1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
51 | # define def(uc, flags) flags, |
51 | # define def(uc, flags) flags, |
52 | # include "skillinc.h" |
52 | # include "skillinc.h" |
53 | # undef def |
53 | # undef def |
54 | }; |
54 | }; |
55 | |
55 | |
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56 | vector<object_ptr> skillvec; |
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57 | |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
58 | |
60 | |
59 | /* init_skills basically just sets up the skill_names table |
61 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
62 | * above. The index into the array is set up by the |
61 | * subtypes. |
63 | * subtypes. |
62 | */ |
64 | */ |
63 | void |
65 | void |
64 | init_skills (void) |
66 | init_skills () |
65 | { |
67 | { |
66 | for_all_archetypes (at) |
68 | // nop |
67 | if (at->type == SKILL) |
69 | } |
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70 | |
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71 | void |
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72 | add_skill_archetype (object *o) |
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73 | { |
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74 | printf ("<%s><%s>\n", &o->name, &o->skill);//D |
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75 | |
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76 | assert (("skill name must equal skill skill", o->name == o->skill)); |
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77 | |
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78 | for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i) |
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79 | if ((*i)->name == o->name) |
68 | { |
80 | { |
69 | if (skill_names[at->subtype]) |
81 | // replace existing entry |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
82 | SKILL_INDEX (o) = i - skillvec.begin (); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
83 | *i = o; |
72 | else |
84 | return; |
73 | skill_names[at->subtype] = at->skill; |
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74 | } |
85 | } |
75 | |
86 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
87 | // add new entry |
77 | * checking for this may catch some user errors. |
88 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
78 | */ |
89 | SKILL_INDEX (o) = skillvec.size (); |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
90 | skillvec.push_back (o); |
80 | if (!skill_names[i]) |
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81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
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82 | } |
91 | } |
83 | |
92 | |
84 | /* This function goes through the player inventory and sets |
93 | /* This function goes through the player inventory and sets |
85 | * up the last_skills[] array in the player object. |
94 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
95 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
96 | * mostly used for sending exp. |
88 | */ |
97 | */ |
89 | void |
98 | void |
90 | player::link_skills () |
99 | player::link_skills () |
91 | { |
100 | { |
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
101 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
93 | last_skill_ob [i] = 0; |
102 | last_skill_ob [i] = 0; |
94 | |
103 | |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
104 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
96 | if (tmp->type == SKILL) |
105 | if (tmp->type == SKILL) |
97 | { |
106 | { |
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107 | int idx = SKILL_INDEX (tmp); |
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108 | |
98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
109 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
99 | |
110 | |
100 | if (last_skill_ob [tmp->subtype] != tmp) |
111 | if (last_skill_ob [idx] != tmp) |
101 | { |
112 | { |
102 | /* This is really a warning, hence no else below */ |
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103 | if (last_skill_ob [tmp->subtype]) |
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104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
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106 | |
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107 | last_skill_ob [tmp->subtype] = tmp; |
113 | last_skill_ob [idx] = tmp; |
108 | if (ns) |
114 | if (ns) |
109 | ns->last_skill_exp [tmp->subtype] = -1; |
115 | ns->last_skill_exp [idx] = -1; |
110 | } |
116 | } |
111 | } |
117 | } |
112 | } |
118 | } |
113 | |
119 | |
114 | static object * |
120 | static object * |
… | |
… | |
124 | return splay (tmp); |
130 | return splay (tmp); |
125 | |
131 | |
126 | return 0; |
132 | return 0; |
127 | } |
133 | } |
128 | |
134 | |
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135 | object * |
129 | object *player::find_skill (shstr_cmp name) const |
136 | player::find_skill (shstr_cmp name) const |
130 | { |
137 | { |
131 | // might want to use last_skill_obj at one point, or maybe not |
138 | // might want to use last_skill_obj at one point, or maybe not |
132 | return ::find_skill (ob, name); |
139 | return ::find_skill (ob, name); |
133 | } |
140 | } |
134 | |
141 | |
… | |
… | |
162 | |
169 | |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
170 | /* Player has a tool to use the skill. If not applied, apply it - |
164 | * if not successful, return null. If they do have the skill tool |
171 | * if not successful, return null. If they do have the skill tool |
165 | * but not the skill itself, give it to them. |
172 | * but not the skill itself, give it to them. |
166 | */ |
173 | */ |
167 | object *skill = find_skill (who, skill_tool->skill); |
174 | object *skill = who->give_skill (skill_tool->skill); |
168 | |
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169 | if (!skill) |
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170 | skill = give_skill_by_name (who, skill_tool->skill); |
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171 | |
175 | |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
176 | if (!skill_tool->flag [FLAG_APPLIED]) |
173 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
177 | if (!who->apply (splay (skill_tool))) |
174 | return 0; |
178 | return 0; |
175 | |
179 | |
176 | return splay (skill); |
180 | return splay (skill); |
177 | } |
181 | } |
178 | |
182 | |
179 | object * |
183 | object * |
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
184 | find_skill_by_name_fuzzy (object *who, const char *name) |
181 | { |
185 | { |
182 | if (!name) |
186 | if (name) |
183 | return 0; |
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184 | |
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185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
187 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
188 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
187 | && tmp->skill.starts_with (name)) |
189 | && tmp->skill.starts_with (name)) |
188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
190 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
189 | return skop; |
191 | return skop; |
190 | |
192 | |
191 | return 0; |
193 | return 0; |
192 | } |
194 | } |
193 | |
195 | |
194 | /* This returns the skill pointer of the given name (the |
196 | /* This returns the skill pointer of the given name (the |
… | |
… | |
199 | * tool, this code will equip it. |
201 | * tool, this code will equip it. |
200 | * |
202 | * |
201 | * This code is basically the same as find_skill_by_name() above, |
203 | * This code is basically the same as find_skill_by_name() above, |
202 | * but instead a skill name, we search by matching number. |
204 | * but instead a skill name, we search by matching number. |
203 | * this replaces find_skill. |
205 | * this replaces find_skill. |
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206 | * |
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207 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
204 | */ |
208 | */ |
205 | object * |
209 | object * |
206 | find_skill_by_number (object *who, int skillno) |
210 | find_skill_by_number (object *who, int skillno) |
207 | { |
211 | { |
208 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
212 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
… | |
… | |
211 | return skop; |
215 | return skop; |
212 | |
216 | |
213 | return 0; |
217 | return 0; |
214 | } |
218 | } |
215 | |
219 | |
216 | /* This changes the objects chosen_skill to new_skill. |
220 | object * |
217 | * return 1 on success, 0 on error |
221 | object::give_skill (shstr_cmp name, bool can_use) |
218 | */ |
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219 | bool |
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220 | object::change_skill (object *new_skill) |
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221 | { |
222 | { |
222 | if (type != PLAYER) |
223 | object *skill = find_skill (this, name); |
223 | return 0; |
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224 | |
224 | |
225 | // optimise this supposedly common case |
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226 | if (new_skill == chosen_skill) |
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227 | return 1; |
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228 | |
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229 | if (chosen_skill) |
225 | if (!skill) |
230 | { |
226 | skill = give_skill_by_name (this, name); |
231 | chosen_skill->flag [FLAG_APPLIED] = false; |
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232 | change_abil (this, chosen_skill); |
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233 | } |
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234 | |
227 | |
235 | chosen_skill = new_skill; |
228 | if (skill && can_use) |
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229 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
236 | |
230 | |
237 | if (chosen_skill) |
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238 | { |
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239 | chosen_skill->flag [FLAG_APPLIED] = true; |
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240 | change_abil (this, chosen_skill); |
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241 | } |
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242 | |
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243 | // always clear current weapon, as the selected skill could |
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244 | // conflict with the current weapon skill, which would go |
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245 | // undetected and exp would be given to the wrong skill. |
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246 | current_weapon = 0; |
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247 | |
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248 | update_stats (); |
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249 | return 1; |
231 | return skill; |
250 | } |
232 | } |
251 | |
233 | |
252 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
234 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
253 | * We handle all requests for skill use outside of some combat here. |
235 | * We handle all requests for skill use outside of some combat here. |
254 | * We require a separate routine outside of fire() so as to allow monsters |
236 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
295 | /* Not 100% sure if this will work with new movement code - |
277 | /* Not 100% sure if this will work with new movement code - |
296 | * the levitation skill has move_type for flying, so when |
278 | * the levitation skill has move_type for flying, so when |
297 | * equipped, that should transfer to player, when not, |
279 | * equipped, that should transfer to player, when not, |
298 | * shouldn't. |
280 | * shouldn't. |
299 | */ |
281 | */ |
300 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
282 | if (skill->flag [FLAG_APPLIED]) |
301 | { |
283 | { |
302 | CLEAR_FLAG (skill, FLAG_APPLIED); |
284 | skill->clr_flag (FLAG_APPLIED); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
285 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
304 | } |
286 | } |
305 | else |
287 | else |
306 | { |
288 | { |
307 | SET_FLAG (skill, FLAG_APPLIED); |
289 | skill->set_flag (FLAG_APPLIED); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
290 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
309 | } |
291 | } |
310 | |
292 | |
311 | op->update_stats (); |
293 | op->update_stats (); |
312 | success = 1; |
294 | success = 1; |
… | |
… | |
402 | |
384 | |
403 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
385 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
404 | { |
386 | { |
405 | next = tmp->above; |
387 | next = tmp->above; |
406 | |
388 | |
407 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
389 | if (tmp->flag [FLAG_IS_CAULDRON]) |
408 | { |
390 | { |
409 | found_cauldron = true; |
391 | found_cauldron = true; |
410 | |
392 | |
411 | if (tmp->skill != skill->skill) |
393 | if (tmp->skill != skill->skill) |
412 | { |
394 | { |
413 | op->failmsg (format ("You can't use the %s with the %s skill!", |
395 | op->failmsgf ("You can't use the %s with the %s skill!", |
414 | query_name (tmp), |
396 | query_name (tmp), |
415 | query_name (skill))); |
397 | query_name (skill)); |
416 | break; |
398 | break; |
417 | } |
399 | } |
418 | |
400 | |
419 | attempt_do_alchemy (op, tmp, skill); |
401 | attempt_do_alchemy (op, tmp, skill); |
420 | |
402 | |
421 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
403 | if (tmp->flag [FLAG_APPLIED]) |
422 | esrv_send_inventory (op, tmp); |
404 | esrv_send_inventory (op, tmp); |
423 | } |
405 | } |
424 | } |
406 | } |
425 | |
407 | |
426 | if (!found_cauldron) |
408 | if (!found_cauldron) |
… | |
… | |
462 | case SK_EVOCATION: |
444 | case SK_EVOCATION: |
463 | case SK_PYROMANCY: |
445 | case SK_PYROMANCY: |
464 | case SK_SUMMONING: |
446 | case SK_SUMMONING: |
465 | case SK_CLIMBING: |
447 | case SK_CLIMBING: |
466 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
448 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
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449 | break; |
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450 | |
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451 | case SK_MINING: |
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452 | success = skill_mining (op, part, skill, dir, string); |
467 | break; |
453 | break; |
468 | |
454 | |
469 | default: |
455 | default: |
470 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
456 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
471 | break; |
457 | break; |
… | |
… | |
547 | } |
533 | } |
548 | else |
534 | else |
549 | { /* all other items/living creatures */ |
535 | { /* all other items/living creatures */ |
550 | op_exp = op->stats.exp; |
536 | op_exp = op->stats.exp; |
551 | op_lvl = op->level; |
537 | op_lvl = op->level; |
552 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
538 | if (!op->flag [FLAG_ALIVE]) |
553 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
539 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
554 | } |
540 | } |
555 | |
541 | |
556 | if (op_lvl < 1) |
542 | if (op_lvl < 1) |
557 | op_lvl = 1; |
543 | op_lvl = 1; |
… | |
… | |
621 | } |
607 | } |
622 | |
608 | |
623 | object *tmp = find_skill (pl, scroll->skill); |
609 | object *tmp = find_skill (pl, scroll->skill); |
624 | |
610 | |
625 | /* player already knows it */ |
611 | /* player already knows it */ |
626 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
612 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
627 | return 0; |
613 | return 0; |
628 | |
614 | |
629 | /* now a random change to learn, based on player Int. |
615 | /* now a random change to learn, based on player Int. |
630 | * give bonus based on level - otherwise stupid characters |
616 | * give bonus based on level - otherwise stupid characters |
631 | * might never be able to learn anything. |
617 | * might never be able to learn anything. |
… | |
… | |
640 | { |
626 | { |
641 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
627 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
642 | return 2; |
628 | return 2; |
643 | } |
629 | } |
644 | |
630 | |
645 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
631 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
646 | |
632 | |
647 | return 1; |
633 | return 1; |
648 | } |
634 | } |
649 | |
635 | |
650 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
636 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
… | |
… | |
760 | |
746 | |
761 | if (!string) |
747 | if (!string) |
762 | return 0; |
748 | return 0; |
763 | |
749 | |
764 | for (skop = op->inv; skop; skop = skop->below) |
750 | for (skop = op->inv; skop; skop = skop->below) |
765 | { |
751 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
766 | if (skop->type == SKILL |
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767 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
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768 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
752 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
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753 | { |
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754 | skop = find_skill_by_name (op, skop->skill); |
769 | break; |
755 | break; |
770 | else if (skop->type == SKILL_TOOL |
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771 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
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772 | break; |
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|
773 | } |
756 | } |
774 | |
757 | |
775 | if (!skop) |
758 | if (!skop) |
776 | { |
759 | { |
777 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
760 | op->failmsgf ("Unable to find skill %s.", string); |
|
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761 | return 0; |
|
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762 | } |
|
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763 | |
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764 | if (!(skill_flags [skop->subtype] & SF_USE)) |
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765 | { |
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766 | op->failmsgf ( |
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767 | "You feel as if you wanted to do something funny, but you can't remember what. " |
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768 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
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769 | "use it with some item, or it's always active.>", |
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770 | &skop->skill |
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771 | ); |
778 | return 0; |
772 | return 0; |
779 | } |
773 | } |
780 | |
774 | |
781 | len = strlen (skop->skill); |
775 | len = strlen (skop->skill); |
782 | |
776 | |
… | |
… | |
808 | } |
802 | } |
809 | |
803 | |
810 | static bool |
804 | static bool |
811 | hth_skill_p (object *skill) |
805 | hth_skill_p (object *skill) |
812 | { |
806 | { |
813 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
807 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
814 | } |
808 | } |
815 | |
809 | |
816 | /* This finds the first unarmed skill the player has, and returns it. |
810 | /* This finds the first unarmed skill the player has, and returns it. |
817 | */ |
811 | */ |
818 | static object * |
812 | static object * |
819 | find_player_hth_skill (object *op) |
813 | find_player_hth_skill (object *op) |
820 | { |
814 | { |
821 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
815 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
822 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
816 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
823 | return tmp; |
817 | return tmp; |
824 | |
818 | |
825 | return 0; |
819 | return 0; |
826 | } |
820 | } |
827 | |
821 | |
… | |
… | |
847 | * through that code if skill is set to change to the skill. |
841 | * through that code if skill is set to change to the skill. |
848 | */ |
842 | */ |
849 | if (player *pl = op->contr) |
843 | if (player *pl = op->contr) |
850 | { |
844 | { |
851 | if (skill) |
845 | if (skill) |
852 | op->change_skill (skill); |
846 | { |
|
|
847 | if (!op->apply (skill)) |
|
|
848 | return 0; |
|
|
849 | } |
853 | else |
850 | else |
854 | { |
851 | { |
855 | if (!pl->combat_ob) |
852 | if (!pl->combat_ob) |
856 | { |
853 | { |
857 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
854 | if (op->flag [FLAG_READY_WEAPON]) |
858 | { |
855 | { |
859 | for (tmp = op->inv; tmp; tmp = tmp->below) |
856 | for (tmp = op->inv; tmp; tmp = tmp->below) |
860 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
857 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
861 | break; |
858 | break; |
862 | |
859 | |
863 | if (!tmp) |
860 | if (!tmp) |
864 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
861 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
865 | |
862 | |
… | |
… | |
879 | |
876 | |
880 | if (!skill) |
877 | if (!skill) |
881 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
878 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
882 | } |
879 | } |
883 | |
880 | |
884 | if (skill) |
881 | op->apply (skill); |
885 | { |
|
|
886 | op->change_skill (0); |
|
|
887 | apply_special (op, skill, AP_APPLY); |
|
|
888 | } |
|
|
889 | } |
882 | } |
890 | |
883 | |
891 | if (!pl->combat_ob) |
884 | if (!pl->combat_ob) |
892 | { |
885 | { |
893 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
886 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
894 | return 0; |
887 | return 0; |
895 | } |
888 | } |
896 | } |
889 | } |
897 | |
890 | |
898 | if (!op->change_weapon (pl->combat_ob)) |
891 | if (!op->apply (pl->combat_ob)) |
899 | return 0; |
892 | return 0; |
900 | } |
893 | } |
901 | |
894 | |
902 | /* lose invisiblity/hiding status for running attacks */ |
895 | /* lose invisiblity/hiding status for running attacks */ |
903 | if (pl->tmp_invis) |
896 | if (pl->tmp_invis) |
… | |
… | |
911 | |
904 | |
912 | int success = attack_ob (tmp, op); |
905 | int success = attack_ob (tmp, op); |
913 | |
906 | |
914 | /* print appropriate messages to the player */ |
907 | /* print appropriate messages to the player */ |
915 | |
908 | |
916 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
909 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
917 | { |
910 | { |
918 | if (op->type == PLAYER) |
911 | if (op->type == PLAYER) |
919 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
912 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
920 | else if (tmp->type == PLAYER) |
913 | else if (tmp->type == PLAYER) |
921 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
914 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
964 | /* space must be blocked for there to be anything interesting to do */ |
957 | /* space must be blocked for there to be anything interesting to do */ |
965 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
958 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
966 | return 0; |
959 | return 0; |
967 | |
960 | |
968 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
961 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
969 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
962 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
970 | { |
963 | { |
971 | /* Don't attack party members */ |
964 | /* Don't attack party members */ |
972 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
965 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
973 | return 0; |
966 | return 0; |
974 | |
967 | |
… | |
… | |
996 | static int |
989 | static int |
997 | attack_hth (object *pl, int dir, const char *string, object *skill) |
990 | attack_hth (object *pl, int dir, const char *string, object *skill) |
998 | { |
991 | { |
999 | object *enemy = NULL, *weapon; |
992 | object *enemy = NULL, *weapon; |
1000 | |
993 | |
1001 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
994 | if (pl->flag [FLAG_READY_WEAPON]) |
1002 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
995 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1003 | { |
996 | { |
1004 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
997 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1005 | { |
998 | { |
1006 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
999 | weapon->clr_flag (FLAG_APPLIED); |
1007 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1000 | pl->clr_flag (FLAG_READY_WEAPON); |
1008 | pl->update_stats (); |
1001 | pl->update_stats (); |
1009 | if (pl->type == PLAYER) |
1002 | if (pl->type == PLAYER) |
1010 | { |
1003 | { |
1011 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1004 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1012 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1005 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1030 | */ |
1023 | */ |
1031 | static int |
1024 | static int |
1032 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1025 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1033 | { |
1026 | { |
1034 | |
1027 | |
1035 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1028 | if (!op->flag [FLAG_READY_WEAPON]) |
1036 | { |
1029 | { |
1037 | if (op->type == PLAYER) |
1030 | if (op->type == PLAYER) |
1038 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1031 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1039 | |
1032 | |
1040 | return 0; |
1033 | return 0; |