; |
|
|
211 | |
|
|
212 | /* Player has a tool to use the skill. If not applied, apply it - |
|
|
213 | * if not successful, return null. If they do have the skill tool |
|
|
214 | * but not the skill itself, give it to them. |
|
|
215 | */ |
|
|
216 | if (skill_tool) |
|
|
217 | { |
|
|
218 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
219 | { |
|
|
220 | if (apply_special (who, skill_tool, 0)) |
|
|
221 | return NULL; |
|
|
222 | } |
|
|
223 | |
|
|
224 | if (!skill) |
|
|
225 | { |
|
|
226 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
227 | link_player_skills (who); |
|
|
228 | } |
|
|
229 | |
|
|
230 | return skill; |
|
|
231 | } |
|
|
232 | |
|
|
233 | return NULL; |
|
|
234 | } |
|
|
235 | |
|
|
236 | /* This changes the objects skill to new_skill. |
|
|
237 | * note that this function doesn't always need to get used - |
|
|
238 | * you can now add skill exp to the player without the chosen_skill being |
|
|
239 | * set. This function is of most interest to players to update |
|
|
240 | * the various range information. |
|
|
241 | * return 1 on success, 0 on error |
|
|
242 | */ |
|
|
243 | int |
|
|
244 | change_skill (object *who, object *new_skill, int flag) |
|
|
245 | { |
|
|
246 | if (who->type != PLAYER) |
|
|
247 | return 0; |
|
|
248 | |
|
|
249 | #if 0 |
|
|
250 | // optimise this supposedly common case |
225 | // optimise this supposedly common case |
251 | if (new_skill == who->chosen_skill) |
226 | if (new_skill == chosen_skill) |
252 | return 1; |
227 | return 1; |
253 | #endif |
|
|
254 | |
228 | |
255 | if (!new_skill) |
229 | if (chosen_skill) |
256 | { |
|
|
257 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
|
|
258 | who->debug_desc ()); |
|
|
259 | return 0; |
|
|
260 | } |
230 | { |
|
|
231 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
232 | change_abil (this, chosen_skill); |
|
|
233 | } |
261 | |
234 | |
262 | // the skill could be readied already because it is used by a weapon. |
235 | chosen_skill = new_skill; |
263 | who->change_weapon (0); |
|
|
264 | new_skill->inv_splay (); |
|
|
265 | |
236 | |
266 | if (apply_special (who, new_skill, AP_APPLY)) |
237 | if (chosen_skill) |
267 | return 0; |
238 | { |
|
|
239 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
240 | change_abil (this, chosen_skill); |
|
|
241 | } |
268 | |
242 | |
|
|
243 | // always clear current weapon, as the selected skill could |
|
|
244 | // conflict with the current weapon skill, which would go |
|
|
245 | // undetected and exp would be given to the wrong skill. |
|
|
246 | current_weapon = 0; |
|
|
247 | |
|
|
248 | update_stats (); |
269 | return 1; |
249 | return 1; |
270 | } |
|
|
271 | |
|
|
272 | /* This function just clears the chosen_skill and range_skill values |
|
|
273 | * in the player. |
|
|
274 | */ |
|
|
275 | void |
|
|
276 | clear_skill (object *who) |
|
|
277 | { |
|
|
278 | who->chosen_skill = 0; |
|
|
279 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
280 | |
|
|
281 | if (who->type == PLAYER) |
|
|
282 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
|
|
283 | who->contr->ranged_ob = 0; |
|
|
284 | } |
250 | } |
285 | |
251 | |
286 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
252 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
287 | * We handle all requests for skill use outside of some combat here. |
253 | * We handle all requests for skill use outside of some combat here. |
288 | * We require a separate routine outside of fire() so as to allow monsters |
254 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
295 | */ |
261 | */ |
296 | int |
262 | int |
297 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
263 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
298 | { |
264 | { |
299 | int success = 0, exp = 0; |
265 | int success = 0, exp = 0; |
300 | int did_alc = 0; |
|
|
301 | |
266 | |
302 | if (!skill) |
267 | if (!skill) |
303 | return 0; |
268 | return 0; |
304 | |
269 | |
305 | /* The code below presumes that the skill points to the object that |
270 | /* The code below presumes that the skill points to the object that |
… | |
… | |
338 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
339 | } |
304 | } |
340 | else |
305 | else |
341 | { |
306 | { |
342 | SET_FLAG (skill, FLAG_APPLIED); |
307 | SET_FLAG (skill, FLAG_APPLIED); |
343 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
344 | } |
309 | } |
345 | |
310 | |
346 | op->update_stats (); |
311 | op->update_stats (); |
347 | success = 1; |
312 | success = 1; |
348 | break; |
313 | break; |
… | |
… | |
358 | case SK_HIDING: |
323 | case SK_HIDING: |
359 | exp = success = hide (op, skill); |
324 | exp = success = hide (op, skill); |
360 | break; |
325 | break; |
361 | |
326 | |
362 | case SK_JUMPING: |
327 | case SK_JUMPING: |
363 | success = jump (op, dir, skill); |
328 | exp = success = jump (op, dir, skill); |
364 | break; |
329 | break; |
365 | |
330 | |
366 | case SK_INSCRIPTION: |
331 | case SK_INSCRIPTION: |
367 | exp = success = write_on_item (op, string, skill); |
332 | exp = success = write_on_item (op, string, skill); |
368 | break; |
333 | break; |
… | |
… | |
430 | case SK_LITERACY: |
395 | case SK_LITERACY: |
431 | case SK_WOODSMAN: |
396 | case SK_WOODSMAN: |
432 | /* first, we try to find a cauldron, and do the alchemy thing. |
397 | /* first, we try to find a cauldron, and do the alchemy thing. |
433 | * failing that, we go and identify stuff. |
398 | * failing that, we go and identify stuff. |
434 | */ |
399 | */ |
|
|
400 | { |
|
|
401 | bool found_cauldron = false; |
|
|
402 | |
435 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
403 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
436 | { |
404 | { |
437 | next = tmp->above; |
405 | next = tmp->above; |
438 | |
406 | |
439 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
407 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
440 | { |
408 | { |
|
|
409 | found_cauldron = true; |
|
|
410 | |
|
|
411 | if (tmp->skill != skill->skill) |
|
|
412 | { |
|
|
413 | op->failmsg (format ("You can't use the %s with the %s skill!", |
|
|
414 | query_name (tmp), |
|
|
415 | query_name (skill))); |
|
|
416 | break; |
|
|
417 | } |
|
|
418 | |
441 | attempt_do_alchemy (op, tmp); |
419 | attempt_do_alchemy (op, tmp, skill); |
442 | |
420 | |
443 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
421 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
444 | esrv_send_inventory (op, tmp); |
422 | esrv_send_inventory (op, tmp); |
445 | |
|
|
446 | did_alc = 1; |
|
|
447 | } |
423 | } |
448 | } |
424 | } |
449 | |
425 | |
450 | if (did_alc == 0) |
426 | if (!found_cauldron) |
451 | exp = success = skill_ident (op, skill); |
427 | exp = success = skill_ident (op, skill); |
452 | |
428 | } |
453 | break; |
429 | break; |
454 | |
430 | |
455 | case SK_DET_MAGIC: |
431 | case SK_DET_MAGIC: |
456 | case SK_DET_CURSE: |
432 | case SK_DET_CURSE: |
457 | exp = success = skill_ident (op, skill); |
433 | exp = success = skill_ident (op, skill); |
… | |
… | |
488 | case SK_SUMMONING: |
464 | case SK_SUMMONING: |
489 | case SK_CLIMBING: |
465 | case SK_CLIMBING: |
490 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
466 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
491 | break; |
467 | break; |
492 | |
468 | |
|
|
469 | case SK_MINING: |
|
|
470 | success = skill_mining (op, part, skill, dir, string); |
|
|
471 | break; |
|
|
472 | |
|
|
473 | case SK_FISHING: |
|
|
474 | success = skill_fishing (op, part, skill, dir, string); |
|
|
475 | break; |
|
|
476 | |
493 | default: |
477 | default: |
494 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
478 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
495 | break; |
479 | break; |
496 | } |
480 | } |
497 | |
481 | |
… | |
… | |
499 | * Monsters have no skill use time because of the random nature in |
483 | * Monsters have no skill use time because of the random nature in |
500 | * which use_monster_skill is called already simulates this. |
484 | * which use_monster_skill is called already simulates this. |
501 | * If certain skills should take more/less time, that should be |
485 | * If certain skills should take more/less time, that should be |
502 | * in the code for the skill itself. |
486 | * in the code for the skill itself. |
503 | */ |
487 | */ |
504 | |
|
|
505 | if (op->type == PLAYER) |
488 | if (op->type == PLAYER) |
506 | op->speed_left -= 1.f; |
489 | op->speed_left -= 1.f; |
507 | |
490 | |
508 | /* this is a good place to add experience for successfull use of skills. |
491 | /* this is a good place to add experience for successfull use of skills. |
509 | * Note that add_exp() will figure out player/monster experience |
492 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
557 | * If an object is not alive and magical we set the base exp higher to |
540 | * If an object is not alive and magical we set the base exp higher to |
558 | * help out exp awards for skill_ident skills. Also, if |
541 | * help out exp awards for skill_ident skills. Also, if |
559 | * an item is type RUNE, we give out exp based on stats.Cha |
542 | * an item is type RUNE, we give out exp based on stats.Cha |
560 | * and level (this was the old system) -b.t. |
543 | * and level (this was the old system) -b.t. |
561 | */ |
544 | */ |
562 | |
|
|
563 | if (!op) |
545 | if (!op) |
564 | { /* no item/creature */ |
546 | { /* no item/creature */ |
565 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
547 | op_lvl = max (1, who->map->difficulty); |
566 | op_exp = 0; |
548 | op_exp = 0; |
567 | } |
549 | } |
568 | else if (op->type == RUNE || op->type == TRAP) |
550 | else if (op->type == RUNE || op->type == TRAP) |
569 | { /* all traps. If stats.Cha > 1 we use that |
551 | { /* all traps. If stats.Cha > 1 we use that |
570 | * for the amount of experience */ |
552 | * for the amount of experience */ |
… | |
… | |
574 | else |
556 | else |
575 | { /* all other items/living creatures */ |
557 | { /* all other items/living creatures */ |
576 | op_exp = op->stats.exp; |
558 | op_exp = op->stats.exp; |
577 | op_lvl = op->level; |
559 | op_lvl = op->level; |
578 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
560 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
579 | { /* for ident/make items */ |
561 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
580 | op_lvl += 5 * abs (op->magic); |
|
|
581 | } |
|
|
582 | } |
562 | } |
583 | |
563 | |
584 | if (op_lvl < 1) |
564 | if (op_lvl < 1) |
585 | op_lvl = 1; |
565 | op_lvl = 1; |
586 | |
566 | |
… | |
… | |
594 | /* if skill really is a skill, then we can look at the skill archetype for |
574 | /* if skill really is a skill, then we can look at the skill archetype for |
595 | * bse reward value (exp) and level multiplier factor. |
575 | * bse reward value (exp) and level multiplier factor. |
596 | */ |
576 | */ |
597 | if (skill->type == SKILL) |
577 | if (skill->type == SKILL) |
598 | { |
578 | { |
599 | base += skill->arch->clone.stats.exp; |
579 | base += skill->arch->stats.exp; |
600 | if (settings.simple_exp) |
580 | if (settings.simple_exp) |
601 | { |
581 | { |
602 | if (skill->arch->clone.level) |
582 | if (skill->arch->level) |
603 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
583 | lvl_mult = (float) skill->arch->level / 100.0; |
604 | else |
584 | else |
605 | lvl_mult = 1.0; /* no adjustment */ |
585 | lvl_mult = 1.0; /* no adjustment */ |
606 | } |
586 | } |
607 | else |
587 | else |
608 | { |
588 | { |
609 | if (skill->level) |
589 | if (skill->level) |
610 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
590 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
611 | else |
591 | else |
612 | lvl_mult = 1.0; |
592 | lvl_mult = 1.0; |
613 | } |
593 | } |
614 | } |
594 | } |
615 | else |
595 | else |
616 | { |
596 | { |
617 | /* Don't divide by zero here! */ |
597 | /* Don't divide by zero here! */ |
618 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
598 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
619 | } |
599 | } |
620 | } |
600 | } |
621 | |
601 | |
622 | /* assemble the exp total, and return value */ |
602 | /* assemble the exp total, and return value */ |
623 | |
603 | |
… | |
… | |
640 | * player learns the skill, 2 otherwise. |
620 | * player learns the skill, 2 otherwise. |
641 | */ |
621 | */ |
642 | int |
622 | int |
643 | learn_skill (object *pl, object *scroll) |
623 | learn_skill (object *pl, object *scroll) |
644 | { |
624 | { |
645 | object *tmp; |
|
|
646 | |
|
|
647 | if (!scroll->skill) |
625 | if (!scroll->skill) |
648 | { |
626 | { |
649 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
627 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
650 | return 2; |
628 | return 2; |
651 | } |
629 | } |
652 | |
630 | |
653 | /* can't use find_skill_by_name because we want skills the player knows |
631 | object *tmp = find_skill (pl, scroll->skill); |
654 | * but can't use natively. |
|
|
655 | */ |
|
|
656 | |
|
|
657 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
658 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
659 | break; |
|
|
660 | |
632 | |
661 | /* player already knows it */ |
633 | /* player already knows it */ |
662 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
634 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
663 | return 0; |
635 | return 0; |
664 | |
636 | |
… | |
… | |
677 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
649 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
678 | return 2; |
650 | return 2; |
679 | } |
651 | } |
680 | |
652 | |
681 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
653 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
682 | link_player_skills (pl); |
654 | |
683 | return 1; |
655 | return 1; |
684 | } |
656 | } |
685 | |
657 | |
686 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
658 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
687 | /* Probably belongs in some global utils-type file? */ |
659 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
711 | * Note this function is a bit more complicated becauase we |
683 | * Note this function is a bit more complicated becauase we |
712 | * we want ot sort the skills before printing them. If we |
684 | * we want ot sort the skills before printing them. If we |
713 | * just dumped this as we found it, this would be a bit |
685 | * just dumped this as we found it, this would be a bit |
714 | * simpler. |
686 | * simpler. |
715 | */ |
687 | */ |
716 | |
688 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
717 | void |
689 | void |
718 | show_skills (object *op, const char *search) |
690 | show_skills (object *pl, const char *search) |
719 | { |
691 | { |
720 | object *tmp = NULL; |
|
|
721 | char buf[MAX_BUF]; |
|
|
722 | const char *cp; |
692 | const char *cp; |
723 | int i, num_skills_found = 0; |
693 | int i, num_skills_found = 0; |
724 | static const char *const periods = "........................................"; |
694 | const char *const periods = ".............................."; // 30 |
725 | |
695 | |
726 | /* Need to have a pointer and use strdup for qsort to work properly */ |
696 | /* Need to have a pointer and use strdup for qsort to work properly */ |
727 | char skills[NUM_SKILLS][MAX_BUF]; |
697 | char skills[NUM_SKILLS][128]; // d'oh |
728 | |
698 | |
|
|
699 | object *op = pl->contr->ob; |
729 | |
700 | |
730 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
701 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
731 | { |
702 | { |
732 | if (tmp->type == SKILL) |
703 | if (tmp->type == SKILL) |
733 | { |
704 | { |
734 | if (search && strstr (tmp->name, search) == NULL) |
705 | if (search && !tmp->name.contains (search)) |
735 | continue; |
706 | continue; |
|
|
707 | |
|
|
708 | char buf[30]; |
|
|
709 | |
736 | /* Basically want to fill this out to 40 spaces with periods */ |
710 | /* Basically want to fill this out to 30 spaces with periods */ |
737 | sprintf (buf, "%s%s", &tmp->name, periods); |
711 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
738 | buf[40] = 0; |
|
|
739 | |
712 | |
740 | if (settings.permanent_exp_ratio) |
713 | if (settings.permanent_exp_ratio) |
741 | { |
|
|
742 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
714 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
743 | buf, tmp->level, tmp->stats.exp, |
715 | buf, tmp->level, tmp->stats.exp, |
744 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
716 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
745 | } |
|
|
746 | else |
717 | else |
747 | { |
|
|
748 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
718 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
749 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
719 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
750 | } |
720 | |
751 | /* I don't know why some characters get a bunch of skills, but |
721 | /* I don't know why some characters get a bunch of skills, but |
752 | * it sometimes happens (maybe a leftover from bugier earlier code |
722 | * it sometimes happens (maybe a leftover from bugier earlier code |
753 | * and those character are still about). In any case, lets handle |
723 | * and those character are still about). In any case, lets handle |
754 | * it so it doesn't crash the server - otherwise, one character may |
724 | * it so it doesn't crash the server - otherwise, one character may |
755 | * crash the server numerous times. |
725 | * crash the server numerous times. |
756 | */ |
726 | */ |
757 | if (num_skills_found >= NUM_SKILLS) |
727 | if (num_skills_found >= NUM_SKILLS) |
758 | { |
728 | { |
759 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
729 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
760 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
730 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
761 | break; |
731 | break; |
762 | } |
732 | } |
763 | } |
733 | } |
764 | } |
734 | } |
765 | |
735 | |
766 | clear_win_info (op); |
736 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
767 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
737 | |
|
|
738 | msg << "T<Player skills:>\n\n"; |
768 | if (num_skills_found > 1) |
739 | if (num_skills_found > 1) |
769 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
740 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
770 | |
741 | |
771 | for (i = 0; i < num_skills_found; i++) |
742 | for (i = 0; i < num_skills_found; i++) |
772 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
743 | msg << " C<" << skills [i] << ">\n"; |
773 | |
744 | |
774 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
745 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
775 | |
746 | |
776 | cp = determine_god (op); |
747 | cp = determine_god (op); |
777 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
748 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
778 | |
749 | |
779 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
750 | msg << "Your equipped item power is " << (int)op->contr->item_power |
780 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
751 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
752 | << ".\n"; |
|
|
753 | |
|
|
754 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
781 | } |
755 | } |
782 | |
756 | |
783 | /* use_skill() - similar to invoke command, it executes the skill in the |
757 | /* use_skill() - similar to invoke command, it executes the skill in the |
784 | * direction that the user is facing. Returns false if we are unable to |
758 | * direction that the user is facing. Returns false if we are unable to |
785 | * change to the requested skill, or were unable to use the skill properly. |
759 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
793 | size_t len; |
767 | size_t len; |
794 | |
768 | |
795 | if (!string) |
769 | if (!string) |
796 | return 0; |
770 | return 0; |
797 | |
771 | |
798 | for (skop = op->inv; skop != NULL; skop = skop->below) |
772 | for (skop = op->inv; skop; skop = skop->below) |
799 | { |
773 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
800 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
801 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
774 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
775 | { |
|
|
776 | skop = find_skill_by_name (op, skop->skill); |
802 | break; |
777 | break; |
803 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
804 | break; |
|
|
805 | } |
778 | } |
|
|
779 | |
806 | if (!skop) |
780 | if (!skop) |
807 | { |
781 | { |
808 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
782 | op->failmsg (format ("Unable to find skill %s.", string)); |
|
|
783 | return 0; |
|
|
784 | } |
|
|
785 | |
|
|
786 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
787 | { |
|
|
788 | op->failmsg (format ( |
|
|
789 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
790 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
791 | "use it with some item, or it's always active.>", |
|
|
792 | &skop->skill |
|
|
793 | )); |
809 | return 0; |
794 | return 0; |
810 | } |
795 | } |
811 | |
796 | |
812 | len = strlen (skop->skill); |
797 | len = strlen (skop->skill); |
813 | |
798 | |
… | |
… | |
815 | * options given to the skill. Its pretty simple - if there |
800 | * options given to the skill. Its pretty simple - if there |
816 | * are extra parameters (as deteremined by string length), we |
801 | * are extra parameters (as deteremined by string length), we |
817 | * want to skip over any leading spaces. |
802 | * want to skip over any leading spaces. |
818 | */ |
803 | */ |
819 | if (len >= strlen (string)) |
804 | if (len >= strlen (string)) |
820 | { |
|
|
821 | string = NULL; |
805 | string = NULL; |
822 | } |
|
|
823 | else |
806 | else |
824 | { |
807 | { |
825 | string += len; |
808 | string += len; |
826 | while (*string == 0x20) |
809 | while (*string == 0x20) |
827 | string++; |
810 | string++; |
|
|
811 | |
828 | if (strlen (string) == 0) |
812 | if (strlen (string) == 0) |
829 | string = NULL; |
813 | string = NULL; |
830 | } |
814 | } |
831 | |
815 | |
832 | #ifdef SKILL_UTIL_DEBUG |
816 | #ifdef SKILL_UTIL_DEBUG |
833 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
817 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
834 | #endif |
818 | #endif |
835 | |
819 | |
836 | /* Change to the new skill, then execute it. */ |
|
|
837 | if (do_skill (op, op, skop, op->facing, string)) |
820 | if (do_skill (op, op, skop, op->facing, string)) |
838 | return 1; |
821 | return 1; |
839 | |
822 | |
840 | return 0; |
823 | return 0; |
841 | } |
824 | } |
842 | |
825 | |
843 | static bool |
826 | static bool |
844 | hth_skill_p (object *skill) |
827 | hth_skill_p (object *skill) |
845 | { |
828 | { |
846 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
829 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
847 | } |
830 | } |
848 | |
831 | |
849 | /* This finds the first unarmed skill the player has, and returns it. |
832 | /* This finds the first unarmed skill the player has, and returns it. |
850 | */ |
833 | */ |
851 | static object * |
834 | static object * |
… | |
… | |
879 | * the caller should have set it appropriately). We still want to pass |
862 | * the caller should have set it appropriately). We still want to pass |
880 | * through that code if skill is set to change to the skill. |
863 | * through that code if skill is set to change to the skill. |
881 | */ |
864 | */ |
882 | if (player *pl = op->contr) |
865 | if (player *pl = op->contr) |
883 | { |
866 | { |
884 | if (!pl->combat_ob) |
867 | if (skill) |
885 | { |
868 | { |
886 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
869 | if (!op->apply (skill)) |
|
|
870 | return 0; |
|
|
871 | } |
|
|
872 | else |
|
|
873 | { |
|
|
874 | if (!pl->combat_ob) |
887 | { |
875 | { |
888 | for (tmp = op->inv; tmp; tmp = tmp->below) |
876 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
889 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
890 | break; |
|
|
891 | |
|
|
892 | if (!tmp) |
|
|
893 | { |
877 | { |
|
|
878 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
879 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
880 | break; |
|
|
881 | |
|
|
882 | if (!tmp) |
894 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
883 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
895 | return 0; |
884 | |
|
|
885 | pl->combat_ob = tmp; |
896 | } |
886 | } |
897 | |
887 | |
898 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
888 | if (!pl->combat_ob) |
899 | } |
|
|
900 | else |
|
|
901 | { |
|
|
902 | if (!skill) |
|
|
903 | { |
889 | { |
904 | /* See if the players chosen skill is a combat skill, and use |
890 | /* See if the players chosen skill is a combat skill, and use |
905 | * it if appropriate. |
891 | * it if appropriate. |
906 | */ |
892 | */ |
907 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
893 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
909 | else |
895 | else |
910 | { |
896 | { |
911 | skill = find_player_hth_skill (op); |
897 | skill = find_player_hth_skill (op); |
912 | |
898 | |
913 | if (!skill) |
899 | if (!skill) |
914 | { |
|
|
915 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
900 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
916 | return 0; |
|
|
917 | } |
|
|
918 | } |
901 | } |
|
|
902 | |
|
|
903 | op->apply (skill); |
919 | } |
904 | } |
920 | |
905 | |
921 | /* now try to ready the new skill */ |
906 | if (!pl->combat_ob) |
922 | if (!change_skill (op, skill, 0)) |
907 | { |
923 | { /* oh oh, trouble! */ |
908 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
924 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
|
|
925 | return 0; |
909 | return 0; |
926 | } |
910 | } |
927 | } |
911 | } |
928 | |
912 | |
929 | if (!pl->combat_ob) |
913 | if (!op->apply (pl->combat_ob)) |
930 | { |
|
|
931 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
932 | return 0; |
914 | return 0; |
933 | } |
|
|
934 | } |
915 | } |
935 | |
|
|
936 | if (!op->change_weapon (pl->combat_ob)) |
|
|
937 | return 0; |
|
|
938 | |
916 | |
939 | /* lose invisiblity/hiding status for running attacks */ |
917 | /* lose invisiblity/hiding status for running attacks */ |
940 | if (pl->tmp_invis) |
918 | if (pl->tmp_invis) |
941 | { |
919 | { |
942 | pl->tmp_invis = 0; |
920 | pl->tmp_invis = 0; |
943 | op->invisible = 0; |
921 | op->invisible = 0; |
944 | op->hide = 0; |
922 | op->flag [FLAG_HIDDEN] = 0; |
945 | update_object (op, UP_OBJ_CHANGE); |
923 | update_object (op, UP_OBJ_CHANGE); |
946 | } |
924 | } |
947 | } |
925 | } |
948 | |
926 | |
949 | int success = attack_ob (tmp, op); |
927 | int success = attack_ob (tmp, op); |
… | |
… | |
961 | return success; |
939 | return success; |
962 | } |
940 | } |
963 | |
941 | |
964 | /* skill_attack() - Core routine for use when we attack using a skills |
942 | /* skill_attack() - Core routine for use when we attack using a skills |
965 | * system. In essence, this code handles |
943 | * system. In essence, this code handles |
966 | * all skill-based attacks, ie hth, missile and melee weapons should be |
944 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
967 | * treated here. If an opponent is already supplied by move_player(), |
945 | * treated here. If an opponent is already supplied by move_player(), |
968 | * we move right onto do_skill_attack(), otherwise we find if an |
946 | * we move right onto do_skill_attack(), otherwise we find if an |
969 | * appropriate opponent exists. |
947 | * appropriate opponent exists. |
970 | * |
948 | * |
971 | * This is called by move_player() and attack_hth() |
949 | * This is called by move_player() and attack_hth() |
… | |
… | |
1076 | |
1054 | |
1077 | return 0; |
1055 | return 0; |
1078 | } |
1056 | } |
1079 | |
1057 | |
1080 | return skill_attack (NULL, op, dir, string, skill); |
1058 | return skill_attack (NULL, op, dir, string, skill); |
1081 | |
|
|
1082 | } |
1059 | } |
|
|
1060 | |