1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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 |
… | |
… | |
84 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
85 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
86 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
87 | */ |
87 | */ |
88 | void |
88 | void |
89 | link_player_skills (object *op) |
89 | player::link_skills () |
90 | { |
90 | { |
|
|
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
|
|
93 | |
91 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
92 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
93 | { |
96 | { |
94 | /* This is really a warning, hence no else below */ |
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
95 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
|
|
96 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
97 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
|
|
98 | |
98 | |
99 | if (tmp->subtype >= NUM_SKILLS) |
99 | if (last_skill_ob [tmp->subtype] != tmp) |
100 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
101 | else |
|
|
102 | { |
100 | { |
|
|
101 | /* This is really a warning, hence no else below */ |
|
|
102 | if (last_skill_ob [tmp->subtype]) |
|
|
103 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
104 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
105 | |
103 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
106 | last_skill_ob [tmp->subtype] = tmp; |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
107 | if (ns) |
|
|
108 | ns->last_skill_exp [tmp->subtype] = -1; |
105 | } |
109 | } |
106 | } |
110 | } |
107 | } |
111 | } |
108 | |
112 | |
109 | static object * |
113 | static object * |
110 | find_skill (object *who, const shstr &sh) |
114 | find_skill (object *who, shstr_cmp name) |
111 | { |
115 | { |
|
|
116 | if (who->chosen_skill |
|
|
117 | && who->chosen_skill->skill == name |
|
|
118 | && who->chosen_skill->type == SKILL) |
|
|
119 | return who->chosen_skill; |
|
|
120 | |
112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
113 | if (tmp->skill == sh && tmp->type == SKILL) |
122 | if (tmp->skill == name && tmp->type == SKILL) |
114 | return tmp; |
123 | return splay (tmp); |
115 | |
124 | |
116 | return 0; |
125 | return 0; |
|
|
126 | } |
|
|
127 | |
|
|
128 | object *player::find_skill (shstr_cmp name) const |
|
|
129 | { |
|
|
130 | // might want to use last_skill_obj at one point, or maybe not |
|
|
131 | return ::find_skill (ob, name); |
117 | } |
132 | } |
118 | |
133 | |
119 | /* This returns the skill pointer of the given name (the |
134 | /* This returns the skill pointer of the given name (the |
120 | * one that accumulates exp, has the level, etc). |
135 | * one that accumulates exp, has the level, etc). |
121 | * |
136 | * |
122 | * It is presumed that the player will be needing to actually |
137 | * It is presumed that the player will be needing to actually |
123 | * use the skill, so thus if use of the skill requires a skill |
138 | * use the skill, so thus if use of the skill requires a skill |
124 | * tool, this code will equip it. |
139 | * tool, this code will equip it. |
125 | */ |
140 | */ |
126 | object * |
141 | object * |
127 | find_skill_by_name (object *who, const shstr &sh) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
128 | { |
143 | { |
129 | object *skill_tool = 0; |
144 | object *skill_tool = 0; |
130 | |
145 | |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
132 | if (tmp->skill == sh) |
147 | if (tmp->skill == sh) |
… | |
… | |
149 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
150 | */ |
165 | */ |
151 | object *skill = find_skill (who, skill_tool->skill); |
166 | object *skill = find_skill (who, skill_tool->skill); |
152 | |
167 | |
153 | if (!skill) |
168 | if (!skill) |
154 | { |
|
|
155 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
156 | link_player_skills (who); |
|
|
157 | } |
|
|
158 | |
170 | |
159 | if (!skill_tool->flag [FLAG_APPLIED]) |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
161 | return 0; |
173 | return 0; |
162 | |
174 | |
163 | return splay (skill); |
175 | return splay (skill); |
164 | } |
176 | } |
165 | |
177 | |
166 | object * |
178 | object * |
167 | find_skill_by_name (object *who, const char *name) |
179 | find_skill_by_name_fuzzy (object *who, const char *name) |
168 | { |
180 | { |
169 | if (!name) |
181 | if (!name) |
170 | return 0; |
182 | return 0; |
171 | |
183 | |
172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
174 | && tmp->skill.begins_with (name)) |
186 | && tmp->skill.starts_with (name)) |
175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
176 | return skop; |
188 | return skop; |
177 | |
189 | |
178 | return 0; |
190 | return 0; |
179 | } |
191 | } |
… | |
… | |
291 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
292 | } |
304 | } |
293 | else |
305 | else |
294 | { |
306 | { |
295 | SET_FLAG (skill, FLAG_APPLIED); |
307 | SET_FLAG (skill, FLAG_APPLIED); |
296 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
297 | } |
309 | } |
298 | |
310 | |
299 | op->update_stats (); |
311 | op->update_stats (); |
300 | success = 1; |
312 | success = 1; |
301 | break; |
313 | break; |
… | |
… | |
311 | case SK_HIDING: |
323 | case SK_HIDING: |
312 | exp = success = hide (op, skill); |
324 | exp = success = hide (op, skill); |
313 | break; |
325 | break; |
314 | |
326 | |
315 | case SK_JUMPING: |
327 | case SK_JUMPING: |
316 | success = jump (op, dir, skill); |
328 | exp = success = jump (op, dir, skill); |
317 | break; |
329 | break; |
318 | |
330 | |
319 | case SK_INSCRIPTION: |
331 | case SK_INSCRIPTION: |
320 | exp = success = write_on_item (op, string, skill); |
332 | exp = success = write_on_item (op, string, skill); |
321 | break; |
333 | break; |
… | |
… | |
452 | * Monsters have no skill use time because of the random nature in |
464 | * Monsters have no skill use time because of the random nature in |
453 | * which use_monster_skill is called already simulates this. |
465 | * which use_monster_skill is called already simulates this. |
454 | * If certain skills should take more/less time, that should be |
466 | * If certain skills should take more/less time, that should be |
455 | * in the code for the skill itself. |
467 | * in the code for the skill itself. |
456 | */ |
468 | */ |
457 | |
|
|
458 | if (op->type == PLAYER) |
469 | if (op->type == PLAYER) |
459 | op->speed_left -= 1.f; |
470 | op->speed_left -= 1.f; |
460 | |
471 | |
461 | /* this is a good place to add experience for successfull use of skills. |
472 | /* this is a good place to add experience for successfull use of skills. |
462 | * Note that add_exp() will figure out player/monster experience |
473 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
510 | * If an object is not alive and magical we set the base exp higher to |
521 | * If an object is not alive and magical we set the base exp higher to |
511 | * help out exp awards for skill_ident skills. Also, if |
522 | * help out exp awards for skill_ident skills. Also, if |
512 | * an item is type RUNE, we give out exp based on stats.Cha |
523 | * an item is type RUNE, we give out exp based on stats.Cha |
513 | * and level (this was the old system) -b.t. |
524 | * and level (this was the old system) -b.t. |
514 | */ |
525 | */ |
515 | |
|
|
516 | if (!op) |
526 | if (!op) |
517 | { /* no item/creature */ |
527 | { /* no item/creature */ |
518 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
528 | op_lvl = max (1, who->map->difficulty); |
519 | op_exp = 0; |
529 | op_exp = 0; |
520 | } |
530 | } |
521 | else if (op->type == RUNE || op->type == TRAP) |
531 | else if (op->type == RUNE || op->type == TRAP) |
522 | { /* all traps. If stats.Cha > 1 we use that |
532 | { /* all traps. If stats.Cha > 1 we use that |
523 | * for the amount of experience */ |
533 | * for the amount of experience */ |
… | |
… | |
527 | else |
537 | else |
528 | { /* all other items/living creatures */ |
538 | { /* all other items/living creatures */ |
529 | op_exp = op->stats.exp; |
539 | op_exp = op->stats.exp; |
530 | op_lvl = op->level; |
540 | op_lvl = op->level; |
531 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
541 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
532 | { /* for ident/make items */ |
542 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
533 | op_lvl += 5 * abs (op->magic); |
|
|
534 | } |
|
|
535 | } |
543 | } |
536 | |
544 | |
537 | if (op_lvl < 1) |
545 | if (op_lvl < 1) |
538 | op_lvl = 1; |
546 | op_lvl = 1; |
539 | |
547 | |
… | |
… | |
566 | } |
574 | } |
567 | } |
575 | } |
568 | else |
576 | else |
569 | { |
577 | { |
570 | /* Don't divide by zero here! */ |
578 | /* Don't divide by zero here! */ |
571 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
579 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
572 | } |
580 | } |
573 | } |
581 | } |
574 | |
582 | |
575 | /* assemble the exp total, and return value */ |
583 | /* assemble the exp total, and return value */ |
576 | |
584 | |
… | |
… | |
622 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
630 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
623 | return 2; |
631 | return 2; |
624 | } |
632 | } |
625 | |
633 | |
626 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
634 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
627 | link_player_skills (pl); |
635 | |
628 | return 1; |
636 | return 1; |
629 | } |
637 | } |
630 | |
638 | |
631 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
632 | /* Probably belongs in some global utils-type file? */ |
640 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
658 | * just dumped this as we found it, this would be a bit |
666 | * just dumped this as we found it, this would be a bit |
659 | * simpler. |
667 | * simpler. |
660 | */ |
668 | */ |
661 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
669 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
662 | void |
670 | void |
663 | show_skills (object *op, const char *search) |
671 | show_skills (object *pl, const char *search) |
664 | { |
672 | { |
665 | object *tmp = NULL; |
|
|
666 | char buf[MAX_BUF]; |
|
|
667 | const char *cp; |
673 | const char *cp; |
668 | int i, num_skills_found = 0; |
674 | int i, num_skills_found = 0; |
669 | static const char *const periods = "........................................"; |
675 | const char *const periods = ".............................."; // 30 |
670 | |
676 | |
671 | /* Need to have a pointer and use strdup for qsort to work properly */ |
677 | /* Need to have a pointer and use strdup for qsort to work properly */ |
672 | char skills[NUM_SKILLS][MAX_BUF]; |
678 | char skills[NUM_SKILLS][128]; // d'oh |
673 | |
679 | |
|
|
680 | object *op = pl->contr->ob; |
|
|
681 | |
674 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
682 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
675 | { |
683 | { |
676 | if (tmp->type == SKILL) |
684 | if (tmp->type == SKILL) |
677 | { |
685 | { |
678 | if (search && strstr (tmp->name, search) == NULL) |
686 | if (search && !tmp->name.contains (search)) |
679 | continue; |
687 | continue; |
|
|
688 | |
|
|
689 | char buf[30]; |
|
|
690 | |
680 | /* Basically want to fill this out to 40 spaces with periods */ |
691 | /* Basically want to fill this out to 30 spaces with periods */ |
681 | sprintf (buf, "%s%s", &tmp->name, periods); |
692 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
682 | buf[40] = 0; |
|
|
683 | |
693 | |
684 | if (settings.permanent_exp_ratio) |
694 | if (settings.permanent_exp_ratio) |
685 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
695 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
686 | buf, tmp->level, tmp->stats.exp, |
696 | buf, tmp->level, tmp->stats.exp, |
687 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
697 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
688 | else |
698 | else |
689 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
699 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
690 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
700 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
691 | |
701 | |
692 | /* I don't know why some characters get a bunch of skills, but |
702 | /* I don't know why some characters get a bunch of skills, but |
693 | * it sometimes happens (maybe a leftover from bugier earlier code |
703 | * it sometimes happens (maybe a leftover from bugier earlier code |
694 | * and those character are still about). In any case, lets handle |
704 | * and those character are still about). In any case, lets handle |
695 | * it so it doesn't crash the server - otherwise, one character may |
705 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
702 | break; |
712 | break; |
703 | } |
713 | } |
704 | } |
714 | } |
705 | } |
715 | } |
706 | |
716 | |
707 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
717 | dynbuf_text msg (4096, 1024); |
|
|
718 | |
|
|
719 | msg << "T<Player skills:>\n\n"; |
708 | if (num_skills_found > 1) |
720 | if (num_skills_found > 1) |
709 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
721 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
710 | |
722 | |
711 | for (i = 0; i < num_skills_found; i++) |
723 | for (i = 0; i < num_skills_found; i++) |
712 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
724 | msg << " C<" << skills [i] << ">\n"; |
713 | |
725 | |
714 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
726 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
715 | |
727 | |
716 | cp = determine_god (op); |
728 | cp = determine_god (op); |
717 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
729 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
718 | |
730 | |
719 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
731 | msg << "Your equipped item power is " << (int)op->contr->item_power |
720 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
732 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
733 | << ".\n"; |
|
|
734 | |
|
|
735 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
721 | } |
736 | } |
722 | |
737 | |
723 | /* use_skill() - similar to invoke command, it executes the skill in the |
738 | /* use_skill() - similar to invoke command, it executes the skill in the |
724 | * direction that the user is facing. Returns false if we are unable to |
739 | * direction that the user is facing. Returns false if we are unable to |
725 | * change to the requested skill, or were unable to use the skill properly. |
740 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
820 | * the caller should have set it appropriately). We still want to pass |
835 | * the caller should have set it appropriately). We still want to pass |
821 | * through that code if skill is set to change to the skill. |
836 | * through that code if skill is set to change to the skill. |
822 | */ |
837 | */ |
823 | if (player *pl = op->contr) |
838 | if (player *pl = op->contr) |
824 | { |
839 | { |
825 | if (!pl->combat_ob) |
840 | if (skill) |
|
|
841 | op->change_skill (skill); |
|
|
842 | else |
826 | { |
843 | { |
827 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
828 | { |
|
|
829 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
830 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
831 | break; |
|
|
832 | |
|
|
833 | if (!tmp) |
|
|
834 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
835 | |
|
|
836 | pl->combat_ob = tmp; |
|
|
837 | } |
|
|
838 | |
|
|
839 | if (!pl->combat_ob) |
844 | if (!pl->combat_ob) |
840 | { |
845 | { |
|
|
846 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
847 | { |
|
|
848 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
849 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
850 | break; |
|
|
851 | |
841 | if (!skill) |
852 | if (!tmp) |
|
|
853 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
854 | |
|
|
855 | pl->combat_ob = tmp; |
|
|
856 | } |
|
|
857 | |
|
|
858 | if (!pl->combat_ob) |
842 | { |
859 | { |
843 | /* See if the players chosen skill is a combat skill, and use |
860 | /* See if the players chosen skill is a combat skill, and use |
844 | * it if appropriate. |
861 | * it if appropriate. |
845 | */ |
862 | */ |
846 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
863 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
850 | skill = find_player_hth_skill (op); |
867 | skill = find_player_hth_skill (op); |
851 | |
868 | |
852 | if (!skill) |
869 | if (!skill) |
853 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
870 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
854 | } |
871 | } |
|
|
872 | |
|
|
873 | if (skill) |
|
|
874 | { |
|
|
875 | op->change_skill (0); |
|
|
876 | apply_special (op, skill, AP_APPLY); |
|
|
877 | } |
855 | } |
878 | } |
856 | |
879 | |
857 | if (skill) |
880 | if (!pl->combat_ob) |
858 | { |
881 | { |
859 | op->change_skill (0); |
882 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
860 | apply_special (op, skill, AP_APPLY); |
883 | return 0; |
861 | } |
884 | } |
862 | } |
885 | } |
863 | |
886 | |
864 | if (!pl->combat_ob) |
887 | if (!op->change_weapon (pl->combat_ob)) |
865 | { |
|
|
866 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
867 | return 0; |
888 | return 0; |
868 | } |
|
|
869 | } |
889 | } |
870 | |
|
|
871 | if (!op->change_weapon (pl->combat_ob)) |
|
|
872 | return 0; |
|
|
873 | |
890 | |
874 | /* lose invisiblity/hiding status for running attacks */ |
891 | /* lose invisiblity/hiding status for running attacks */ |
875 | if (pl->tmp_invis) |
892 | if (pl->tmp_invis) |
876 | { |
893 | { |
877 | pl->tmp_invis = 0; |
894 | pl->tmp_invis = 0; |
878 | op->invisible = 0; |
895 | op->invisible = 0; |
879 | op->hide = 0; |
896 | op->flag [FLAG_HIDDEN] = 0; |
880 | update_object (op, UP_OBJ_CHANGE); |
897 | update_object (op, UP_OBJ_CHANGE); |
881 | } |
898 | } |
882 | } |
899 | } |
883 | |
900 | |
884 | int success = attack_ob (tmp, op); |
901 | int success = attack_ob (tmp, op); |
… | |
… | |
896 | return success; |
913 | return success; |
897 | } |
914 | } |
898 | |
915 | |
899 | /* skill_attack() - Core routine for use when we attack using a skills |
916 | /* skill_attack() - Core routine for use when we attack using a skills |
900 | * system. In essence, this code handles |
917 | * system. In essence, this code handles |
901 | * all skill-based attacks, ie hth, missile and melee weapons should be |
918 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
902 | * treated here. If an opponent is already supplied by move_player(), |
919 | * treated here. If an opponent is already supplied by move_player(), |
903 | * we move right onto do_skill_attack(), otherwise we find if an |
920 | * we move right onto do_skill_attack(), otherwise we find if an |
904 | * appropriate opponent exists. |
921 | * appropriate opponent exists. |
905 | * |
922 | * |
906 | * This is called by move_player() and attack_hth() |
923 | * This is called by move_player() and attack_hth() |