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 (©) 2005,2006,2007,2008,2009 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. |
… | |
… | |
43 | #include <object.h> |
43 | #include <object.h> |
44 | #include <sproto.h> |
44 | #include <sproto.h> |
45 | #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. */ |
46 | #include <spells.h> |
46 | #include <spells.h> |
47 | |
47 | |
48 | /* Table of unarmed attack skills. Terminated by -1. This |
48 | const uint8_t skill_flags[NUM_SKILLS] = { |
49 | * is also the list that we should try to use skills when |
49 | 0, // SK_NONE |
50 | * automatically applying one for the player. |
50 | # define def(uc, flags) flags, |
51 | */ |
51 | # include "skillinc.h" |
52 | static uint8 unarmed_skills[] = { |
52 | # undef def |
53 | SK_KARATE, |
|
|
54 | SK_CLAWING, |
|
|
55 | SK_FLAME_TOUCH, |
|
|
56 | SK_SPARK_TOUCH, |
|
|
57 | SK_SHIVER, |
|
|
58 | SK_ACID_SPLASH, |
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59 | SK_POISON_NAIL, |
|
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60 | SK_PUNCHING, |
|
|
61 | (uint8)-1 |
|
|
62 | }; |
53 | }; |
63 | |
54 | |
64 | 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); |
65 | 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); |
66 | |
57 | |
… | |
… | |
69 | * subtypes. |
60 | * subtypes. |
70 | */ |
61 | */ |
71 | void |
62 | void |
72 | init_skills (void) |
63 | init_skills (void) |
73 | { |
64 | { |
74 | int i; |
65 | for_all_archetypes (at) |
75 | archetype *at; |
|
|
76 | |
|
|
77 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
78 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
79 | { |
67 | { |
80 | if (skill_names[at->clone.subtype] != NULL) |
68 | if (skill_names[at->subtype]) |
81 | 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", |
82 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
83 | else |
71 | else |
84 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
85 | } |
73 | } |
86 | |
74 | |
87 | /* 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 |
88 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
89 | */ |
77 | */ |
90 | for (i = 1; i < NUM_SKILLS; i++) |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
91 | { |
|
|
92 | if (!skill_names[i]) |
79 | if (!skill_names[i]) |
93 | 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); |
94 | } |
|
|
95 | } |
81 | } |
96 | |
82 | |
97 | /* This function goes through the player inventory and sets |
83 | /* This function goes through the player inventory and sets |
98 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
99 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
100 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
101 | */ |
87 | */ |
102 | void |
88 | void |
103 | link_player_skills (object *op) |
89 | player::link_skills () |
104 | { |
90 | { |
105 | object *tmp; |
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
106 | |
93 | |
107 | for (tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
108 | { |
|
|
109 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
|
|
96 | { |
|
|
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
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98 | |
|
|
99 | if (last_skill_ob [tmp->subtype] != tmp) |
110 | { |
100 | { |
111 | /* This is really a warning, hence no else below */ |
101 | /* This is really a warning, hence no else below */ |
112 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
102 | if (last_skill_ob [tmp->subtype]) |
113 | { |
|
|
114 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
103 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
115 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
104 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
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105 | |
|
|
106 | last_skill_ob [tmp->subtype] = tmp; |
|
|
107 | if (ns) |
|
|
108 | ns->last_skill_exp [tmp->subtype] = -1; |
116 | } |
109 | } |
117 | if (tmp->subtype >= NUM_SKILLS) |
|
|
118 | { |
|
|
119 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
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120 | } |
|
|
121 | else |
|
|
122 | { |
|
|
123 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
|
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124 | op->contr->last_skill_exp[tmp->subtype] = -1; |
|
|
125 | } |
|
|
126 | } |
110 | } |
127 | } |
111 | } |
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112 | |
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|
113 | static object * |
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114 | find_skill (object *who, shstr_cmp name) |
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115 | { |
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116 | if (who->chosen_skill |
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117 | && who->chosen_skill->skill == name |
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118 | && who->chosen_skill->type == SKILL) |
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119 | return who->chosen_skill; |
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120 | |
|
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121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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122 | if (tmp->skill == name && tmp->type == SKILL) |
|
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123 | return splay (tmp); |
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124 | |
|
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125 | return 0; |
|
|
126 | } |
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127 | |
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128 | object *player::find_skill (shstr_cmp name) const |
|
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129 | { |
|
|
130 | // might want to use last_skill_obj at one point, or maybe not |
|
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131 | return ::find_skill (ob, name); |
128 | } |
132 | } |
129 | |
133 | |
130 | /* This returns the skill pointer of the given name (the |
134 | /* This returns the skill pointer of the given name (the |
131 | * one that accumlates exp, has the level, etc). |
135 | * one that accumulates exp, has the level, etc). |
132 | * |
136 | * |
133 | * It is presumed that the player will be needing to actually |
137 | * It is presumed that the player will be needing to actually |
134 | * 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 |
135 | * tool, this code will equip it. |
139 | * tool, this code will equip it. |
136 | */ |
140 | */ |
137 | object * |
141 | object * |
138 | find_skill_by_name (object *who, const char *name) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
139 | { |
143 | { |
140 | object *skill = NULL, *skill_tool = NULL, *tmp; |
144 | object *skill_tool = 0; |
141 | |
145 | |
142 | if (!name) |
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143 | return NULL; |
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144 | |
|
|
145 | /* We make sure the length of the string in the object is greater |
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|
146 | * in length than the passed string. Eg, if we have a skill called |
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|
147 | * 'hi', we don't want to match if the user passed 'high' |
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148 | */ |
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149 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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147 | if (tmp->skill == sh) |
150 | { |
148 | { |
151 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
149 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
152 | skill = tmp; |
150 | /* If this is a skill that can be used without applying tool, return it */ |
153 | |
151 | return splay (tmp); |
154 | /* Try to find appropriate skilltool. If the player has one already |
152 | /* Try to find appropriate skilltool. If the player has one already |
155 | * applied, we try to keep using that one. |
153 | * applied, we try to keep using that one. |
156 | */ |
154 | */ |
157 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
155 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
158 | { |
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159 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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160 | skill_tool = tmp; |
156 | skill_tool = tmp; |
161 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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162 | skill_tool = tmp; |
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163 | } |
157 | } |
164 | } |
158 | |
165 | /* If this is a skill that can be used without a tool, return it */ |
159 | if (!skill_tool) |
166 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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167 | return skill; |
160 | return 0; |
168 | |
161 | |
169 | /* Player has a tool to use the skill. IF not applied, apply it - |
162 | /* Player has a tool to use the skill. If not applied, apply it - |
170 | * if not successful, return null. If they do have the skill tool |
163 | * if not successful, return null. If they do have the skill tool |
171 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
172 | */ |
165 | */ |
173 | if (skill_tool) |
166 | object *skill = find_skill (who, skill_tool->skill); |
174 | { |
167 | |
175 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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176 | { |
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177 | if (apply_special (who, skill_tool, 0)) |
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178 | return NULL; |
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179 | } |
|
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180 | if (!skill) |
168 | if (!skill) |
181 | { |
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182 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
183 | link_player_skills (who); |
170 | |
184 | } |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
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172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
185 | return skill; |
173 | return 0; |
186 | } |
174 | |
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175 | return splay (skill); |
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176 | } |
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177 | |
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178 | object * |
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179 | find_skill_by_name_fuzzy (object *who, const char *name) |
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180 | { |
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181 | if (!name) |
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182 | return 0; |
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183 | |
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184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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186 | && tmp->skill.starts_with (name)) |
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187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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188 | return skop; |
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189 | |
187 | return NULL; |
190 | return 0; |
188 | } |
191 | } |
189 | |
|
|
190 | |
192 | |
191 | /* This returns the skill pointer of the given name (the |
193 | /* This returns the skill pointer of the given name (the |
192 | * one that accumlates exp, has the level, etc). |
194 | * one that accumulates exp, has the level, etc). |
193 | * |
195 | * |
194 | * It is presumed that the player will be needing to actually |
196 | * It is presumed that the player will be needing to actually |
195 | * use the skill, so thus if use of the skill requires a skill |
197 | * use the skill, so thus if use of the skill requires a skill |
196 | * tool, this code will equip it. |
198 | * tool, this code will equip it. |
197 | * |
199 | * |
… | |
… | |
200 | * this replaces find_skill. |
202 | * this replaces find_skill. |
201 | */ |
203 | */ |
202 | object * |
204 | object * |
203 | find_skill_by_number (object *who, int skillno) |
205 | find_skill_by_number (object *who, int skillno) |
204 | { |
206 | { |
205 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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206 | |
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207 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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208 | return NULL; |
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209 | |
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210 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
207 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
211 | { |
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212 | if (tmp->type == SKILL && tmp->subtype == skillno) |
208 | if (tmp->type == SKILL && tmp->subtype == skillno) |
213 | skill = tmp; |
209 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
214 | |
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215 | /* Try to find appropriate skilltool. If the player has one already |
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216 | * applied, we try to keep using that one. |
|
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217 | */ |
|
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218 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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219 | { |
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220 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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221 | skill_tool = tmp; |
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222 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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223 | skill_tool = tmp; |
|
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224 | } |
|
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225 | } |
|
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226 | /* If this is a skill that can be used without a tool, return it */ |
|
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227 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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228 | return skill; |
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229 | |
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230 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
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231 | * if not successful, return null. If they do have the skill tool |
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232 | * but not the skill itself, give it to them. |
|
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233 | */ |
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234 | if (skill_tool) |
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235 | { |
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236 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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237 | { |
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238 | if (apply_special (who, skill_tool, 0)) |
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239 | return NULL; |
|
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240 | } |
|
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241 | |
|
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242 | if (!skill) |
|
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243 | { |
|
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244 | skill = give_skill_by_name (who, skill_tool->skill); |
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245 | link_player_skills (who); |
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246 | } |
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247 | |
|
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248 | return skill; |
210 | return skop; |
249 | } |
|
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250 | |
211 | |
251 | return NULL; |
212 | return 0; |
252 | } |
213 | } |
253 | |
214 | |
254 | /* This changes the objects skill to new_skill. |
215 | /* This changes the objects chosen_skill to new_skill. |
255 | * note that this function doesn't always need to get used - |
|
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256 | * you can now add skill exp to the player without the chosen_skill being |
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257 | * set. This function is of most interest to players to update |
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258 | * the various range information. |
|
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259 | * if new_skill is null, this just unapplies the skill. |
|
|
260 | * flag has the current meaning: |
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261 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
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262 | * need to ready a new skill, but don't want to clobber range. |
|
|
263 | * return 1 on success, 0 on error |
216 | * return 1 on success, 0 on error |
264 | */ |
217 | */ |
265 | |
218 | bool |
266 | int |
219 | object::change_skill (object *new_skill) |
267 | change_skill (object *who, object *new_skill, int flag) |
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268 | { |
220 | { |
269 | int old_range; |
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270 | |
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271 | if (who->type != PLAYER) |
221 | if (type != PLAYER) |
272 | return 0; |
222 | return 0; |
273 | |
223 | |
274 | old_range = who->contr->shoottype; |
224 | // optimise this supposedly common case |
275 | |
225 | if (new_skill == chosen_skill) |
276 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
|
277 | { |
|
|
278 | /* optimization for changing skill to current skill */ |
|
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279 | if (who->type == PLAYER && !(flag & 0x1)) |
|
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280 | who->contr->shoottype = range_skill; |
|
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281 | |
|
|
282 | return 1; |
226 | return 1; |
283 | } |
|
|
284 | |
227 | |
285 | // move skill to front, so it will be preferred next time |
|
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286 | new_skill->remove (); |
|
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287 | who->insert (new_skill); |
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288 | |
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289 | if (!new_skill || who->chosen_skill) |
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290 | if (who->chosen_skill) |
228 | if (chosen_skill) |
291 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
229 | { |
|
|
230 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
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231 | change_abil (this, chosen_skill); |
|
|
232 | } |
292 | |
233 | |
293 | /* Only goal in this case was to unapply a skill */ |
234 | chosen_skill = new_skill; |
|
|
235 | |
294 | if (!new_skill) |
236 | if (chosen_skill) |
295 | return 0; |
237 | { |
|
|
238 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
239 | change_abil (this, chosen_skill); |
|
|
240 | } |
296 | |
241 | |
297 | if (apply_special (who, new_skill, AP_APPLY)) |
242 | // always clear current weapon, as the selected skill could |
298 | return 0; |
243 | // conflict with the current weapon skill, which would go |
|
|
244 | // undetected and exp would be given to the wrong skill. |
|
|
245 | current_weapon = 0; |
299 | |
246 | |
300 | if (flag & 0x1) |
247 | update_stats (); |
301 | who->contr->shoottype = (rangetype)old_range; |
|
|
302 | |
|
|
303 | return 1; |
248 | return 1; |
304 | } |
|
|
305 | |
|
|
306 | /* This function just clears the chosen_skill and range_skill values |
|
|
307 | * inthe player. |
|
|
308 | */ |
|
|
309 | void |
|
|
310 | clear_skill (object *who) |
|
|
311 | { |
|
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312 | who->chosen_skill = NULL; |
|
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313 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
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314 | if (who->type == PLAYER) |
|
|
315 | { |
|
|
316 | who->contr->ranges[range_skill] = NULL; |
|
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317 | if (who->contr->shoottype == range_skill) |
|
|
318 | who->contr->shoottype = range_none; |
|
|
319 | } |
|
|
320 | } |
249 | } |
321 | |
250 | |
322 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
251 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
323 | * We handle all requests for skill use outside of some combat here. |
252 | * We handle all requests for skill use outside of some combat here. |
324 | * We require a separate routine outside of fire() so as to allow monsters |
253 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
327 | * exp - no caller needed that info, but it also prevented the callers |
256 | * exp - no caller needed that info, but it also prevented the callers |
328 | * from know if a skill was actually used, as many skills don't |
257 | * from know if a skill was actually used, as many skills don't |
329 | * give any exp for their direct use (eg, throwing). |
258 | * give any exp for their direct use (eg, throwing). |
330 | * It returns 0 if no skill was used. |
259 | * It returns 0 if no skill was used. |
331 | */ |
260 | */ |
332 | |
|
|
333 | int |
261 | int |
334 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
262 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
335 | { |
263 | { |
336 | int success = 0, exp = 0; |
264 | int success = 0, exp = 0; |
337 | int did_alc = 0; |
|
|
338 | object *tmp, *next; |
|
|
339 | |
265 | |
340 | if (!skill) |
266 | if (!skill) |
341 | return 0; |
267 | return 0; |
342 | |
268 | |
343 | /* The code below presumes that the skill points to the object that |
269 | /* The code below presumes that the skill points to the object that |
… | |
… | |
345 | * go and try to find the actual real skill pointer, and if the |
271 | * go and try to find the actual real skill pointer, and if the |
346 | * the player doesn't have a bucket for that, create one. |
272 | * the player doesn't have a bucket for that, create one. |
347 | */ |
273 | */ |
348 | if (skill->type != SKILL && op->type == PLAYER) |
274 | if (skill->type != SKILL && op->type == PLAYER) |
349 | { |
275 | { |
350 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
276 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
351 | { |
|
|
352 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
277 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
353 | break; |
278 | { |
|
|
279 | skill = tmp; |
|
|
280 | goto found; |
354 | } |
281 | } |
355 | if (!tmp) |
282 | |
356 | tmp = give_skill_by_name (op, skill->skill); |
283 | skill = give_skill_by_name (op, skill->skill); |
357 | skill = tmp; |
284 | found: ; |
358 | } |
285 | } |
359 | |
286 | |
360 | // skill, by_whom, on_which_object, which direction, skill_argument |
287 | // skill, by_whom, on_which_object, which direction, skill_argument |
361 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
288 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
362 | return 0; |
289 | return 0; |
363 | |
290 | |
364 | switch (skill->subtype) |
291 | switch (skill->subtype) |
365 | { |
292 | { |
366 | case SK_LEVITATION: |
293 | case SK_LEVITATION: |
367 | /* Not 100% sure if this will work with new movement code - |
294 | /* Not 100% sure if this will work with new movement code - |
368 | * the levitation skill has move_type for flying, so when |
295 | * the levitation skill has move_type for flying, so when |
369 | * equipped, that should transfer to player, when not, |
296 | * equipped, that should transfer to player, when not, |
370 | * shouldn't. |
297 | * shouldn't. |
371 | */ |
298 | */ |
372 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
299 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
373 | { |
300 | { |
374 | CLEAR_FLAG (skill, FLAG_APPLIED); |
301 | CLEAR_FLAG (skill, FLAG_APPLIED); |
375 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
302 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
376 | } |
303 | } |
377 | else |
304 | else |
378 | { |
305 | { |
379 | SET_FLAG (skill, FLAG_APPLIED); |
306 | SET_FLAG (skill, FLAG_APPLIED); |
380 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
307 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
381 | } |
308 | } |
|
|
309 | |
382 | op->update_stats (); |
310 | op->update_stats (); |
383 | success = 1; |
311 | success = 1; |
384 | break; |
312 | break; |
385 | |
313 | |
386 | case SK_STEALING: |
314 | case SK_STEALING: |
387 | exp = success = steal (op, dir, skill); |
315 | exp = success = steal (op, dir, skill); |
388 | break; |
316 | break; |
389 | |
317 | |
390 | case SK_LOCKPICKING: |
318 | case SK_LOCKPICKING: |
391 | exp = success = pick_lock (op, dir, skill); |
319 | exp = success = pick_lock (op, dir, skill); |
392 | break; |
320 | break; |
393 | |
321 | |
394 | case SK_HIDING: |
322 | case SK_HIDING: |
395 | exp = success = hide (op, skill); |
323 | exp = success = hide (op, skill); |
396 | break; |
324 | break; |
397 | |
325 | |
398 | case SK_JUMPING: |
326 | case SK_JUMPING: |
399 | success = jump (op, dir, skill); |
327 | exp = success = jump (op, dir, skill); |
400 | break; |
328 | break; |
401 | |
329 | |
402 | case SK_INSCRIPTION: |
330 | case SK_INSCRIPTION: |
403 | exp = success = write_on_item (op, string, skill); |
331 | exp = success = write_on_item (op, string, skill); |
404 | break; |
332 | break; |
405 | |
333 | |
406 | case SK_MEDITATION: |
334 | case SK_MEDITATION: |
407 | meditate (op, skill); |
335 | meditate (op, skill); |
408 | success = 1; |
336 | success = 1; |
409 | break; |
337 | break; |
410 | /* note that the following 'attack' skills gain exp through hit_player() */ |
338 | /* note that the following 'attack' skills gain exp through hit_player() */ |
411 | |
339 | |
412 | case SK_KARATE: |
340 | case SK_KARATE: |
413 | (void) attack_hth (op, dir, "karate-chopped", skill); |
341 | attack_hth (op, dir, "karate-chopped", skill); |
414 | break; |
342 | break; |
415 | |
343 | |
416 | case SK_PUNCHING: |
344 | case SK_PUNCHING: |
417 | (void) attack_hth (op, dir, "punched", skill); |
345 | attack_hth (op, dir, "punched", skill); |
418 | break; |
346 | break; |
419 | |
347 | |
420 | case SK_FLAME_TOUCH: |
348 | case SK_FLAME_TOUCH: |
421 | (void) attack_hth (op, dir, "flamed", skill); |
349 | attack_hth (op, dir, "flamed", skill); |
422 | break; |
350 | break; |
423 | |
351 | |
424 | case SK_SPARK_TOUCH: |
352 | case SK_SPARK_TOUCH: |
425 | (void) attack_hth (op, dir, "zapped", skill); |
353 | attack_hth (op, dir, "zapped", skill); |
426 | break; |
354 | break; |
427 | |
355 | |
428 | case SK_SHIVER: |
356 | case SK_SHIVER: |
429 | (void) attack_hth (op, dir, "froze", skill); |
357 | attack_hth (op, dir, "froze", skill); |
430 | break; |
358 | break; |
431 | |
359 | |
432 | case SK_ACID_SPLASH: |
360 | case SK_ACID_SPLASH: |
433 | (void) attack_hth (op, dir, "dissolved", skill); |
361 | attack_hth (op, dir, "dissolved", skill); |
434 | break; |
362 | break; |
435 | |
363 | |
436 | case SK_POISON_NAIL: |
364 | case SK_POISON_NAIL: |
437 | (void) attack_hth (op, dir, "injected poison into", skill); |
365 | attack_hth (op, dir, "injected poison into", skill); |
438 | break; |
366 | break; |
439 | |
367 | |
440 | case SK_CLAWING: |
368 | case SK_CLAWING: |
441 | (void) attack_hth (op, dir, "clawed", skill); |
369 | attack_hth (op, dir, "clawed", skill); |
442 | break; |
370 | break; |
443 | |
371 | |
444 | case SK_ONE_HANDED_WEAPON: |
372 | case SK_ONE_HANDED_WEAPON: |
445 | case SK_TWO_HANDED_WEAPON: |
373 | case SK_TWO_HANDED_WEAPON: |
446 | (void) attack_melee_weapon (op, dir, NULL, skill); |
374 | attack_melee_weapon (op, dir, NULL, skill); |
447 | break; |
375 | break; |
448 | |
376 | |
449 | case SK_FIND_TRAPS: |
377 | case SK_FIND_TRAPS: |
450 | exp = success = find_traps (op, skill); |
378 | exp = success = find_traps (op, skill); |
451 | break; |
379 | break; |
452 | |
380 | |
453 | case SK_SINGING: |
381 | case SK_SINGING: |
454 | exp = success = singing (op, dir, skill); |
382 | exp = success = singing (op, dir, skill); |
455 | break; |
383 | break; |
456 | |
384 | |
457 | case SK_ORATORY: |
385 | case SK_ORATORY: |
458 | exp = success = use_oratory (op, dir, skill); |
386 | exp = success = use_oratory (op, dir, skill); |
459 | break; |
387 | break; |
460 | |
388 | |
461 | case SK_SMITHERY: |
389 | case SK_SMITHERY: |
462 | case SK_BOWYER: |
390 | case SK_BOWYER: |
463 | case SK_JEWELER: |
391 | case SK_JEWELER: |
464 | case SK_ALCHEMY: |
392 | case SK_ALCHEMY: |
465 | case SK_THAUMATURGY: |
393 | case SK_THAUMATURGY: |
466 | case SK_LITERACY: |
394 | case SK_LITERACY: |
467 | case SK_WOODSMAN: |
395 | case SK_WOODSMAN: |
468 | /* first, we try to find a cauldron, and do the alchemy thing. |
396 | /* first, we try to find a cauldron, and do the alchemy thing. |
469 | * failing that, we go and identify stuff. |
397 | * failing that, we go and identify stuff. |
470 | */ |
398 | */ |
|
|
399 | { |
|
|
400 | bool found_cauldron = false; |
|
|
401 | |
471 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
402 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
472 | { |
403 | { |
473 | next = tmp->above; |
404 | next = tmp->above; |
474 | |
405 | |
475 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
406 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
476 | { |
407 | { |
|
|
408 | found_cauldron = true; |
|
|
409 | |
|
|
410 | if (tmp->skill != skill->skill) |
|
|
411 | { |
|
|
412 | op->failmsg (format ("You can't use the %s with the %s skill!", |
|
|
413 | query_name (tmp), |
|
|
414 | query_name (skill))); |
|
|
415 | break; |
|
|
416 | } |
|
|
417 | |
477 | attempt_do_alchemy (op, tmp); |
418 | attempt_do_alchemy (op, tmp, skill); |
478 | |
419 | |
479 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
420 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
480 | esrv_send_inventory (op, tmp); |
421 | esrv_send_inventory (op, tmp); |
481 | |
|
|
482 | did_alc = 1; |
|
|
483 | } |
422 | } |
484 | } |
423 | } |
485 | |
424 | |
486 | if (did_alc == 0) |
425 | if (!found_cauldron) |
487 | exp = success = skill_ident (op, skill); |
426 | exp = success = skill_ident (op, skill); |
488 | |
427 | } |
489 | break; |
428 | break; |
490 | |
429 | |
491 | case SK_DET_MAGIC: |
430 | case SK_DET_MAGIC: |
492 | case SK_DET_CURSE: |
431 | case SK_DET_CURSE: |
493 | exp = success = skill_ident (op, skill); |
432 | exp = success = skill_ident (op, skill); |
494 | break; |
433 | break; |
495 | |
434 | |
496 | case SK_DISARM_TRAPS: |
435 | case SK_DISARM_TRAPS: |
497 | exp = success = remove_trap (op, dir, skill); |
436 | exp = success = remove_trap (op, dir, skill); |
498 | break; |
437 | break; |
499 | |
438 | |
500 | case SK_THROWING: |
439 | case SK_THROWING: |
501 | success = skill_throw (op, part, dir, string, skill); |
440 | success = skill_throw (op, part, dir, string, skill); |
502 | break; |
441 | break; |
503 | |
442 | |
504 | case SK_SET_TRAP: |
443 | case SK_SET_TRAP: |
505 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
444 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
506 | break; |
445 | break; |
507 | |
446 | |
508 | case SK_USE_MAGIC_ITEM: |
447 | case SK_USE_MAGIC_ITEM: |
509 | case SK_MISSILE_WEAPON: |
448 | case SK_MISSILE_WEAPON: |
510 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
449 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
511 | break; |
450 | break; |
512 | |
451 | |
513 | case SK_PRAYING: |
452 | case SK_PRAYING: |
514 | success = pray (op, skill); |
453 | success = pray (op, skill); |
515 | break; |
454 | break; |
516 | |
455 | |
517 | case SK_BARGAINING: |
456 | case SK_BARGAINING: |
518 | success = describe_shop (op); |
457 | success = describe_shop (op); |
519 | break; |
458 | break; |
520 | |
459 | |
521 | case SK_SORCERY: |
460 | case SK_SORCERY: |
522 | case SK_EVOCATION: |
461 | case SK_EVOCATION: |
523 | case SK_PYROMANCY: |
462 | case SK_PYROMANCY: |
524 | case SK_SUMMONING: |
463 | case SK_SUMMONING: |
525 | case SK_CLIMBING: |
464 | case SK_CLIMBING: |
526 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
527 | break; |
466 | break; |
528 | |
467 | |
529 | default: |
468 | default: |
530 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
469 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
531 | break; |
470 | break; |
532 | } |
471 | } |
533 | |
472 | |
534 | /* For players we now update the speed_left from using the skill. |
473 | /* For players we now update the speed_left from using the skill. |
535 | * Monsters have no skill use time because of the random nature in |
474 | * Monsters have no skill use time because of the random nature in |
536 | * which use_monster_skill is called already simulates this. |
475 | * which use_monster_skill is called already simulates this. |
537 | * If certain skills should take more/less time, that should be |
476 | * If certain skills should take more/less time, that should be |
538 | * in the code for the skill itself. |
477 | * in the code for the skill itself. |
539 | */ |
478 | */ |
540 | |
|
|
541 | if (op->type == PLAYER) |
479 | if (op->type == PLAYER) |
542 | op->speed_left -= 1.0; |
480 | op->speed_left -= 1.f; |
543 | |
481 | |
544 | /* this is a good place to add experience for successfull use of skills. |
482 | /* this is a good place to add experience for successfull use of skills. |
545 | * Note that add_exp() will figure out player/monster experience |
483 | * Note that add_exp() will figure out player/monster experience |
546 | * gain problems. |
484 | * gain problems. |
547 | */ |
485 | */ |
… | |
… | |
575 | * op is the object that was 'defeated'. |
513 | * op is the object that was 'defeated'. |
576 | * skill is the skill used. If no skill is used, it should just |
514 | * skill is the skill used. If no skill is used, it should just |
577 | * point back to who. |
515 | * point back to who. |
578 | * |
516 | * |
579 | */ |
517 | */ |
580 | |
|
|
581 | int |
518 | int |
582 | calc_skill_exp (object *who, object *op, object *skill) |
519 | calc_skill_exp (object *who, object *op, object *skill) |
583 | { |
520 | { |
584 | int op_exp = 0, op_lvl = 0; |
521 | int op_exp = 0, op_lvl = 0; |
585 | float base, value, lvl_mult = 0.0; |
522 | float base, value, lvl_mult = 0.0; |
… | |
… | |
594 | * If an object is not alive and magical we set the base exp higher to |
531 | * If an object is not alive and magical we set the base exp higher to |
595 | * help out exp awards for skill_ident skills. Also, if |
532 | * help out exp awards for skill_ident skills. Also, if |
596 | * an item is type RUNE, we give out exp based on stats.Cha |
533 | * an item is type RUNE, we give out exp based on stats.Cha |
597 | * and level (this was the old system) -b.t. |
534 | * and level (this was the old system) -b.t. |
598 | */ |
535 | */ |
599 | |
|
|
600 | if (!op) |
536 | if (!op) |
601 | { /* no item/creature */ |
537 | { /* no item/creature */ |
602 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
538 | op_lvl = max (1, who->map->difficulty); |
603 | op_exp = 0; |
539 | op_exp = 0; |
604 | } |
540 | } |
605 | else if (op->type == RUNE || op->type == TRAP) |
541 | else if (op->type == RUNE || op->type == TRAP) |
606 | { /* all traps. If stats.Cha > 1 we use that |
542 | { /* all traps. If stats.Cha > 1 we use that |
607 | * for the amount of experience */ |
543 | * for the amount of experience */ |
… | |
… | |
611 | else |
547 | else |
612 | { /* all other items/living creatures */ |
548 | { /* all other items/living creatures */ |
613 | op_exp = op->stats.exp; |
549 | op_exp = op->stats.exp; |
614 | op_lvl = op->level; |
550 | op_lvl = op->level; |
615 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
551 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
616 | { /* for ident/make items */ |
552 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
617 | op_lvl += 5 * abs (op->magic); |
|
|
618 | } |
|
|
619 | } |
553 | } |
620 | |
554 | |
621 | if (op_lvl < 1) |
555 | if (op_lvl < 1) |
622 | op_lvl = 1; |
556 | op_lvl = 1; |
623 | |
557 | |
… | |
… | |
631 | /* if skill really is a skill, then we can look at the skill archetype for |
565 | /* if skill really is a skill, then we can look at the skill archetype for |
632 | * bse reward value (exp) and level multiplier factor. |
566 | * bse reward value (exp) and level multiplier factor. |
633 | */ |
567 | */ |
634 | if (skill->type == SKILL) |
568 | if (skill->type == SKILL) |
635 | { |
569 | { |
636 | base += skill->arch->clone.stats.exp; |
570 | base += skill->arch->stats.exp; |
637 | if (settings.simple_exp) |
571 | if (settings.simple_exp) |
638 | { |
572 | { |
639 | if (skill->arch->clone.level) |
573 | if (skill->arch->level) |
640 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
574 | lvl_mult = (float) skill->arch->level / 100.0; |
641 | else |
575 | else |
642 | lvl_mult = 1.0; /* no adjustment */ |
576 | lvl_mult = 1.0; /* no adjustment */ |
643 | } |
577 | } |
644 | else |
578 | else |
645 | { |
579 | { |
646 | if (skill->level) |
580 | if (skill->level) |
647 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
581 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
648 | else |
582 | else |
649 | lvl_mult = 1.0; |
583 | lvl_mult = 1.0; |
650 | } |
584 | } |
651 | } |
585 | } |
652 | else |
586 | else |
653 | { |
587 | { |
654 | /* Don't divide by zero here! */ |
588 | /* Don't divide by zero here! */ |
655 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
589 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
656 | } |
590 | } |
657 | } |
591 | } |
658 | |
592 | |
659 | /* assemble the exp total, and return value */ |
593 | /* assemble the exp total, and return value */ |
660 | |
594 | |
… | |
… | |
674 | * This one actually teaches the player the skill as something |
608 | * This one actually teaches the player the skill as something |
675 | * they can equip. |
609 | * they can equip. |
676 | * Return 0 if the player knows the skill, 1 if the |
610 | * Return 0 if the player knows the skill, 1 if the |
677 | * player learns the skill, 2 otherwise. |
611 | * player learns the skill, 2 otherwise. |
678 | */ |
612 | */ |
679 | |
|
|
680 | int |
613 | int |
681 | learn_skill (object *pl, object *scroll) |
614 | learn_skill (object *pl, object *scroll) |
682 | { |
615 | { |
683 | object *tmp; |
|
|
684 | |
|
|
685 | if (!scroll->skill) |
616 | if (!scroll->skill) |
686 | { |
617 | { |
687 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
618 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
688 | return 2; |
619 | return 2; |
689 | } |
620 | } |
690 | |
621 | |
691 | /* can't use find_skill_by_name because we want skills the player knows |
622 | object *tmp = find_skill (pl, scroll->skill); |
692 | * but can't use natively. |
|
|
693 | */ |
|
|
694 | |
|
|
695 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
696 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
697 | break; |
|
|
698 | |
623 | |
699 | /* player already knows it */ |
624 | /* player already knows it */ |
700 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
625 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
701 | return 0; |
626 | return 0; |
702 | |
627 | |
… | |
… | |
715 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
640 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
716 | return 2; |
641 | return 2; |
717 | } |
642 | } |
718 | |
643 | |
719 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
644 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
720 | link_player_skills (pl); |
645 | |
721 | return 1; |
646 | return 1; |
722 | } |
647 | } |
723 | |
648 | |
724 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
649 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
725 | |
|
|
726 | /* Probably belongs in some global utils-type file? */ |
650 | /* Probably belongs in some global utils-type file? */ |
727 | static int |
651 | static int |
728 | clipped_percent (sint64 a, sint64 b) |
652 | clipped_percent (sint64 a, sint64 b) |
729 | { |
653 | { |
730 | int rv; |
654 | int rv; |
… | |
… | |
750 | * Note this function is a bit more complicated becauase we |
674 | * Note this function is a bit more complicated becauase we |
751 | * we want ot sort the skills before printing them. If we |
675 | * we want ot sort the skills before printing them. If we |
752 | * just dumped this as we found it, this would be a bit |
676 | * just dumped this as we found it, this would be a bit |
753 | * simpler. |
677 | * simpler. |
754 | */ |
678 | */ |
755 | |
679 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
756 | void |
680 | void |
757 | show_skills (object *op, const char *search) |
681 | show_skills (object *pl, const char *search) |
758 | { |
682 | { |
759 | object *tmp = NULL; |
|
|
760 | char buf[MAX_BUF]; |
|
|
761 | const char *cp; |
683 | const char *cp; |
762 | int i, num_skills_found = 0; |
684 | int i, num_skills_found = 0; |
763 | static const char *const periods = "........................................"; |
685 | const char *const periods = ".............................."; // 30 |
764 | |
686 | |
765 | /* Need to have a pointer and use strdup for qsort to work properly */ |
687 | /* Need to have a pointer and use strdup for qsort to work properly */ |
766 | char skills[NUM_SKILLS][MAX_BUF]; |
688 | char skills[NUM_SKILLS][128]; // d'oh |
767 | |
689 | |
|
|
690 | object *op = pl->contr->ob; |
768 | |
691 | |
769 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
692 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
770 | { |
693 | { |
771 | if (tmp->type == SKILL) |
694 | if (tmp->type == SKILL) |
772 | { |
695 | { |
773 | if (search && strstr (tmp->name, search) == NULL) |
696 | if (search && !tmp->name.contains (search)) |
774 | continue; |
697 | continue; |
|
|
698 | |
|
|
699 | char buf[30]; |
|
|
700 | |
775 | /* Basically want to fill this out to 40 spaces with periods */ |
701 | /* Basically want to fill this out to 30 spaces with periods */ |
776 | sprintf (buf, "%s%s", &tmp->name, periods); |
702 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
777 | buf[40] = 0; |
|
|
778 | |
703 | |
779 | if (settings.permanent_exp_ratio) |
704 | if (settings.permanent_exp_ratio) |
780 | { |
|
|
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
705 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
782 | buf, tmp->level, tmp->stats.exp, |
706 | buf, tmp->level, tmp->stats.exp, |
783 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
707 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
784 | } |
|
|
785 | else |
708 | else |
786 | { |
|
|
787 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
709 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
788 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
710 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
789 | } |
711 | |
790 | /* I don't know why some characters get a bunch of skills, but |
712 | /* I don't know why some characters get a bunch of skills, but |
791 | * it sometimes happens (maybe a leftover from bugier earlier code |
713 | * it sometimes happens (maybe a leftover from bugier earlier code |
792 | * and those character are still about). In any case, lets handle |
714 | * and those character are still about). In any case, lets handle |
793 | * it so it doesn't crash the server - otherwise, one character may |
715 | * it so it doesn't crash the server - otherwise, one character may |
794 | * crash the server numerous times. |
716 | * crash the server numerous times. |
… | |
… | |
800 | break; |
722 | break; |
801 | } |
723 | } |
802 | } |
724 | } |
803 | } |
725 | } |
804 | |
726 | |
805 | clear_win_info (op); |
727 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
806 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
728 | |
|
|
729 | msg << "T<Player skills:>\n\n"; |
807 | if (num_skills_found > 1) |
730 | if (num_skills_found > 1) |
808 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
731 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
809 | |
732 | |
810 | for (i = 0; i < num_skills_found; i++) |
733 | for (i = 0; i < num_skills_found; i++) |
811 | { |
734 | msg << " C<" << skills [i] << ">\n"; |
812 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
|
|
813 | } |
|
|
814 | |
735 | |
815 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
736 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
816 | |
737 | |
817 | cp = determine_god (op); |
738 | cp = determine_god (op); |
818 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
739 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
819 | |
740 | |
820 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
741 | msg << "Your equipped item power is " << (int)op->contr->item_power |
821 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
742 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
743 | << ".\n"; |
|
|
744 | |
|
|
745 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
822 | } |
746 | } |
823 | |
747 | |
824 | /* use_skill() - similar to invoke command, it executes the skill in the |
748 | /* use_skill() - similar to invoke command, it executes the skill in the |
825 | * direction that the user is facing. Returns false if we are unable to |
749 | * direction that the user is facing. Returns false if we are unable to |
826 | * change to the requested skill, or were unable to use the skill properly. |
750 | * change to the requested skill, or were unable to use the skill properly. |
827 | * This is tricky because skills can have spaces. We basically roll |
751 | * This is tricky because skills can have spaces. We basically roll |
828 | * our own find_skill_by_name so we can try to do better string matching. |
752 | * our own find_skill_by_name so we can try to do better string matching. |
829 | */ |
753 | */ |
830 | |
|
|
831 | int |
754 | int |
832 | use_skill (object *op, const char *string) |
755 | use_skill (object *op, const char *string) |
833 | { |
756 | { |
834 | object *skop; |
757 | object *skop; |
835 | size_t len; |
758 | size_t len; |
836 | |
759 | |
837 | if (!string) |
760 | if (!string) |
838 | return 0; |
761 | return 0; |
839 | |
762 | |
840 | for (skop = op->inv; skop != NULL; skop = skop->below) |
763 | for (skop = op->inv; skop; skop = skop->below) |
841 | { |
764 | { |
|
|
765 | if (skop->type == SKILL |
842 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
766 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
843 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
767 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
844 | break; |
768 | break; |
|
|
769 | else if (skop->type == SKILL_TOOL |
845 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
770 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
846 | break; |
771 | break; |
847 | } |
772 | } |
|
|
773 | |
848 | if (!skop) |
774 | if (!skop) |
849 | { |
775 | { |
850 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
776 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
851 | return 0; |
777 | return 0; |
852 | } |
778 | } |
… | |
… | |
857 | * options given to the skill. Its pretty simple - if there |
783 | * options given to the skill. Its pretty simple - if there |
858 | * are extra parameters (as deteremined by string length), we |
784 | * are extra parameters (as deteremined by string length), we |
859 | * want to skip over any leading spaces. |
785 | * want to skip over any leading spaces. |
860 | */ |
786 | */ |
861 | if (len >= strlen (string)) |
787 | if (len >= strlen (string)) |
862 | { |
|
|
863 | string = NULL; |
788 | string = NULL; |
864 | } |
|
|
865 | else |
789 | else |
866 | { |
790 | { |
867 | string += len; |
791 | string += len; |
868 | while (*string == 0x20) |
792 | while (*string == 0x20) |
869 | string++; |
793 | string++; |
|
|
794 | |
870 | if (strlen (string) == 0) |
795 | if (strlen (string) == 0) |
871 | string = NULL; |
796 | string = NULL; |
872 | } |
797 | } |
873 | |
798 | |
874 | #ifdef SKILL_UTIL_DEBUG |
799 | #ifdef SKILL_UTIL_DEBUG |
875 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
800 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
876 | #endif |
801 | #endif |
877 | |
802 | |
878 | /* Change to the new skill, then execute it. */ |
|
|
879 | if (do_skill (op, op, skop, op->facing, string)) |
803 | if (do_skill (op, op, skop, op->facing, string)) |
880 | return 1; |
804 | return 1; |
881 | |
805 | |
882 | return 0; |
806 | return 0; |
883 | } |
807 | } |
884 | |
808 | |
885 | static bool |
809 | static bool |
886 | hth_skill_p (object *skill) |
810 | hth_skill_p (object *skill) |
887 | { |
811 | { |
888 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
812 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
889 | if (skill->subtype == unarmed_skills[i]) |
|
|
890 | return 1; |
|
|
891 | |
|
|
892 | return 0; |
|
|
893 | } |
813 | } |
894 | |
814 | |
895 | /* This finds the first unarmed skill the player has, and returns it. |
815 | /* This finds the first unarmed skill the player has, and returns it. |
896 | */ |
816 | */ |
897 | static object * |
817 | static object * |
… | |
… | |
911 | * tmp is the targetted monster. |
831 | * tmp is the targetted monster. |
912 | * op is what is attacking |
832 | * op is what is attacking |
913 | * string is passed along to describe what messages to describe |
833 | * string is passed along to describe what messages to describe |
914 | * the damage. |
834 | * the damage. |
915 | */ |
835 | */ |
916 | |
|
|
917 | static int |
836 | static int |
918 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
837 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
919 | { |
838 | { |
920 | int success; |
|
|
921 | |
|
|
922 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
839 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
923 | return RESULT_INT (0); |
840 | return RESULT_INT (0); |
924 | |
841 | |
925 | /* For Players only: if there is no ready weapon, and no "attack" skill |
842 | /* For Players only: if there is no ready weapon, and no "attack" skill |
926 | * is readied either then try to find a skill for the player to use. |
843 | * is readied either then try to find a skill for the player to use. |
927 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
844 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
928 | * the caller should have set it appropriately). We still want to pass |
845 | * the caller should have set it appropriately). We still want to pass |
929 | * through that code if skill is set to change to the skill. |
846 | * through that code if skill is set to change to the skill. |
930 | */ |
847 | */ |
931 | if (op->type == PLAYER) |
848 | if (player *pl = op->contr) |
932 | { |
849 | { |
933 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
850 | if (skill) |
|
|
851 | op->change_skill (skill); |
|
|
852 | else |
934 | { |
853 | { |
935 | if (!skill) |
854 | if (!pl->combat_ob) |
936 | { |
855 | { |
937 | /* See if the players chosen skill is a combat skill, and use |
856 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
938 | * it if appropriate. |
|
|
939 | */ |
|
|
940 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
941 | skill = op->chosen_skill; |
|
|
942 | else |
|
|
943 | { |
857 | { |
944 | skill = find_player_hth_skill (op); |
858 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
859 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
860 | break; |
945 | |
861 | |
946 | if (!skill) |
862 | if (!tmp) |
|
|
863 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
864 | |
|
|
865 | pl->combat_ob = tmp; |
|
|
866 | } |
|
|
867 | |
|
|
868 | if (!pl->combat_ob) |
|
|
869 | { |
|
|
870 | /* See if the players chosen skill is a combat skill, and use |
|
|
871 | * it if appropriate. |
|
|
872 | */ |
|
|
873 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
874 | skill = op->chosen_skill; |
|
|
875 | else |
947 | { |
876 | { |
|
|
877 | skill = find_player_hth_skill (op); |
|
|
878 | |
|
|
879 | if (!skill) |
948 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
880 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
949 | return 0; |
881 | } |
|
|
882 | |
|
|
883 | if (skill) |
|
|
884 | { |
|
|
885 | op->change_skill (0); |
|
|
886 | apply_special (op, skill, AP_APPLY); |
950 | } |
887 | } |
951 | } |
888 | } |
952 | } |
|
|
953 | |
889 | |
954 | /* now try to ready the new skill */ |
|
|
955 | if (!change_skill (op, skill, 0)) |
|
|
956 | { /* oh oh, trouble! */ |
|
|
957 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
958 | return 0; |
|
|
959 | } |
|
|
960 | } |
|
|
961 | else |
|
|
962 | { |
|
|
963 | /* Seen some crashes below where current_weapon is not set, |
|
|
964 | * even though the flag says it is. So if current weapon isn't set, |
|
|
965 | * do some work in trying to find the object to use. |
|
|
966 | */ |
|
|
967 | if (!op->current_weapon) |
|
|
968 | { |
|
|
969 | object *tmp; |
|
|
970 | |
|
|
971 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
972 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
973 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
974 | break; |
|
|
975 | |
|
|
976 | if (!tmp) |
890 | if (!pl->combat_ob) |
977 | { |
891 | { |
978 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
892 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
979 | op->current_weapon = NULL; |
|
|
980 | return 0; |
893 | return 0; |
981 | } |
894 | } |
982 | else |
|
|
983 | { |
|
|
984 | op->current_weapon = tmp; |
|
|
985 | } |
|
|
986 | } |
895 | } |
987 | |
896 | |
988 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
897 | if (!op->change_weapon (pl->combat_ob)) |
|
|
898 | return 0; |
989 | } |
899 | } |
990 | } |
|
|
991 | |
900 | |
992 | /* lose invisiblity/hiding status for running attacks */ |
901 | /* lose invisiblity/hiding status for running attacks */ |
993 | |
902 | if (pl->tmp_invis) |
994 | if (op->type == PLAYER && op->contr->tmp_invis) |
903 | { |
995 | { |
|
|
996 | op->contr->tmp_invis = 0; |
904 | pl->tmp_invis = 0; |
997 | op->invisible = 0; |
905 | op->invisible = 0; |
998 | op->hide = 0; |
906 | op->flag [FLAG_HIDDEN] = 0; |
999 | update_object (op, UP_OBJ_FACE); |
907 | update_object (op, UP_OBJ_CHANGE); |
|
|
908 | } |
1000 | } |
909 | } |
1001 | |
910 | |
1002 | success = attack_ob (tmp, op); |
911 | int success = attack_ob (tmp, op); |
1003 | |
912 | |
1004 | /* print appropriate messages to the player */ |
913 | /* print appropriate messages to the player */ |
1005 | |
914 | |
1006 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
915 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1007 | { |
916 | { |
1008 | if (op->type == PLAYER) |
917 | if (op->type == PLAYER) |
1009 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
918 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1010 | else if (tmp->type == PLAYER) |
919 | else if (tmp->type == PLAYER) |
1011 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
920 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1012 | } |
921 | } |
|
|
922 | |
1013 | return success; |
923 | return success; |
1014 | } |
924 | } |
1015 | |
|
|
1016 | |
925 | |
1017 | /* skill_attack() - Core routine for use when we attack using a skills |
926 | /* skill_attack() - Core routine for use when we attack using a skills |
1018 | * system. In essence, this code handles |
927 | * system. In essence, this code handles |
1019 | * all skill-based attacks, ie hth, missile and melee weapons should be |
928 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1020 | * treated here. If an opponent is already supplied by move_player(), |
929 | * treated here. If an opponent is already supplied by move_player(), |
1021 | * we move right onto do_skill_attack(), otherwise we find if an |
930 | * we move right onto do_skill_attack(), otherwise we find if an |
1022 | * appropriate opponent exists. |
931 | * appropriate opponent exists. |
1023 | * |
932 | * |
1024 | * This is called by move_player() and attack_hth() |
933 | * This is called by move_player() and attack_hth() |
1025 | * |
934 | * |
1026 | * Initial implementation by -bt thomas@astro.psu.edu |
935 | * Initial implementation by -bt thomas@astro.psu.edu |
1027 | */ |
936 | */ |
1028 | |
|
|
1029 | int |
937 | int |
1030 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
938 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1031 | { |
939 | { |
1032 | sint16 tx, ty; |
940 | sint16 tx, ty; |
1033 | maptile *m; |
941 | maptile *m; |
… | |
… | |
1040 | ty = freearr_y[dir]; |
948 | ty = freearr_y[dir]; |
1041 | |
949 | |
1042 | /* If we don't yet have an opponent, find if one exists, and attack. |
950 | /* If we don't yet have an opponent, find if one exists, and attack. |
1043 | * Legal opponents are the same as outlined in move_player_attack() |
951 | * Legal opponents are the same as outlined in move_player_attack() |
1044 | */ |
952 | */ |
1045 | |
953 | if (!tmp) |
1046 | if (tmp == NULL) |
|
|
1047 | { |
954 | { |
1048 | m = pl->map; |
955 | m = pl->map; |
1049 | tx = pl->x + freearr_x[dir]; |
956 | tx = pl->x + freearr_x[dir]; |
1050 | ty = pl->y + freearr_y[dir]; |
957 | ty = pl->y + freearr_y[dir]; |
1051 | |
958 | |
… | |
… | |
1061 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
968 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1062 | { |
969 | { |
1063 | /* Don't attack party members */ |
970 | /* Don't attack party members */ |
1064 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
971 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1065 | return 0; |
972 | return 0; |
|
|
973 | |
1066 | break; |
974 | break; |
1067 | } |
975 | } |
1068 | } |
976 | } |
|
|
977 | |
1069 | if (!tmp) |
978 | if (!tmp) |
1070 | { |
979 | { |
1071 | if (pl->type == PLAYER) |
980 | if (pl->type == PLAYER) |
1072 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
981 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
982 | |
1073 | return 0; |
983 | return 0; |
1074 | } |
984 | } |
1075 | |
985 | |
1076 | return do_skill_attack (tmp, pl, string, skill); |
986 | return do_skill_attack (tmp, pl, string, skill); |
1077 | } |
987 | } |
1078 | |
|
|
1079 | |
988 | |
1080 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
989 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1081 | |
990 | |
1082 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
991 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1083 | * (attack_hth) we check for weapon use, etc in the second (the new |
992 | * (attack_hth) we check for weapon use, etc in the second (the new |
1084 | * function skill_attack() we actually attack. |
993 | * function skill_attack() we actually attack. |
1085 | */ |
994 | */ |
1086 | |
|
|
1087 | static int |
995 | static int |
1088 | attack_hth (object *pl, int dir, const char *string, object *skill) |
996 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1089 | { |
997 | { |
1090 | object *enemy = NULL, *weapon; |
998 | object *enemy = NULL, *weapon; |
1091 | |
999 | |
… | |
… | |
1100 | if (pl->type == PLAYER) |
1008 | if (pl->type == PLAYER) |
1101 | { |
1009 | { |
1102 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1010 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1103 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1011 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1104 | } |
1012 | } |
|
|
1013 | |
1105 | break; |
1014 | break; |
1106 | } |
1015 | } |
1107 | } |
1016 | } |
|
|
1017 | |
1108 | return skill_attack (enemy, pl, dir, string, skill); |
1018 | return skill_attack (enemy, pl, dir, string, skill); |
1109 | } |
1019 | } |
1110 | |
|
|
1111 | |
1020 | |
1112 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1021 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1113 | * For now we are just checking to see if we have a ready weapon here. |
1022 | * For now we are just checking to see if we have a ready weapon here. |
1114 | * But there is a real neato possible feature of this scheme which |
1023 | * But there is a real neato possible feature of this scheme which |
1115 | * bears mentioning: |
1024 | * bears mentioning: |
1116 | * Since we are only calling this from do_skill() in the future |
1025 | * Since we are only calling this from do_skill() in the future |
1117 | * we may make this routine handle 'special' melee weapons attacks |
1026 | * we may make this routine handle 'special' melee weapons attacks |
1118 | * (like disarming manuever with sai) based on player SK_level and |
1027 | * (like disarming manuever with sai) based on player SK_level and |
1119 | * weapon type. |
1028 | * weapon type. |
1120 | */ |
1029 | */ |
1121 | |
|
|
1122 | static int |
1030 | static int |
1123 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1031 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1124 | { |
1032 | { |
1125 | |
1033 | |
1126 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1034 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1127 | { |
1035 | { |
1128 | if (op->type == PLAYER) |
1036 | if (op->type == PLAYER) |
1129 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1037 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1038 | |
1130 | return 0; |
1039 | return 0; |
1131 | } |
1040 | } |
|
|
1041 | |
1132 | return skill_attack (NULL, op, dir, string, skill); |
1042 | return skill_attack (NULL, op, dir, string, skill); |
1133 | |
|
|
1134 | } |
1043 | } |
|
|
1044 | |