1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
26 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
59 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
61 | * subtypes. |
61 | * subtypes. |
62 | */ |
62 | */ |
63 | void |
63 | void |
64 | init_skills (void) |
64 | init_skills () |
65 | { |
65 | { |
66 | for (archetype *at = first_archetype; at; at = at->next) |
66 | for_all_archetypes (at) |
67 | if (at->clone.type == SKILL) |
67 | if (at->type == SKILL) |
68 | { |
68 | { |
69 | if (skill_names[at->clone.subtype]) |
69 | if (skill_names[at->subtype]) |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
72 | else |
72 | else |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->subtype] = at->skill; |
74 | } |
74 | } |
75 | |
75 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
76 | /* This isn't really an error if there is no skill subtype set, but |
77 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
78 | */ |
78 | */ |
… | |
… | |
85 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
88 | */ |
88 | */ |
89 | void |
89 | void |
90 | link_player_skills (object *op) |
90 | player::link_skills () |
91 | { |
91 | { |
|
|
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
93 | last_skill_ob [i] = 0; |
|
|
94 | |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
93 | if (tmp->type == SKILL) |
96 | if (tmp->type == SKILL) |
94 | { |
97 | { |
95 | /* This is really a warning, hence no else below */ |
98 | 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 | |
99 | |
100 | if (tmp->subtype >= NUM_SKILLS) |
100 | 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 | { |
101 | { |
|
|
102 | /* This is really a warning, hence no else below */ |
|
|
103 | if (last_skill_ob [tmp->subtype]) |
|
|
104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
106 | |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
107 | last_skill_ob [tmp->subtype] = tmp; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
108 | if (ns) |
|
|
109 | ns->last_skill_exp [tmp->subtype] = -1; |
106 | } |
110 | } |
107 | } |
111 | } |
108 | } |
112 | } |
109 | |
113 | |
|
|
114 | static object * |
|
|
115 | find_skill (object *who, shstr_cmp name) |
|
|
116 | { |
|
|
117 | if (who->chosen_skill |
|
|
118 | && who->chosen_skill->skill == name |
|
|
119 | && who->chosen_skill->type == SKILL) |
|
|
120 | return who->chosen_skill; |
|
|
121 | |
|
|
122 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
123 | if (tmp->skill == name && tmp->type == SKILL) |
|
|
124 | return splay (tmp); |
|
|
125 | |
|
|
126 | return 0; |
|
|
127 | } |
|
|
128 | |
|
|
129 | object *player::find_skill (shstr_cmp name) const |
|
|
130 | { |
|
|
131 | // might want to use last_skill_obj at one point, or maybe not |
|
|
132 | return ::find_skill (ob, name); |
|
|
133 | } |
|
|
134 | |
110 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
112 | * |
137 | * |
113 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
114 | * use the skill, so thus if use of the skill requires a skill |
139 | * use the skill, so thus if use of the skill requires a skill |
115 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
116 | */ |
141 | */ |
117 | object * |
142 | object * |
118 | find_skill_by_name (object *who, const char *name) |
143 | find_skill_by_name (object *who, shstr_cmp sh) |
119 | { |
144 | { |
120 | if (!name) |
145 | object *skill_tool = 0; |
|
|
146 | |
|
|
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
148 | if (tmp->skill == sh) |
|
|
149 | { |
|
|
150 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
|
|
151 | /* If this is a skill that can be used without applying tool, return it */ |
|
|
152 | return splay (tmp); |
|
|
153 | /* Try to find appropriate skilltool. If the player has one already |
|
|
154 | * applied, we try to keep using that one. |
|
|
155 | */ |
|
|
156 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
|
|
157 | skill_tool = tmp; |
|
|
158 | } |
|
|
159 | |
|
|
160 | if (!skill_tool) |
121 | return 0; |
161 | return 0; |
122 | |
|
|
123 | object *skill = 0, *skill_tool = 0; |
|
|
124 | |
|
|
125 | /* We make sure the length of the string in the object is greater |
|
|
126 | * in length than the passed string. Eg, if we have a skill called |
|
|
127 | * 'hi', we don't want to match if the user passed 'high' |
|
|
128 | */ |
|
|
129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
130 | { |
|
|
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
|
|
132 | skill = tmp; |
|
|
133 | |
|
|
134 | /* Try to find appropriate skilltool. If the player has one already |
|
|
135 | * applied, we try to keep using that one. |
|
|
136 | */ |
|
|
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
|
|
138 | { |
|
|
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
140 | skill_tool = tmp; |
|
|
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
142 | skill_tool = tmp; |
|
|
143 | } |
|
|
144 | } |
|
|
145 | |
|
|
146 | /* If this is a skill that can be used without a tool, return it */ |
|
|
147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
148 | return skill; |
|
|
149 | |
162 | |
150 | /* Player has a tool to use the skill. If not applied, apply it - |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
151 | * if not successful, return null. If they do have the skill tool |
164 | * if not successful, return null. If they do have the skill tool |
152 | * but not the skill itself, give it to them. |
165 | * but not the skill itself, give it to them. |
153 | */ |
166 | */ |
154 | if (skill_tool) |
167 | object *skill = find_skill (who, skill_tool->skill); |
155 | { |
|
|
156 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
157 | if (apply_special (who, skill_tool, 0)) |
|
|
158 | return 0; |
|
|
159 | |
168 | |
160 | if (!skill) |
169 | if (!skill) |
161 | { |
|
|
162 | skill = give_skill_by_name (who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
163 | link_player_skills (who); |
|
|
164 | } |
|
|
165 | |
171 | |
|
|
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
|
173 | if (!who->apply (splay (skill_tool))) |
166 | return skill; |
174 | return 0; |
167 | } |
175 | |
|
|
176 | return splay (skill); |
|
|
177 | } |
|
|
178 | |
|
|
179 | object * |
|
|
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
|
|
181 | { |
|
|
182 | if (name) |
|
|
183 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
184 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
|
185 | && tmp->skill.starts_with (name)) |
|
|
186 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
187 | return skop; |
168 | |
188 | |
169 | return 0; |
189 | return 0; |
170 | } |
190 | } |
171 | |
191 | |
172 | /* This returns the skill pointer of the given name (the |
192 | /* This returns the skill pointer of the given name (the |
173 | * one that accumlates exp, has the level, etc). |
193 | * one that accumulates exp, has the level, etc). |
174 | * |
194 | * |
175 | * It is presumed that the player will be needing to actually |
195 | * It is presumed that the player will be needing to actually |
176 | * use the skill, so thus if use of the skill requires a skill |
196 | * use the skill, so thus if use of the skill requires a skill |
177 | * tool, this code will equip it. |
197 | * tool, this code will equip it. |
178 | * |
198 | * |
… | |
… | |
181 | * this replaces find_skill. |
201 | * this replaces find_skill. |
182 | */ |
202 | */ |
183 | object * |
203 | object * |
184 | find_skill_by_number (object *who, int skillno) |
204 | find_skill_by_number (object *who, int skillno) |
185 | { |
205 | { |
186 | object *skill = NULL, *skill_tool = NULL, *tmp; |
|
|
187 | |
|
|
188 | if (skillno < 1 || skillno >= NUM_SKILLS) |
|
|
189 | return NULL; |
|
|
190 | |
|
|
191 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
206 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
192 | { |
|
|
193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
207 | if (tmp->type == SKILL && tmp->subtype == skillno) |
194 | skill = tmp; |
208 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
195 | |
|
|
196 | /* Try to find appropriate skilltool. If the player has one already |
|
|
197 | * applied, we try to keep using that one. |
|
|
198 | */ |
|
|
199 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
|
200 | { |
|
|
201 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
202 | skill_tool = tmp; |
|
|
203 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
204 | skill_tool = tmp; |
|
|
205 | } |
|
|
206 | } |
|
|
207 | /* If this is a skill that can be used without a tool, return it */ |
|
|
208 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
209 | return skill; |
|
|
210 | |
|
|
211 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
|
212 | * if not successful, return null. If they do have the skill tool |
|
|
213 | * but not the skill itself, give it to them. |
|
|
214 | */ |
|
|
215 | if (skill_tool) |
|
|
216 | { |
|
|
217 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
218 | { |
|
|
219 | if (apply_special (who, skill_tool, 0)) |
|
|
220 | return NULL; |
|
|
221 | } |
|
|
222 | |
|
|
223 | if (!skill) |
|
|
224 | { |
|
|
225 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
226 | link_player_skills (who); |
|
|
227 | } |
|
|
228 | |
|
|
229 | return skill; |
209 | return skop; |
230 | } |
|
|
231 | |
210 | |
232 | return NULL; |
211 | return 0; |
233 | } |
212 | } |
234 | |
213 | |
235 | /* This changes the objects skill to new_skill. |
214 | /* This changes the objects chosen_skill to new_skill. |
236 | * note that this function doesn't always need to get used - |
|
|
237 | * you can now add skill exp to the player without the chosen_skill being |
|
|
238 | * set. This function is of most interest to players to update |
|
|
239 | * the various range information. |
|
|
240 | * return 1 on success, 0 on error |
215 | * return 1 on success, 0 on error |
241 | */ |
216 | */ |
242 | int |
217 | bool |
243 | change_skill (object *who, object *new_skill, int flag) |
218 | object::change_skill (object *new_skill) |
244 | { |
219 | { |
245 | if (who->type != PLAYER) |
220 | if (type != PLAYER) |
246 | return 0; |
221 | return 0; |
247 | |
222 | |
248 | #if 0 |
|
|
249 | // optimise this supposedly common case |
223 | // optimise this supposedly common case |
250 | if (new_skill == who->chosen_skill) |
224 | if (new_skill == chosen_skill) |
251 | return 1; |
225 | return 1; |
252 | #endif |
|
|
253 | |
226 | |
254 | if (!new_skill) |
227 | if (chosen_skill) |
255 | { |
|
|
256 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
|
|
257 | who->debug_desc ()); |
|
|
258 | return 0; |
|
|
259 | } |
228 | { |
|
|
229 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
230 | change_abil (this, chosen_skill); |
|
|
231 | } |
260 | |
232 | |
261 | // the skill could be readied already because it is used by a weapon. |
233 | chosen_skill = new_skill; |
262 | who->change_weapon (0); |
|
|
263 | new_skill->inv_splay (); |
|
|
264 | |
234 | |
265 | if (apply_special (who, new_skill, AP_APPLY)) |
235 | if (chosen_skill) |
266 | return 0; |
236 | { |
|
|
237 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
238 | change_abil (this, chosen_skill); |
|
|
239 | } |
267 | |
240 | |
|
|
241 | // always clear current weapon, as the selected skill could |
|
|
242 | // conflict with the current weapon skill, which would go |
|
|
243 | // undetected and exp would be given to the wrong skill. |
|
|
244 | current_weapon = 0; |
|
|
245 | |
|
|
246 | update_stats (); |
268 | return 1; |
247 | return 1; |
269 | } |
|
|
270 | |
|
|
271 | /* This function just clears the chosen_skill and range_skill values |
|
|
272 | * in the player. |
|
|
273 | */ |
|
|
274 | void |
|
|
275 | clear_skill (object *who) |
|
|
276 | { |
|
|
277 | who->chosen_skill = 0; |
|
|
278 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
279 | |
|
|
280 | if (who->type == PLAYER) |
|
|
281 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
|
|
282 | who->contr->ranged_ob = 0; |
|
|
283 | } |
248 | } |
284 | |
249 | |
285 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
250 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
286 | * We handle all requests for skill use outside of some combat here. |
251 | * We handle all requests for skill use outside of some combat here. |
287 | * We require a separate routine outside of fire() so as to allow monsters |
252 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
294 | */ |
259 | */ |
295 | int |
260 | int |
296 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
261 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
297 | { |
262 | { |
298 | int success = 0, exp = 0; |
263 | int success = 0, exp = 0; |
299 | int did_alc = 0; |
|
|
300 | |
264 | |
301 | if (!skill) |
265 | if (!skill) |
302 | return 0; |
266 | return 0; |
303 | |
267 | |
304 | /* The code below presumes that the skill points to the object that |
268 | /* The code below presumes that the skill points to the object that |
… | |
… | |
337 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
301 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
338 | } |
302 | } |
339 | else |
303 | else |
340 | { |
304 | { |
341 | SET_FLAG (skill, FLAG_APPLIED); |
305 | SET_FLAG (skill, FLAG_APPLIED); |
342 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
306 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
343 | } |
307 | } |
344 | |
308 | |
345 | op->update_stats (); |
309 | op->update_stats (); |
346 | success = 1; |
310 | success = 1; |
347 | break; |
311 | break; |
… | |
… | |
357 | case SK_HIDING: |
321 | case SK_HIDING: |
358 | exp = success = hide (op, skill); |
322 | exp = success = hide (op, skill); |
359 | break; |
323 | break; |
360 | |
324 | |
361 | case SK_JUMPING: |
325 | case SK_JUMPING: |
362 | success = jump (op, dir, skill); |
326 | exp = success = jump (op, dir, skill); |
363 | break; |
327 | break; |
364 | |
328 | |
365 | case SK_INSCRIPTION: |
329 | case SK_INSCRIPTION: |
366 | exp = success = write_on_item (op, string, skill); |
330 | exp = success = write_on_item (op, string, skill); |
367 | break; |
331 | break; |
… | |
… | |
429 | case SK_LITERACY: |
393 | case SK_LITERACY: |
430 | case SK_WOODSMAN: |
394 | case SK_WOODSMAN: |
431 | /* first, we try to find a cauldron, and do the alchemy thing. |
395 | /* first, we try to find a cauldron, and do the alchemy thing. |
432 | * failing that, we go and identify stuff. |
396 | * failing that, we go and identify stuff. |
433 | */ |
397 | */ |
|
|
398 | { |
|
|
399 | bool found_cauldron = false; |
|
|
400 | |
434 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
401 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
435 | { |
402 | { |
436 | next = tmp->above; |
403 | next = tmp->above; |
437 | |
404 | |
438 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
405 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
439 | { |
406 | { |
|
|
407 | found_cauldron = true; |
|
|
408 | |
|
|
409 | if (tmp->skill != skill->skill) |
|
|
410 | { |
|
|
411 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
|
412 | query_name (tmp), |
|
|
413 | query_name (skill)); |
|
|
414 | break; |
|
|
415 | } |
|
|
416 | |
440 | attempt_do_alchemy (op, tmp); |
417 | attempt_do_alchemy (op, tmp, skill); |
441 | |
418 | |
442 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
419 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
443 | esrv_send_inventory (op, tmp); |
420 | esrv_send_inventory (op, tmp); |
444 | |
|
|
445 | did_alc = 1; |
|
|
446 | } |
421 | } |
447 | } |
422 | } |
448 | |
423 | |
449 | if (did_alc == 0) |
424 | if (!found_cauldron) |
450 | exp = success = skill_ident (op, skill); |
425 | exp = success = skill_ident (op, skill); |
451 | |
426 | } |
452 | break; |
427 | break; |
453 | |
428 | |
454 | case SK_DET_MAGIC: |
429 | case SK_DET_MAGIC: |
455 | case SK_DET_CURSE: |
430 | case SK_DET_CURSE: |
456 | exp = success = skill_ident (op, skill); |
431 | exp = success = skill_ident (op, skill); |
… | |
… | |
487 | case SK_SUMMONING: |
462 | case SK_SUMMONING: |
488 | case SK_CLIMBING: |
463 | case SK_CLIMBING: |
489 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
464 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
490 | break; |
465 | break; |
491 | |
466 | |
|
|
467 | case SK_MINING: |
|
|
468 | success = skill_mining (op, part, skill, dir, string); |
|
|
469 | break; |
|
|
470 | |
|
|
471 | case SK_FISHING: |
|
|
472 | success = skill_fishing (op, part, skill, dir, string); |
|
|
473 | break; |
|
|
474 | |
492 | default: |
475 | default: |
493 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
476 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
494 | break; |
477 | break; |
495 | } |
478 | } |
496 | |
479 | |
… | |
… | |
498 | * Monsters have no skill use time because of the random nature in |
481 | * Monsters have no skill use time because of the random nature in |
499 | * which use_monster_skill is called already simulates this. |
482 | * which use_monster_skill is called already simulates this. |
500 | * If certain skills should take more/less time, that should be |
483 | * If certain skills should take more/less time, that should be |
501 | * in the code for the skill itself. |
484 | * in the code for the skill itself. |
502 | */ |
485 | */ |
503 | |
|
|
504 | if (op->type == PLAYER) |
486 | if (op->type == PLAYER) |
505 | op->speed_left -= 1.f; |
487 | op->speed_left -= 1.f; |
506 | |
488 | |
507 | /* this is a good place to add experience for successfull use of skills. |
489 | /* this is a good place to add experience for successfull use of skills. |
508 | * Note that add_exp() will figure out player/monster experience |
490 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
556 | * If an object is not alive and magical we set the base exp higher to |
538 | * If an object is not alive and magical we set the base exp higher to |
557 | * help out exp awards for skill_ident skills. Also, if |
539 | * help out exp awards for skill_ident skills. Also, if |
558 | * an item is type RUNE, we give out exp based on stats.Cha |
540 | * an item is type RUNE, we give out exp based on stats.Cha |
559 | * and level (this was the old system) -b.t. |
541 | * and level (this was the old system) -b.t. |
560 | */ |
542 | */ |
561 | |
|
|
562 | if (!op) |
543 | if (!op) |
563 | { /* no item/creature */ |
544 | { /* no item/creature */ |
564 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
545 | op_lvl = max (1, who->map->difficulty); |
565 | op_exp = 0; |
546 | op_exp = 0; |
566 | } |
547 | } |
567 | else if (op->type == RUNE || op->type == TRAP) |
548 | else if (op->type == RUNE || op->type == TRAP) |
568 | { /* all traps. If stats.Cha > 1 we use that |
549 | { /* all traps. If stats.Cha > 1 we use that |
569 | * for the amount of experience */ |
550 | * for the amount of experience */ |
… | |
… | |
573 | else |
554 | else |
574 | { /* all other items/living creatures */ |
555 | { /* all other items/living creatures */ |
575 | op_exp = op->stats.exp; |
556 | op_exp = op->stats.exp; |
576 | op_lvl = op->level; |
557 | op_lvl = op->level; |
577 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
558 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
578 | { /* for ident/make items */ |
559 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
579 | op_lvl += 5 * abs (op->magic); |
|
|
580 | } |
|
|
581 | } |
560 | } |
582 | |
561 | |
583 | if (op_lvl < 1) |
562 | if (op_lvl < 1) |
584 | op_lvl = 1; |
563 | op_lvl = 1; |
585 | |
564 | |
… | |
… | |
593 | /* if skill really is a skill, then we can look at the skill archetype for |
572 | /* if skill really is a skill, then we can look at the skill archetype for |
594 | * bse reward value (exp) and level multiplier factor. |
573 | * bse reward value (exp) and level multiplier factor. |
595 | */ |
574 | */ |
596 | if (skill->type == SKILL) |
575 | if (skill->type == SKILL) |
597 | { |
576 | { |
598 | base += skill->arch->clone.stats.exp; |
577 | base += skill->arch->stats.exp; |
599 | if (settings.simple_exp) |
578 | if (settings.simple_exp) |
600 | { |
579 | { |
601 | if (skill->arch->clone.level) |
580 | if (skill->arch->level) |
602 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
581 | lvl_mult = (float) skill->arch->level / 100.0; |
603 | else |
582 | else |
604 | lvl_mult = 1.0; /* no adjustment */ |
583 | lvl_mult = 1.0; /* no adjustment */ |
605 | } |
584 | } |
606 | else |
585 | else |
607 | { |
586 | { |
608 | if (skill->level) |
587 | if (skill->level) |
609 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
588 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
610 | else |
589 | else |
611 | lvl_mult = 1.0; |
590 | lvl_mult = 1.0; |
612 | } |
591 | } |
613 | } |
592 | } |
614 | else |
593 | else |
615 | { |
594 | { |
616 | /* Don't divide by zero here! */ |
595 | /* Don't divide by zero here! */ |
617 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
596 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
618 | } |
597 | } |
619 | } |
598 | } |
620 | |
599 | |
621 | /* assemble the exp total, and return value */ |
600 | /* assemble the exp total, and return value */ |
622 | |
601 | |
… | |
… | |
639 | * player learns the skill, 2 otherwise. |
618 | * player learns the skill, 2 otherwise. |
640 | */ |
619 | */ |
641 | int |
620 | int |
642 | learn_skill (object *pl, object *scroll) |
621 | learn_skill (object *pl, object *scroll) |
643 | { |
622 | { |
644 | object *tmp; |
|
|
645 | |
|
|
646 | if (!scroll->skill) |
623 | if (!scroll->skill) |
647 | { |
624 | { |
648 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
625 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
649 | return 2; |
626 | return 2; |
650 | } |
627 | } |
651 | |
628 | |
652 | /* can't use find_skill_by_name because we want skills the player knows |
629 | object *tmp = find_skill (pl, scroll->skill); |
653 | * but can't use natively. |
|
|
654 | */ |
|
|
655 | |
|
|
656 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
657 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
658 | break; |
|
|
659 | |
630 | |
660 | /* player already knows it */ |
631 | /* player already knows it */ |
661 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
632 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
662 | return 0; |
633 | return 0; |
663 | |
634 | |
… | |
… | |
676 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
647 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
677 | return 2; |
648 | return 2; |
678 | } |
649 | } |
679 | |
650 | |
680 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
651 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
681 | link_player_skills (pl); |
652 | |
682 | return 1; |
653 | return 1; |
683 | } |
654 | } |
684 | |
655 | |
685 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
656 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
686 | /* Probably belongs in some global utils-type file? */ |
657 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
710 | * Note this function is a bit more complicated becauase we |
681 | * Note this function is a bit more complicated becauase we |
711 | * we want ot sort the skills before printing them. If we |
682 | * we want ot sort the skills before printing them. If we |
712 | * just dumped this as we found it, this would be a bit |
683 | * just dumped this as we found it, this would be a bit |
713 | * simpler. |
684 | * simpler. |
714 | */ |
685 | */ |
715 | |
686 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
716 | void |
687 | void |
717 | show_skills (object *op, const char *search) |
688 | show_skills (object *pl, const char *search) |
718 | { |
689 | { |
719 | object *tmp = NULL; |
|
|
720 | char buf[MAX_BUF]; |
|
|
721 | const char *cp; |
690 | const char *cp; |
722 | int i, num_skills_found = 0; |
691 | int i, num_skills_found = 0; |
723 | static const char *const periods = "........................................"; |
692 | const char *const periods = ".............................."; // 30 |
724 | |
693 | |
725 | /* Need to have a pointer and use strdup for qsort to work properly */ |
694 | /* Need to have a pointer and use strdup for qsort to work properly */ |
726 | char skills[NUM_SKILLS][MAX_BUF]; |
695 | char skills[NUM_SKILLS][128]; // d'oh |
727 | |
696 | |
|
|
697 | object *op = pl->contr->ob; |
728 | |
698 | |
729 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
699 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
730 | { |
700 | { |
731 | if (tmp->type == SKILL) |
701 | if (tmp->type == SKILL) |
732 | { |
702 | { |
733 | if (search && strstr (tmp->name, search) == NULL) |
703 | if (search && !tmp->name.contains (search)) |
734 | continue; |
704 | continue; |
|
|
705 | |
|
|
706 | char buf[30]; |
|
|
707 | |
735 | /* Basically want to fill this out to 40 spaces with periods */ |
708 | /* Basically want to fill this out to 30 spaces with periods */ |
736 | sprintf (buf, "%s%s", &tmp->name, periods); |
709 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
737 | buf[40] = 0; |
|
|
738 | |
710 | |
739 | if (settings.permanent_exp_ratio) |
711 | if (settings.permanent_exp_ratio) |
740 | { |
|
|
741 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
712 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
742 | buf, tmp->level, tmp->stats.exp, |
713 | buf, tmp->level, tmp->stats.exp, |
743 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
714 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
744 | } |
|
|
745 | else |
715 | else |
746 | { |
|
|
747 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
716 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
748 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
717 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
749 | } |
718 | |
750 | /* I don't know why some characters get a bunch of skills, but |
719 | /* I don't know why some characters get a bunch of skills, but |
751 | * it sometimes happens (maybe a leftover from bugier earlier code |
720 | * it sometimes happens (maybe a leftover from bugier earlier code |
752 | * and those character are still about). In any case, lets handle |
721 | * and those character are still about). In any case, lets handle |
753 | * it so it doesn't crash the server - otherwise, one character may |
722 | * it so it doesn't crash the server - otherwise, one character may |
754 | * crash the server numerous times. |
723 | * crash the server numerous times. |
755 | */ |
724 | */ |
756 | if (num_skills_found >= NUM_SKILLS) |
725 | if (num_skills_found >= NUM_SKILLS) |
757 | { |
726 | { |
758 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
727 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
759 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
728 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
760 | break; |
729 | break; |
761 | } |
730 | } |
762 | } |
731 | } |
763 | } |
732 | } |
764 | |
733 | |
765 | clear_win_info (op); |
734 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
766 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
735 | |
|
|
736 | msg << "T<Player skills:>\n\n"; |
767 | if (num_skills_found > 1) |
737 | if (num_skills_found > 1) |
768 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
738 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
769 | |
739 | |
770 | for (i = 0; i < num_skills_found; i++) |
740 | for (i = 0; i < num_skills_found; i++) |
771 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
741 | msg << " C<" << skills [i] << ">\n"; |
772 | |
742 | |
773 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
743 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
774 | |
744 | |
775 | cp = determine_god (op); |
745 | cp = determine_god (op); |
776 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
746 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
777 | |
747 | |
778 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
748 | msg << "Your equipped item power is " << (int)op->contr->item_power |
779 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
749 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
750 | << ".\n"; |
|
|
751 | |
|
|
752 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
780 | } |
753 | } |
781 | |
754 | |
782 | /* use_skill() - similar to invoke command, it executes the skill in the |
755 | /* use_skill() - similar to invoke command, it executes the skill in the |
783 | * direction that the user is facing. Returns false if we are unable to |
756 | * direction that the user is facing. Returns false if we are unable to |
784 | * change to the requested skill, or were unable to use the skill properly. |
757 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
792 | size_t len; |
765 | size_t len; |
793 | |
766 | |
794 | if (!string) |
767 | if (!string) |
795 | return 0; |
768 | return 0; |
796 | |
769 | |
797 | for (skop = op->inv; skop != NULL; skop = skop->below) |
770 | for (skop = op->inv; skop; skop = skop->below) |
798 | { |
771 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
799 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
800 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
772 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
773 | { |
|
|
774 | skop = find_skill_by_name (op, skop->skill); |
801 | break; |
775 | break; |
802 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
803 | break; |
|
|
804 | } |
776 | } |
|
|
777 | |
805 | if (!skop) |
778 | if (!skop) |
806 | { |
779 | { |
807 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
780 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
781 | return 0; |
|
|
782 | } |
|
|
783 | |
|
|
784 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
785 | { |
|
|
786 | op->failmsgf ( |
|
|
787 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
788 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
789 | "use it with some item, or it's always active.>", |
|
|
790 | &skop->skill |
|
|
791 | ); |
808 | return 0; |
792 | return 0; |
809 | } |
793 | } |
810 | |
794 | |
811 | len = strlen (skop->skill); |
795 | len = strlen (skop->skill); |
812 | |
796 | |
… | |
… | |
814 | * options given to the skill. Its pretty simple - if there |
798 | * options given to the skill. Its pretty simple - if there |
815 | * are extra parameters (as deteremined by string length), we |
799 | * are extra parameters (as deteremined by string length), we |
816 | * want to skip over any leading spaces. |
800 | * want to skip over any leading spaces. |
817 | */ |
801 | */ |
818 | if (len >= strlen (string)) |
802 | if (len >= strlen (string)) |
819 | { |
|
|
820 | string = NULL; |
803 | string = NULL; |
821 | } |
|
|
822 | else |
804 | else |
823 | { |
805 | { |
824 | string += len; |
806 | string += len; |
825 | while (*string == 0x20) |
807 | while (*string == 0x20) |
826 | string++; |
808 | string++; |
|
|
809 | |
827 | if (strlen (string) == 0) |
810 | if (strlen (string) == 0) |
828 | string = NULL; |
811 | string = NULL; |
829 | } |
812 | } |
830 | |
813 | |
831 | #ifdef SKILL_UTIL_DEBUG |
814 | #ifdef SKILL_UTIL_DEBUG |
832 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
815 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
833 | #endif |
816 | #endif |
834 | |
817 | |
835 | /* Change to the new skill, then execute it. */ |
|
|
836 | if (do_skill (op, op, skop, op->facing, string)) |
818 | if (do_skill (op, op, skop, op->facing, string)) |
837 | return 1; |
819 | return 1; |
838 | |
820 | |
839 | return 0; |
821 | return 0; |
840 | } |
822 | } |
841 | |
823 | |
842 | static bool |
824 | static bool |
843 | hth_skill_p (object *skill) |
825 | hth_skill_p (object *skill) |
844 | { |
826 | { |
845 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
827 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
846 | } |
828 | } |
847 | |
829 | |
848 | /* This finds the first unarmed skill the player has, and returns it. |
830 | /* This finds the first unarmed skill the player has, and returns it. |
849 | */ |
831 | */ |
850 | static object * |
832 | static object * |
… | |
… | |
878 | * the caller should have set it appropriately). We still want to pass |
860 | * the caller should have set it appropriately). We still want to pass |
879 | * through that code if skill is set to change to the skill. |
861 | * through that code if skill is set to change to the skill. |
880 | */ |
862 | */ |
881 | if (player *pl = op->contr) |
863 | if (player *pl = op->contr) |
882 | { |
864 | { |
883 | if (!pl->combat_ob) |
865 | if (skill) |
884 | { |
866 | { |
885 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
867 | if (!op->apply (skill)) |
|
|
868 | return 0; |
|
|
869 | } |
|
|
870 | else |
|
|
871 | { |
|
|
872 | if (!pl->combat_ob) |
886 | { |
873 | { |
887 | for (tmp = op->inv; tmp; tmp = tmp->below) |
874 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
888 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
889 | break; |
|
|
890 | |
|
|
891 | if (!tmp) |
|
|
892 | { |
875 | { |
|
|
876 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
877 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
878 | break; |
|
|
879 | |
|
|
880 | if (!tmp) |
893 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
881 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
894 | return 0; |
882 | |
|
|
883 | pl->combat_ob = tmp; |
895 | } |
884 | } |
896 | |
885 | |
897 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
886 | if (!pl->combat_ob) |
898 | } |
|
|
899 | else |
|
|
900 | { |
|
|
901 | if (!skill) |
|
|
902 | { |
887 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
888 | /* See if the players chosen skill is a combat skill, and use |
904 | * it if appropriate. |
889 | * it if appropriate. |
905 | */ |
890 | */ |
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
891 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
908 | else |
893 | else |
909 | { |
894 | { |
910 | skill = find_player_hth_skill (op); |
895 | skill = find_player_hth_skill (op); |
911 | |
896 | |
912 | if (!skill) |
897 | if (!skill) |
913 | { |
|
|
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
898 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
|
|
916 | } |
|
|
917 | } |
899 | } |
|
|
900 | |
|
|
901 | op->apply (skill); |
918 | } |
902 | } |
919 | |
903 | |
920 | /* now try to ready the new skill */ |
904 | if (!pl->combat_ob) |
921 | if (!change_skill (op, skill, 0)) |
905 | { |
922 | { /* oh oh, trouble! */ |
906 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
923 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
|
|
924 | return 0; |
907 | return 0; |
925 | } |
908 | } |
926 | } |
909 | } |
927 | |
910 | |
928 | if (!pl->combat_ob) |
911 | if (!op->apply (pl->combat_ob)) |
929 | { |
|
|
930 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
931 | return 0; |
912 | return 0; |
932 | } |
|
|
933 | } |
913 | } |
934 | |
|
|
935 | if (!op->change_weapon (pl->combat_ob)) |
|
|
936 | return 0; |
|
|
937 | |
914 | |
938 | /* lose invisiblity/hiding status for running attacks */ |
915 | /* lose invisiblity/hiding status for running attacks */ |
939 | if (pl->tmp_invis) |
916 | if (pl->tmp_invis) |
940 | { |
917 | { |
941 | pl->tmp_invis = 0; |
918 | pl->tmp_invis = 0; |
942 | op->invisible = 0; |
919 | op->invisible = 0; |
943 | op->hide = 0; |
920 | op->flag [FLAG_HIDDEN] = 0; |
944 | update_object (op, UP_OBJ_CHANGE); |
921 | update_object (op, UP_OBJ_CHANGE); |
945 | } |
922 | } |
946 | } |
923 | } |
947 | |
924 | |
948 | int success = attack_ob (tmp, op); |
925 | int success = attack_ob (tmp, op); |
… | |
… | |
960 | return success; |
937 | return success; |
961 | } |
938 | } |
962 | |
939 | |
963 | /* skill_attack() - Core routine for use when we attack using a skills |
940 | /* skill_attack() - Core routine for use when we attack using a skills |
964 | * system. In essence, this code handles |
941 | * system. In essence, this code handles |
965 | * all skill-based attacks, ie hth, missile and melee weapons should be |
942 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
966 | * treated here. If an opponent is already supplied by move_player(), |
943 | * treated here. If an opponent is already supplied by move_player(), |
967 | * we move right onto do_skill_attack(), otherwise we find if an |
944 | * we move right onto do_skill_attack(), otherwise we find if an |
968 | * appropriate opponent exists. |
945 | * appropriate opponent exists. |
969 | * |
946 | * |
970 | * This is called by move_player() and attack_hth() |
947 | * This is called by move_player() and attack_hth() |
… | |
… | |
1075 | |
1052 | |
1076 | return 0; |
1053 | return 0; |
1077 | } |
1054 | } |
1078 | |
1055 | |
1079 | return skill_attack (NULL, op, dir, string, skill); |
1056 | return skill_attack (NULL, op, dir, string, skill); |
1080 | |
|
|
1081 | } |
1057 | } |
|
|
1058 | |