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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* 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. */ |
25 | |
25 | |
26 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
27 | * categories. This is done solely through the init_new_exp_system() fctn. |
27 | * categories. This is done solely through the init_new_exp_system() fctn. |
… | |
… | |
39 | |
39 | |
40 | /* #define SKILL_UTIL_DEBUG */ |
40 | /* #define SKILL_UTIL_DEBUG */ |
41 | |
41 | |
42 | #include <global.h> |
42 | #include <global.h> |
43 | #include <object.h> |
43 | #include <object.h> |
44 | #ifndef __CEXTRACT__ |
|
|
45 | # include <sproto.h> |
44 | #include <sproto.h> |
46 | #endif |
|
|
47 | #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. */ |
48 | #include <spells.h> |
46 | #include <spells.h> |
49 | |
47 | |
50 | /* Table of unarmed attack skills. Terminated by -1. This |
48 | const uint8_t skill_flags[NUM_SKILLS] = { |
51 | * is also the list that we should try to use skills when |
49 | 0, // SK_NONE |
52 | * automatically applying one for the player. |
50 | # define def(uc, flags) flags, |
53 | */ |
51 | # include "skillinc.h" |
54 | static uint8 unarmed_skills[] = { |
52 | # undef def |
55 | SK_KARATE, |
|
|
56 | SK_CLAWING, |
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57 | SK_FLAME_TOUCH, |
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|
58 | SK_SPARK_TOUCH, |
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59 | SK_SHIVER, |
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60 | SK_ACID_SPLASH, |
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61 | SK_POISON_NAIL, |
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62 | SK_PUNCHING, |
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|
63 | (uint8)-1 |
|
|
64 | }; |
53 | }; |
65 | |
54 | |
66 | 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); |
67 | 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); |
68 | |
57 | |
… | |
… | |
71 | * subtypes. |
60 | * subtypes. |
72 | */ |
61 | */ |
73 | void |
62 | void |
74 | init_skills (void) |
63 | init_skills (void) |
75 | { |
64 | { |
76 | int i; |
65 | for_all_archetypes (at) |
77 | archetype *at; |
|
|
78 | |
|
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79 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
80 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
81 | { |
67 | { |
82 | if (skill_names[at->clone.subtype] != NULL) |
68 | if (skill_names[at->subtype]) |
83 | 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", |
84 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
85 | else |
71 | else |
86 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
87 | } |
73 | } |
88 | |
74 | |
89 | /* 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 |
90 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
91 | */ |
77 | */ |
92 | for (i = 1; i < NUM_SKILLS; i++) |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
93 | { |
|
|
94 | if (!skill_names[i]) |
79 | if (!skill_names[i]) |
95 | 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); |
96 | } |
|
|
97 | } |
81 | } |
98 | |
|
|
99 | |
82 | |
100 | /* This function goes through the player inventory and sets |
83 | /* This function goes through the player inventory and sets |
101 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
102 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
103 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
104 | */ |
87 | */ |
105 | void |
88 | void |
106 | link_player_skills (object *op) |
89 | link_player_skills (object *op) |
107 | { |
90 | { |
108 | object *tmp; |
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|
109 | |
|
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110 | for (tmp = op->inv; tmp; tmp = tmp->below) |
91 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
111 | { |
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|
112 | if (tmp->type == SKILL) |
92 | if (tmp->type == SKILL) |
113 | { |
93 | { |
114 | /* This is really a warning, hence no else below */ |
94 | /* This is really a warning, hence no else below */ |
115 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
95 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
116 | { |
|
|
117 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
96 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
118 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
97 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
119 | } |
98 | |
120 | if (tmp->subtype >= NUM_SKILLS) |
99 | if (tmp->subtype >= NUM_SKILLS) |
121 | { |
|
|
122 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
100 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
123 | } |
|
|
124 | else |
101 | else |
125 | { |
102 | { |
126 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
103 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
127 | op->contr->last_skill_exp[tmp->subtype] = -1; |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
128 | } |
105 | } |
129 | } |
106 | } |
130 | } |
107 | } |
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|
108 | |
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109 | static object * |
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110 | find_skill (object *who, const shstr &sh) |
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111 | { |
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112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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113 | if (tmp->skill == sh && tmp->type == SKILL) |
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114 | return tmp; |
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115 | |
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116 | return 0; |
131 | } |
117 | } |
132 | |
118 | |
133 | /* This returns the skill pointer of the given name (the |
119 | /* This returns the skill pointer of the given name (the |
134 | * one that accumlates exp, has the level, etc). |
120 | * one that accumulates exp, has the level, etc). |
135 | * |
121 | * |
136 | * It is presumed that the player will be needing to actually |
122 | * It is presumed that the player will be needing to actually |
137 | * 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 |
138 | * tool, this code will equip it. |
124 | * tool, this code will equip it. |
139 | */ |
125 | */ |
140 | object * |
126 | object * |
141 | find_skill_by_name (object *who, const char *name) |
127 | find_skill_by_name (object *who, const shstr &sh) |
142 | { |
128 | { |
143 | object *skill = NULL, *skill_tool = NULL, *tmp; |
129 | object *skill_tool = 0; |
144 | |
130 | |
145 | if (!name) |
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146 | return NULL; |
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147 | |
|
|
148 | /* We make sure the length of the string in the object is greater |
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149 | * in length than the passed string. Eg, if we have a skill called |
|
|
150 | * 'hi', we don't want to match if the user passed 'high' |
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151 | */ |
|
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152 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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132 | if (tmp->skill == sh) |
153 | { |
133 | { |
154 | 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])) |
155 | skill = tmp; |
135 | /* If this is a skill that can be used without applying tool, return it */ |
156 | |
136 | return splay (tmp); |
157 | /* Try to find appropriate skilltool. If the player has one already |
137 | /* Try to find appropriate skilltool. If the player has one already |
158 | * applied, we try to keep using that one. |
138 | * applied, we try to keep using that one. |
159 | */ |
139 | */ |
160 | 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) |
161 | { |
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162 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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163 | skill_tool = tmp; |
141 | skill_tool = tmp; |
164 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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165 | skill_tool = tmp; |
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166 | } |
142 | } |
167 | } |
143 | |
168 | /* If this is a skill that can be used without a tool, return it */ |
144 | if (!skill_tool) |
169 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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170 | return skill; |
145 | return 0; |
171 | |
146 | |
172 | /* 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 - |
173 | * 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 |
174 | * but not the skill itself, give it to them. |
149 | * but not the skill itself, give it to them. |
175 | */ |
150 | */ |
176 | if (skill_tool) |
151 | object *skill = find_skill (who, skill_tool->skill); |
177 | { |
152 | |
178 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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179 | { |
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180 | if (apply_special (who, skill_tool, 0)) |
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181 | return NULL; |
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182 | } |
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183 | if (!skill) |
153 | if (!skill) |
184 | { |
154 | { |
185 | skill = give_skill_by_name (who, skill_tool->skill); |
155 | skill = give_skill_by_name (who, skill_tool->skill); |
186 | link_player_skills (who); |
156 | link_player_skills (who); |
187 | } |
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)) |
188 | return skill; |
161 | return 0; |
189 | } |
162 | |
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163 | return splay (skill); |
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164 | } |
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165 | |
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166 | object * |
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167 | find_skill_by_name (object *who, const char *name) |
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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 | |
190 | return NULL; |
178 | return 0; |
191 | } |
179 | } |
192 | |
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193 | |
180 | |
194 | /* This returns the skill pointer of the given name (the |
181 | /* This returns the skill pointer of the given name (the |
195 | * one that accumlates exp, has the level, etc). |
182 | * one that accumulates exp, has the level, etc). |
196 | * |
183 | * |
197 | * It is presumed that the player will be needing to actually |
184 | * It is presumed that the player will be needing to actually |
198 | * 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 |
199 | * tool, this code will equip it. |
186 | * tool, this code will equip it. |
200 | * |
187 | * |
… | |
… | |
203 | * this replaces find_skill. |
190 | * this replaces find_skill. |
204 | */ |
191 | */ |
205 | object * |
192 | object * |
206 | find_skill_by_number (object *who, int skillno) |
193 | find_skill_by_number (object *who, int skillno) |
207 | { |
194 | { |
208 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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209 | |
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210 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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211 | return NULL; |
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212 | |
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213 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
195 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
214 | { |
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215 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | if (tmp->type == SKILL && tmp->subtype == skillno) |
216 | skill = tmp; |
197 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
217 | |
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218 | /* Try to find appropriate skilltool. If the player has one already |
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219 | * applied, we try to keep using that one. |
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220 | */ |
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221 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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222 | { |
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223 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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224 | skill_tool = tmp; |
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225 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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226 | skill_tool = tmp; |
|
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227 | } |
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228 | } |
|
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229 | /* If this is a skill that can be used without a tool, return it */ |
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230 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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231 | return skill; |
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232 | |
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233 | /* Player has a tool to use the skill. IF not applied, apply it - |
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234 | * if not successful, return null. If they do have the skill tool |
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235 | * but not the skill itself, give it to them. |
|
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236 | */ |
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237 | if (skill_tool) |
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238 | { |
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239 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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240 | { |
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241 | if (apply_special (who, skill_tool, 0)) |
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242 | return NULL; |
|
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243 | } |
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244 | |
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245 | if (!skill) |
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246 | { |
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247 | skill = give_skill_by_name (who, skill_tool->skill); |
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248 | link_player_skills (who); |
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249 | } |
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250 | |
|
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251 | return skill; |
198 | return skop; |
252 | } |
|
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253 | |
199 | |
254 | return NULL; |
200 | return 0; |
255 | } |
201 | } |
256 | |
202 | |
257 | /* This changes the objects skill to new_skill. |
203 | /* This changes the objects chosen_skill to new_skill. |
258 | * note that this function doesn't always need to get used - |
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259 | * you can now add skill exp to the player without the chosen_skill being |
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260 | * set. This function is of most interest to players to update |
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261 | * the various range information. |
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262 | * if new_skill is null, this just unapplies the skill. |
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263 | * flag has the current meaning: |
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264 | * 0x1: If set, don't update the range pointer. This is useful when we |
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265 | * need to ready a new skill, but don't want to clobber range. |
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266 | * return 1 on success, 0 on error |
204 | * return 1 on success, 0 on error |
267 | */ |
205 | */ |
268 | |
206 | bool |
269 | int |
207 | object::change_skill (object *new_skill) |
270 | change_skill (object *who, object *new_skill, int flag) |
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271 | { |
208 | { |
272 | int old_range; |
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273 | |
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274 | if (who->type != PLAYER) |
209 | if (type != PLAYER) |
275 | return 0; |
210 | return 0; |
276 | |
211 | |
277 | old_range = who->contr->shoottype; |
212 | // optimise this supposedly common case |
278 | |
213 | if (new_skill == chosen_skill) |
279 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
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280 | { |
|
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281 | /* optimization for changing skill to current skill */ |
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282 | if (who->type == PLAYER && !(flag & 0x1)) |
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283 | who->contr->shoottype = range_skill; |
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284 | |
|
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285 | return 1; |
214 | return 1; |
286 | } |
|
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287 | |
215 | |
288 | // move skill to front, so it will be preferred next time |
|
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289 | new_skill->remove (); |
|
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290 | who->insert (new_skill); |
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291 | |
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292 | if (!new_skill || who->chosen_skill) |
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293 | if (who->chosen_skill) |
216 | if (chosen_skill) |
294 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
217 | { |
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218 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
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219 | change_abil (this, chosen_skill); |
|
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220 | } |
295 | |
221 | |
296 | /* Only goal in this case was to unapply a skill */ |
222 | chosen_skill = new_skill; |
|
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223 | |
297 | if (!new_skill) |
224 | if (chosen_skill) |
298 | return 0; |
225 | { |
|
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226 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
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227 | change_abil (this, chosen_skill); |
|
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228 | } |
299 | |
229 | |
300 | if (apply_special (who, new_skill, AP_APPLY)) |
230 | // always clear current weapon, as the selected skill could |
301 | 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; |
302 | |
234 | |
303 | if (flag & 0x1) |
235 | update_stats (); |
304 | who->contr->shoottype = (rangetype)old_range; |
|
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305 | |
|
|
306 | return 1; |
236 | return 1; |
307 | } |
|
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308 | |
|
|
309 | /* This function just clears the chosen_skill and range_skill values |
|
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310 | * inthe player. |
|
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311 | */ |
|
|
312 | void |
|
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313 | clear_skill (object *who) |
|
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314 | { |
|
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315 | who->chosen_skill = NULL; |
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316 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
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317 | if (who->type == PLAYER) |
|
|
318 | { |
|
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319 | who->contr->ranges[range_skill] = NULL; |
|
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320 | if (who->contr->shoottype == range_skill) |
|
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321 | who->contr->shoottype = range_none; |
|
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322 | } |
|
|
323 | } |
237 | } |
324 | |
238 | |
325 | /* 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(). |
326 | * 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. |
327 | * 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 |
… | |
… | |
330 | * exp - no caller needed that info, but it also prevented the callers |
244 | * exp - no caller needed that info, but it also prevented the callers |
331 | * from know if a skill was actually used, as many skills don't |
245 | * from know if a skill was actually used, as many skills don't |
332 | * give any exp for their direct use (eg, throwing). |
246 | * give any exp for their direct use (eg, throwing). |
333 | * It returns 0 if no skill was used. |
247 | * It returns 0 if no skill was used. |
334 | */ |
248 | */ |
335 | |
|
|
336 | int |
249 | int |
337 | 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) |
338 | { |
251 | { |
339 | int success = 0, exp = 0; |
252 | int success = 0, exp = 0; |
340 | int did_alc = 0; |
253 | int did_alc = 0; |
341 | object *tmp, *next; |
|
|
342 | |
254 | |
343 | if (!skill) |
255 | if (!skill) |
344 | return 0; |
256 | return 0; |
345 | |
257 | |
346 | /* 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 |
… | |
… | |
348 | * 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 |
349 | * the player doesn't have a bucket for that, create one. |
261 | * the player doesn't have a bucket for that, create one. |
350 | */ |
262 | */ |
351 | if (skill->type != SKILL && op->type == PLAYER) |
263 | if (skill->type != SKILL && op->type == PLAYER) |
352 | { |
264 | { |
353 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
265 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
354 | { |
|
|
355 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
266 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
356 | break; |
267 | { |
|
|
268 | skill = tmp; |
|
|
269 | goto found; |
357 | } |
270 | } |
358 | if (!tmp) |
271 | |
359 | tmp = give_skill_by_name (op, skill->skill); |
272 | skill = give_skill_by_name (op, skill->skill); |
360 | skill = tmp; |
273 | found: ; |
361 | } |
274 | } |
362 | |
275 | |
363 | // skill, by_whom, on_which_object, which direction, skill_argument |
276 | // skill, by_whom, on_which_object, which direction, skill_argument |
364 | 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))) |
365 | return 0; |
278 | return 0; |
366 | |
279 | |
367 | switch (skill->subtype) |
280 | switch (skill->subtype) |
368 | { |
281 | { |
369 | case SK_LEVITATION: |
282 | case SK_LEVITATION: |
370 | /* Not 100% sure if this will work with new movement code - |
283 | /* Not 100% sure if this will work with new movement code - |
371 | * the levitation skill has move_type for flying, so when |
284 | * the levitation skill has move_type for flying, so when |
372 | * equipped, that should transfer to player, when not, |
285 | * equipped, that should transfer to player, when not, |
373 | * shouldn't. |
286 | * shouldn't. |
374 | */ |
287 | */ |
375 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
288 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
376 | { |
289 | { |
377 | CLEAR_FLAG (skill, FLAG_APPLIED); |
290 | CLEAR_FLAG (skill, FLAG_APPLIED); |
378 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
379 | } |
292 | } |
380 | else |
293 | else |
381 | { |
294 | { |
382 | SET_FLAG (skill, FLAG_APPLIED); |
295 | SET_FLAG (skill, FLAG_APPLIED); |
383 | 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!"); |
384 | } |
297 | } |
385 | fix_player (op); |
298 | |
|
|
299 | op->update_stats (); |
386 | success = 1; |
300 | success = 1; |
387 | break; |
301 | break; |
388 | |
302 | |
389 | case SK_STEALING: |
303 | case SK_STEALING: |
390 | exp = success = steal (op, dir, skill); |
304 | exp = success = steal (op, dir, skill); |
391 | break; |
305 | break; |
392 | |
306 | |
393 | case SK_LOCKPICKING: |
307 | case SK_LOCKPICKING: |
394 | exp = success = pick_lock (op, dir, skill); |
308 | exp = success = pick_lock (op, dir, skill); |
395 | break; |
309 | break; |
396 | |
310 | |
397 | case SK_HIDING: |
311 | case SK_HIDING: |
398 | exp = success = hide (op, skill); |
312 | exp = success = hide (op, skill); |
399 | break; |
313 | break; |
400 | |
314 | |
401 | case SK_JUMPING: |
315 | case SK_JUMPING: |
402 | success = jump (op, dir, skill); |
316 | exp = success = jump (op, dir, skill); |
403 | break; |
317 | break; |
404 | |
318 | |
405 | case SK_INSCRIPTION: |
319 | case SK_INSCRIPTION: |
406 | exp = success = write_on_item (op, string, skill); |
320 | exp = success = write_on_item (op, string, skill); |
407 | break; |
321 | break; |
408 | |
322 | |
409 | case SK_MEDITATION: |
323 | case SK_MEDITATION: |
410 | meditate (op, skill); |
324 | meditate (op, skill); |
411 | success = 1; |
325 | success = 1; |
412 | break; |
326 | break; |
413 | /* note that the following 'attack' skills gain exp through hit_player() */ |
327 | /* note that the following 'attack' skills gain exp through hit_player() */ |
414 | |
328 | |
415 | case SK_KARATE: |
329 | case SK_KARATE: |
416 | (void) attack_hth (op, dir, "karate-chopped", skill); |
330 | attack_hth (op, dir, "karate-chopped", skill); |
417 | break; |
331 | break; |
418 | |
332 | |
419 | case SK_PUNCHING: |
333 | case SK_PUNCHING: |
420 | (void) attack_hth (op, dir, "punched", skill); |
334 | attack_hth (op, dir, "punched", skill); |
421 | break; |
335 | break; |
422 | |
336 | |
423 | case SK_FLAME_TOUCH: |
337 | case SK_FLAME_TOUCH: |
424 | (void) attack_hth (op, dir, "flamed", skill); |
338 | attack_hth (op, dir, "flamed", skill); |
425 | break; |
339 | break; |
426 | |
340 | |
427 | case SK_SPARK_TOUCH: |
341 | case SK_SPARK_TOUCH: |
428 | (void) attack_hth (op, dir, "zapped", skill); |
342 | attack_hth (op, dir, "zapped", skill); |
429 | break; |
343 | break; |
430 | |
344 | |
431 | case SK_SHIVER: |
345 | case SK_SHIVER: |
432 | (void) attack_hth (op, dir, "froze", skill); |
346 | attack_hth (op, dir, "froze", skill); |
433 | break; |
347 | break; |
434 | |
348 | |
435 | case SK_ACID_SPLASH: |
349 | case SK_ACID_SPLASH: |
436 | (void) attack_hth (op, dir, "dissolved", skill); |
350 | attack_hth (op, dir, "dissolved", skill); |
437 | break; |
351 | break; |
438 | |
352 | |
439 | case SK_POISON_NAIL: |
353 | case SK_POISON_NAIL: |
440 | (void) attack_hth (op, dir, "injected poison into", skill); |
354 | attack_hth (op, dir, "injected poison into", skill); |
441 | break; |
355 | break; |
442 | |
356 | |
443 | case SK_CLAWING: |
357 | case SK_CLAWING: |
444 | (void) attack_hth (op, dir, "clawed", skill); |
358 | attack_hth (op, dir, "clawed", skill); |
445 | break; |
359 | break; |
446 | |
360 | |
447 | case SK_ONE_HANDED_WEAPON: |
361 | case SK_ONE_HANDED_WEAPON: |
448 | case SK_TWO_HANDED_WEAPON: |
362 | case SK_TWO_HANDED_WEAPON: |
449 | (void) attack_melee_weapon (op, dir, NULL, skill); |
363 | attack_melee_weapon (op, dir, NULL, skill); |
450 | break; |
364 | break; |
451 | |
365 | |
452 | case SK_FIND_TRAPS: |
366 | case SK_FIND_TRAPS: |
453 | exp = success = find_traps (op, skill); |
367 | exp = success = find_traps (op, skill); |
454 | break; |
368 | break; |
455 | |
369 | |
456 | case SK_SINGING: |
370 | case SK_SINGING: |
457 | exp = success = singing (op, dir, skill); |
371 | exp = success = singing (op, dir, skill); |
458 | break; |
372 | break; |
459 | |
373 | |
460 | case SK_ORATORY: |
374 | case SK_ORATORY: |
461 | exp = success = use_oratory (op, dir, skill); |
375 | exp = success = use_oratory (op, dir, skill); |
462 | break; |
376 | break; |
463 | |
377 | |
464 | case SK_SMITHERY: |
378 | case SK_SMITHERY: |
465 | case SK_BOWYER: |
379 | case SK_BOWYER: |
466 | case SK_JEWELER: |
380 | case SK_JEWELER: |
467 | case SK_ALCHEMY: |
381 | case SK_ALCHEMY: |
468 | case SK_THAUMATURGY: |
382 | case SK_THAUMATURGY: |
469 | case SK_LITERACY: |
383 | case SK_LITERACY: |
470 | case SK_WOODSMAN: |
384 | case SK_WOODSMAN: |
471 | /* 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. |
472 | * failing that, we go and identify stuff. |
386 | * failing that, we go and identify stuff. |
473 | */ |
387 | */ |
474 | 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) |
475 | { |
389 | { |
476 | next = tmp->above; |
390 | next = tmp->above; |
|
|
391 | |
477 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
392 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
478 | { |
393 | { |
479 | attempt_do_alchemy (op, tmp); |
394 | attempt_do_alchemy (op, tmp); |
|
|
395 | |
480 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
396 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
481 | esrv_send_inventory (op, tmp); |
397 | esrv_send_inventory (op, tmp); |
|
|
398 | |
482 | did_alc = 1; |
399 | did_alc = 1; |
483 | } |
400 | } |
484 | } |
401 | } |
|
|
402 | |
485 | if (did_alc == 0) |
403 | if (did_alc == 0) |
486 | exp = success = skill_ident (op, skill); |
|
|
487 | break; |
|
|
488 | |
|
|
489 | case SK_DET_MAGIC: |
|
|
490 | case SK_DET_CURSE: |
|
|
491 | exp = success = skill_ident (op, skill); |
404 | exp = success = skill_ident (op, skill); |
|
|
405 | |
492 | break; |
406 | break; |
493 | |
407 | |
|
|
408 | case SK_DET_MAGIC: |
|
|
409 | case SK_DET_CURSE: |
|
|
410 | exp = success = skill_ident (op, skill); |
|
|
411 | break; |
|
|
412 | |
494 | case SK_DISARM_TRAPS: |
413 | case SK_DISARM_TRAPS: |
495 | exp = success = remove_trap (op, dir, skill); |
414 | exp = success = remove_trap (op, dir, skill); |
496 | break; |
415 | break; |
497 | |
416 | |
498 | case SK_THROWING: |
417 | case SK_THROWING: |
499 | success = skill_throw (op, part, dir, string, skill); |
418 | success = skill_throw (op, part, dir, string, skill); |
500 | break; |
419 | break; |
501 | |
420 | |
502 | case SK_SET_TRAP: |
421 | case SK_SET_TRAP: |
503 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
422 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
504 | break; |
423 | break; |
505 | |
424 | |
506 | case SK_USE_MAGIC_ITEM: |
425 | case SK_USE_MAGIC_ITEM: |
507 | case SK_MISSILE_WEAPON: |
426 | case SK_MISSILE_WEAPON: |
508 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
427 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
509 | break; |
428 | break; |
510 | |
429 | |
511 | case SK_PRAYING: |
430 | case SK_PRAYING: |
512 | success = pray (op, skill); |
431 | success = pray (op, skill); |
513 | break; |
432 | break; |
514 | |
433 | |
515 | case SK_BARGAINING: |
434 | case SK_BARGAINING: |
516 | success = describe_shop (op); |
435 | success = describe_shop (op); |
517 | break; |
436 | break; |
518 | |
437 | |
519 | case SK_SORCERY: |
438 | case SK_SORCERY: |
520 | case SK_EVOCATION: |
439 | case SK_EVOCATION: |
521 | case SK_PYROMANCY: |
440 | case SK_PYROMANCY: |
522 | case SK_SUMMONING: |
441 | case SK_SUMMONING: |
523 | case SK_CLIMBING: |
442 | case SK_CLIMBING: |
524 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
443 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
525 | break; |
444 | break; |
526 | |
445 | |
527 | default: |
446 | default: |
528 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
447 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
529 | break; |
448 | break; |
530 | } |
449 | } |
531 | |
450 | |
532 | /* For players we now update the speed_left from using the skill. |
451 | /* For players we now update the speed_left from using the skill. |
533 | * Monsters have no skill use time because of the random nature in |
452 | * Monsters have no skill use time because of the random nature in |
534 | * which use_monster_skill is called already simulates this. |
453 | * which use_monster_skill is called already simulates this. |
535 | * If certain skills should take more/less time, that should be |
454 | * If certain skills should take more/less time, that should be |
536 | * in the code for the skill itself. |
455 | * in the code for the skill itself. |
537 | */ |
456 | */ |
538 | |
|
|
539 | if (op->type == PLAYER) |
457 | if (op->type == PLAYER) |
540 | op->speed_left -= 1.0; |
458 | op->speed_left -= 1.f; |
541 | |
459 | |
542 | /* this is a good place to add experience for successfull use of skills. |
460 | /* this is a good place to add experience for successfull use of skills. |
543 | * Note that add_exp() will figure out player/monster experience |
461 | * Note that add_exp() will figure out player/monster experience |
544 | * gain problems. |
462 | * gain problems. |
545 | */ |
463 | */ |
… | |
… | |
573 | * op is the object that was 'defeated'. |
491 | * op is the object that was 'defeated'. |
574 | * skill is the skill used. If no skill is used, it should just |
492 | * skill is the skill used. If no skill is used, it should just |
575 | * point back to who. |
493 | * point back to who. |
576 | * |
494 | * |
577 | */ |
495 | */ |
578 | |
|
|
579 | int |
496 | int |
580 | calc_skill_exp (object *who, object *op, object *skill) |
497 | calc_skill_exp (object *who, object *op, object *skill) |
581 | { |
498 | { |
582 | int op_exp = 0, op_lvl = 0; |
499 | int op_exp = 0, op_lvl = 0; |
583 | float base, value, lvl_mult = 0.0; |
500 | float base, value, lvl_mult = 0.0; |
… | |
… | |
592 | * If an object is not alive and magical we set the base exp higher to |
509 | * If an object is not alive and magical we set the base exp higher to |
593 | * help out exp awards for skill_ident skills. Also, if |
510 | * help out exp awards for skill_ident skills. Also, if |
594 | * an item is type RUNE, we give out exp based on stats.Cha |
511 | * an item is type RUNE, we give out exp based on stats.Cha |
595 | * and level (this was the old system) -b.t. |
512 | * and level (this was the old system) -b.t. |
596 | */ |
513 | */ |
597 | |
|
|
598 | if (!op) |
514 | if (!op) |
599 | { /* no item/creature */ |
515 | { /* no item/creature */ |
600 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
516 | op_lvl = max (1, who->map->difficulty); |
601 | op_exp = 0; |
517 | op_exp = 0; |
602 | } |
518 | } |
603 | else if (op->type == RUNE || op->type == TRAP) |
519 | else if (op->type == RUNE || op->type == TRAP) |
604 | { /* all traps. If stats.Cha > 1 we use that |
520 | { /* all traps. If stats.Cha > 1 we use that |
605 | * for the amount of experience */ |
521 | * for the amount of experience */ |
… | |
… | |
609 | else |
525 | else |
610 | { /* all other items/living creatures */ |
526 | { /* all other items/living creatures */ |
611 | op_exp = op->stats.exp; |
527 | op_exp = op->stats.exp; |
612 | op_lvl = op->level; |
528 | op_lvl = op->level; |
613 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
529 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
614 | { /* for ident/make items */ |
530 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
615 | op_lvl += 5 * abs (op->magic); |
|
|
616 | } |
|
|
617 | } |
531 | } |
618 | |
532 | |
619 | if (op_lvl < 1) |
533 | if (op_lvl < 1) |
620 | op_lvl = 1; |
534 | op_lvl = 1; |
621 | |
535 | |
… | |
… | |
629 | /* if skill really is a skill, then we can look at the skill archetype for |
543 | /* if skill really is a skill, then we can look at the skill archetype for |
630 | * bse reward value (exp) and level multiplier factor. |
544 | * bse reward value (exp) and level multiplier factor. |
631 | */ |
545 | */ |
632 | if (skill->type == SKILL) |
546 | if (skill->type == SKILL) |
633 | { |
547 | { |
634 | base += skill->arch->clone.stats.exp; |
548 | base += skill->arch->stats.exp; |
635 | if (settings.simple_exp) |
549 | if (settings.simple_exp) |
636 | { |
550 | { |
637 | if (skill->arch->clone.level) |
551 | if (skill->arch->level) |
638 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
552 | lvl_mult = (float) skill->arch->level / 100.0; |
639 | else |
553 | else |
640 | lvl_mult = 1.0; /* no adjustment */ |
554 | lvl_mult = 1.0; /* no adjustment */ |
641 | } |
555 | } |
642 | else |
556 | else |
643 | { |
557 | { |
644 | if (skill->level) |
558 | if (skill->level) |
645 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
559 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
646 | else |
560 | else |
647 | lvl_mult = 1.0; |
561 | lvl_mult = 1.0; |
648 | } |
562 | } |
649 | } |
563 | } |
650 | else |
564 | else |
651 | { |
565 | { |
652 | /* Don't divide by zero here! */ |
566 | /* Don't divide by zero here! */ |
653 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
567 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
654 | } |
568 | } |
655 | } |
569 | } |
656 | |
570 | |
657 | /* assemble the exp total, and return value */ |
571 | /* assemble the exp total, and return value */ |
658 | |
572 | |
… | |
… | |
672 | * This one actually teaches the player the skill as something |
586 | * This one actually teaches the player the skill as something |
673 | * they can equip. |
587 | * they can equip. |
674 | * Return 0 if the player knows the skill, 1 if the |
588 | * Return 0 if the player knows the skill, 1 if the |
675 | * player learns the skill, 2 otherwise. |
589 | * player learns the skill, 2 otherwise. |
676 | */ |
590 | */ |
677 | |
|
|
678 | int |
591 | int |
679 | learn_skill (object *pl, object *scroll) |
592 | learn_skill (object *pl, object *scroll) |
680 | { |
593 | { |
681 | object *tmp; |
|
|
682 | |
|
|
683 | if (!scroll->skill) |
594 | if (!scroll->skill) |
684 | { |
595 | { |
685 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
596 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
686 | return 2; |
597 | return 2; |
687 | } |
598 | } |
688 | |
599 | |
689 | /* can't use find_skill_by_name because we want skills the player knows |
600 | object *tmp = find_skill (pl, scroll->skill); |
690 | * but can't use natively. |
|
|
691 | */ |
|
|
692 | |
|
|
693 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
694 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
695 | break; |
|
|
696 | |
601 | |
697 | /* player already knows it */ |
602 | /* player already knows it */ |
698 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
603 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
699 | return 0; |
604 | return 0; |
700 | |
605 | |
… | |
… | |
718 | link_player_skills (pl); |
623 | link_player_skills (pl); |
719 | return 1; |
624 | return 1; |
720 | } |
625 | } |
721 | |
626 | |
722 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
627 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
723 | |
|
|
724 | /* Probably belongs in some global utils-type file? */ |
628 | /* Probably belongs in some global utils-type file? */ |
725 | static int |
629 | static int |
726 | clipped_percent (sint64 a, sint64 b) |
630 | clipped_percent (sint64 a, sint64 b) |
727 | { |
631 | { |
728 | int rv; |
632 | int rv; |
… | |
… | |
748 | * Note this function is a bit more complicated becauase we |
652 | * Note this function is a bit more complicated becauase we |
749 | * we want ot sort the skills before printing them. If we |
653 | * we want ot sort the skills before printing them. If we |
750 | * just dumped this as we found it, this would be a bit |
654 | * just dumped this as we found it, this would be a bit |
751 | * simpler. |
655 | * simpler. |
752 | */ |
656 | */ |
753 | |
657 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
754 | void |
658 | void |
755 | show_skills (object *op, const char *search) |
659 | show_skills (object *op, const char *search) |
756 | { |
660 | { |
757 | object *tmp = NULL; |
|
|
758 | char buf[MAX_BUF]; |
|
|
759 | const char *cp; |
661 | const char *cp; |
760 | int i, num_skills_found = 0; |
662 | int i, num_skills_found = 0; |
761 | static const char *const periods = "........................................"; |
663 | const char *const periods = ".............................."; // 30 |
762 | |
664 | |
763 | /* Need to have a pointer and use strdup for qsort to work properly */ |
665 | /* Need to have a pointer and use strdup for qsort to work properly */ |
764 | char skills[NUM_SKILLS][MAX_BUF]; |
666 | char skills[NUM_SKILLS][128]; // d'oh |
765 | |
667 | |
766 | |
|
|
767 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
668 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
768 | { |
669 | { |
769 | if (tmp->type == SKILL) |
670 | if (tmp->type == SKILL) |
770 | { |
671 | { |
771 | if (search && strstr (tmp->name, search) == NULL) |
672 | if (search && !strstr (tmp->name, search)) |
772 | continue; |
673 | continue; |
|
|
674 | |
|
|
675 | char buf[30]; |
|
|
676 | |
773 | /* Basically want to fill this out to 40 spaces with periods */ |
677 | /* Basically want to fill this out to 30 spaces with periods */ |
774 | sprintf (buf, "%s%s", &tmp->name, periods); |
678 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
775 | buf[40] = 0; |
|
|
776 | |
679 | |
777 | if (settings.permanent_exp_ratio) |
680 | if (settings.permanent_exp_ratio) |
778 | { |
|
|
779 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
681 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
780 | buf, tmp->level, |
682 | buf, tmp->level, tmp->stats.exp, |
781 | (long long) tmp->stats.exp, |
|
|
782 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
683 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
783 | } |
|
|
784 | else |
684 | else |
785 | { |
|
|
786 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
685 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
787 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
686 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
788 | } |
687 | |
789 | /* I don't know why some characters get a bunch of skills, but |
688 | /* I don't know why some characters get a bunch of skills, but |
790 | * it sometimes happens (maybe a leftover from bugier earlier code |
689 | * it sometimes happens (maybe a leftover from bugier earlier code |
791 | * and those character are still about). In any case, lets handle |
690 | * and those character are still about). In any case, lets handle |
792 | * it so it doesn't crash the server - otherwise, one character may |
691 | * it so it doesn't crash the server - otherwise, one character may |
793 | * crash the server numerous times. |
692 | * crash the server numerous times. |
… | |
… | |
799 | break; |
698 | break; |
800 | } |
699 | } |
801 | } |
700 | } |
802 | } |
701 | } |
803 | |
702 | |
804 | clear_win_info (op); |
703 | dynbuf_text msg (4096, 1024); |
805 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
704 | |
|
|
705 | msg << "T<Player skills:>\n\n"; |
806 | if (num_skills_found > 1) |
706 | if (num_skills_found > 1) |
807 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
707 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
808 | |
708 | |
809 | for (i = 0; i < num_skills_found; i++) |
709 | for (i = 0; i < num_skills_found; i++) |
810 | { |
710 | msg << " C<" << skills [i] << ">\n"; |
811 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
|
|
812 | } |
|
|
813 | |
711 | |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
712 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
815 | |
713 | |
816 | cp = determine_god (op); |
714 | cp = determine_god (op); |
817 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
715 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
818 | |
716 | |
819 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
717 | msg << "Your equipped item power is " << (int)op->contr->item_power |
820 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
718 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
719 | << ".\n"; |
|
|
720 | |
|
|
721 | op->contr->infobox (MSG_CHANNEL ("skills"), msg); |
821 | } |
722 | } |
822 | |
723 | |
823 | /* use_skill() - similar to invoke command, it executes the skill in the |
724 | /* use_skill() - similar to invoke command, it executes the skill in the |
824 | * direction that the user is facing. Returns false if we are unable to |
725 | * direction that the user is facing. Returns false if we are unable to |
825 | * change to the requested skill, or were unable to use the skill properly. |
726 | * change to the requested skill, or were unable to use the skill properly. |
826 | * This is tricky because skills can have spaces. We basically roll |
727 | * This is tricky because skills can have spaces. We basically roll |
827 | * our own find_skill_by_name so we can try to do better string matching. |
728 | * our own find_skill_by_name so we can try to do better string matching. |
828 | */ |
729 | */ |
829 | |
|
|
830 | int |
730 | int |
831 | use_skill (object *op, const char *string) |
731 | use_skill (object *op, const char *string) |
832 | { |
732 | { |
833 | object *skop; |
733 | object *skop; |
834 | size_t len; |
734 | size_t len; |
835 | |
735 | |
836 | if (!string) |
736 | if (!string) |
837 | return 0; |
737 | return 0; |
838 | |
738 | |
839 | for (skop = op->inv; skop != NULL; skop = skop->below) |
739 | for (skop = op->inv; skop; skop = skop->below) |
840 | { |
740 | { |
|
|
741 | if (skop->type == SKILL |
841 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
742 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
842 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
743 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
843 | break; |
744 | break; |
|
|
745 | else if (skop->type == SKILL_TOOL |
844 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
746 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
845 | break; |
747 | break; |
846 | } |
748 | } |
|
|
749 | |
847 | if (!skop) |
750 | if (!skop) |
848 | { |
751 | { |
849 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
752 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
850 | return 0; |
753 | return 0; |
851 | } |
754 | } |
… | |
… | |
856 | * options given to the skill. Its pretty simple - if there |
759 | * options given to the skill. Its pretty simple - if there |
857 | * are extra parameters (as deteremined by string length), we |
760 | * are extra parameters (as deteremined by string length), we |
858 | * want to skip over any leading spaces. |
761 | * want to skip over any leading spaces. |
859 | */ |
762 | */ |
860 | if (len >= strlen (string)) |
763 | if (len >= strlen (string)) |
861 | { |
|
|
862 | string = NULL; |
764 | string = NULL; |
863 | } |
|
|
864 | else |
765 | else |
865 | { |
766 | { |
866 | string += len; |
767 | string += len; |
867 | while (*string == 0x20) |
768 | while (*string == 0x20) |
868 | string++; |
769 | string++; |
|
|
770 | |
869 | if (strlen (string) == 0) |
771 | if (strlen (string) == 0) |
870 | string = NULL; |
772 | string = NULL; |
871 | } |
773 | } |
872 | |
774 | |
873 | #ifdef SKILL_UTIL_DEBUG |
775 | #ifdef SKILL_UTIL_DEBUG |
874 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
776 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
875 | #endif |
777 | #endif |
876 | |
778 | |
877 | /* Change to the new skill, then execute it. */ |
|
|
878 | if (do_skill (op, op, skop, op->facing, string)) |
779 | if (do_skill (op, op, skop, op->facing, string)) |
879 | return 1; |
780 | return 1; |
880 | |
781 | |
881 | return 0; |
782 | return 0; |
882 | } |
783 | } |
883 | |
784 | |
884 | static bool |
785 | static bool |
885 | hth_skill_p (object *skill) |
786 | hth_skill_p (object *skill) |
886 | { |
787 | { |
887 | for (int i = 0; i < sizeof (unarmed_skills); ++i) |
788 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
888 | if (skill->subtype == unarmed_skills[i]) |
|
|
889 | return 1; |
|
|
890 | |
|
|
891 | return 0; |
|
|
892 | } |
789 | } |
893 | |
790 | |
894 | /* This finds the first unarmed skill the player has, and returns it. |
791 | /* This finds the first unarmed skill the player has, and returns it. |
895 | */ |
792 | */ |
896 | static object * |
793 | static object * |
… | |
… | |
910 | * tmp is the targetted monster. |
807 | * tmp is the targetted monster. |
911 | * op is what is attacking |
808 | * op is what is attacking |
912 | * string is passed along to describe what messages to describe |
809 | * string is passed along to describe what messages to describe |
913 | * the damage. |
810 | * the damage. |
914 | */ |
811 | */ |
915 | |
|
|
916 | static int |
812 | static int |
917 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
813 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
918 | { |
814 | { |
919 | int success; |
|
|
920 | |
|
|
921 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
815 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
922 | return RESULT_INT (0); |
816 | return RESULT_INT (0); |
923 | |
817 | |
924 | /* For Players only: if there is no ready weapon, and no "attack" skill |
818 | /* For Players only: if there is no ready weapon, and no "attack" skill |
925 | * is readied either then try to find a skill for the player to use. |
819 | * is readied either then try to find a skill for the player to use. |
926 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
820 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
927 | * the caller should have set it appropriately). We still want to pass |
821 | * the caller should have set it appropriately). We still want to pass |
928 | * through that code if skill is set to change to the skill. |
822 | * through that code if skill is set to change to the skill. |
929 | */ |
823 | */ |
930 | if (op->type == PLAYER) |
824 | if (player *pl = op->contr) |
931 | { |
825 | { |
932 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
826 | if (skill) |
|
|
827 | op->change_skill (skill); |
|
|
828 | else |
933 | { |
829 | { |
934 | if (!skill) |
830 | if (!pl->combat_ob) |
935 | { |
831 | { |
936 | /* See if the players chosen skill is a combat skill, and use |
832 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
937 | * it if appropriate. |
|
|
938 | */ |
|
|
939 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
940 | skill = op->chosen_skill; |
|
|
941 | else |
|
|
942 | { |
833 | { |
943 | skill = find_player_hth_skill (op); |
834 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
835 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
836 | break; |
944 | |
837 | |
945 | if (!skill) |
838 | if (!tmp) |
|
|
839 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
840 | |
|
|
841 | pl->combat_ob = tmp; |
|
|
842 | } |
|
|
843 | |
|
|
844 | if (!pl->combat_ob) |
|
|
845 | { |
|
|
846 | /* See if the players chosen skill is a combat skill, and use |
|
|
847 | * it if appropriate. |
|
|
848 | */ |
|
|
849 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
850 | skill = op->chosen_skill; |
|
|
851 | else |
946 | { |
852 | { |
|
|
853 | skill = find_player_hth_skill (op); |
|
|
854 | |
|
|
855 | if (!skill) |
947 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
856 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
948 | return 0; |
857 | } |
|
|
858 | |
|
|
859 | if (skill) |
|
|
860 | { |
|
|
861 | op->change_skill (0); |
|
|
862 | apply_special (op, skill, AP_APPLY); |
949 | } |
863 | } |
950 | } |
864 | } |
951 | } |
|
|
952 | |
865 | |
953 | /* now try to ready the new skill */ |
|
|
954 | if (!change_skill (op, skill, 0)) |
|
|
955 | { /* oh oh, trouble! */ |
|
|
956 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
957 | return 0; |
|
|
958 | } |
|
|
959 | } |
|
|
960 | else |
|
|
961 | { |
|
|
962 | /* Seen some crashes below where current_weapon is not set, |
|
|
963 | * even though the flag says it is. So if current weapon isn't set, |
|
|
964 | * do some work in trying to find the object to use. |
|
|
965 | */ |
|
|
966 | if (!op->current_weapon) |
|
|
967 | { |
|
|
968 | object *tmp; |
|
|
969 | |
|
|
970 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
971 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
972 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
973 | break; |
|
|
974 | |
|
|
975 | if (!tmp) |
866 | if (!pl->combat_ob) |
976 | { |
867 | { |
977 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
868 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
978 | op->current_weapon = NULL; |
|
|
979 | return 0; |
869 | return 0; |
980 | } |
870 | } |
981 | else |
|
|
982 | { |
|
|
983 | op->current_weapon = tmp; |
|
|
984 | } |
|
|
985 | } |
871 | } |
986 | |
872 | |
987 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
873 | if (!op->change_weapon (pl->combat_ob)) |
|
|
874 | return 0; |
988 | } |
875 | } |
989 | } |
|
|
990 | |
876 | |
991 | /* lose invisiblity/hiding status for running attacks */ |
877 | /* lose invisiblity/hiding status for running attacks */ |
992 | |
878 | if (pl->tmp_invis) |
993 | if (op->type == PLAYER && op->contr->tmp_invis) |
879 | { |
994 | { |
|
|
995 | op->contr->tmp_invis = 0; |
880 | pl->tmp_invis = 0; |
996 | op->invisible = 0; |
881 | op->invisible = 0; |
997 | op->hide = 0; |
882 | op->hide = 0; |
998 | update_object (op, UP_OBJ_FACE); |
883 | update_object (op, UP_OBJ_CHANGE); |
|
|
884 | } |
999 | } |
885 | } |
1000 | |
886 | |
1001 | success = attack_ob (tmp, op); |
887 | int success = attack_ob (tmp, op); |
1002 | |
888 | |
1003 | /* print appropriate messages to the player */ |
889 | /* print appropriate messages to the player */ |
1004 | |
890 | |
1005 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
891 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1006 | { |
892 | { |
1007 | if (op->type == PLAYER) |
893 | if (op->type == PLAYER) |
1008 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
894 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1009 | else if (tmp->type == PLAYER) |
895 | else if (tmp->type == PLAYER) |
1010 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
896 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1011 | } |
897 | } |
|
|
898 | |
1012 | return success; |
899 | return success; |
1013 | } |
900 | } |
1014 | |
|
|
1015 | |
901 | |
1016 | /* skill_attack() - Core routine for use when we attack using a skills |
902 | /* skill_attack() - Core routine for use when we attack using a skills |
1017 | * system. In essence, this code handles |
903 | * system. In essence, this code handles |
1018 | * all skill-based attacks, ie hth, missile and melee weapons should be |
904 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1019 | * treated here. If an opponent is already supplied by move_player(), |
905 | * treated here. If an opponent is already supplied by move_player(), |
1020 | * we move right onto do_skill_attack(), otherwise we find if an |
906 | * we move right onto do_skill_attack(), otherwise we find if an |
1021 | * appropriate opponent exists. |
907 | * appropriate opponent exists. |
1022 | * |
908 | * |
1023 | * This is called by move_player() and attack_hth() |
909 | * This is called by move_player() and attack_hth() |
1024 | * |
910 | * |
1025 | * Initial implementation by -bt thomas@astro.psu.edu |
911 | * Initial implementation by -bt thomas@astro.psu.edu |
1026 | */ |
912 | */ |
1027 | |
|
|
1028 | int |
913 | int |
1029 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
914 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1030 | { |
915 | { |
1031 | sint16 tx, ty; |
916 | sint16 tx, ty; |
1032 | maptile *m; |
917 | maptile *m; |
… | |
… | |
1039 | ty = freearr_y[dir]; |
924 | ty = freearr_y[dir]; |
1040 | |
925 | |
1041 | /* If we don't yet have an opponent, find if one exists, and attack. |
926 | /* If we don't yet have an opponent, find if one exists, and attack. |
1042 | * Legal opponents are the same as outlined in move_player_attack() |
927 | * Legal opponents are the same as outlined in move_player_attack() |
1043 | */ |
928 | */ |
1044 | |
929 | if (!tmp) |
1045 | if (tmp == NULL) |
|
|
1046 | { |
930 | { |
1047 | m = pl->map; |
931 | m = pl->map; |
1048 | tx = pl->x + freearr_x[dir]; |
932 | tx = pl->x + freearr_x[dir]; |
1049 | ty = pl->y + freearr_y[dir]; |
933 | ty = pl->y + freearr_y[dir]; |
1050 | |
934 | |
… | |
… | |
1054 | |
938 | |
1055 | /* space must be blocked for there to be anything interesting to do */ |
939 | /* space must be blocked for there to be anything interesting to do */ |
1056 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
940 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1057 | return 0; |
941 | return 0; |
1058 | |
942 | |
1059 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
943 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1060 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
944 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1061 | { |
945 | { |
1062 | /* Don't attack party members */ |
946 | /* Don't attack party members */ |
1063 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
947 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1064 | return 0; |
948 | return 0; |
|
|
949 | |
1065 | break; |
950 | break; |
1066 | } |
951 | } |
1067 | } |
952 | } |
|
|
953 | |
1068 | if (!tmp) |
954 | if (!tmp) |
1069 | { |
955 | { |
1070 | if (pl->type == PLAYER) |
956 | if (pl->type == PLAYER) |
1071 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
957 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
958 | |
1072 | return 0; |
959 | return 0; |
1073 | } |
960 | } |
1074 | |
961 | |
1075 | return do_skill_attack (tmp, pl, string, skill); |
962 | return do_skill_attack (tmp, pl, string, skill); |
1076 | } |
963 | } |
1077 | |
|
|
1078 | |
964 | |
1079 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
965 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1080 | |
966 | |
1081 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
967 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1082 | * (attack_hth) we check for weapon use, etc in the second (the new |
968 | * (attack_hth) we check for weapon use, etc in the second (the new |
1083 | * function skill_attack() we actually attack. |
969 | * function skill_attack() we actually attack. |
1084 | */ |
970 | */ |
1085 | |
|
|
1086 | static int |
971 | static int |
1087 | attack_hth (object *pl, int dir, const char *string, object *skill) |
972 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1088 | { |
973 | { |
1089 | object *enemy = NULL, *weapon; |
974 | object *enemy = NULL, *weapon; |
1090 | |
975 | |
… | |
… | |
1093 | { |
978 | { |
1094 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
979 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1095 | { |
980 | { |
1096 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
981 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1097 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
982 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1098 | fix_player (pl); |
983 | pl->update_stats (); |
1099 | if (pl->type == PLAYER) |
984 | if (pl->type == PLAYER) |
1100 | { |
985 | { |
1101 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
986 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1102 | esrv_update_item (UPD_FLAGS, pl, weapon); |
987 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1103 | } |
988 | } |
|
|
989 | |
1104 | break; |
990 | break; |
1105 | } |
991 | } |
1106 | } |
992 | } |
|
|
993 | |
1107 | return skill_attack (enemy, pl, dir, string, skill); |
994 | return skill_attack (enemy, pl, dir, string, skill); |
1108 | } |
995 | } |
1109 | |
|
|
1110 | |
996 | |
1111 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
997 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1112 | * For now we are just checking to see if we have a ready weapon here. |
998 | * For now we are just checking to see if we have a ready weapon here. |
1113 | * But there is a real neato possible feature of this scheme which |
999 | * But there is a real neato possible feature of this scheme which |
1114 | * bears mentioning: |
1000 | * bears mentioning: |
1115 | * Since we are only calling this from do_skill() in the future |
1001 | * Since we are only calling this from do_skill() in the future |
1116 | * we may make this routine handle 'special' melee weapons attacks |
1002 | * we may make this routine handle 'special' melee weapons attacks |
1117 | * (like disarming manuever with sai) based on player SK_level and |
1003 | * (like disarming manuever with sai) based on player SK_level and |
1118 | * weapon type. |
1004 | * weapon type. |
1119 | */ |
1005 | */ |
1120 | |
|
|
1121 | static int |
1006 | static int |
1122 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1007 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1123 | { |
1008 | { |
1124 | |
1009 | |
1125 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1010 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1126 | { |
1011 | { |
1127 | if (op->type == PLAYER) |
1012 | if (op->type == PLAYER) |
1128 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1013 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1014 | |
1129 | return 0; |
1015 | return 0; |
1130 | } |
1016 | } |
|
|
1017 | |
1131 | return skill_attack (NULL, op, dir, string, skill); |
1018 | return skill_attack (NULL, op, dir, string, skill); |
1132 | |
|
|
1133 | } |
1019 | } |
|
|
1020 | |