ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.56 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.76 by root, Mon Apr 27 01:38:49 2009 UTC

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 (©) 2005,2006,2007,2008,2009 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
85 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 86 * mostly used for sending exp.
88 */ 87 */
89void 88void
90link_player_skills (object *op) 89player::link_skills ()
91{ 90{
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
94 { 96 {
95 /* This is really a warning, hence no else below */ 97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 98
100 if (tmp->subtype >= NUM_SKILLS) 99 if (last_skill_ob [tmp->subtype] != tmp)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 { 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
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 106 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
106 } 109 }
107 } 110 }
108} 111}
109 112
110static object * 113static object *
111find_skill (object *who, const shstr &sh) 114find_skill (object *who, shstr_cmp name)
112{ 115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
113 for (object *tmp = who->inv; tmp; tmp = tmp->below) 121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL) 122 if (tmp->skill == name && tmp->type == SKILL)
115 return tmp; 123 return splay (tmp);
116 124
117 return 0; 125 return 0;
126}
127
128object *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);
118} 132}
119 133
120/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
121 * one that accumulates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
122 * 136 *
123 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
124 * 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
125 * tool, this code will equip it. 139 * tool, this code will equip it.
126 */ 140 */
127object * 141object *
128find_skill_by_name (object *who, const shstr &sh) 142find_skill_by_name (object *who, shstr_cmp sh)
129{ 143{
130 object *skill_tool = 0; 144 object *skill_tool = 0;
131 145
132 for (object *tmp = who->inv; tmp; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh) 147 if (tmp->skill == sh)
150 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
151 */ 165 */
152 object *skill = find_skill (who, skill_tool->skill); 166 object *skill = find_skill (who, skill_tool->skill);
153 167
154 if (!skill) 168 if (!skill)
155 {
156 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who);
158 }
159 170
160 if (!skill_tool->flag [FLAG_APPLIED]) 171 if (!skill_tool->flag [FLAG_APPLIED])
161 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))
162 return 0; 173 return 0;
163 174
164 return splay (skill); 175 return splay (skill);
165} 176}
166 177
167object * 178object *
168find_skill_by_name (object *who, const char *name) 179find_skill_by_name_fuzzy (object *who, const char *name)
169{ 180{
170 if (!name) 181 if (!name)
171 return 0; 182 return 0;
172 183
173 for (object *tmp = who->inv; tmp; tmp = tmp->below) 184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name)) 186 && tmp->skill.starts_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill)) 187 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop; 188 return skop;
178 189
179 return 0; 190 return 0;
180} 191}
249 */ 260 */
250int 261int
251do_skill (object *op, object *part, object *skill, int dir, const char *string) 262do_skill (object *op, object *part, object *skill, int dir, const char *string)
252{ 263{
253 int success = 0, exp = 0; 264 int success = 0, exp = 0;
254 int did_alc = 0;
255 265
256 if (!skill) 266 if (!skill)
257 return 0; 267 return 0;
258 268
259 /* 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
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 303 }
294 else 304 else
295 { 305 {
296 SET_FLAG (skill, FLAG_APPLIED); 306 SET_FLAG (skill, FLAG_APPLIED);
297 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!");
298 } 308 }
299 309
300 op->update_stats (); 310 op->update_stats ();
301 success = 1; 311 success = 1;
302 break; 312 break;
312 case SK_HIDING: 322 case SK_HIDING:
313 exp = success = hide (op, skill); 323 exp = success = hide (op, skill);
314 break; 324 break;
315 325
316 case SK_JUMPING: 326 case SK_JUMPING:
317 success = jump (op, dir, skill); 327 exp = success = jump (op, dir, skill);
318 break; 328 break;
319 329
320 case SK_INSCRIPTION: 330 case SK_INSCRIPTION:
321 exp = success = write_on_item (op, string, skill); 331 exp = success = write_on_item (op, string, skill);
322 break; 332 break;
384 case SK_LITERACY: 394 case SK_LITERACY:
385 case SK_WOODSMAN: 395 case SK_WOODSMAN:
386 /* 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.
387 * failing that, we go and identify stuff. 397 * failing that, we go and identify stuff.
388 */ 398 */
399 {
400 bool found_cauldron = false;
401
389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 402 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
390 { 403 {
391 next = tmp->above; 404 next = tmp->above;
392 405
393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
394 { 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
395 attempt_do_alchemy (op, tmp); 418 attempt_do_alchemy (op, tmp, skill);
396 419
397 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 420 if (QUERY_FLAG (tmp, FLAG_APPLIED))
398 esrv_send_inventory (op, tmp); 421 esrv_send_inventory (op, tmp);
399
400 did_alc = 1;
401 } 422 }
402 } 423 }
403 424
404 if (did_alc == 0) 425 if (!found_cauldron)
405 exp = success = skill_ident (op, skill); 426 exp = success = skill_ident (op, skill);
406 427 }
407 break; 428 break;
408 429
409 case SK_DET_MAGIC: 430 case SK_DET_MAGIC:
410 case SK_DET_CURSE: 431 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill); 432 exp = success = skill_ident (op, skill);
453 * 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
454 * which use_monster_skill is called already simulates this. 475 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be 476 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself. 477 * in the code for the skill itself.
457 */ 478 */
458
459 if (op->type == PLAYER) 479 if (op->type == PLAYER)
460 op->speed_left -= 1.f; 480 op->speed_left -= 1.f;
461 481
462 /* 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.
463 * Note that add_exp() will figure out player/monster experience 483 * Note that add_exp() will figure out player/monster experience
511 * 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
512 * help out exp awards for skill_ident skills. Also, if 532 * help out exp awards for skill_ident skills. Also, if
513 * 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
514 * and level (this was the old system) -b.t. 534 * and level (this was the old system) -b.t.
515 */ 535 */
516
517 if (!op) 536 if (!op)
518 { /* no item/creature */ 537 { /* no item/creature */
519 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 538 op_lvl = max (1, who->map->difficulty);
520 op_exp = 0; 539 op_exp = 0;
521 } 540 }
522 else if (op->type == RUNE || op->type == TRAP) 541 else if (op->type == RUNE || op->type == TRAP)
523 { /* all traps. If stats.Cha > 1 we use that 542 { /* all traps. If stats.Cha > 1 we use that
524 * for the amount of experience */ 543 * for the amount of experience */
528 else 547 else
529 { /* all other items/living creatures */ 548 { /* all other items/living creatures */
530 op_exp = op->stats.exp; 549 op_exp = op->stats.exp;
531 op_lvl = op->level; 550 op_lvl = op->level;
532 if (!QUERY_FLAG (op, FLAG_ALIVE)) 551 if (!QUERY_FLAG (op, FLAG_ALIVE))
533 { /* for ident/make items */ 552 op_lvl += 5 * abs (op->magic); /* for ident/make items */
534 op_lvl += 5 * abs (op->magic);
535 }
536 } 553 }
537 554
538 if (op_lvl < 1) 555 if (op_lvl < 1)
539 op_lvl = 1; 556 op_lvl = 1;
540 557
567 } 584 }
568 } 585 }
569 else 586 else
570 { 587 {
571 /* Don't divide by zero here! */ 588 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 589 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 } 590 }
574 } 591 }
575 592
576 /* assemble the exp total, and return value */ 593 /* assemble the exp total, and return value */
577 594
623 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);
624 return 2; 641 return 2;
625 } 642 }
626 643
627 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
628 link_player_skills (pl); 645
629 return 1; 646 return 1;
630} 647}
631 648
632/* Gives a percentage clipped to 0% -> 100% of a/b. */ 649/* Gives a percentage clipped to 0% -> 100% of a/b. */
633/* Probably belongs in some global utils-type file? */ 650/* Probably belongs in some global utils-type file? */
657 * Note this function is a bit more complicated becauase we 674 * Note this function is a bit more complicated becauase we
658 * we want ot sort the skills before printing them. If we 675 * we want ot sort the skills before printing them. If we
659 * 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
660 * simpler. 677 * simpler.
661 */ 678 */
662 679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663void 680void
664show_skills (object *op, const char *search) 681show_skills (object *pl, const char *search)
665{ 682{
666 object *tmp = NULL;
667 char buf[MAX_BUF];
668 const char *cp; 683 const char *cp;
669 int i, num_skills_found = 0; 684 int i, num_skills_found = 0;
670 static const char *const periods = "........................................"; 685 const char *const periods = ".............................."; // 30
671 686
672 /* 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 */
673 char skills[NUM_SKILLS][MAX_BUF]; 688 char skills[NUM_SKILLS][128]; // d'oh
674 689
690 object *op = pl->contr->ob;
675 691
676 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 692 for (object *tmp = op->inv; tmp; tmp = tmp->below)
677 { 693 {
678 if (tmp->type == SKILL) 694 if (tmp->type == SKILL)
679 { 695 {
680 if (search && strstr (tmp->name, search) == NULL) 696 if (search && !tmp->name.contains (search))
681 continue; 697 continue;
698
699 char buf[30];
700
682 /* Basically want to fill this out to 40 spaces with periods */ 701 /* Basically want to fill this out to 30 spaces with periods */
683 sprintf (buf, "%s%s", &tmp->name, periods); 702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
684 buf[40] = 0;
685 703
686 if (settings.permanent_exp_ratio) 704 if (settings.permanent_exp_ratio)
687 {
688 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%%)",
689 buf, tmp->level, tmp->stats.exp, 706 buf, tmp->level, tmp->stats.exp,
690 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));
691 }
692 else 708 else
693 {
694 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
695 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));
696 } 711
697 /* 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
698 * it sometimes happens (maybe a leftover from bugier earlier code 713 * it sometimes happens (maybe a leftover from bugier earlier code
699 * and those character are still about). In any case, lets handle 714 * and those character are still about). In any case, lets handle
700 * 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
701 * crash the server numerous times. 716 * crash the server numerous times.
707 break; 722 break;
708 } 723 }
709 } 724 }
710 } 725 }
711 726
712 clear_win_info (op); 727 dynbuf_text &msg = msg_dynbuf; msg.clear ();
713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 728
729 msg << "T<Player skills:>\n\n";
714 if (num_skills_found > 1) 730 if (num_skills_found > 1)
715 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 731 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
716 732
717 for (i = 0; i < num_skills_found; i++) 733 for (i = 0; i < num_skills_found; i++)
718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 734 msg << " C<" << skills [i] << ">\n";
719 735
720 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";
721 737
722 cp = determine_god (op); 738 cp = determine_god (op);
723 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";
724 740
725 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
726 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);
727} 746}
728 747
729/* 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
730 * 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
731 * 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.
826 * 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
827 * 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.
828 */ 847 */
829 if (player *pl = op->contr) 848 if (player *pl = op->contr)
830 { 849 {
831 if (!pl->combat_ob) 850 if (skill)
851 op->change_skill (skill);
852 else
832 { 853 {
833 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
834 {
835 for (tmp = op->inv; tmp; tmp = tmp->below)
836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
837 break;
838
839 if (!tmp)
840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841
842 pl->combat_ob = tmp;
843 }
844
845 if (!pl->combat_ob) 854 if (!pl->combat_ob)
846 { 855 {
856 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
857 {
858 for (tmp = op->inv; tmp; tmp = tmp->below)
859 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
860 break;
861
847 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)
848 { 869 {
849 /* See if the players chosen skill is a combat skill, and use 870 /* See if the players chosen skill is a combat skill, and use
850 * it if appropriate. 871 * it if appropriate.
851 */ 872 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 873 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = find_player_hth_skill (op); 877 skill = find_player_hth_skill (op);
857 878
858 if (!skill) 879 if (!skill)
859 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!");
860 } 881 }
882
883 if (skill)
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
887 }
861 } 888 }
862 889
863 if (skill) 890 if (!pl->combat_ob)
864 { 891 {
865 op->change_skill (0); 892 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
866 apply_special (op, skill, AP_APPLY); 893 return 0;
867 } 894 }
868 } 895 }
869 896
870 if (!pl->combat_ob) 897 if (!op->change_weapon (pl->combat_ob))
871 {
872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 return 0; 898 return 0;
874 }
875 } 899 }
876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879 900
880 /* lose invisiblity/hiding status for running attacks */ 901 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis) 902 if (pl->tmp_invis)
882 { 903 {
883 pl->tmp_invis = 0; 904 pl->tmp_invis = 0;
884 op->invisible = 0; 905 op->invisible = 0;
885 op->hide = 0; 906 op->flag [FLAG_HIDDEN] = 0;
886 update_object (op, UP_OBJ_CHANGE); 907 update_object (op, UP_OBJ_CHANGE);
887 } 908 }
888 } 909 }
889 910
890 int success = attack_ob (tmp, op); 911 int success = attack_ob (tmp, op);
902 return success; 923 return success;
903} 924}
904 925
905/* 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
906 * system. In essence, this code handles 927 * system. In essence, this code handles
907 * 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
908 * treated here. If an opponent is already supplied by move_player(), 929 * treated here. If an opponent is already supplied by move_player(),
909 * 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
910 * appropriate opponent exists. 931 * appropriate opponent exists.
911 * 932 *
912 * This is called by move_player() and attack_hth() 933 * This is called by move_player() and attack_hth()

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines