… | |
… | |
257 | /* Not 100% sure if this will work with new movement code - |
257 | /* Not 100% sure if this will work with new movement code - |
258 | * the levitation skill has move_type for flying, so when |
258 | * the levitation skill has move_type for flying, so when |
259 | * equipped, that should transfer to player, when not, |
259 | * equipped, that should transfer to player, when not, |
260 | * shouldn't. |
260 | * shouldn't. |
261 | */ |
261 | */ |
262 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
262 | if (skill->flag [FLAG_APPLIED]) |
263 | { |
263 | { |
264 | CLEAR_FLAG (skill, FLAG_APPLIED); |
264 | skill->clr_flag (FLAG_APPLIED); |
265 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
265 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
266 | } |
266 | } |
267 | else |
267 | else |
268 | { |
268 | { |
269 | SET_FLAG (skill, FLAG_APPLIED); |
269 | skill->set_flag (FLAG_APPLIED); |
270 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
270 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
271 | } |
271 | } |
272 | |
272 | |
273 | op->update_stats (); |
273 | op->update_stats (); |
274 | success = 1; |
274 | success = 1; |
… | |
… | |
364 | |
364 | |
365 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
365 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
366 | { |
366 | { |
367 | next = tmp->above; |
367 | next = tmp->above; |
368 | |
368 | |
369 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
369 | if (tmp->flag [FLAG_IS_CAULDRON]) |
370 | { |
370 | { |
371 | found_cauldron = true; |
371 | found_cauldron = true; |
372 | |
372 | |
373 | if (tmp->skill != skill->skill) |
373 | if (tmp->skill != skill->skill) |
374 | { |
374 | { |
… | |
… | |
378 | break; |
378 | break; |
379 | } |
379 | } |
380 | |
380 | |
381 | attempt_do_alchemy (op, tmp, skill); |
381 | attempt_do_alchemy (op, tmp, skill); |
382 | |
382 | |
383 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
383 | if (tmp->flag [FLAG_APPLIED]) |
384 | esrv_send_inventory (op, tmp); |
384 | esrv_send_inventory (op, tmp); |
385 | } |
385 | } |
386 | } |
386 | } |
387 | |
387 | |
388 | if (!found_cauldron) |
388 | if (!found_cauldron) |
… | |
… | |
517 | } |
517 | } |
518 | else |
518 | else |
519 | { /* all other items/living creatures */ |
519 | { /* all other items/living creatures */ |
520 | op_exp = op->stats.exp; |
520 | op_exp = op->stats.exp; |
521 | op_lvl = op->level; |
521 | op_lvl = op->level; |
522 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
522 | if (!op->flag [FLAG_ALIVE]) |
523 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
523 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
524 | } |
524 | } |
525 | |
525 | |
526 | if (op_lvl < 1) |
526 | if (op_lvl < 1) |
527 | op_lvl = 1; |
527 | op_lvl = 1; |
… | |
… | |
591 | } |
591 | } |
592 | |
592 | |
593 | object *tmp = find_skill (pl, scroll->skill); |
593 | object *tmp = find_skill (pl, scroll->skill); |
594 | |
594 | |
595 | /* player already knows it */ |
595 | /* player already knows it */ |
596 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
596 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
597 | return 0; |
597 | return 0; |
598 | |
598 | |
599 | /* now a random change to learn, based on player Int. |
599 | /* now a random change to learn, based on player Int. |
600 | * give bonus based on level - otherwise stupid characters |
600 | * give bonus based on level - otherwise stupid characters |
601 | * might never be able to learn anything. |
601 | * might never be able to learn anything. |
… | |
… | |
610 | { |
610 | { |
611 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
611 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
612 | return 2; |
612 | return 2; |
613 | } |
613 | } |
614 | |
614 | |
615 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
615 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
616 | |
616 | |
617 | return 1; |
617 | return 1; |
618 | } |
618 | } |
619 | |
619 | |
620 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
620 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
… | |
… | |
795 | */ |
795 | */ |
796 | static object * |
796 | static object * |
797 | find_player_hth_skill (object *op) |
797 | find_player_hth_skill (object *op) |
798 | { |
798 | { |
799 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
799 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
800 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
800 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
801 | return tmp; |
801 | return tmp; |
802 | |
802 | |
803 | return 0; |
803 | return 0; |
804 | } |
804 | } |
805 | |
805 | |
… | |
… | |
833 | } |
833 | } |
834 | else |
834 | else |
835 | { |
835 | { |
836 | if (!pl->combat_ob) |
836 | if (!pl->combat_ob) |
837 | { |
837 | { |
838 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
838 | if (op->flag [FLAG_READY_WEAPON]) |
839 | { |
839 | { |
840 | for (tmp = op->inv; tmp; tmp = tmp->below) |
840 | for (tmp = op->inv; tmp; tmp = tmp->below) |
841 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
841 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
842 | break; |
842 | break; |
843 | |
843 | |
844 | if (!tmp) |
844 | if (!tmp) |
845 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
845 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
846 | |
846 | |
… | |
… | |
888 | |
888 | |
889 | int success = attack_ob (tmp, op); |
889 | int success = attack_ob (tmp, op); |
890 | |
890 | |
891 | /* print appropriate messages to the player */ |
891 | /* print appropriate messages to the player */ |
892 | |
892 | |
893 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
893 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
894 | { |
894 | { |
895 | if (op->type == PLAYER) |
895 | if (op->type == PLAYER) |
896 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
896 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
897 | else if (tmp->type == PLAYER) |
897 | else if (tmp->type == PLAYER) |
898 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
898 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
941 | /* space must be blocked for there to be anything interesting to do */ |
941 | /* space must be blocked for there to be anything interesting to do */ |
942 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
942 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
943 | return 0; |
943 | return 0; |
944 | |
944 | |
945 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
945 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
946 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
946 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
947 | { |
947 | { |
948 | /* Don't attack party members */ |
948 | /* Don't attack party members */ |
949 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
949 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
950 | return 0; |
950 | return 0; |
951 | |
951 | |
… | |
… | |
973 | static int |
973 | static int |
974 | attack_hth (object *pl, int dir, const char *string, object *skill) |
974 | attack_hth (object *pl, int dir, const char *string, object *skill) |
975 | { |
975 | { |
976 | object *enemy = NULL, *weapon; |
976 | object *enemy = NULL, *weapon; |
977 | |
977 | |
978 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
978 | if (pl->flag [FLAG_READY_WEAPON]) |
979 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
979 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
980 | { |
980 | { |
981 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
981 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
982 | { |
982 | { |
983 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
983 | weapon->clr_flag (FLAG_APPLIED); |
984 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
984 | pl->clr_flag (FLAG_READY_WEAPON); |
985 | pl->update_stats (); |
985 | pl->update_stats (); |
986 | if (pl->type == PLAYER) |
986 | if (pl->type == PLAYER) |
987 | { |
987 | { |
988 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
988 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
989 | esrv_update_item (UPD_FLAGS, pl, weapon); |
989 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1007 | */ |
1007 | */ |
1008 | static int |
1008 | static int |
1009 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1009 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1010 | { |
1010 | { |
1011 | |
1011 | |
1012 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1012 | if (!op->flag [FLAG_READY_WEAPON]) |
1013 | { |
1013 | { |
1014 | if (op->type == PLAYER) |
1014 | if (op->type == PLAYER) |
1015 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1015 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1016 | |
1016 | |
1017 | return 0; |
1017 | return 0; |