1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (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 |
… | |
… | |
44 | #include <object.h> |
44 | #include <object.h> |
45 | #include <sproto.h> |
45 | #include <sproto.h> |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
47 | #include <spells.h> |
47 | #include <spells.h> |
48 | |
48 | |
49 | /* Table of unarmed attack skills. Terminated by -1. This |
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
50 | * is also the list that we should try to use skills when |
50 | 0, // SK_NONE |
51 | * automatically applying one for the player. |
51 | # define def(uc, flags) flags, |
52 | */ |
52 | # include "skillinc.h" |
53 | static uint8 unarmed_skills[] = { |
53 | # undef def |
54 | SK_KARATE, |
|
|
55 | SK_CLAWING, |
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56 | SK_FLAME_TOUCH, |
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57 | SK_SPARK_TOUCH, |
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58 | SK_SHIVER, |
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59 | SK_ACID_SPLASH, |
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60 | SK_POISON_NAIL, |
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61 | SK_PUNCHING, |
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62 | (uint8)-1 |
|
|
63 | }; |
54 | }; |
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55 | |
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56 | vector<object_ptr> skillvec; |
64 | |
57 | |
65 | 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); |
66 | 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); |
67 | |
60 | |
68 | /* init_skills basically just sets up the skill_names table |
61 | /* init_skills basically just sets up the skill_names table |
69 | * above. The index into the array is set up by the |
62 | * above. The index into the array is set up by the |
70 | * subtypes. |
63 | * subtypes. |
71 | */ |
64 | */ |
72 | void |
65 | void |
73 | init_skills (void) |
66 | init_skills () |
74 | { |
67 | { |
75 | int i; |
68 | // nop |
76 | archetype *at; |
69 | } |
77 | |
70 | |
78 | for (at = first_archetype; at != NULL; at = at->next) |
71 | void |
79 | if (at->clone.type == SKILL) |
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) |
80 | { |
80 | { |
81 | if (skill_names[at->clone.subtype] != NULL) |
81 | // replace existing entry |
82 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
82 | SKILL_INDEX (o) = i - skillvec.begin (); |
83 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
83 | *i = o; |
84 | else |
84 | return; |
85 | skill_names[at->clone.subtype] = at->clone.skill; |
|
|
86 | } |
85 | } |
87 | |
86 | |
88 | /* This isn't really an error if there is no skill subtype set, but |
87 | // add new entry |
89 | * checking for this may catch some user errors. |
88 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
90 | */ |
89 | SKILL_INDEX (o) = skillvec.size (); |
91 | for (i = 1; i < NUM_SKILLS; i++) |
90 | skillvec.push_back (o); |
92 | { |
|
|
93 | if (!skill_names[i]) |
|
|
94 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
|
|
95 | } |
|
|
96 | } |
91 | } |
97 | |
92 | |
98 | /* This function goes through the player inventory and sets |
93 | /* This function goes through the player inventory and sets |
99 | * up the last_skills[] array in the player object. |
94 | * up the last_skills[] array in the player object. |
100 | * the last_skills[] is used to more quickly lookup skills - |
95 | * the last_skills[] is used to more quickly lookup skills - |
101 | * mostly used for sending exp. |
96 | * mostly used for sending exp. |
102 | */ |
97 | */ |
103 | void |
98 | void |
104 | link_player_skills (object *op) |
99 | player::link_skills () |
105 | { |
100 | { |
|
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101 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
|
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102 | last_skill_ob [i] = 0; |
|
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103 | |
106 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
104 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
107 | if (tmp->type == SKILL) |
105 | if (tmp->type == SKILL) |
108 | { |
106 | { |
109 | /* This is really a warning, hence no else below */ |
107 | int idx = SKILL_INDEX (tmp); |
110 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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111 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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112 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
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113 | |
108 | |
114 | if (tmp->subtype >= NUM_SKILLS) |
109 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
115 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
110 | |
116 | else |
111 | if (last_skill_ob [idx] != tmp) |
117 | { |
112 | { |
118 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
113 | last_skill_ob [idx] = tmp; |
119 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
114 | if (ns) |
|
|
115 | ns->last_skill_exp [idx] = -1; |
120 | } |
116 | } |
121 | } |
117 | } |
122 | } |
118 | } |
123 | |
119 | |
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120 | static object * |
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121 | find_skill (object *who, shstr_cmp name) |
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122 | { |
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123 | if (who->chosen_skill |
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124 | && who->chosen_skill->skill == name |
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125 | && who->chosen_skill->type == SKILL) |
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126 | return who->chosen_skill; |
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127 | |
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128 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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129 | if (tmp->skill == name && tmp->type == SKILL) |
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130 | return splay (tmp); |
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131 | |
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132 | return 0; |
|
|
133 | } |
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134 | |
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135 | object * |
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136 | player::find_skill (shstr_cmp name) const |
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137 | { |
|
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138 | // might want to use last_skill_obj at one point, or maybe not |
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139 | return ::find_skill (ob, name); |
|
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140 | } |
|
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141 | |
124 | /* This returns the skill pointer of the given name (the |
142 | /* This returns the skill pointer of the given name (the |
125 | * one that accumlates exp, has the level, etc). |
143 | * one that accumulates exp, has the level, etc). |
126 | * |
144 | * |
127 | * It is presumed that the player will be needing to actually |
145 | * It is presumed that the player will be needing to actually |
128 | * use the skill, so thus if use of the skill requires a skill |
146 | * use the skill, so thus if use of the skill requires a skill |
129 | * tool, this code will equip it. |
147 | * tool, this code will equip it. |
130 | */ |
148 | */ |
131 | object * |
149 | object * |
132 | find_skill_by_name (object *who, const char *name) |
150 | find_skill_by_name (object *who, shstr_cmp sh) |
133 | { |
151 | { |
134 | object *skill = NULL, *skill_tool = NULL, *tmp; |
152 | object *skill_tool = 0; |
135 | |
153 | |
136 | if (!name) |
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137 | return NULL; |
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138 | |
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139 | /* We make sure the length of the string in the object is greater |
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140 | * in length than the passed string. Eg, if we have a skill called |
|
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141 | * 'hi', we don't want to match if the user passed 'high' |
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142 | */ |
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143 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
154 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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155 | if (tmp->skill == sh) |
144 | { |
156 | { |
145 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
157 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
146 | skill = tmp; |
158 | /* If this is a skill that can be used without applying tool, return it */ |
147 | |
159 | return splay (tmp); |
148 | /* Try to find appropriate skilltool. If the player has one already |
160 | /* Try to find appropriate skilltool. If the player has one already |
149 | * applied, we try to keep using that one. |
161 | * applied, we try to keep using that one. |
150 | */ |
162 | */ |
151 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
163 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
152 | { |
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153 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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154 | skill_tool = tmp; |
164 | skill_tool = tmp; |
155 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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156 | skill_tool = tmp; |
|
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157 | } |
165 | } |
158 | } |
166 | |
159 | /* If this is a skill that can be used without a tool, return it */ |
167 | if (!skill_tool) |
160 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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161 | return skill; |
168 | return 0; |
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 | if (skill_tool) |
174 | object *skill = who->give_skill (skill_tool->skill); |
168 | { |
175 | |
169 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
176 | if (!skill_tool->flag [FLAG_APPLIED]) |
170 | { |
177 | if (!who->apply (splay (skill_tool))) |
171 | if (apply_special (who, skill_tool, 0)) |
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172 | return NULL; |
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173 | } |
|
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174 | if (!skill) |
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175 | { |
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176 | skill = give_skill_by_name (who, skill_tool->skill); |
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177 | link_player_skills (who); |
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178 | } |
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179 | return skill; |
178 | return 0; |
180 | } |
179 | |
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180 | return splay (skill); |
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181 | } |
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182 | |
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183 | object * |
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184 | find_skill_by_name_fuzzy (object *who, const char *name) |
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185 | { |
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186 | if (name) |
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187 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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188 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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189 | && tmp->skill.starts_with (name)) |
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190 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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191 | return skop; |
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192 | |
181 | return NULL; |
193 | return 0; |
182 | } |
194 | } |
183 | |
|
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184 | |
195 | |
185 | /* This returns the skill pointer of the given name (the |
196 | /* This returns the skill pointer of the given name (the |
186 | * one that accumlates exp, has the level, etc). |
197 | * one that accumulates exp, has the level, etc). |
187 | * |
198 | * |
188 | * It is presumed that the player will be needing to actually |
199 | * It is presumed that the player will be needing to actually |
189 | * use the skill, so thus if use of the skill requires a skill |
200 | * use the skill, so thus if use of the skill requires a skill |
190 | * tool, this code will equip it. |
201 | * tool, this code will equip it. |
191 | * |
202 | * |
192 | * 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, |
193 | * but instead a skill name, we search by matching number. |
204 | * but instead a skill name, we search by matching number. |
194 | * 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) |
195 | */ |
208 | */ |
196 | object * |
209 | object * |
197 | find_skill_by_number (object *who, int skillno) |
210 | find_skill_by_number (object *who, int skillno) |
198 | { |
211 | { |
199 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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200 | |
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201 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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202 | return NULL; |
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203 | |
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204 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
212 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
205 | { |
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206 | if (tmp->type == SKILL && tmp->subtype == skillno) |
213 | if (tmp->type == SKILL && tmp->subtype == skillno) |
207 | skill = tmp; |
214 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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215 | return skop; |
208 | |
216 | |
209 | /* Try to find appropriate skilltool. If the player has one already |
217 | return 0; |
210 | * applied, we try to keep using that one. |
218 | } |
211 | */ |
219 | |
212 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
220 | object * |
213 | { |
221 | object::give_skill (shstr_cmp name, bool can_use) |
214 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
222 | { |
215 | skill_tool = tmp; |
223 | object *skill = find_skill (this, name); |
216 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
224 | |
217 | skill_tool = tmp; |
225 | if (!skill) |
218 | } |
226 | skill = give_skill_by_name (this, name); |
219 | } |
227 | |
220 | /* If this is a skill that can be used without a tool, return it */ |
228 | if (skill && can_use) |
221 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
229 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
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230 | |
222 | return skill; |
231 | return skill; |
223 | |
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224 | /* Player has a tool to use the skill. IF not applied, apply it - |
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225 | * if not successful, return null. If they do have the skill tool |
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226 | * but not the skill itself, give it to them. |
|
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227 | */ |
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228 | if (skill_tool) |
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229 | { |
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230 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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231 | { |
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232 | if (apply_special (who, skill_tool, 0)) |
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233 | return NULL; |
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234 | } |
|
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235 | |
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236 | if (!skill) |
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237 | { |
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238 | skill = give_skill_by_name (who, skill_tool->skill); |
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239 | link_player_skills (who); |
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240 | } |
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241 | |
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242 | return skill; |
|
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243 | } |
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244 | |
|
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245 | return NULL; |
|
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246 | } |
|
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247 | |
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248 | /* This changes the objects skill to new_skill. |
|
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249 | * note that this function doesn't always need to get used - |
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250 | * you can now add skill exp to the player without the chosen_skill being |
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251 | * set. This function is of most interest to players to update |
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252 | * the various range information. |
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253 | * if new_skill is null, this just unapplies the skill. |
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254 | * flag has the current meaning: |
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255 | * 0x1: If set, don't update the range pointer. This is useful when we |
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256 | * need to ready a new skill, but don't want to clobber range. |
|
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257 | * return 1 on success, 0 on error |
|
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258 | */ |
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259 | |
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260 | int |
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261 | change_skill (object *who, object *new_skill, int flag) |
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262 | { |
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263 | int old_range; |
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264 | |
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265 | if (who->type != PLAYER) |
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266 | return 0; |
|
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267 | |
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268 | old_range = who->contr->shoottype; |
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269 | |
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270 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
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271 | { |
|
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272 | /* optimization for changing skill to current skill */ |
|
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273 | if (who->type == PLAYER && !(flag & 0x1)) |
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274 | who->contr->shoottype = range_skill; |
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275 | |
|
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276 | return 1; |
|
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277 | } |
|
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278 | |
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279 | // move skill to front, so it will be preferred next time |
|
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280 | new_skill->remove (); |
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281 | who->insert (new_skill); |
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282 | |
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283 | if (!new_skill || who->chosen_skill) |
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284 | if (who->chosen_skill) |
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285 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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286 | |
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287 | /* Only goal in this case was to unapply a skill */ |
|
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288 | if (!new_skill) |
|
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289 | return 0; |
|
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290 | |
|
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291 | if (apply_special (who, new_skill, AP_APPLY)) |
|
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292 | return 0; |
|
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293 | |
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294 | if (flag & 0x1) |
|
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295 | who->contr->shoottype = (rangetype)old_range; |
|
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296 | |
|
|
297 | return 1; |
|
|
298 | } |
|
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299 | |
|
|
300 | /* This function just clears the chosen_skill and range_skill values |
|
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301 | * inthe player. |
|
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302 | */ |
|
|
303 | void |
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304 | clear_skill (object *who) |
|
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305 | { |
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306 | who->chosen_skill = NULL; |
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307 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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308 | if (who->type == PLAYER) |
|
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309 | { |
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310 | who->contr->ranges[range_skill] = NULL; |
|
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311 | if (who->contr->shoottype == range_skill) |
|
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312 | who->contr->shoottype = range_none; |
|
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313 | } |
|
|
314 | } |
232 | } |
315 | |
233 | |
316 | /* 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(). |
317 | * 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. |
318 | * 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 |
… | |
… | |
321 | * exp - no caller needed that info, but it also prevented the callers |
239 | * exp - no caller needed that info, but it also prevented the callers |
322 | * from know if a skill was actually used, as many skills don't |
240 | * from know if a skill was actually used, as many skills don't |
323 | * give any exp for their direct use (eg, throwing). |
241 | * give any exp for their direct use (eg, throwing). |
324 | * It returns 0 if no skill was used. |
242 | * It returns 0 if no skill was used. |
325 | */ |
243 | */ |
326 | |
|
|
327 | int |
244 | int |
328 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
245 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
329 | { |
246 | { |
330 | int success = 0, exp = 0; |
247 | int success = 0, exp = 0; |
331 | int did_alc = 0; |
|
|
332 | object *tmp, *next; |
|
|
333 | |
248 | |
334 | if (!skill) |
249 | if (!skill) |
335 | return 0; |
250 | return 0; |
336 | |
251 | |
337 | /* The code below presumes that the skill points to the object that |
252 | /* The code below presumes that the skill points to the object that |
… | |
… | |
339 | * go and try to find the actual real skill pointer, and if the |
254 | * go and try to find the actual real skill pointer, and if the |
340 | * the player doesn't have a bucket for that, create one. |
255 | * the player doesn't have a bucket for that, create one. |
341 | */ |
256 | */ |
342 | if (skill->type != SKILL && op->type == PLAYER) |
257 | if (skill->type != SKILL && op->type == PLAYER) |
343 | { |
258 | { |
344 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
259 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
345 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
260 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
346 | break; |
261 | { |
|
|
262 | skill = tmp; |
|
|
263 | goto found; |
|
|
264 | } |
347 | |
265 | |
348 | if (!tmp) |
|
|
349 | tmp = give_skill_by_name (op, skill->skill); |
266 | skill = give_skill_by_name (op, skill->skill); |
350 | |
267 | found: ; |
351 | skill = tmp; |
|
|
352 | } |
268 | } |
353 | |
269 | |
354 | // skill, by_whom, on_which_object, which direction, skill_argument |
270 | // skill, by_whom, on_which_object, which direction, skill_argument |
355 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
271 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
356 | return 0; |
272 | return 0; |
… | |
… | |
361 | /* Not 100% sure if this will work with new movement code - |
277 | /* Not 100% sure if this will work with new movement code - |
362 | * the levitation skill has move_type for flying, so when |
278 | * the levitation skill has move_type for flying, so when |
363 | * equipped, that should transfer to player, when not, |
279 | * equipped, that should transfer to player, when not, |
364 | * shouldn't. |
280 | * shouldn't. |
365 | */ |
281 | */ |
366 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
282 | if (skill->flag [FLAG_APPLIED]) |
367 | { |
283 | { |
368 | CLEAR_FLAG (skill, FLAG_APPLIED); |
284 | skill->clr_flag (FLAG_APPLIED); |
369 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
285 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
370 | } |
286 | } |
371 | else |
287 | else |
372 | { |
288 | { |
373 | SET_FLAG (skill, FLAG_APPLIED); |
289 | skill->set_flag (FLAG_APPLIED); |
374 | 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!"); |
375 | } |
291 | } |
376 | |
292 | |
377 | op->update_stats (); |
293 | op->update_stats (); |
378 | success = 1; |
294 | success = 1; |
379 | break; |
295 | break; |
… | |
… | |
389 | case SK_HIDING: |
305 | case SK_HIDING: |
390 | exp = success = hide (op, skill); |
306 | exp = success = hide (op, skill); |
391 | break; |
307 | break; |
392 | |
308 | |
393 | case SK_JUMPING: |
309 | case SK_JUMPING: |
394 | success = jump (op, dir, skill); |
310 | exp = success = jump (op, dir, skill); |
395 | break; |
311 | break; |
396 | |
312 | |
397 | case SK_INSCRIPTION: |
313 | case SK_INSCRIPTION: |
398 | exp = success = write_on_item (op, string, skill); |
314 | exp = success = write_on_item (op, string, skill); |
399 | break; |
315 | break; |
… | |
… | |
403 | success = 1; |
319 | success = 1; |
404 | break; |
320 | break; |
405 | /* note that the following 'attack' skills gain exp through hit_player() */ |
321 | /* note that the following 'attack' skills gain exp through hit_player() */ |
406 | |
322 | |
407 | case SK_KARATE: |
323 | case SK_KARATE: |
408 | (void) attack_hth (op, dir, "karate-chopped", skill); |
324 | attack_hth (op, dir, "karate-chopped", skill); |
409 | break; |
325 | break; |
410 | |
326 | |
411 | case SK_PUNCHING: |
327 | case SK_PUNCHING: |
412 | (void) attack_hth (op, dir, "punched", skill); |
328 | attack_hth (op, dir, "punched", skill); |
413 | break; |
329 | break; |
414 | |
330 | |
415 | case SK_FLAME_TOUCH: |
331 | case SK_FLAME_TOUCH: |
416 | (void) attack_hth (op, dir, "flamed", skill); |
332 | attack_hth (op, dir, "flamed", skill); |
417 | break; |
333 | break; |
418 | |
334 | |
419 | case SK_SPARK_TOUCH: |
335 | case SK_SPARK_TOUCH: |
420 | (void) attack_hth (op, dir, "zapped", skill); |
336 | attack_hth (op, dir, "zapped", skill); |
421 | break; |
337 | break; |
422 | |
338 | |
423 | case SK_SHIVER: |
339 | case SK_SHIVER: |
424 | (void) attack_hth (op, dir, "froze", skill); |
340 | attack_hth (op, dir, "froze", skill); |
425 | break; |
341 | break; |
426 | |
342 | |
427 | case SK_ACID_SPLASH: |
343 | case SK_ACID_SPLASH: |
428 | (void) attack_hth (op, dir, "dissolved", skill); |
344 | attack_hth (op, dir, "dissolved", skill); |
429 | break; |
345 | break; |
430 | |
346 | |
431 | case SK_POISON_NAIL: |
347 | case SK_POISON_NAIL: |
432 | (void) attack_hth (op, dir, "injected poison into", skill); |
348 | attack_hth (op, dir, "injected poison into", skill); |
433 | break; |
349 | break; |
434 | |
350 | |
435 | case SK_CLAWING: |
351 | case SK_CLAWING: |
436 | (void) attack_hth (op, dir, "clawed", skill); |
352 | attack_hth (op, dir, "clawed", skill); |
437 | break; |
353 | break; |
438 | |
354 | |
439 | case SK_ONE_HANDED_WEAPON: |
355 | case SK_ONE_HANDED_WEAPON: |
440 | case SK_TWO_HANDED_WEAPON: |
356 | case SK_TWO_HANDED_WEAPON: |
441 | (void) attack_melee_weapon (op, dir, NULL, skill); |
357 | attack_melee_weapon (op, dir, NULL, skill); |
442 | break; |
358 | break; |
443 | |
359 | |
444 | case SK_FIND_TRAPS: |
360 | case SK_FIND_TRAPS: |
445 | exp = success = find_traps (op, skill); |
361 | exp = success = find_traps (op, skill); |
446 | break; |
362 | break; |
… | |
… | |
461 | case SK_LITERACY: |
377 | case SK_LITERACY: |
462 | case SK_WOODSMAN: |
378 | case SK_WOODSMAN: |
463 | /* first, we try to find a cauldron, and do the alchemy thing. |
379 | /* first, we try to find a cauldron, and do the alchemy thing. |
464 | * failing that, we go and identify stuff. |
380 | * failing that, we go and identify stuff. |
465 | */ |
381 | */ |
|
|
382 | { |
|
|
383 | bool found_cauldron = false; |
|
|
384 | |
466 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
385 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
467 | { |
386 | { |
468 | next = tmp->above; |
387 | next = tmp->above; |
469 | |
388 | |
470 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
389 | if (tmp->flag [FLAG_IS_CAULDRON]) |
471 | { |
390 | { |
|
|
391 | found_cauldron = true; |
|
|
392 | |
|
|
393 | if (tmp->skill != skill->skill) |
|
|
394 | { |
|
|
395 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
|
396 | query_name (tmp), |
|
|
397 | query_name (skill)); |
|
|
398 | break; |
|
|
399 | } |
|
|
400 | |
472 | attempt_do_alchemy (op, tmp); |
401 | attempt_do_alchemy (op, tmp, skill); |
473 | |
402 | |
474 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
403 | if (tmp->flag [FLAG_APPLIED]) |
475 | esrv_send_inventory (op, tmp); |
404 | esrv_send_inventory (op, tmp); |
476 | |
|
|
477 | did_alc = 1; |
|
|
478 | } |
405 | } |
479 | } |
406 | } |
480 | |
407 | |
481 | if (did_alc == 0) |
408 | if (!found_cauldron) |
482 | exp = success = skill_ident (op, skill); |
409 | exp = success = skill_ident (op, skill); |
483 | |
410 | } |
484 | break; |
411 | break; |
485 | |
412 | |
486 | case SK_DET_MAGIC: |
413 | case SK_DET_MAGIC: |
487 | case SK_DET_CURSE: |
414 | case SK_DET_CURSE: |
488 | exp = success = skill_ident (op, skill); |
415 | exp = success = skill_ident (op, skill); |
… | |
… | |
519 | case SK_SUMMONING: |
446 | case SK_SUMMONING: |
520 | case SK_CLIMBING: |
447 | case SK_CLIMBING: |
521 | 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."); |
522 | break; |
449 | break; |
523 | |
450 | |
|
|
451 | case SK_MINING: |
|
|
452 | success = skill_mining (op, part, skill, dir, string); |
|
|
453 | break; |
|
|
454 | |
524 | default: |
455 | default: |
525 | 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); |
526 | break; |
457 | break; |
527 | } |
458 | } |
528 | |
459 | |
… | |
… | |
530 | * Monsters have no skill use time because of the random nature in |
461 | * Monsters have no skill use time because of the random nature in |
531 | * which use_monster_skill is called already simulates this. |
462 | * which use_monster_skill is called already simulates this. |
532 | * If certain skills should take more/less time, that should be |
463 | * If certain skills should take more/less time, that should be |
533 | * in the code for the skill itself. |
464 | * in the code for the skill itself. |
534 | */ |
465 | */ |
535 | |
|
|
536 | if (op->type == PLAYER) |
466 | if (op->type == PLAYER) |
537 | op->speed_left -= 1.0; |
467 | op->speed_left -= 1.f; |
538 | |
468 | |
539 | /* this is a good place to add experience for successfull use of skills. |
469 | /* this is a good place to add experience for successfull use of skills. |
540 | * Note that add_exp() will figure out player/monster experience |
470 | * Note that add_exp() will figure out player/monster experience |
541 | * gain problems. |
471 | * gain problems. |
542 | */ |
472 | */ |
… | |
… | |
570 | * op is the object that was 'defeated'. |
500 | * op is the object that was 'defeated'. |
571 | * skill is the skill used. If no skill is used, it should just |
501 | * skill is the skill used. If no skill is used, it should just |
572 | * point back to who. |
502 | * point back to who. |
573 | * |
503 | * |
574 | */ |
504 | */ |
575 | |
|
|
576 | int |
505 | int |
577 | calc_skill_exp (object *who, object *op, object *skill) |
506 | calc_skill_exp (object *who, object *op, object *skill) |
578 | { |
507 | { |
579 | int op_exp = 0, op_lvl = 0; |
508 | int op_exp = 0, op_lvl = 0; |
580 | float base, value, lvl_mult = 0.0; |
509 | float base, value, lvl_mult = 0.0; |
… | |
… | |
589 | * If an object is not alive and magical we set the base exp higher to |
518 | * If an object is not alive and magical we set the base exp higher to |
590 | * help out exp awards for skill_ident skills. Also, if |
519 | * help out exp awards for skill_ident skills. Also, if |
591 | * an item is type RUNE, we give out exp based on stats.Cha |
520 | * an item is type RUNE, we give out exp based on stats.Cha |
592 | * and level (this was the old system) -b.t. |
521 | * and level (this was the old system) -b.t. |
593 | */ |
522 | */ |
594 | |
|
|
595 | if (!op) |
523 | if (!op) |
596 | { /* no item/creature */ |
524 | { /* no item/creature */ |
597 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
525 | op_lvl = max (1, who->map->difficulty); |
598 | op_exp = 0; |
526 | op_exp = 0; |
599 | } |
527 | } |
600 | else if (op->type == RUNE || op->type == TRAP) |
528 | else if (op->type == RUNE || op->type == TRAP) |
601 | { /* all traps. If stats.Cha > 1 we use that |
529 | { /* all traps. If stats.Cha > 1 we use that |
602 | * for the amount of experience */ |
530 | * for the amount of experience */ |
… | |
… | |
605 | } |
533 | } |
606 | else |
534 | else |
607 | { /* all other items/living creatures */ |
535 | { /* all other items/living creatures */ |
608 | op_exp = op->stats.exp; |
536 | op_exp = op->stats.exp; |
609 | op_lvl = op->level; |
537 | op_lvl = op->level; |
610 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
538 | if (!op->flag [FLAG_ALIVE]) |
611 | { /* for ident/make items */ |
539 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
612 | op_lvl += 5 * abs (op->magic); |
|
|
613 | } |
|
|
614 | } |
540 | } |
615 | |
541 | |
616 | if (op_lvl < 1) |
542 | if (op_lvl < 1) |
617 | op_lvl = 1; |
543 | op_lvl = 1; |
618 | |
544 | |
… | |
… | |
626 | /* if skill really is a skill, then we can look at the skill archetype for |
552 | /* if skill really is a skill, then we can look at the skill archetype for |
627 | * bse reward value (exp) and level multiplier factor. |
553 | * bse reward value (exp) and level multiplier factor. |
628 | */ |
554 | */ |
629 | if (skill->type == SKILL) |
555 | if (skill->type == SKILL) |
630 | { |
556 | { |
631 | base += skill->arch->clone.stats.exp; |
557 | base += skill->arch->stats.exp; |
632 | if (settings.simple_exp) |
558 | if (settings.simple_exp) |
633 | { |
559 | { |
634 | if (skill->arch->clone.level) |
560 | if (skill->arch->level) |
635 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
561 | lvl_mult = (float) skill->arch->level / 100.0; |
636 | else |
562 | else |
637 | lvl_mult = 1.0; /* no adjustment */ |
563 | lvl_mult = 1.0; /* no adjustment */ |
638 | } |
564 | } |
639 | else |
565 | else |
640 | { |
566 | { |
641 | if (skill->level) |
567 | if (skill->level) |
642 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
568 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
643 | else |
569 | else |
644 | lvl_mult = 1.0; |
570 | lvl_mult = 1.0; |
645 | } |
571 | } |
646 | } |
572 | } |
647 | else |
573 | else |
648 | { |
574 | { |
649 | /* Don't divide by zero here! */ |
575 | /* Don't divide by zero here! */ |
650 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
576 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
651 | } |
577 | } |
652 | } |
578 | } |
653 | |
579 | |
654 | /* assemble the exp total, and return value */ |
580 | /* assemble the exp total, and return value */ |
655 | |
581 | |
… | |
… | |
669 | * This one actually teaches the player the skill as something |
595 | * This one actually teaches the player the skill as something |
670 | * they can equip. |
596 | * they can equip. |
671 | * Return 0 if the player knows the skill, 1 if the |
597 | * Return 0 if the player knows the skill, 1 if the |
672 | * player learns the skill, 2 otherwise. |
598 | * player learns the skill, 2 otherwise. |
673 | */ |
599 | */ |
674 | |
|
|
675 | int |
600 | int |
676 | learn_skill (object *pl, object *scroll) |
601 | learn_skill (object *pl, object *scroll) |
677 | { |
602 | { |
678 | object *tmp; |
|
|
679 | |
|
|
680 | if (!scroll->skill) |
603 | if (!scroll->skill) |
681 | { |
604 | { |
682 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
605 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
683 | return 2; |
606 | return 2; |
684 | } |
607 | } |
685 | |
608 | |
686 | /* can't use find_skill_by_name because we want skills the player knows |
609 | object *tmp = find_skill (pl, scroll->skill); |
687 | * but can't use natively. |
|
|
688 | */ |
|
|
689 | |
|
|
690 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
691 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
692 | break; |
|
|
693 | |
610 | |
694 | /* player already knows it */ |
611 | /* player already knows it */ |
695 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
612 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
696 | return 0; |
613 | return 0; |
697 | |
614 | |
698 | /* now a random change to learn, based on player Int. |
615 | /* now a random change to learn, based on player Int. |
699 | * give bonus based on level - otherwise stupid characters |
616 | * give bonus based on level - otherwise stupid characters |
700 | * might never be able to learn anything. |
617 | * might never be able to learn anything. |
… | |
… | |
709 | { |
626 | { |
710 | 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); |
711 | return 2; |
628 | return 2; |
712 | } |
629 | } |
713 | |
630 | |
714 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
631 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
715 | link_player_skills (pl); |
632 | |
716 | return 1; |
633 | return 1; |
717 | } |
634 | } |
718 | |
635 | |
719 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
636 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
720 | |
|
|
721 | /* Probably belongs in some global utils-type file? */ |
637 | /* Probably belongs in some global utils-type file? */ |
722 | static int |
638 | static int |
723 | clipped_percent (sint64 a, sint64 b) |
639 | clipped_percent (sint64 a, sint64 b) |
724 | { |
640 | { |
725 | int rv; |
641 | int rv; |
… | |
… | |
745 | * Note this function is a bit more complicated becauase we |
661 | * Note this function is a bit more complicated becauase we |
746 | * we want ot sort the skills before printing them. If we |
662 | * we want ot sort the skills before printing them. If we |
747 | * just dumped this as we found it, this would be a bit |
663 | * just dumped this as we found it, this would be a bit |
748 | * simpler. |
664 | * simpler. |
749 | */ |
665 | */ |
750 | |
666 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
751 | void |
667 | void |
752 | show_skills (object *op, const char *search) |
668 | show_skills (object *pl, const char *search) |
753 | { |
669 | { |
754 | object *tmp = NULL; |
|
|
755 | char buf[MAX_BUF]; |
|
|
756 | const char *cp; |
670 | const char *cp; |
757 | int i, num_skills_found = 0; |
671 | int i, num_skills_found = 0; |
758 | static const char *const periods = "........................................"; |
672 | const char *const periods = ".............................."; // 30 |
759 | |
673 | |
760 | /* Need to have a pointer and use strdup for qsort to work properly */ |
674 | /* Need to have a pointer and use strdup for qsort to work properly */ |
761 | char skills[NUM_SKILLS][MAX_BUF]; |
675 | char skills[NUM_SKILLS][128]; // d'oh |
762 | |
676 | |
|
|
677 | object *op = pl->contr->ob; |
763 | |
678 | |
764 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
679 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
765 | { |
680 | { |
766 | if (tmp->type == SKILL) |
681 | if (tmp->type == SKILL) |
767 | { |
682 | { |
768 | if (search && strstr (tmp->name, search) == NULL) |
683 | if (search && !tmp->name.contains (search)) |
769 | continue; |
684 | continue; |
|
|
685 | |
|
|
686 | char buf[30]; |
|
|
687 | |
770 | /* Basically want to fill this out to 40 spaces with periods */ |
688 | /* Basically want to fill this out to 30 spaces with periods */ |
771 | sprintf (buf, "%s%s", &tmp->name, periods); |
689 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
772 | buf[40] = 0; |
|
|
773 | |
690 | |
774 | if (settings.permanent_exp_ratio) |
691 | if (settings.permanent_exp_ratio) |
775 | { |
|
|
776 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
692 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
777 | buf, tmp->level, tmp->stats.exp, |
693 | buf, tmp->level, tmp->stats.exp, |
778 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
694 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
779 | } |
|
|
780 | else |
695 | else |
781 | { |
|
|
782 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
696 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
783 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
697 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
784 | } |
698 | |
785 | /* I don't know why some characters get a bunch of skills, but |
699 | /* I don't know why some characters get a bunch of skills, but |
786 | * it sometimes happens (maybe a leftover from bugier earlier code |
700 | * it sometimes happens (maybe a leftover from bugier earlier code |
787 | * and those character are still about). In any case, lets handle |
701 | * and those character are still about). In any case, lets handle |
788 | * it so it doesn't crash the server - otherwise, one character may |
702 | * it so it doesn't crash the server - otherwise, one character may |
789 | * crash the server numerous times. |
703 | * crash the server numerous times. |
790 | */ |
704 | */ |
791 | if (num_skills_found >= NUM_SKILLS) |
705 | if (num_skills_found >= NUM_SKILLS) |
792 | { |
706 | { |
793 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
707 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
794 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
708 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
795 | break; |
709 | break; |
796 | } |
710 | } |
797 | } |
711 | } |
798 | } |
712 | } |
799 | |
713 | |
800 | clear_win_info (op); |
714 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
801 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
715 | |
|
|
716 | msg << "T<Player skills:>\n\n"; |
802 | if (num_skills_found > 1) |
717 | if (num_skills_found > 1) |
803 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
718 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
804 | |
719 | |
805 | for (i = 0; i < num_skills_found; i++) |
720 | for (i = 0; i < num_skills_found; i++) |
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
721 | msg << " C<" << skills [i] << ">\n"; |
807 | |
722 | |
808 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
723 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
809 | |
724 | |
810 | cp = determine_god (op); |
725 | cp = determine_god (op); |
811 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
726 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
812 | |
727 | |
813 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
728 | msg << "Your equipped item power is " << (int)op->contr->item_power |
814 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
729 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
730 | << ".\n"; |
|
|
731 | |
|
|
732 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
815 | } |
733 | } |
816 | |
734 | |
817 | /* use_skill() - similar to invoke command, it executes the skill in the |
735 | /* use_skill() - similar to invoke command, it executes the skill in the |
818 | * direction that the user is facing. Returns false if we are unable to |
736 | * direction that the user is facing. Returns false if we are unable to |
819 | * change to the requested skill, or were unable to use the skill properly. |
737 | * change to the requested skill, or were unable to use the skill properly. |
820 | * This is tricky because skills can have spaces. We basically roll |
738 | * This is tricky because skills can have spaces. We basically roll |
821 | * our own find_skill_by_name so we can try to do better string matching. |
739 | * our own find_skill_by_name so we can try to do better string matching. |
822 | */ |
740 | */ |
823 | |
|
|
824 | int |
741 | int |
825 | use_skill (object *op, const char *string) |
742 | use_skill (object *op, const char *string) |
826 | { |
743 | { |
827 | object *skop; |
744 | object *skop; |
828 | size_t len; |
745 | size_t len; |
829 | |
746 | |
830 | if (!string) |
747 | if (!string) |
831 | return 0; |
748 | return 0; |
832 | |
749 | |
833 | for (skop = op->inv; skop != NULL; skop = skop->below) |
750 | for (skop = op->inv; skop; skop = skop->below) |
834 | { |
751 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
835 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
836 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
752 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
753 | { |
|
|
754 | skop = find_skill_by_name (op, skop->skill); |
837 | break; |
755 | break; |
838 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
839 | break; |
|
|
840 | } |
756 | } |
|
|
757 | |
841 | if (!skop) |
758 | if (!skop) |
842 | { |
759 | { |
843 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
760 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
761 | return 0; |
|
|
762 | } |
|
|
763 | |
|
|
764 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
765 | { |
|
|
766 | op->failmsgf ( |
|
|
767 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
768 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
769 | "use it with some item, or it's always active.>", |
|
|
770 | &skop->skill |
|
|
771 | ); |
844 | return 0; |
772 | return 0; |
845 | } |
773 | } |
846 | |
774 | |
847 | len = strlen (skop->skill); |
775 | len = strlen (skop->skill); |
848 | |
776 | |
… | |
… | |
850 | * options given to the skill. Its pretty simple - if there |
778 | * options given to the skill. Its pretty simple - if there |
851 | * are extra parameters (as deteremined by string length), we |
779 | * are extra parameters (as deteremined by string length), we |
852 | * want to skip over any leading spaces. |
780 | * want to skip over any leading spaces. |
853 | */ |
781 | */ |
854 | if (len >= strlen (string)) |
782 | if (len >= strlen (string)) |
855 | { |
|
|
856 | string = NULL; |
783 | string = NULL; |
857 | } |
|
|
858 | else |
784 | else |
859 | { |
785 | { |
860 | string += len; |
786 | string += len; |
861 | while (*string == 0x20) |
787 | while (*string == 0x20) |
862 | string++; |
788 | string++; |
|
|
789 | |
863 | if (strlen (string) == 0) |
790 | if (strlen (string) == 0) |
864 | string = NULL; |
791 | string = NULL; |
865 | } |
792 | } |
866 | |
793 | |
867 | #ifdef SKILL_UTIL_DEBUG |
794 | #ifdef SKILL_UTIL_DEBUG |
868 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
795 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
869 | #endif |
796 | #endif |
870 | |
797 | |
871 | /* Change to the new skill, then execute it. */ |
|
|
872 | if (do_skill (op, op, skop, op->facing, string)) |
798 | if (do_skill (op, op, skop, op->facing, string)) |
873 | return 1; |
799 | return 1; |
874 | |
800 | |
875 | return 0; |
801 | return 0; |
876 | } |
802 | } |
877 | |
803 | |
878 | static bool |
804 | static bool |
879 | hth_skill_p (object *skill) |
805 | hth_skill_p (object *skill) |
880 | { |
806 | { |
881 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
807 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
882 | if (skill->subtype == unarmed_skills[i]) |
|
|
883 | return 1; |
|
|
884 | |
|
|
885 | return 0; |
|
|
886 | } |
808 | } |
887 | |
809 | |
888 | /* 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. |
889 | */ |
811 | */ |
890 | static object * |
812 | static object * |
891 | find_player_hth_skill (object *op) |
813 | find_player_hth_skill (object *op) |
892 | { |
814 | { |
893 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
815 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
894 | 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)) |
895 | return tmp; |
817 | return tmp; |
896 | |
818 | |
897 | return 0; |
819 | return 0; |
898 | } |
820 | } |
899 | |
821 | |
… | |
… | |
904 | * tmp is the targetted monster. |
826 | * tmp is the targetted monster. |
905 | * op is what is attacking |
827 | * op is what is attacking |
906 | * string is passed along to describe what messages to describe |
828 | * string is passed along to describe what messages to describe |
907 | * the damage. |
829 | * the damage. |
908 | */ |
830 | */ |
909 | |
|
|
910 | static int |
831 | static int |
911 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
832 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
912 | { |
833 | { |
913 | int success; |
|
|
914 | |
|
|
915 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
834 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
916 | return RESULT_INT (0); |
835 | return RESULT_INT (0); |
917 | |
836 | |
918 | /* For Players only: if there is no ready weapon, and no "attack" skill |
837 | /* For Players only: if there is no ready weapon, and no "attack" skill |
919 | * is readied either then try to find a skill for the player to use. |
838 | * is readied either then try to find a skill for the player to use. |
920 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
839 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
921 | * the caller should have set it appropriately). We still want to pass |
840 | * the caller should have set it appropriately). We still want to pass |
922 | * 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. |
923 | */ |
842 | */ |
924 | if (op->type == PLAYER) |
843 | if (player *pl = op->contr) |
925 | { |
844 | { |
926 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
845 | if (skill) |
927 | { |
846 | { |
928 | if (!skill) |
847 | if (!op->apply (skill)) |
929 | { |
|
|
930 | /* See if the players chosen skill is a combat skill, and use |
|
|
931 | * it if appropriate. |
|
|
932 | */ |
|
|
933 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
934 | skill = op->chosen_skill; |
|
|
935 | else |
|
|
936 | { |
|
|
937 | skill = find_player_hth_skill (op); |
|
|
938 | |
|
|
939 | if (!skill) |
|
|
940 | { |
|
|
941 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
|
|
942 | return 0; |
|
|
943 | } |
|
|
944 | } |
|
|
945 | } |
|
|
946 | |
|
|
947 | /* now try to ready the new skill */ |
|
|
948 | if (!change_skill (op, skill, 0)) |
|
|
949 | { /* oh oh, trouble! */ |
|
|
950 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
951 | return 0; |
848 | return 0; |
952 | } |
|
|
953 | } |
849 | } |
954 | else |
850 | else |
955 | { |
851 | { |
956 | /* Seen some crashes below where current_weapon is not set, |
852 | if (!pl->combat_ob) |
957 | * even though the flag says it is. So if current weapon isn't set, |
|
|
958 | * do some work in trying to find the object to use. |
|
|
959 | */ |
|
|
960 | if (!op->current_weapon) |
|
|
961 | { |
853 | { |
962 | object *tmp; |
854 | if (op->flag [FLAG_READY_WEAPON]) |
963 | |
|
|
964 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
965 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
966 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
967 | break; |
|
|
968 | |
|
|
969 | if (!tmp) |
|
|
970 | { |
855 | { |
|
|
856 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
857 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
|
|
858 | break; |
|
|
859 | |
|
|
860 | if (!tmp) |
971 | 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); |
972 | op->current_weapon = NULL; |
862 | |
|
|
863 | pl->combat_ob = tmp; |
|
|
864 | } |
|
|
865 | |
|
|
866 | if (!pl->combat_ob) |
|
|
867 | { |
|
|
868 | /* See if the players chosen skill is a combat skill, and use |
|
|
869 | * it if appropriate. |
|
|
870 | */ |
|
|
871 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
872 | skill = op->chosen_skill; |
|
|
873 | else |
|
|
874 | { |
|
|
875 | skill = find_player_hth_skill (op); |
|
|
876 | |
|
|
877 | if (!skill) |
|
|
878 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
|
|
879 | } |
|
|
880 | |
|
|
881 | op->apply (skill); |
|
|
882 | } |
|
|
883 | |
|
|
884 | if (!pl->combat_ob) |
|
|
885 | { |
|
|
886 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
973 | return 0; |
887 | return 0; |
974 | } |
888 | } |
975 | else |
|
|
976 | { |
|
|
977 | op->current_weapon = tmp; |
|
|
978 | } |
|
|
979 | } |
889 | } |
980 | |
890 | |
981 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
891 | if (!op->apply (pl->combat_ob)) |
|
|
892 | return 0; |
982 | } |
893 | } |
983 | } |
|
|
984 | |
894 | |
985 | /* lose invisiblity/hiding status for running attacks */ |
895 | /* lose invisiblity/hiding status for running attacks */ |
986 | |
896 | if (pl->tmp_invis) |
987 | if (op->type == PLAYER && op->contr->tmp_invis) |
897 | { |
988 | { |
|
|
989 | op->contr->tmp_invis = 0; |
898 | pl->tmp_invis = 0; |
990 | op->invisible = 0; |
899 | op->invisible = 0; |
991 | op->hide = 0; |
900 | op->flag [FLAG_HIDDEN] = 0; |
992 | update_object (op, UP_OBJ_CHANGE); |
901 | update_object (op, UP_OBJ_CHANGE); |
|
|
902 | } |
993 | } |
903 | } |
994 | |
904 | |
995 | success = attack_ob (tmp, op); |
905 | int success = attack_ob (tmp, op); |
996 | |
906 | |
997 | /* print appropriate messages to the player */ |
907 | /* print appropriate messages to the player */ |
998 | |
908 | |
999 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
909 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
1000 | { |
910 | { |
1001 | if (op->type == PLAYER) |
911 | if (op->type == PLAYER) |
1002 | 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)); |
1003 | else if (tmp->type == PLAYER) |
913 | else if (tmp->type == PLAYER) |
1004 | 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); |
1005 | } |
915 | } |
|
|
916 | |
1006 | return success; |
917 | return success; |
1007 | } |
918 | } |
1008 | |
|
|
1009 | |
919 | |
1010 | /* skill_attack() - Core routine for use when we attack using a skills |
920 | /* skill_attack() - Core routine for use when we attack using a skills |
1011 | * system. In essence, this code handles |
921 | * system. In essence, this code handles |
1012 | * all skill-based attacks, ie hth, missile and melee weapons should be |
922 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1013 | * treated here. If an opponent is already supplied by move_player(), |
923 | * treated here. If an opponent is already supplied by move_player(), |
1014 | * we move right onto do_skill_attack(), otherwise we find if an |
924 | * we move right onto do_skill_attack(), otherwise we find if an |
1015 | * appropriate opponent exists. |
925 | * appropriate opponent exists. |
1016 | * |
926 | * |
1017 | * This is called by move_player() and attack_hth() |
927 | * This is called by move_player() and attack_hth() |
1018 | * |
928 | * |
1019 | * Initial implementation by -bt thomas@astro.psu.edu |
929 | * Initial implementation by -bt thomas@astro.psu.edu |
1020 | */ |
930 | */ |
1021 | |
|
|
1022 | int |
931 | int |
1023 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
932 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1024 | { |
933 | { |
1025 | sint16 tx, ty; |
934 | sint16 tx, ty; |
1026 | maptile *m; |
935 | maptile *m; |
… | |
… | |
1033 | ty = freearr_y[dir]; |
942 | ty = freearr_y[dir]; |
1034 | |
943 | |
1035 | /* If we don't yet have an opponent, find if one exists, and attack. |
944 | /* If we don't yet have an opponent, find if one exists, and attack. |
1036 | * Legal opponents are the same as outlined in move_player_attack() |
945 | * Legal opponents are the same as outlined in move_player_attack() |
1037 | */ |
946 | */ |
1038 | |
947 | if (!tmp) |
1039 | if (tmp == NULL) |
|
|
1040 | { |
948 | { |
1041 | m = pl->map; |
949 | m = pl->map; |
1042 | tx = pl->x + freearr_x[dir]; |
950 | tx = pl->x + freearr_x[dir]; |
1043 | ty = pl->y + freearr_y[dir]; |
951 | ty = pl->y + freearr_y[dir]; |
1044 | |
952 | |
… | |
… | |
1049 | /* 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 */ |
1050 | 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))) |
1051 | return 0; |
959 | return 0; |
1052 | |
960 | |
1053 | 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) |
1054 | 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) |
1055 | { |
963 | { |
1056 | /* Don't attack party members */ |
964 | /* Don't attack party members */ |
1057 | 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)) |
1058 | return 0; |
966 | return 0; |
|
|
967 | |
1059 | break; |
968 | break; |
1060 | } |
969 | } |
1061 | } |
970 | } |
|
|
971 | |
1062 | if (!tmp) |
972 | if (!tmp) |
1063 | { |
973 | { |
1064 | if (pl->type == PLAYER) |
974 | if (pl->type == PLAYER) |
1065 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
975 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
976 | |
1066 | return 0; |
977 | return 0; |
1067 | } |
978 | } |
1068 | |
979 | |
1069 | return do_skill_attack (tmp, pl, string, skill); |
980 | return do_skill_attack (tmp, pl, string, skill); |
1070 | } |
981 | } |
1071 | |
|
|
1072 | |
982 | |
1073 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
983 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1074 | |
984 | |
1075 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
985 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1076 | * (attack_hth) we check for weapon use, etc in the second (the new |
986 | * (attack_hth) we check for weapon use, etc in the second (the new |
1077 | * function skill_attack() we actually attack. |
987 | * function skill_attack() we actually attack. |
1078 | */ |
988 | */ |
1079 | |
|
|
1080 | static int |
989 | static int |
1081 | attack_hth (object *pl, int dir, const char *string, object *skill) |
990 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1082 | { |
991 | { |
1083 | object *enemy = NULL, *weapon; |
992 | object *enemy = NULL, *weapon; |
1084 | |
993 | |
1085 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
994 | if (pl->flag [FLAG_READY_WEAPON]) |
1086 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
995 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1087 | { |
996 | { |
1088 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
997 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1089 | { |
998 | { |
1090 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
999 | weapon->clr_flag (FLAG_APPLIED); |
1091 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1000 | pl->clr_flag (FLAG_READY_WEAPON); |
1092 | pl->update_stats (); |
1001 | pl->update_stats (); |
1093 | if (pl->type == PLAYER) |
1002 | if (pl->type == PLAYER) |
1094 | { |
1003 | { |
1095 | 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."); |
1096 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1005 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1097 | } |
1006 | } |
|
|
1007 | |
1098 | break; |
1008 | break; |
1099 | } |
1009 | } |
1100 | } |
1010 | } |
|
|
1011 | |
1101 | return skill_attack (enemy, pl, dir, string, skill); |
1012 | return skill_attack (enemy, pl, dir, string, skill); |
1102 | } |
1013 | } |
1103 | |
|
|
1104 | |
1014 | |
1105 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1015 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1106 | * For now we are just checking to see if we have a ready weapon here. |
1016 | * For now we are just checking to see if we have a ready weapon here. |
1107 | * But there is a real neato possible feature of this scheme which |
1017 | * But there is a real neato possible feature of this scheme which |
1108 | * bears mentioning: |
1018 | * bears mentioning: |
1109 | * Since we are only calling this from do_skill() in the future |
1019 | * Since we are only calling this from do_skill() in the future |
1110 | * we may make this routine handle 'special' melee weapons attacks |
1020 | * we may make this routine handle 'special' melee weapons attacks |
1111 | * (like disarming manuever with sai) based on player SK_level and |
1021 | * (like disarming manuever with sai) based on player SK_level and |
1112 | * weapon type. |
1022 | * weapon type. |
1113 | */ |
1023 | */ |
1114 | |
|
|
1115 | static int |
1024 | static int |
1116 | 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) |
1117 | { |
1026 | { |
1118 | |
1027 | |
1119 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1028 | if (!op->flag [FLAG_READY_WEAPON]) |
1120 | { |
1029 | { |
1121 | if (op->type == PLAYER) |
1030 | if (op->type == PLAYER) |
1122 | 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!"); |
|
|
1032 | |
1123 | return 0; |
1033 | return 0; |
1124 | } |
1034 | } |
|
|
1035 | |
1125 | return skill_attack (NULL, op, dir, string, skill); |
1036 | return skill_attack (NULL, op, dir, string, skill); |
1126 | |
|
|
1127 | } |
1037 | } |
|
|
1038 | |