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 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 |
… | |
… | |
44 | #include <object.h> |
43 | #include <object.h> |
45 | #include <sproto.h> |
44 | #include <sproto.h> |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
45 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
47 | #include <spells.h> |
46 | #include <spells.h> |
48 | |
47 | |
49 | /* Table of unarmed attack skills. Terminated by -1. This |
48 | const uint8_t skill_flags[NUM_SKILLS] = { |
50 | * is also the list that we should try to use skills when |
49 | 0, // SK_NONE |
51 | * automatically applying one for the player. |
50 | # define def(uc, flags) flags, |
52 | */ |
51 | # include "skillinc.h" |
53 | static uint8 unarmed_skills[] = { |
52 | # undef def |
54 | SK_KARATE, |
|
|
55 | SK_CLAWING, |
|
|
56 | SK_FLAME_TOUCH, |
|
|
57 | SK_SPARK_TOUCH, |
|
|
58 | SK_SHIVER, |
|
|
59 | SK_ACID_SPLASH, |
|
|
60 | SK_POISON_NAIL, |
|
|
61 | SK_PUNCHING, |
|
|
62 | (uint8)-1 |
|
|
63 | }; |
53 | }; |
64 | |
54 | |
65 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
55 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
66 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
56 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
67 | |
57 | |
… | |
… | |
70 | * subtypes. |
60 | * subtypes. |
71 | */ |
61 | */ |
72 | void |
62 | void |
73 | init_skills (void) |
63 | init_skills (void) |
74 | { |
64 | { |
75 | int i; |
65 | for_all_archetypes (at) |
76 | archetype *at; |
|
|
77 | |
|
|
78 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
79 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
80 | { |
67 | { |
81 | if (skill_names[at->clone.subtype] != NULL) |
68 | if (skill_names[at->subtype]) |
82 | 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", |
83 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
84 | else |
71 | else |
85 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
86 | } |
73 | } |
87 | |
74 | |
88 | /* 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 |
89 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
90 | */ |
77 | */ |
91 | for (i = 1; i < NUM_SKILLS; i++) |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
92 | { |
|
|
93 | if (!skill_names[i]) |
79 | if (!skill_names[i]) |
94 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
80 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
95 | } |
|
|
96 | } |
81 | } |
97 | |
82 | |
98 | /* This function goes through the player inventory and sets |
83 | /* This function goes through the player inventory and sets |
99 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
100 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
… | |
… | |
119 | 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 |
120 | } |
105 | } |
121 | } |
106 | } |
122 | } |
107 | } |
123 | |
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 | |
124 | /* This returns the skill pointer of the given name (the |
119 | /* This returns the skill pointer of the given name (the |
125 | * one that accumlates exp, has the level, etc). |
120 | * one that accumulates exp, has the level, etc). |
126 | * |
121 | * |
127 | * It is presumed that the player will be needing to actually |
122 | * It is presumed that the player will be needing to actually |
128 | * 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 |
129 | * tool, this code will equip it. |
124 | * tool, this code will equip it. |
130 | */ |
125 | */ |
131 | object * |
126 | object * |
132 | find_skill_by_name (object *who, const char *name) |
127 | find_skill_by_name (object *who, const shstr &sh) |
133 | { |
128 | { |
134 | object *skill = NULL, *skill_tool = NULL, *tmp; |
129 | object *skill_tool = 0; |
135 | |
130 | |
136 | if (!name) |
|
|
137 | return NULL; |
|
|
138 | |
|
|
139 | /* We make sure the length of the string in the object is greater |
|
|
140 | * in length than the passed string. Eg, if we have a skill called |
|
|
141 | * 'hi', we don't want to match if the user passed 'high' |
|
|
142 | */ |
|
|
143 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
132 | if (tmp->skill == sh) |
144 | { |
133 | { |
145 | 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])) |
146 | skill = tmp; |
135 | /* If this is a skill that can be used without applying tool, return it */ |
147 | |
136 | return splay (tmp); |
148 | /* Try to find appropriate skilltool. If the player has one already |
137 | /* Try to find appropriate skilltool. If the player has one already |
149 | * applied, we try to keep using that one. |
138 | * applied, we try to keep using that one. |
150 | */ |
139 | */ |
151 | 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) |
152 | { |
|
|
153 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
154 | skill_tool = tmp; |
141 | skill_tool = tmp; |
155 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
156 | skill_tool = tmp; |
|
|
157 | } |
142 | } |
158 | } |
143 | |
159 | /* If this is a skill that can be used without a tool, return it */ |
144 | if (!skill_tool) |
160 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
161 | return skill; |
145 | return 0; |
162 | |
146 | |
163 | /* 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 - |
164 | * 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 |
165 | * but not the skill itself, give it to them. |
149 | * but not the skill itself, give it to them. |
166 | */ |
150 | */ |
167 | if (skill_tool) |
151 | object *skill = find_skill (who, skill_tool->skill); |
168 | { |
152 | |
169 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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|
170 | { |
|
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171 | if (apply_special (who, skill_tool, 0)) |
|
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172 | return NULL; |
|
|
173 | } |
|
|
174 | if (!skill) |
153 | if (!skill) |
175 | { |
154 | { |
176 | skill = give_skill_by_name (who, skill_tool->skill); |
155 | skill = give_skill_by_name (who, skill_tool->skill); |
177 | link_player_skills (who); |
156 | link_player_skills (who); |
178 | } |
157 | } |
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158 | |
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159 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
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160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
179 | return skill; |
161 | return 0; |
180 | } |
162 | |
|
|
163 | return splay (skill); |
|
|
164 | } |
|
|
165 | |
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|
166 | object * |
|
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167 | find_skill_by_name (object *who, const char *name) |
|
|
168 | { |
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169 | if (!name) |
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170 | return 0; |
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171 | |
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172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
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174 | && tmp->skill.begins_with (name)) |
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175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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176 | return skop; |
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177 | |
181 | return NULL; |
178 | return 0; |
182 | } |
179 | } |
183 | |
|
|
184 | |
180 | |
185 | /* This returns the skill pointer of the given name (the |
181 | /* This returns the skill pointer of the given name (the |
186 | * one that accumlates exp, has the level, etc). |
182 | * one that accumulates exp, has the level, etc). |
187 | * |
183 | * |
188 | * It is presumed that the player will be needing to actually |
184 | * It is presumed that the player will be needing to actually |
189 | * 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 |
190 | * tool, this code will equip it. |
186 | * tool, this code will equip it. |
191 | * |
187 | * |
… | |
… | |
194 | * this replaces find_skill. |
190 | * this replaces find_skill. |
195 | */ |
191 | */ |
196 | object * |
192 | object * |
197 | find_skill_by_number (object *who, int skillno) |
193 | find_skill_by_number (object *who, int skillno) |
198 | { |
194 | { |
199 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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200 | |
|
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201 | if (skillno < 1 || skillno >= NUM_SKILLS) |
|
|
202 | return NULL; |
|
|
203 | |
|
|
204 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
195 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
205 | { |
|
|
206 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | if (tmp->type == SKILL && tmp->subtype == skillno) |
207 | skill = tmp; |
197 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
208 | |
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209 | /* Try to find appropriate skilltool. If the player has one already |
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210 | * applied, we try to keep using that one. |
|
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211 | */ |
|
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212 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
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213 | { |
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214 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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215 | skill_tool = tmp; |
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216 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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217 | skill_tool = tmp; |
|
|
218 | } |
|
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219 | } |
|
|
220 | /* If this is a skill that can be used without a tool, return it */ |
|
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221 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
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222 | return skill; |
|
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223 | |
|
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224 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
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225 | * if not successful, return null. If they do have the skill tool |
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226 | * but not the skill itself, give it to them. |
|
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227 | */ |
|
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228 | if (skill_tool) |
|
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229 | { |
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230 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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231 | { |
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232 | if (apply_special (who, skill_tool, 0)) |
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233 | return NULL; |
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234 | } |
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235 | |
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236 | if (!skill) |
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237 | { |
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238 | skill = give_skill_by_name (who, skill_tool->skill); |
|
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239 | link_player_skills (who); |
|
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240 | } |
|
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241 | |
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|
242 | return skill; |
198 | return skop; |
243 | } |
|
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244 | |
199 | |
245 | return NULL; |
200 | return 0; |
246 | } |
201 | } |
247 | |
202 | |
248 | /* This changes the objects skill to new_skill. |
203 | /* This changes the objects chosen_skill to new_skill. |
249 | * note that this function doesn't always need to get used - |
|
|
250 | * you can now add skill exp to the player without the chosen_skill being |
|
|
251 | * set. This function is of most interest to players to update |
|
|
252 | * the various range information. |
|
|
253 | * if new_skill is null, this just unapplies the skill. |
|
|
254 | * flag has the current meaning: |
|
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255 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
|
256 | * need to ready a new skill, but don't want to clobber range. |
|
|
257 | * return 1 on success, 0 on error |
204 | * return 1 on success, 0 on error |
258 | */ |
205 | */ |
259 | |
206 | bool |
260 | int |
207 | object::change_skill (object *new_skill) |
261 | change_skill (object *who, object *new_skill, int flag) |
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262 | { |
208 | { |
263 | int old_range; |
|
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264 | |
|
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265 | if (who->type != PLAYER) |
209 | if (type != PLAYER) |
266 | return 0; |
210 | return 0; |
267 | |
211 | |
268 | old_range = who->contr->shoottype; |
212 | // optimise this supposedly common case |
269 | |
213 | if (new_skill == chosen_skill) |
270 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
|
271 | { |
|
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272 | /* optimization for changing skill to current skill */ |
|
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273 | if (who->type == PLAYER && !(flag & 0x1)) |
|
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274 | who->contr->shoottype = range_skill; |
|
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275 | |
|
|
276 | return 1; |
214 | return 1; |
277 | } |
|
|
278 | |
215 | |
279 | // move skill to front, so it will be preferred next time |
|
|
280 | new_skill->remove (); |
|
|
281 | who->insert (new_skill); |
|
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282 | |
|
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283 | if (!new_skill || who->chosen_skill) |
|
|
284 | if (who->chosen_skill) |
216 | if (chosen_skill) |
285 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
217 | { |
|
|
218 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
219 | change_abil (this, chosen_skill); |
|
|
220 | } |
286 | |
221 | |
287 | /* Only goal in this case was to unapply a skill */ |
222 | chosen_skill = new_skill; |
|
|
223 | |
288 | if (!new_skill) |
224 | if (chosen_skill) |
289 | return 0; |
225 | { |
|
|
226 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
227 | change_abil (this, chosen_skill); |
|
|
228 | } |
290 | |
229 | |
291 | if (apply_special (who, new_skill, AP_APPLY)) |
230 | // always clear current weapon, as the selected skill could |
292 | return 0; |
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; |
293 | |
234 | |
294 | if (flag & 0x1) |
235 | update_stats (); |
295 | who->contr->shoottype = (rangetype)old_range; |
|
|
296 | |
|
|
297 | return 1; |
236 | return 1; |
298 | } |
|
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299 | |
|
|
300 | /* This function just clears the chosen_skill and range_skill values |
|
|
301 | * inthe player. |
|
|
302 | */ |
|
|
303 | void |
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304 | clear_skill (object *who) |
|
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305 | { |
|
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306 | who->chosen_skill = NULL; |
|
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307 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
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308 | if (who->type == PLAYER) |
|
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309 | { |
|
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310 | who->contr->ranges[range_skill] = NULL; |
|
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311 | if (who->contr->shoottype == range_skill) |
|
|
312 | who->contr->shoottype = range_none; |
|
|
313 | } |
|
|
314 | } |
237 | } |
315 | |
238 | |
316 | /* 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(). |
317 | * 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. |
318 | * 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 |
… | |
… | |
326 | int |
249 | int |
327 | 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) |
328 | { |
251 | { |
329 | int success = 0, exp = 0; |
252 | int success = 0, exp = 0; |
330 | int did_alc = 0; |
253 | int did_alc = 0; |
331 | object *tmp, *next; |
|
|
332 | |
254 | |
333 | if (!skill) |
255 | if (!skill) |
334 | return 0; |
256 | return 0; |
335 | |
257 | |
336 | /* 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 |
… | |
… | |
338 | * 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 |
339 | * the player doesn't have a bucket for that, create one. |
261 | * the player doesn't have a bucket for that, create one. |
340 | */ |
262 | */ |
341 | if (skill->type != SKILL && op->type == PLAYER) |
263 | if (skill->type != SKILL && op->type == PLAYER) |
342 | { |
264 | { |
343 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
265 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
344 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
266 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
345 | break; |
267 | { |
|
|
268 | skill = tmp; |
|
|
269 | goto found; |
|
|
270 | } |
346 | |
271 | |
347 | if (!tmp) |
|
|
348 | tmp = give_skill_by_name (op, skill->skill); |
272 | skill = give_skill_by_name (op, skill->skill); |
349 | |
273 | found: ; |
350 | skill = tmp; |
|
|
351 | } |
274 | } |
352 | |
275 | |
353 | // skill, by_whom, on_which_object, which direction, skill_argument |
276 | // skill, by_whom, on_which_object, which direction, skill_argument |
354 | 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))) |
355 | return 0; |
278 | return 0; |
… | |
… | |
368 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
369 | } |
292 | } |
370 | else |
293 | else |
371 | { |
294 | { |
372 | SET_FLAG (skill, FLAG_APPLIED); |
295 | SET_FLAG (skill, FLAG_APPLIED); |
373 | 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!"); |
374 | } |
297 | } |
375 | |
298 | |
376 | op->update_stats (); |
299 | op->update_stats (); |
377 | success = 1; |
300 | success = 1; |
378 | break; |
301 | break; |
… | |
… | |
460 | case SK_LITERACY: |
383 | case SK_LITERACY: |
461 | case SK_WOODSMAN: |
384 | case SK_WOODSMAN: |
462 | /* 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. |
463 | * failing that, we go and identify stuff. |
386 | * failing that, we go and identify stuff. |
464 | */ |
387 | */ |
465 | 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) |
466 | { |
389 | { |
467 | next = tmp->above; |
390 | next = tmp->above; |
468 | |
391 | |
469 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
392 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
470 | { |
393 | { |
… | |
… | |
531 | * If certain skills should take more/less time, that should be |
454 | * If certain skills should take more/less time, that should be |
532 | * in the code for the skill itself. |
455 | * in the code for the skill itself. |
533 | */ |
456 | */ |
534 | |
457 | |
535 | if (op->type == PLAYER) |
458 | if (op->type == PLAYER) |
536 | op->speed_left -= 1.0; |
459 | op->speed_left -= 1.f; |
537 | |
460 | |
538 | /* this is a good place to add experience for successfull use of skills. |
461 | /* this is a good place to add experience for successfull use of skills. |
539 | * Note that add_exp() will figure out player/monster experience |
462 | * Note that add_exp() will figure out player/monster experience |
540 | * gain problems. |
463 | * gain problems. |
541 | */ |
464 | */ |
… | |
… | |
569 | * op is the object that was 'defeated'. |
492 | * op is the object that was 'defeated'. |
570 | * skill is the skill used. If no skill is used, it should just |
493 | * skill is the skill used. If no skill is used, it should just |
571 | * point back to who. |
494 | * point back to who. |
572 | * |
495 | * |
573 | */ |
496 | */ |
574 | |
|
|
575 | int |
497 | int |
576 | calc_skill_exp (object *who, object *op, object *skill) |
498 | calc_skill_exp (object *who, object *op, object *skill) |
577 | { |
499 | { |
578 | int op_exp = 0, op_lvl = 0; |
500 | int op_exp = 0, op_lvl = 0; |
579 | float base, value, lvl_mult = 0.0; |
501 | float base, value, lvl_mult = 0.0; |
… | |
… | |
588 | * If an object is not alive and magical we set the base exp higher to |
510 | * If an object is not alive and magical we set the base exp higher to |
589 | * help out exp awards for skill_ident skills. Also, if |
511 | * help out exp awards for skill_ident skills. Also, if |
590 | * an item is type RUNE, we give out exp based on stats.Cha |
512 | * an item is type RUNE, we give out exp based on stats.Cha |
591 | * and level (this was the old system) -b.t. |
513 | * and level (this was the old system) -b.t. |
592 | */ |
514 | */ |
593 | |
|
|
594 | if (!op) |
515 | if (!op) |
595 | { /* no item/creature */ |
516 | { /* no item/creature */ |
596 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
517 | op_lvl = max (1, who->map->difficulty); |
597 | op_exp = 0; |
518 | op_exp = 0; |
598 | } |
519 | } |
599 | else if (op->type == RUNE || op->type == TRAP) |
520 | else if (op->type == RUNE || op->type == TRAP) |
600 | { /* all traps. If stats.Cha > 1 we use that |
521 | { /* all traps. If stats.Cha > 1 we use that |
601 | * for the amount of experience */ |
522 | * for the amount of experience */ |
… | |
… | |
605 | else |
526 | else |
606 | { /* all other items/living creatures */ |
527 | { /* all other items/living creatures */ |
607 | op_exp = op->stats.exp; |
528 | op_exp = op->stats.exp; |
608 | op_lvl = op->level; |
529 | op_lvl = op->level; |
609 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
530 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
610 | { /* for ident/make items */ |
531 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
611 | op_lvl += 5 * abs (op->magic); |
|
|
612 | } |
|
|
613 | } |
532 | } |
614 | |
533 | |
615 | if (op_lvl < 1) |
534 | if (op_lvl < 1) |
616 | op_lvl = 1; |
535 | op_lvl = 1; |
617 | |
536 | |
… | |
… | |
625 | /* if skill really is a skill, then we can look at the skill archetype for |
544 | /* if skill really is a skill, then we can look at the skill archetype for |
626 | * bse reward value (exp) and level multiplier factor. |
545 | * bse reward value (exp) and level multiplier factor. |
627 | */ |
546 | */ |
628 | if (skill->type == SKILL) |
547 | if (skill->type == SKILL) |
629 | { |
548 | { |
630 | base += skill->arch->clone.stats.exp; |
549 | base += skill->arch->stats.exp; |
631 | if (settings.simple_exp) |
550 | if (settings.simple_exp) |
632 | { |
551 | { |
633 | if (skill->arch->clone.level) |
552 | if (skill->arch->level) |
634 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
553 | lvl_mult = (float) skill->arch->level / 100.0; |
635 | else |
554 | else |
636 | lvl_mult = 1.0; /* no adjustment */ |
555 | lvl_mult = 1.0; /* no adjustment */ |
637 | } |
556 | } |
638 | else |
557 | else |
639 | { |
558 | { |
640 | if (skill->level) |
559 | if (skill->level) |
641 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
560 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
642 | else |
561 | else |
643 | lvl_mult = 1.0; |
562 | lvl_mult = 1.0; |
644 | } |
563 | } |
645 | } |
564 | } |
646 | else |
565 | else |
647 | { |
566 | { |
648 | /* Don't divide by zero here! */ |
567 | /* Don't divide by zero here! */ |
649 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
568 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
650 | } |
569 | } |
651 | } |
570 | } |
652 | |
571 | |
653 | /* assemble the exp total, and return value */ |
572 | /* assemble the exp total, and return value */ |
654 | |
573 | |
… | |
… | |
668 | * This one actually teaches the player the skill as something |
587 | * This one actually teaches the player the skill as something |
669 | * they can equip. |
588 | * they can equip. |
670 | * Return 0 if the player knows the skill, 1 if the |
589 | * Return 0 if the player knows the skill, 1 if the |
671 | * player learns the skill, 2 otherwise. |
590 | * player learns the skill, 2 otherwise. |
672 | */ |
591 | */ |
673 | |
|
|
674 | int |
592 | int |
675 | learn_skill (object *pl, object *scroll) |
593 | learn_skill (object *pl, object *scroll) |
676 | { |
594 | { |
677 | object *tmp; |
|
|
678 | |
|
|
679 | if (!scroll->skill) |
595 | if (!scroll->skill) |
680 | { |
596 | { |
681 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
597 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
682 | return 2; |
598 | return 2; |
683 | } |
599 | } |
684 | |
600 | |
685 | /* can't use find_skill_by_name because we want skills the player knows |
601 | object *tmp = find_skill (pl, scroll->skill); |
686 | * but can't use natively. |
|
|
687 | */ |
|
|
688 | |
|
|
689 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
690 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
691 | break; |
|
|
692 | |
602 | |
693 | /* player already knows it */ |
603 | /* player already knows it */ |
694 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
604 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
695 | return 0; |
605 | return 0; |
696 | |
606 | |
… | |
… | |
714 | link_player_skills (pl); |
624 | link_player_skills (pl); |
715 | return 1; |
625 | return 1; |
716 | } |
626 | } |
717 | |
627 | |
718 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
719 | |
|
|
720 | /* Probably belongs in some global utils-type file? */ |
629 | /* Probably belongs in some global utils-type file? */ |
721 | static int |
630 | static int |
722 | clipped_percent (sint64 a, sint64 b) |
631 | clipped_percent (sint64 a, sint64 b) |
723 | { |
632 | { |
724 | int rv; |
633 | int rv; |
… | |
… | |
744 | * Note this function is a bit more complicated becauase we |
653 | * Note this function is a bit more complicated becauase we |
745 | * we want ot sort the skills before printing them. If we |
654 | * we want ot sort the skills before printing them. If we |
746 | * just dumped this as we found it, this would be a bit |
655 | * just dumped this as we found it, this would be a bit |
747 | * simpler. |
656 | * simpler. |
748 | */ |
657 | */ |
749 | |
658 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
750 | void |
659 | void |
751 | show_skills (object *op, const char *search) |
660 | show_skills (object *op, const char *search) |
752 | { |
661 | { |
753 | object *tmp = NULL; |
662 | object *tmp = NULL; |
754 | char buf[MAX_BUF]; |
663 | char buf[MAX_BUF]; |
… | |
… | |
756 | int i, num_skills_found = 0; |
665 | int i, num_skills_found = 0; |
757 | static const char *const periods = "........................................"; |
666 | static const char *const periods = "........................................"; |
758 | |
667 | |
759 | /* Need to have a pointer and use strdup for qsort to work properly */ |
668 | /* Need to have a pointer and use strdup for qsort to work properly */ |
760 | char skills[NUM_SKILLS][MAX_BUF]; |
669 | char skills[NUM_SKILLS][MAX_BUF]; |
761 | |
|
|
762 | |
670 | |
763 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
671 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
764 | { |
672 | { |
765 | if (tmp->type == SKILL) |
673 | if (tmp->type == SKILL) |
766 | { |
674 | { |
… | |
… | |
769 | /* Basically want to fill this out to 40 spaces with periods */ |
677 | /* Basically want to fill this out to 40 spaces with periods */ |
770 | sprintf (buf, "%s%s", &tmp->name, periods); |
678 | sprintf (buf, "%s%s", &tmp->name, periods); |
771 | buf[40] = 0; |
679 | buf[40] = 0; |
772 | |
680 | |
773 | if (settings.permanent_exp_ratio) |
681 | if (settings.permanent_exp_ratio) |
774 | { |
|
|
775 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
682 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
776 | buf, tmp->level, tmp->stats.exp, |
683 | buf, tmp->level, tmp->stats.exp, |
777 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
684 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
778 | } |
|
|
779 | else |
685 | else |
780 | { |
|
|
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
686 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
782 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
687 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
783 | } |
688 | |
784 | /* I don't know why some characters get a bunch of skills, but |
689 | /* I don't know why some characters get a bunch of skills, but |
785 | * it sometimes happens (maybe a leftover from bugier earlier code |
690 | * it sometimes happens (maybe a leftover from bugier earlier code |
786 | * and those character are still about). In any case, lets handle |
691 | * and those character are still about). In any case, lets handle |
787 | * it so it doesn't crash the server - otherwise, one character may |
692 | * it so it doesn't crash the server - otherwise, one character may |
788 | * crash the server numerous times. |
693 | * crash the server numerous times. |
… | |
… | |
794 | break; |
699 | break; |
795 | } |
700 | } |
796 | } |
701 | } |
797 | } |
702 | } |
798 | |
703 | |
799 | clear_win_info (op); |
|
|
800 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
704 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
801 | if (num_skills_found > 1) |
705 | if (num_skills_found > 1) |
802 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
706 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
803 | |
707 | |
804 | for (i = 0; i < num_skills_found; i++) |
708 | for (i = 0; i < num_skills_found; i++) |
… | |
… | |
817 | * direction that the user is facing. Returns false if we are unable to |
721 | * direction that the user is facing. Returns false if we are unable to |
818 | * change to the requested skill, or were unable to use the skill properly. |
722 | * change to the requested skill, or were unable to use the skill properly. |
819 | * This is tricky because skills can have spaces. We basically roll |
723 | * This is tricky because skills can have spaces. We basically roll |
820 | * our own find_skill_by_name so we can try to do better string matching. |
724 | * our own find_skill_by_name so we can try to do better string matching. |
821 | */ |
725 | */ |
822 | |
|
|
823 | int |
726 | int |
824 | use_skill (object *op, const char *string) |
727 | use_skill (object *op, const char *string) |
825 | { |
728 | { |
826 | object *skop; |
729 | object *skop; |
827 | size_t len; |
730 | size_t len; |
828 | |
731 | |
829 | if (!string) |
732 | if (!string) |
830 | return 0; |
733 | return 0; |
831 | |
734 | |
832 | for (skop = op->inv; skop != NULL; skop = skop->below) |
735 | for (skop = op->inv; skop; skop = skop->below) |
833 | { |
736 | { |
|
|
737 | if (skop->type == SKILL |
834 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
738 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
835 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
739 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
836 | break; |
740 | break; |
|
|
741 | else if (skop->type == SKILL_TOOL |
837 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
742 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
838 | break; |
743 | break; |
839 | } |
744 | } |
|
|
745 | |
840 | if (!skop) |
746 | if (!skop) |
841 | { |
747 | { |
842 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
748 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
843 | return 0; |
749 | return 0; |
844 | } |
750 | } |
… | |
… | |
849 | * options given to the skill. Its pretty simple - if there |
755 | * options given to the skill. Its pretty simple - if there |
850 | * are extra parameters (as deteremined by string length), we |
756 | * are extra parameters (as deteremined by string length), we |
851 | * want to skip over any leading spaces. |
757 | * want to skip over any leading spaces. |
852 | */ |
758 | */ |
853 | if (len >= strlen (string)) |
759 | if (len >= strlen (string)) |
854 | { |
|
|
855 | string = NULL; |
760 | string = NULL; |
856 | } |
|
|
857 | else |
761 | else |
858 | { |
762 | { |
859 | string += len; |
763 | string += len; |
860 | while (*string == 0x20) |
764 | while (*string == 0x20) |
861 | string++; |
765 | string++; |
|
|
766 | |
862 | if (strlen (string) == 0) |
767 | if (strlen (string) == 0) |
863 | string = NULL; |
768 | string = NULL; |
864 | } |
769 | } |
865 | |
770 | |
866 | #ifdef SKILL_UTIL_DEBUG |
771 | #ifdef SKILL_UTIL_DEBUG |
867 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
772 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
868 | #endif |
773 | #endif |
869 | |
774 | |
870 | /* Change to the new skill, then execute it. */ |
|
|
871 | if (do_skill (op, op, skop, op->facing, string)) |
775 | if (do_skill (op, op, skop, op->facing, string)) |
872 | return 1; |
776 | return 1; |
873 | |
777 | |
874 | return 0; |
778 | return 0; |
875 | } |
779 | } |
876 | |
780 | |
877 | static bool |
781 | static bool |
878 | hth_skill_p (object *skill) |
782 | hth_skill_p (object *skill) |
879 | { |
783 | { |
880 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
784 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
881 | if (skill->subtype == unarmed_skills[i]) |
|
|
882 | return 1; |
|
|
883 | |
|
|
884 | return 0; |
|
|
885 | } |
785 | } |
886 | |
786 | |
887 | /* This finds the first unarmed skill the player has, and returns it. |
787 | /* This finds the first unarmed skill the player has, and returns it. |
888 | */ |
788 | */ |
889 | static object * |
789 | static object * |
… | |
… | |
915 | * is readied either then try to find a skill for the player to use. |
815 | * is readied either then try to find a skill for the player to use. |
916 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
816 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
917 | * the caller should have set it appropriately). We still want to pass |
817 | * the caller should have set it appropriately). We still want to pass |
918 | * through that code if skill is set to change to the skill. |
818 | * through that code if skill is set to change to the skill. |
919 | */ |
819 | */ |
920 | if (op->type == PLAYER) |
820 | if (player *pl = op->contr) |
921 | { |
821 | { |
922 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
822 | if (!pl->combat_ob) |
923 | { |
823 | { |
924 | if (!skill) |
824 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
925 | { |
825 | { |
926 | /* See if the players chosen skill is a combat skill, and use |
826 | for (tmp = op->inv; tmp; tmp = tmp->below) |
927 | * it if appropriate. |
827 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
828 | break; |
|
|
829 | |
|
|
830 | if (!tmp) |
|
|
831 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
832 | |
|
|
833 | pl->combat_ob = tmp; |
928 | */ |
834 | } |
929 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
835 | |
930 | skill = op->chosen_skill; |
836 | if (!pl->combat_ob) |
931 | else |
837 | { |
|
|
838 | if (!skill) |
932 | { |
839 | { |
933 | skill = find_player_hth_skill (op); |
840 | /* See if the players chosen skill is a combat skill, and use |
934 | |
841 | * it if appropriate. |
935 | if (!skill) |
842 | */ |
|
|
843 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
844 | skill = op->chosen_skill; |
|
|
845 | else |
936 | { |
846 | { |
|
|
847 | skill = find_player_hth_skill (op); |
|
|
848 | |
|
|
849 | if (!skill) |
937 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
850 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
938 | return 0; |
|
|
939 | } |
851 | } |
940 | } |
852 | } |
|
|
853 | |
|
|
854 | if (skill) |
|
|
855 | { |
|
|
856 | op->change_skill (0); |
|
|
857 | apply_special (op, skill, AP_APPLY); |
|
|
858 | } |
941 | } |
859 | } |
942 | |
860 | |
943 | /* now try to ready the new skill */ |
861 | if (!pl->combat_ob) |
944 | if (!change_skill (op, skill, 0)) |
862 | { |
945 | { /* oh oh, trouble! */ |
863 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
946 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
947 | return 0; |
864 | return 0; |
948 | } |
865 | } |
949 | } |
866 | } |
950 | else |
867 | |
|
|
868 | if (!op->change_weapon (pl->combat_ob)) |
|
|
869 | return 0; |
|
|
870 | |
|
|
871 | /* lose invisiblity/hiding status for running attacks */ |
|
|
872 | if (pl->tmp_invis) |
951 | { |
873 | { |
952 | /* Seen some crashes below where current_weapon is not set, |
874 | pl->tmp_invis = 0; |
953 | * even though the flag says it is. So if current weapon isn't set, |
875 | op->invisible = 0; |
954 | * do some work in trying to find the object to use. |
876 | op->hide = 0; |
955 | */ |
877 | update_object (op, UP_OBJ_CHANGE); |
956 | if (!op->current_weapon) |
|
|
957 | { |
|
|
958 | object *tmp; |
|
|
959 | |
|
|
960 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
961 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
962 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
963 | break; |
|
|
964 | |
|
|
965 | if (!tmp) |
|
|
966 | { |
|
|
967 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
968 | op->current_weapon = NULL; |
|
|
969 | return 0; |
|
|
970 | } |
|
|
971 | else |
|
|
972 | op->current_weapon = tmp; |
|
|
973 | } |
|
|
974 | |
|
|
975 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
976 | } |
878 | } |
977 | } |
|
|
978 | |
|
|
979 | /* lose invisiblity/hiding status for running attacks */ |
|
|
980 | |
|
|
981 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
982 | { |
|
|
983 | op->contr->tmp_invis = 0; |
|
|
984 | op->invisible = 0; |
|
|
985 | op->hide = 0; |
|
|
986 | update_object (op, UP_OBJ_CHANGE); |
|
|
987 | } |
879 | } |
988 | |
880 | |
989 | int success = attack_ob (tmp, op); |
881 | int success = attack_ob (tmp, op); |
990 | |
882 | |
991 | /* print appropriate messages to the player */ |
883 | /* print appropriate messages to the player */ |
… | |
… | |
1062 | } |
954 | } |
1063 | |
955 | |
1064 | return do_skill_attack (tmp, pl, string, skill); |
956 | return do_skill_attack (tmp, pl, string, skill); |
1065 | } |
957 | } |
1066 | |
958 | |
1067 | |
|
|
1068 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
959 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1069 | |
960 | |
1070 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
961 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1071 | * (attack_hth) we check for weapon use, etc in the second (the new |
962 | * (attack_hth) we check for weapon use, etc in the second (the new |
1072 | * function skill_attack() we actually attack. |
963 | * function skill_attack() we actually attack. |
1073 | */ |
964 | */ |
1074 | |
|
|
1075 | static int |
965 | static int |
1076 | attack_hth (object *pl, int dir, const char *string, object *skill) |
966 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1077 | { |
967 | { |
1078 | object *enemy = NULL, *weapon; |
968 | object *enemy = NULL, *weapon; |
1079 | |
969 | |
… | |
… | |
1088 | if (pl->type == PLAYER) |
978 | if (pl->type == PLAYER) |
1089 | { |
979 | { |
1090 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
980 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1091 | esrv_update_item (UPD_FLAGS, pl, weapon); |
981 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1092 | } |
982 | } |
|
|
983 | |
1093 | break; |
984 | break; |
1094 | } |
985 | } |
1095 | } |
986 | } |
1096 | |
987 | |
1097 | return skill_attack (enemy, pl, dir, string, skill); |
988 | return skill_attack (enemy, pl, dir, string, skill); |
… | |
… | |
1117 | |
1008 | |
1118 | return 0; |
1009 | return 0; |
1119 | } |
1010 | } |
1120 | |
1011 | |
1121 | return skill_attack (NULL, op, dir, string, skill); |
1012 | return skill_attack (NULL, op, dir, string, skill); |
1122 | |
|
|
1123 | } |
1013 | } |
|
|
1014 | |