1 |
elmex |
1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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root |
1.12 |
The author can be reached via e-mail to <crossfire@schmorp.de> |
22 |
elmex |
1.1 |
*/ |
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/* Created July 95 to separate skill utilities from actual skills -b.t. */ |
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/* Reconfigured skills code to allow linking of skills to experience |
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* categories. This is done solely through the init_new_exp_system() fctn. |
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* June/July 1995 -b.t. thomas@astro.psu.edu |
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*/ |
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/* July 1995 - Initial associated skills coding. Experience gains |
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* come solely from the use of skills. Overcoming an opponent (in combat, |
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* finding/disarming a trap, stealing from somebeing, etc) gains |
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* experience. Calc_skill_exp() handles the gained experience using |
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* modifications in the skills[] table. - b.t. |
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*/ |
37 |
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38 |
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/* define the following for skills utility debuging */ |
39 |
root |
1.9 |
|
40 |
elmex |
1.1 |
/* #define SKILL_UTIL_DEBUG */ |
41 |
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42 |
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#include <global.h> |
43 |
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#include <object.h> |
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#ifndef __CEXTRACT__ |
45 |
root |
1.9 |
# include <sproto.h> |
46 |
elmex |
1.1 |
#endif |
47 |
root |
1.9 |
#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
48 |
elmex |
1.1 |
#include <spells.h> |
49 |
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|
50 |
root |
1.11 |
/* Table of unarmed attack skills. Terminated by -1. This |
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* is also the list that we should try to use skills when |
52 |
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* automatically applying one for the player. |
53 |
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* Note it is hardcoded in the skill_util.c that dragons always |
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* want clawing if possible. |
55 |
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*/ |
56 |
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static uint8 unarmed_skills[] = { |
57 |
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SK_KARATE, |
58 |
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SK_CLAWING, |
59 |
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SK_FLAME_TOUCH, |
60 |
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SK_SPARK_TOUCH, |
61 |
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SK_SHIVER, |
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SK_ACID_SPLASH, |
63 |
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SK_POISON_NAIL, |
64 |
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SK_PUNCHING, |
65 |
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(uint8)-1 |
66 |
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}; |
67 |
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68 |
root |
1.9 |
static int attack_hth (object *pl, int dir, const char *string, object *skill); |
69 |
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static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
70 |
elmex |
1.1 |
|
71 |
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/* init_skills basically just sets up the skill_names table |
72 |
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* above. The index into the array is set up by the |
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* subtypes. |
74 |
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*/ |
75 |
root |
1.9 |
void |
76 |
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init_skills (void) |
77 |
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{ |
78 |
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int i; |
79 |
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archetype *at; |
80 |
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|
81 |
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for (at = first_archetype; at != NULL; at = at->next) |
82 |
root |
1.10 |
if (at->clone.type == SKILL) |
83 |
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{ |
84 |
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if (skill_names[at->clone.subtype] != NULL) |
85 |
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LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
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at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
87 |
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else |
88 |
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skill_names[at->clone.subtype] = at->clone.skill; |
89 |
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} |
90 |
elmex |
1.1 |
|
91 |
root |
1.9 |
/* This isn't really an error if there is no skill subtype set, but |
92 |
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* checking for this may catch some user errors. |
93 |
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*/ |
94 |
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for (i = 1; i < NUM_SKILLS; i++) |
95 |
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{ |
96 |
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if (!skill_names[i]) |
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LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
98 |
elmex |
1.1 |
} |
99 |
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} |
100 |
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101 |
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102 |
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/* This function goes through the player inventory and sets |
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* up the last_skills[] array in the player object. |
104 |
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* the last_skills[] is used to more quickly lookup skills - |
105 |
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* mostly used for sending exp. |
106 |
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*/ |
107 |
root |
1.9 |
void |
108 |
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link_player_skills (object *op) |
109 |
elmex |
1.1 |
{ |
110 |
root |
1.9 |
object *tmp; |
111 |
elmex |
1.1 |
|
112 |
root |
1.9 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
113 |
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{ |
114 |
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if (tmp->type == SKILL) |
115 |
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{ |
116 |
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/* This is really a warning, hence no else below */ |
117 |
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if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
118 |
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{ |
119 |
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LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
120 |
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&op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
121 |
root |
1.5 |
} |
122 |
root |
1.9 |
if (tmp->subtype >= NUM_SKILLS) |
123 |
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{ |
124 |
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LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
125 |
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} |
126 |
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else |
127 |
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{ |
128 |
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op->contr->last_skill_ob[tmp->subtype] = tmp; |
129 |
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op->contr->last_skill_exp[tmp->subtype] = -1; |
130 |
root |
1.5 |
} |
131 |
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} |
132 |
elmex |
1.1 |
} |
133 |
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} |
134 |
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135 |
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/* This returns the skill pointer of the given name (the |
136 |
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* one that accumlates exp, has the level, etc). |
137 |
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* |
138 |
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* It is presumed that the player will be needing to actually |
139 |
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* use the skill, so thus if use of the skill requires a skill |
140 |
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* tool, this code will equip it. |
141 |
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*/ |
142 |
root |
1.9 |
object * |
143 |
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find_skill_by_name (object *who, const char *name) |
144 |
elmex |
1.1 |
{ |
145 |
root |
1.9 |
object *skill = NULL, *skill_tool = NULL, *tmp; |
146 |
elmex |
1.1 |
|
147 |
root |
1.9 |
if (!name) |
148 |
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return NULL; |
149 |
elmex |
1.1 |
|
150 |
root |
1.9 |
/* We make sure the length of the string in the object is greater |
151 |
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* in length than the passed string. Eg, if we have a skill called |
152 |
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* 'hi', we don't want to match if the user passed 'high' |
153 |
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*/ |
154 |
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for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
155 |
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{ |
156 |
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if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
157 |
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skill = tmp; |
158 |
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|
159 |
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/* Try to find appropriate skilltool. If the player has one already |
160 |
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* applied, we try to keep using that one. |
161 |
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*/ |
162 |
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else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
163 |
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{ |
164 |
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if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
165 |
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skill_tool = tmp; |
166 |
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else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
167 |
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skill_tool = tmp; |
168 |
root |
1.5 |
} |
169 |
elmex |
1.1 |
} |
170 |
root |
1.9 |
/* If this is a skill that can be used without a tool, return it */ |
171 |
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if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
172 |
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return skill; |
173 |
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174 |
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/* Player has a tool to use the skill. IF not applied, apply it - |
175 |
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* if not successful, return null. If they do have the skill tool |
176 |
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* but not the skill itself, give it to them. |
177 |
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*/ |
178 |
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if (skill_tool) |
179 |
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{ |
180 |
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if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
181 |
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{ |
182 |
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if (apply_special (who, skill_tool, 0)) |
183 |
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return NULL; |
184 |
root |
1.5 |
} |
185 |
root |
1.9 |
if (!skill) |
186 |
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{ |
187 |
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skill = give_skill_by_name (who, skill_tool->skill); |
188 |
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link_player_skills (who); |
189 |
root |
1.5 |
} |
190 |
root |
1.9 |
return skill; |
191 |
elmex |
1.1 |
} |
192 |
root |
1.9 |
return NULL; |
193 |
elmex |
1.1 |
} |
194 |
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195 |
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|
196 |
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/* This returns the skill pointer of the given name (the |
197 |
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* one that accumlates exp, has the level, etc). |
198 |
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* |
199 |
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* It is presumed that the player will be needing to actually |
200 |
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* use the skill, so thus if use of the skill requires a skill |
201 |
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* tool, this code will equip it. |
202 |
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* |
203 |
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* This code is basically the same as find_skill_by_name() above, |
204 |
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* but instead a skill name, we search by matching number. |
205 |
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* this replaces find_skill. |
206 |
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*/ |
207 |
root |
1.9 |
object * |
208 |
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find_skill_by_number (object *who, int skillno) |
209 |
elmex |
1.1 |
{ |
210 |
root |
1.9 |
object *skill = NULL, *skill_tool = NULL, *tmp; |
211 |
elmex |
1.1 |
|
212 |
root |
1.9 |
if (skillno < 1 || skillno >= NUM_SKILLS) |
213 |
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return NULL; |
214 |
elmex |
1.1 |
|
215 |
root |
1.9 |
for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
216 |
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{ |
217 |
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if (tmp->type == SKILL && tmp->subtype == skillno) |
218 |
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skill = tmp; |
219 |
elmex |
1.1 |
|
220 |
root |
1.9 |
/* Try to find appropriate skilltool. If the player has one already |
221 |
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* applied, we try to keep using that one. |
222 |
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*/ |
223 |
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else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
224 |
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{ |
225 |
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if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
226 |
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skill_tool = tmp; |
227 |
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else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
228 |
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skill_tool = tmp; |
229 |
root |
1.5 |
} |
230 |
elmex |
1.1 |
} |
231 |
root |
1.9 |
/* If this is a skill that can be used without a tool, return it */ |
232 |
|
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if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
233 |
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return skill; |
234 |
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|
235 |
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/* Player has a tool to use the skill. IF not applied, apply it - |
236 |
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* if not successful, return null. If they do have the skill tool |
237 |
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* but not the skill itself, give it to them. |
238 |
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*/ |
239 |
|
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if (skill_tool) |
240 |
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{ |
241 |
|
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if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
242 |
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{ |
243 |
|
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if (apply_special (who, skill_tool, 0)) |
244 |
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return NULL; |
245 |
root |
1.5 |
} |
246 |
root |
1.9 |
if (!skill) |
247 |
|
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{ |
248 |
|
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skill = give_skill_by_name (who, skill_tool->skill); |
249 |
|
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link_player_skills (who); |
250 |
root |
1.5 |
} |
251 |
root |
1.9 |
return skill; |
252 |
elmex |
1.1 |
} |
253 |
root |
1.9 |
return NULL; |
254 |
elmex |
1.1 |
} |
255 |
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|
256 |
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/* This changes the objects skill to new_skill. |
257 |
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* note that this function doesn't always need to get used - |
258 |
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* you can now add skill exp to the player without the chosen_skill being |
259 |
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* set. This function is of most interest to players to update |
260 |
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* the various range information. |
261 |
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* if new_skill is null, this just unapplies the skill. |
262 |
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* flag has the current meaning: |
263 |
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* 0x1: If set, don't update the range pointer. This is useful when we |
264 |
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* need to ready a new skill, but don't want to clobber range. |
265 |
|
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* return 1 on success, 0 on error |
266 |
|
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*/ |
267 |
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|
268 |
root |
1.9 |
int |
269 |
|
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change_skill (object *who, object *new_skill, int flag) |
270 |
elmex |
1.1 |
{ |
271 |
root |
1.9 |
int old_range; |
272 |
elmex |
1.1 |
|
273 |
root |
1.9 |
if (who->type != PLAYER) |
274 |
|
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return 0; |
275 |
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|
276 |
|
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old_range = who->contr->shoottype; |
277 |
elmex |
1.1 |
|
278 |
root |
1.9 |
if (who->chosen_skill && who->chosen_skill == new_skill) |
279 |
elmex |
1.1 |
{ |
280 |
root |
1.9 |
/* optimization for changing skill to current skill */ |
281 |
|
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if (who->type == PLAYER && !(flag & 0x1)) |
282 |
|
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who->contr->shoottype = range_skill; |
283 |
|
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return 1; |
284 |
elmex |
1.1 |
} |
285 |
|
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|
286 |
root |
1.9 |
if (!new_skill || who->chosen_skill) |
287 |
|
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if (who->chosen_skill) |
288 |
|
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apply_special (who, who->chosen_skill, AP_UNAPPLY); |
289 |
elmex |
1.1 |
|
290 |
root |
1.9 |
/* Only goal in this case was to unapply a skill */ |
291 |
|
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if (!new_skill) |
292 |
|
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return 0; |
293 |
elmex |
1.1 |
|
294 |
root |
1.9 |
if (apply_special (who, new_skill, AP_APPLY)) |
295 |
|
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{ |
296 |
|
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return 0; |
297 |
elmex |
1.1 |
} |
298 |
root |
1.9 |
if (flag & 0x1) |
299 |
|
|
who->contr->shoottype = (rangetype) old_range; |
300 |
elmex |
1.1 |
|
301 |
root |
1.9 |
return 1; |
302 |
elmex |
1.1 |
} |
303 |
|
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|
304 |
|
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/* This function just clears the chosen_skill and range_skill values |
305 |
|
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* inthe player. |
306 |
|
|
*/ |
307 |
root |
1.9 |
void |
308 |
|
|
clear_skill (object *who) |
309 |
elmex |
1.1 |
{ |
310 |
root |
1.9 |
who->chosen_skill = NULL; |
311 |
|
|
CLEAR_FLAG (who, FLAG_READY_SKILL); |
312 |
|
|
if (who->type == PLAYER) |
313 |
|
|
{ |
314 |
|
|
who->contr->ranges[range_skill] = NULL; |
315 |
|
|
if (who->contr->shoottype == range_skill) |
316 |
|
|
who->contr->shoottype = range_none; |
317 |
elmex |
1.1 |
} |
318 |
|
|
} |
319 |
|
|
|
320 |
|
|
/* do_skill() - Main skills use function-similar in scope to cast_spell(). |
321 |
|
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* We handle all requests for skill use outside of some combat here. |
322 |
|
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* We require a separate routine outside of fire() so as to allow monsters |
323 |
|
|
* to utilize skills. Returns 1 on use of skill, otherwise 0. |
324 |
|
|
* This is changed (2002-11-30) from the old method that returned |
325 |
|
|
* exp - no caller needed that info, but it also prevented the callers |
326 |
|
|
* from know if a skill was actually used, as many skills don't |
327 |
|
|
* give any exp for their direct use (eg, throwing). |
328 |
|
|
* It returns 0 if no skill was used. |
329 |
|
|
*/ |
330 |
|
|
|
331 |
root |
1.9 |
int |
332 |
|
|
do_skill (object *op, object *part, object *skill, int dir, const char *string) |
333 |
|
|
{ |
334 |
|
|
int success = 0, exp = 0; |
335 |
|
|
int did_alc = 0; |
336 |
|
|
object *tmp, *next; |
337 |
|
|
|
338 |
|
|
if (!skill) |
339 |
|
|
return 0; |
340 |
|
|
|
341 |
|
|
/* The code below presumes that the skill points to the object that |
342 |
|
|
* holds the exp, level, etc of the skill. So if this is a player |
343 |
|
|
* go and try to find the actual real skill pointer, and if the |
344 |
|
|
* the player doesn't have a bucket for that, create one. |
345 |
|
|
*/ |
346 |
|
|
if (skill->type != SKILL && op->type == PLAYER) |
347 |
|
|
{ |
348 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
349 |
|
|
{ |
350 |
|
|
if (tmp->type == SKILL && tmp->skill == skill->skill) |
351 |
|
|
break; |
352 |
root |
1.5 |
} |
353 |
root |
1.9 |
if (!tmp) |
354 |
|
|
tmp = give_skill_by_name (op, skill->skill); |
355 |
|
|
skill = tmp; |
356 |
elmex |
1.1 |
} |
357 |
|
|
|
358 |
root |
1.9 |
// skill, by_whom, on_which_object, which direction, skill_argument |
359 |
|
|
if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
360 |
|
|
return 0; |
361 |
elmex |
1.1 |
|
362 |
root |
1.9 |
switch (skill->subtype) |
363 |
|
|
{ |
364 |
root |
1.5 |
case SK_LEVITATION: |
365 |
root |
1.9 |
/* Not 100% sure if this will work with new movement code - |
366 |
|
|
* the levitation skill has move_type for flying, so when |
367 |
|
|
* equipped, that should transfer to player, when not, |
368 |
|
|
* shouldn't. |
369 |
|
|
*/ |
370 |
|
|
if (QUERY_FLAG (skill, FLAG_APPLIED)) |
371 |
|
|
{ |
372 |
|
|
CLEAR_FLAG (skill, FLAG_APPLIED); |
373 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
374 |
root |
1.5 |
} |
375 |
root |
1.9 |
else |
376 |
|
|
{ |
377 |
|
|
SET_FLAG (skill, FLAG_APPLIED); |
378 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
379 |
root |
1.5 |
} |
380 |
root |
1.9 |
fix_player (op); |
381 |
|
|
success = 1; |
382 |
|
|
break; |
383 |
root |
1.5 |
|
384 |
|
|
case SK_STEALING: |
385 |
root |
1.9 |
exp = success = steal (op, dir, skill); |
386 |
|
|
break; |
387 |
root |
1.5 |
|
388 |
|
|
case SK_LOCKPICKING: |
389 |
root |
1.9 |
exp = success = pick_lock (op, dir, skill); |
390 |
|
|
break; |
391 |
root |
1.5 |
|
392 |
|
|
case SK_HIDING: |
393 |
root |
1.9 |
exp = success = hide (op, skill); |
394 |
|
|
break; |
395 |
root |
1.5 |
|
396 |
|
|
case SK_JUMPING: |
397 |
root |
1.9 |
success = jump (op, dir, skill); |
398 |
|
|
break; |
399 |
root |
1.5 |
|
400 |
|
|
case SK_INSCRIPTION: |
401 |
root |
1.9 |
exp = success = write_on_item (op, string, skill); |
402 |
|
|
break; |
403 |
root |
1.5 |
|
404 |
|
|
case SK_MEDITATION: |
405 |
root |
1.9 |
meditate (op, skill); |
406 |
|
|
success = 1; |
407 |
|
|
break; |
408 |
|
|
/* note that the following 'attack' skills gain exp through hit_player() */ |
409 |
root |
1.5 |
|
410 |
|
|
case SK_KARATE: |
411 |
root |
1.9 |
(void) attack_hth (op, dir, "karate-chopped", skill); |
412 |
|
|
break; |
413 |
root |
1.5 |
|
414 |
|
|
case SK_PUNCHING: |
415 |
root |
1.9 |
(void) attack_hth (op, dir, "punched", skill); |
416 |
|
|
break; |
417 |
root |
1.5 |
|
418 |
|
|
case SK_FLAME_TOUCH: |
419 |
root |
1.9 |
(void) attack_hth (op, dir, "flamed", skill); |
420 |
|
|
break; |
421 |
elmex |
1.1 |
|
422 |
|
|
case SK_SPARK_TOUCH: |
423 |
root |
1.9 |
(void) attack_hth (op, dir, "zapped", skill); |
424 |
|
|
break; |
425 |
elmex |
1.1 |
|
426 |
|
|
case SK_SHIVER: |
427 |
root |
1.9 |
(void) attack_hth (op, dir, "froze", skill); |
428 |
|
|
break; |
429 |
elmex |
1.1 |
|
430 |
|
|
case SK_ACID_SPLASH: |
431 |
root |
1.9 |
(void) attack_hth (op, dir, "dissolved", skill); |
432 |
|
|
break; |
433 |
elmex |
1.1 |
|
434 |
|
|
case SK_POISON_NAIL: |
435 |
root |
1.9 |
(void) attack_hth (op, dir, "injected poison into", skill); |
436 |
|
|
break; |
437 |
elmex |
1.1 |
|
438 |
root |
1.5 |
case SK_CLAWING: |
439 |
root |
1.9 |
(void) attack_hth (op, dir, "clawed", skill); |
440 |
|
|
break; |
441 |
root |
1.5 |
|
442 |
|
|
case SK_ONE_HANDED_WEAPON: |
443 |
|
|
case SK_TWO_HANDED_WEAPON: |
444 |
root |
1.9 |
(void) attack_melee_weapon (op, dir, NULL, skill); |
445 |
|
|
break; |
446 |
root |
1.5 |
|
447 |
|
|
case SK_FIND_TRAPS: |
448 |
root |
1.9 |
exp = success = find_traps (op, skill); |
449 |
|
|
break; |
450 |
root |
1.5 |
|
451 |
|
|
case SK_SINGING: |
452 |
root |
1.9 |
exp = success = singing (op, dir, skill); |
453 |
|
|
break; |
454 |
root |
1.5 |
|
455 |
|
|
case SK_ORATORY: |
456 |
root |
1.9 |
exp = success = use_oratory (op, dir, skill); |
457 |
|
|
break; |
458 |
root |
1.5 |
|
459 |
|
|
case SK_SMITHERY: |
460 |
|
|
case SK_BOWYER: |
461 |
|
|
case SK_JEWELER: |
462 |
|
|
case SK_ALCHEMY: |
463 |
|
|
case SK_THAUMATURGY: |
464 |
|
|
case SK_LITERACY: |
465 |
|
|
case SK_WOODSMAN: |
466 |
root |
1.9 |
/* first, we try to find a cauldron, and do the alchemy thing. |
467 |
|
|
* failing that, we go and identify stuff. |
468 |
|
|
*/ |
469 |
|
|
for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
470 |
|
|
{ |
471 |
|
|
next = tmp->above; |
472 |
|
|
if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
473 |
|
|
{ |
474 |
|
|
attempt_do_alchemy (op, tmp); |
475 |
|
|
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
476 |
|
|
esrv_send_inventory (op, tmp); |
477 |
|
|
did_alc = 1; |
478 |
root |
1.5 |
} |
479 |
|
|
} |
480 |
root |
1.9 |
if (did_alc == 0) |
481 |
|
|
exp = success = skill_ident (op, skill); |
482 |
|
|
break; |
483 |
root |
1.5 |
|
484 |
|
|
case SK_DET_MAGIC: |
485 |
|
|
case SK_DET_CURSE: |
486 |
root |
1.9 |
exp = success = skill_ident (op, skill); |
487 |
|
|
break; |
488 |
root |
1.5 |
|
489 |
|
|
case SK_DISARM_TRAPS: |
490 |
root |
1.9 |
exp = success = remove_trap (op, dir, skill); |
491 |
|
|
break; |
492 |
root |
1.5 |
|
493 |
|
|
case SK_THROWING: |
494 |
root |
1.9 |
success = skill_throw (op, part, dir, string, skill); |
495 |
|
|
break; |
496 |
root |
1.5 |
|
497 |
|
|
case SK_SET_TRAP: |
498 |
root |
1.9 |
new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
499 |
|
|
break; |
500 |
root |
1.5 |
|
501 |
|
|
case SK_USE_MAGIC_ITEM: |
502 |
|
|
case SK_MISSILE_WEAPON: |
503 |
root |
1.9 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
504 |
|
|
break; |
505 |
root |
1.5 |
|
506 |
|
|
case SK_PRAYING: |
507 |
root |
1.9 |
success = pray (op, skill); |
508 |
|
|
break; |
509 |
root |
1.5 |
|
510 |
|
|
case SK_BARGAINING: |
511 |
root |
1.9 |
success = describe_shop (op); |
512 |
|
|
break; |
513 |
elmex |
1.1 |
|
514 |
root |
1.5 |
case SK_SORCERY: |
515 |
|
|
case SK_EVOCATION: |
516 |
|
|
case SK_PYROMANCY: |
517 |
|
|
case SK_SUMMONING: |
518 |
|
|
case SK_CLIMBING: |
519 |
root |
1.9 |
new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
520 |
|
|
break; |
521 |
root |
1.5 |
|
522 |
|
|
default: |
523 |
root |
1.9 |
LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
524 |
|
|
break; |
525 |
elmex |
1.1 |
} |
526 |
|
|
|
527 |
root |
1.9 |
/* For players we now update the speed_left from using the skill. |
528 |
|
|
* Monsters have no skill use time because of the random nature in |
529 |
|
|
* which use_monster_skill is called already simulates this. |
530 |
|
|
* If certain skills should take more/less time, that should be |
531 |
|
|
* in the code for the skill itself. |
532 |
|
|
*/ |
533 |
|
|
|
534 |
|
|
if (op->type == PLAYER) |
535 |
|
|
op->speed_left -= 1.0; |
536 |
|
|
|
537 |
|
|
/* this is a good place to add experience for successfull use of skills. |
538 |
|
|
* Note that add_exp() will figure out player/monster experience |
539 |
|
|
* gain problems. |
540 |
|
|
*/ |
541 |
|
|
|
542 |
|
|
if (success && exp) |
543 |
|
|
change_exp (op, exp, skill->skill, 0); |
544 |
|
|
|
545 |
|
|
return success; |
546 |
elmex |
1.1 |
} |
547 |
|
|
|
548 |
|
|
/* calc_skill_exp() - calculates amount of experience can be gained for |
549 |
|
|
* successfull use of a skill. Returns value of experience gain. |
550 |
|
|
* Here we take the view that a player must 'overcome an opponent' |
551 |
|
|
* in order to gain experience. Examples include foes killed combat, |
552 |
|
|
* finding/disarming a trap, stealing from somebeing, etc. |
553 |
|
|
* The gained experience is based primarily on the difference in levels, |
554 |
|
|
* exp point value of vanquished foe, the relevent stats of the skill being |
555 |
|
|
* used and modifications in the skills[] table. |
556 |
|
|
* |
557 |
|
|
* For now, monsters and players will be treated differently. Below I give |
558 |
|
|
* the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. |
559 |
|
|
* Monsters just get 10% of the exp of the opponent. |
560 |
|
|
* |
561 |
|
|
* players get a ratio, eg, opponent lvl / player level. This is then |
562 |
|
|
* multiplied by various things. If simple exp is true, then |
563 |
|
|
* this multiplier, include the level difference, is always 1. |
564 |
|
|
* This revised method prevents some cases where there are big gaps |
565 |
|
|
* in the amount you get just because you are now equal level vs lower |
566 |
|
|
* level |
567 |
|
|
* who is player/creature that used the skill. |
568 |
|
|
* op is the object that was 'defeated'. |
569 |
|
|
* skill is the skill used. If no skill is used, it should just |
570 |
|
|
* point back to who. |
571 |
|
|
* |
572 |
|
|
*/ |
573 |
|
|
|
574 |
root |
1.9 |
int |
575 |
|
|
calc_skill_exp (object *who, object *op, object *skill) |
576 |
|
|
{ |
577 |
|
|
int op_exp = 0, op_lvl = 0; |
578 |
|
|
float base, value, lvl_mult = 0.0; |
579 |
|
|
|
580 |
|
|
if (!skill) |
581 |
|
|
skill = who; |
582 |
|
|
|
583 |
|
|
/* Oct 95 - where we have an object, I expanded our treatment |
584 |
|
|
* to 3 cases: |
585 |
|
|
* non-living magic obj, runes and everything else. |
586 |
|
|
* |
587 |
|
|
* If an object is not alive and magical we set the base exp higher to |
588 |
|
|
* help out exp awards for skill_ident skills. Also, if |
589 |
|
|
* an item is type RUNE, we give out exp based on stats.Cha |
590 |
|
|
* and level (this was the old system) -b.t. |
591 |
|
|
*/ |
592 |
|
|
|
593 |
|
|
if (!op) |
594 |
|
|
{ /* no item/creature */ |
595 |
|
|
op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
596 |
|
|
op_exp = 0; |
597 |
|
|
} |
598 |
|
|
else if (op->type == RUNE || op->type == TRAP) |
599 |
|
|
{ /* all traps. If stats.Cha > 1 we use that |
600 |
root |
1.5 |
* for the amount of experience */ |
601 |
root |
1.9 |
op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
602 |
|
|
op_lvl = op->level; |
603 |
|
|
} |
604 |
|
|
else |
605 |
|
|
{ /* all other items/living creatures */ |
606 |
|
|
op_exp = op->stats.exp; |
607 |
|
|
op_lvl = op->level; |
608 |
|
|
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
609 |
|
|
{ /* for ident/make items */ |
610 |
|
|
op_lvl += 5 * abs (op->magic); |
611 |
|
|
} |
612 |
|
|
} |
613 |
|
|
|
614 |
|
|
if (op_lvl < 1) |
615 |
|
|
op_lvl = 1; |
616 |
|
|
|
617 |
|
|
if (who->type != PLAYER) |
618 |
|
|
{ /* for monsters only */ |
619 |
|
|
return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
620 |
|
|
} |
621 |
|
|
else |
622 |
|
|
{ /* for players */ |
623 |
|
|
base = op_exp; |
624 |
|
|
/* if skill really is a skill, then we can look at the skill archetype for |
625 |
|
|
* bse reward value (exp) and level multiplier factor. |
626 |
|
|
*/ |
627 |
|
|
if (skill->type == SKILL) |
628 |
|
|
{ |
629 |
|
|
base += skill->arch->clone.stats.exp; |
630 |
|
|
if (settings.simple_exp) |
631 |
|
|
{ |
632 |
|
|
if (skill->arch->clone.level) |
633 |
|
|
lvl_mult = (float) skill->arch->clone.level / 100.0; |
634 |
|
|
else |
635 |
|
|
lvl_mult = 1.0; /* no adjustment */ |
636 |
root |
1.5 |
} |
637 |
root |
1.9 |
else |
638 |
|
|
{ |
639 |
|
|
if (skill->level) |
640 |
|
|
lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
641 |
|
|
else |
642 |
|
|
lvl_mult = 1.0; |
643 |
root |
1.5 |
} |
644 |
root |
1.9 |
} |
645 |
|
|
else |
646 |
|
|
{ |
647 |
|
|
/* Don't divide by zero here! */ |
648 |
|
|
lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
649 |
root |
1.5 |
} |
650 |
elmex |
1.1 |
} |
651 |
root |
1.9 |
|
652 |
|
|
/* assemble the exp total, and return value */ |
653 |
|
|
|
654 |
|
|
value = base * lvl_mult; |
655 |
|
|
if (value < 1) |
656 |
|
|
value = 1; /* Always give at least 1 exp point */ |
657 |
|
|
|
658 |
elmex |
1.1 |
#ifdef SKILL_UTIL_DEBUG |
659 |
root |
1.9 |
LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); |
660 |
elmex |
1.1 |
#endif |
661 |
root |
1.9 |
return ((int) value); |
662 |
elmex |
1.1 |
} |
663 |
|
|
|
664 |
|
|
/* Learn skill. This inserts the requested skill in the player's |
665 |
|
|
* inventory. The skill field of the scroll should have the |
666 |
|
|
* exact name of the requested skill. |
667 |
|
|
* This one actually teaches the player the skill as something |
668 |
|
|
* they can equip. |
669 |
|
|
* Return 0 if the player knows the skill, 1 if the |
670 |
|
|
* player learns the skill, 2 otherwise. |
671 |
|
|
*/ |
672 |
root |
1.9 |
|
673 |
elmex |
1.1 |
int |
674 |
root |
1.9 |
learn_skill (object *pl, object *scroll) |
675 |
|
|
{ |
676 |
|
|
object *tmp; |
677 |
elmex |
1.1 |
|
678 |
root |
1.9 |
if (!scroll->skill) |
679 |
|
|
{ |
680 |
|
|
LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
681 |
|
|
return 2; |
682 |
elmex |
1.1 |
} |
683 |
|
|
|
684 |
root |
1.9 |
/* can't use find_skill_by_name because we want skills the player knows |
685 |
|
|
* but can't use natively. |
686 |
|
|
*/ |
687 |
elmex |
1.1 |
|
688 |
root |
1.9 |
for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
689 |
|
|
if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
690 |
|
|
break; |
691 |
elmex |
1.1 |
|
692 |
root |
1.9 |
/* player already knows it */ |
693 |
|
|
if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
694 |
|
|
return 0; |
695 |
elmex |
1.1 |
|
696 |
root |
1.9 |
/* now a random change to learn, based on player Int. |
697 |
|
|
* give bonus based on level - otherwise stupid characters |
698 |
|
|
* might never be able to learn anything. |
699 |
|
|
*/ |
700 |
|
|
if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
701 |
|
|
return 2; /* failure :< */ |
702 |
elmex |
1.1 |
|
703 |
root |
1.9 |
if (!tmp) |
704 |
|
|
tmp = give_skill_by_name (pl, scroll->skill); |
705 |
elmex |
1.1 |
|
706 |
root |
1.9 |
if (!tmp) |
707 |
|
|
{ |
708 |
|
|
LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
709 |
|
|
return 2; |
710 |
elmex |
1.1 |
} |
711 |
|
|
|
712 |
root |
1.9 |
SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
713 |
|
|
link_player_skills (pl); |
714 |
|
|
return 1; |
715 |
elmex |
1.1 |
} |
716 |
|
|
|
717 |
|
|
/* Gives a percentage clipped to 0% -> 100% of a/b. */ |
718 |
root |
1.9 |
|
719 |
elmex |
1.1 |
/* Probably belongs in some global utils-type file? */ |
720 |
root |
1.9 |
static int |
721 |
|
|
clipped_percent (sint64 a, sint64 b) |
722 |
elmex |
1.1 |
{ |
723 |
|
|
int rv; |
724 |
|
|
|
725 |
|
|
if (b <= 0) |
726 |
|
|
return 0; |
727 |
|
|
|
728 |
root |
1.9 |
rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
729 |
|
|
|
730 |
elmex |
1.1 |
if (rv < 0) |
731 |
|
|
return 0; |
732 |
|
|
else if (rv > 100) |
733 |
|
|
return 100; |
734 |
root |
1.9 |
|
735 |
elmex |
1.1 |
return rv; |
736 |
|
|
} |
737 |
|
|
|
738 |
|
|
/* show_skills() - Meant to allow players to examine |
739 |
|
|
* their current skill list. |
740 |
|
|
* This shows the amount of exp they have in the skills. |
741 |
|
|
* we also include some other non skill related info (god, |
742 |
|
|
* max weapon improvments, item power). |
743 |
|
|
* Note this function is a bit more complicated becauase we |
744 |
|
|
* we want ot sort the skills before printing them. If we |
745 |
|
|
* just dumped this as we found it, this would be a bit |
746 |
|
|
* simpler. |
747 |
|
|
*/ |
748 |
root |
1.9 |
|
749 |
|
|
void |
750 |
|
|
show_skills (object *op, const char *search) |
751 |
|
|
{ |
752 |
|
|
object *tmp = NULL; |
753 |
|
|
char buf[MAX_BUF]; |
754 |
|
|
const char *cp; |
755 |
|
|
int i, num_skills_found = 0; |
756 |
|
|
static const char *const periods = "........................................"; |
757 |
|
|
|
758 |
|
|
/* Need to have a pointer and use strdup for qsort to work properly */ |
759 |
|
|
char skills[NUM_SKILLS][MAX_BUF]; |
760 |
|
|
|
761 |
|
|
|
762 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
763 |
|
|
{ |
764 |
|
|
if (tmp->type == SKILL) |
765 |
|
|
{ |
766 |
|
|
if (search && strstr (tmp->name, search) == NULL) |
767 |
|
|
continue; |
768 |
|
|
/* Basically want to fill this out to 40 spaces with periods */ |
769 |
|
|
sprintf (buf, "%s%s", &tmp->name, periods); |
770 |
|
|
buf[40] = 0; |
771 |
|
|
|
772 |
|
|
if (settings.permanent_exp_ratio) |
773 |
|
|
{ |
774 |
|
|
sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
775 |
|
|
buf, tmp->level, |
776 |
|
|
(long long) tmp->stats.exp, |
777 |
|
|
(long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
778 |
|
|
} |
779 |
|
|
else |
780 |
|
|
{ |
781 |
|
|
sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
782 |
|
|
buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
783 |
root |
1.5 |
} |
784 |
root |
1.9 |
/* I don't know why some characters get a bunch of skills, but |
785 |
|
|
* it sometimes happens (maybe a leftover from bugier earlier code |
786 |
|
|
* and those character are still about). In any case, lets handle |
787 |
|
|
* it so it doesn't crash the server - otherwise, one character may |
788 |
|
|
* crash the server numerous times. |
789 |
|
|
*/ |
790 |
|
|
if (num_skills_found >= NUM_SKILLS) |
791 |
|
|
{ |
792 |
|
|
new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
793 |
|
|
new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
794 |
|
|
break; |
795 |
root |
1.5 |
} |
796 |
|
|
} |
797 |
elmex |
1.1 |
} |
798 |
|
|
|
799 |
root |
1.9 |
clear_win_info (op); |
800 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
801 |
|
|
if (num_skills_found > 1) |
802 |
|
|
qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
803 |
elmex |
1.1 |
|
804 |
root |
1.9 |
for (i = 0; i < num_skills_found; i++) |
805 |
|
|
{ |
806 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
807 |
elmex |
1.1 |
} |
808 |
|
|
|
809 |
root |
1.9 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
810 |
elmex |
1.1 |
|
811 |
root |
1.9 |
cp = determine_god (op); |
812 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
813 |
elmex |
1.1 |
|
814 |
root |
1.9 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
815 |
|
|
op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
816 |
elmex |
1.1 |
} |
817 |
|
|
|
818 |
|
|
/* use_skill() - similar to invoke command, it executes the skill in the |
819 |
|
|
* direction that the user is facing. Returns false if we are unable to |
820 |
|
|
* change to the requested skill, or were unable to use the skill properly. |
821 |
|
|
* This is tricky because skills can have spaces. We basically roll |
822 |
|
|
* our own find_skill_by_name so we can try to do better string matching. |
823 |
|
|
*/ |
824 |
|
|
|
825 |
root |
1.9 |
int |
826 |
|
|
use_skill (object *op, const char *string) |
827 |
|
|
{ |
828 |
|
|
object *skop; |
829 |
|
|
size_t len; |
830 |
|
|
|
831 |
|
|
if (!string) |
832 |
|
|
return 0; |
833 |
|
|
|
834 |
|
|
for (skop = op->inv; skop != NULL; skop = skop->below) |
835 |
|
|
{ |
836 |
|
|
if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
837 |
|
|
!strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
838 |
|
|
break; |
839 |
|
|
else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
840 |
|
|
break; |
841 |
elmex |
1.1 |
} |
842 |
root |
1.9 |
if (!skop) |
843 |
|
|
{ |
844 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
845 |
|
|
return 0; |
846 |
elmex |
1.1 |
} |
847 |
|
|
|
848 |
root |
1.9 |
len = strlen (skop->skill); |
849 |
elmex |
1.1 |
|
850 |
root |
1.9 |
/* All this logic goes and skips over the skill name to find any |
851 |
|
|
* options given to the skill. Its pretty simple - if there |
852 |
|
|
* are extra parameters (as deteremined by string length), we |
853 |
|
|
* want to skip over any leading spaces. |
854 |
|
|
*/ |
855 |
|
|
if (len >= strlen (string)) |
856 |
|
|
{ |
857 |
|
|
string = NULL; |
858 |
elmex |
1.1 |
} |
859 |
root |
1.9 |
else |
860 |
|
|
{ |
861 |
|
|
string += len; |
862 |
|
|
while (*string == 0x20) |
863 |
|
|
string++; |
864 |
|
|
if (strlen (string) == 0) |
865 |
|
|
string = NULL; |
866 |
|
|
} |
867 |
|
|
|
868 |
elmex |
1.1 |
#ifdef SKILL_UTIL_DEBUG |
869 |
root |
1.9 |
LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
870 |
elmex |
1.1 |
#endif |
871 |
|
|
|
872 |
root |
1.9 |
/* Change to the new skill, then execute it. */ |
873 |
|
|
if (do_skill (op, op, skop, op->facing, string)) |
874 |
|
|
return 1; |
875 |
|
|
|
876 |
|
|
return 0; |
877 |
elmex |
1.1 |
} |
878 |
|
|
|
879 |
|
|
|
880 |
|
|
|
881 |
|
|
/* This finds the best unarmed skill the player has, and returns |
882 |
|
|
* it. Best can vary a little - we consider clawing to always |
883 |
|
|
* be the best for dragons. |
884 |
|
|
* This could be more intelligent, eg, look at the skill level |
885 |
|
|
* of the skill and go from there (eg, a level 40 puncher is |
886 |
|
|
* is probably better than level 1 karate). OTOH, if you |
887 |
|
|
* don't bother to set up your skill properly, that is the players |
888 |
|
|
* problem (although, it might be nice to have a preferred skill |
889 |
|
|
* field the player can set. |
890 |
|
|
* Unlike the old code, we don't give out any skills - it is |
891 |
|
|
* possible you just don't have any ability to get into unarmed |
892 |
|
|
* combat. If everyone race/class should have one, this should |
893 |
|
|
* be handled in the starting treasurelists, not in the code. |
894 |
|
|
*/ |
895 |
root |
1.9 |
static object * |
896 |
|
|
find_best_player_hth_skill (object *op) |
897 |
elmex |
1.1 |
{ |
898 |
root |
1.9 |
object *tmp, *best_skill = NULL; |
899 |
|
|
int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
900 |
elmex |
1.1 |
|
901 |
root |
1.9 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
902 |
|
|
{ |
903 |
|
|
if (tmp->type == SKILL) |
904 |
|
|
{ |
905 |
|
|
if (dragon && tmp->subtype == SK_CLAWING) |
906 |
|
|
return tmp; |
907 |
|
|
|
908 |
|
|
/* The order in the array is preferred order. So basically, |
909 |
|
|
* we just cut down the number to search - eg, if we find a skill |
910 |
|
|
* early on in flame touch, then we only need to look into the unarmed_array |
911 |
|
|
* to the entry before flame touch - don't care about the entries afterward, |
912 |
|
|
* because they are infrerior skills. |
913 |
|
|
* if we end up finding the best skill (i==0) might as well return |
914 |
|
|
* right away - can't get any better than that. |
915 |
|
|
*/ |
916 |
|
|
for (i = 0; i < last_skill; i++) |
917 |
|
|
{ |
918 |
|
|
if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
919 |
|
|
{ |
920 |
|
|
best_skill = tmp; |
921 |
|
|
last_skill = i; |
922 |
|
|
if (i == 0) |
923 |
|
|
return best_skill; |
924 |
root |
1.5 |
} |
925 |
|
|
} |
926 |
|
|
} |
927 |
elmex |
1.1 |
} |
928 |
root |
1.9 |
return best_skill; |
929 |
elmex |
1.1 |
} |
930 |
|
|
|
931 |
|
|
/* do_skill_attack() - We have got an appropriate opponent from either |
932 |
|
|
* move_player_attack() or skill_attack(). In this part we get on with |
933 |
|
|
* attacking, take care of messages from the attack and changes in invisible. |
934 |
|
|
* Returns true if the attack damaged the opponent. |
935 |
|
|
* tmp is the targetted monster. |
936 |
|
|
* op is what is attacking |
937 |
|
|
* string is passed along to describe what messages to describe |
938 |
|
|
* the damage. |
939 |
|
|
*/ |
940 |
root |
1.9 |
|
941 |
|
|
static int |
942 |
|
|
do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
943 |
|
|
{ |
944 |
|
|
int success; |
945 |
|
|
|
946 |
|
|
if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
947 |
|
|
return RESULT_INT (0); |
948 |
|
|
|
949 |
|
|
/* For Players only: if there is no ready weapon, and no "attack" skill |
950 |
|
|
* is readied either then try to find a skill for the player to use. |
951 |
|
|
* it is presumed that if skill is set, it is a valid attack skill (eg, |
952 |
|
|
* the caller should have set it appropriately). We still want to pass |
953 |
|
|
* through that code if skill is set to change to the skill. |
954 |
|
|
*/ |
955 |
|
|
if (op->type == PLAYER) |
956 |
|
|
{ |
957 |
|
|
if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
958 |
|
|
{ |
959 |
|
|
size_t i; |
960 |
|
|
|
961 |
|
|
if (!skill) |
962 |
|
|
{ |
963 |
|
|
/* See if the players chosen skill is a combat skill, and use |
964 |
|
|
* it if appropriate. |
965 |
|
|
*/ |
966 |
|
|
if (op->chosen_skill) |
967 |
|
|
{ |
968 |
|
|
for (i = 0; i < sizeof (unarmed_skills); i++) |
969 |
|
|
if (op->chosen_skill->subtype == unarmed_skills[i]) |
970 |
|
|
{ |
971 |
|
|
skill = op->chosen_skill; |
972 |
|
|
break; |
973 |
|
|
} |
974 |
root |
1.5 |
} |
975 |
root |
1.9 |
/* If we didn't find a skill above, look harder for a good skill */ |
976 |
|
|
if (!skill) |
977 |
|
|
{ |
978 |
|
|
skill = find_best_player_hth_skill (op); |
979 |
|
|
|
980 |
|
|
if (!skill) |
981 |
|
|
{ |
982 |
|
|
new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
983 |
|
|
return 0; |
984 |
root |
1.5 |
} |
985 |
|
|
} |
986 |
|
|
} |
987 |
root |
1.9 |
if (skill != op->chosen_skill) |
988 |
|
|
{ |
989 |
|
|
/* now try to ready the new skill */ |
990 |
|
|
if (!change_skill (op, skill, 0)) |
991 |
|
|
{ /* oh oh, trouble! */ |
992 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
993 |
|
|
return 0; |
994 |
root |
1.5 |
} |
995 |
|
|
} |
996 |
root |
1.9 |
} |
997 |
|
|
else |
998 |
|
|
{ |
999 |
|
|
/* Seen some crashes below where current_weapon is not set, |
1000 |
|
|
* even though the flag says it is. So if current weapon isn't set, |
1001 |
|
|
* do some work in trying to find the object to use. |
1002 |
|
|
*/ |
1003 |
|
|
if (!op->current_weapon) |
1004 |
|
|
{ |
1005 |
|
|
object *tmp; |
1006 |
|
|
|
1007 |
|
|
LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
1008 |
|
|
for (tmp = op->inv; tmp; tmp = tmp->below) |
1009 |
|
|
if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1010 |
|
|
break; |
1011 |
|
|
|
1012 |
|
|
if (!tmp) |
1013 |
|
|
{ |
1014 |
|
|
LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
1015 |
|
|
op->current_weapon = NULL; |
1016 |
|
|
return 0; |
1017 |
|
|
} |
1018 |
|
|
else |
1019 |
|
|
{ |
1020 |
|
|
op->current_weapon = tmp; |
1021 |
root |
1.5 |
} |
1022 |
|
|
} |
1023 |
|
|
|
1024 |
root |
1.9 |
/* Has ready weapon - make sure chosen_skill is set up properly */ |
1025 |
|
|
if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
1026 |
|
|
{ |
1027 |
|
|
change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
1028 |
root |
1.5 |
} |
1029 |
|
|
} |
1030 |
elmex |
1.1 |
} |
1031 |
|
|
|
1032 |
root |
1.9 |
/* lose invisiblity/hiding status for running attacks */ |
1033 |
|
|
|
1034 |
|
|
if (op->type == PLAYER && op->contr->tmp_invis) |
1035 |
|
|
{ |
1036 |
|
|
op->contr->tmp_invis = 0; |
1037 |
|
|
op->invisible = 0; |
1038 |
|
|
op->hide = 0; |
1039 |
|
|
update_object (op, UP_OBJ_FACE); |
1040 |
elmex |
1.1 |
} |
1041 |
root |
1.9 |
|
1042 |
|
|
success = attack_ob (tmp, op); |
1043 |
|
|
|
1044 |
|
|
/* print appropriate messages to the player */ |
1045 |
|
|
|
1046 |
|
|
if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1047 |
|
|
{ |
1048 |
|
|
if (op->type == PLAYER) |
1049 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1050 |
|
|
else if (tmp->type == PLAYER) |
1051 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1052 |
|
|
} |
1053 |
|
|
return success; |
1054 |
|
|
} |
1055 |
elmex |
1.1 |
|
1056 |
|
|
|
1057 |
|
|
/* skill_attack() - Core routine for use when we attack using a skills |
1058 |
|
|
* system. In essence, this code handles |
1059 |
|
|
* all skill-based attacks, ie hth, missile and melee weapons should be |
1060 |
|
|
* treated here. If an opponent is already supplied by move_player(), |
1061 |
|
|
* we move right onto do_skill_attack(), otherwise we find if an |
1062 |
|
|
* appropriate opponent exists. |
1063 |
|
|
* |
1064 |
|
|
* This is called by move_player() and attack_hth() |
1065 |
|
|
* |
1066 |
|
|
* Initial implementation by -bt thomas@astro.psu.edu |
1067 |
|
|
*/ |
1068 |
root |
1.9 |
|
1069 |
|
|
int |
1070 |
|
|
skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1071 |
|
|
{ |
1072 |
|
|
sint16 tx, ty; |
1073 |
root |
1.13 |
maptile *m; |
1074 |
root |
1.9 |
int mflags; |
1075 |
|
|
|
1076 |
|
|
if (!dir) |
1077 |
|
|
dir = pl->facing; |
1078 |
|
|
tx = freearr_x[dir]; |
1079 |
|
|
ty = freearr_y[dir]; |
1080 |
|
|
|
1081 |
|
|
/* If we don't yet have an opponent, find if one exists, and attack. |
1082 |
|
|
* Legal opponents are the same as outlined in move_player_attack() |
1083 |
|
|
*/ |
1084 |
|
|
|
1085 |
|
|
if (tmp == NULL) |
1086 |
|
|
{ |
1087 |
|
|
m = pl->map; |
1088 |
|
|
tx = pl->x + freearr_x[dir]; |
1089 |
|
|
ty = pl->y + freearr_y[dir]; |
1090 |
|
|
|
1091 |
|
|
mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
1092 |
|
|
if (mflags & P_OUT_OF_MAP) |
1093 |
|
|
return 0; |
1094 |
|
|
|
1095 |
|
|
/* space must be blocked for there to be anything interesting to do */ |
1096 |
|
|
if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1097 |
|
|
return 0; |
1098 |
|
|
|
1099 |
|
|
for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
1100 |
|
|
if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1101 |
|
|
{ |
1102 |
|
|
/* Don't attack party members */ |
1103 |
|
|
if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1104 |
|
|
return 0; |
1105 |
|
|
break; |
1106 |
|
|
} |
1107 |
elmex |
1.1 |
} |
1108 |
root |
1.9 |
if (!tmp) |
1109 |
|
|
{ |
1110 |
|
|
if (pl->type == PLAYER) |
1111 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
1112 |
|
|
return 0; |
1113 |
elmex |
1.1 |
} |
1114 |
|
|
|
1115 |
root |
1.9 |
return do_skill_attack (tmp, pl, string, skill); |
1116 |
elmex |
1.1 |
} |
1117 |
|
|
|
1118 |
|
|
|
1119 |
|
|
/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1120 |
root |
1.9 |
|
1121 |
elmex |
1.1 |
/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1122 |
|
|
* (attack_hth) we check for weapon use, etc in the second (the new |
1123 |
|
|
* function skill_attack() we actually attack. |
1124 |
|
|
*/ |
1125 |
|
|
|
1126 |
root |
1.9 |
static int |
1127 |
|
|
attack_hth (object *pl, int dir, const char *string, object *skill) |
1128 |
|
|
{ |
1129 |
|
|
object *enemy = NULL, *weapon; |
1130 |
elmex |
1.1 |
|
1131 |
root |
1.9 |
if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1132 |
|
|
for (weapon = pl->inv; weapon; weapon = weapon->below) |
1133 |
|
|
{ |
1134 |
|
|
if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1135 |
|
|
{ |
1136 |
|
|
CLEAR_FLAG (weapon, FLAG_APPLIED); |
1137 |
|
|
CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1138 |
|
|
fix_player (pl); |
1139 |
|
|
if (pl->type == PLAYER) |
1140 |
|
|
{ |
1141 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1142 |
|
|
esrv_update_item (UPD_FLAGS, pl, weapon); |
1143 |
|
|
} |
1144 |
|
|
break; |
1145 |
|
|
} |
1146 |
|
|
} |
1147 |
|
|
return skill_attack (enemy, pl, dir, string, skill); |
1148 |
elmex |
1.1 |
} |
1149 |
|
|
|
1150 |
|
|
|
1151 |
|
|
/* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1152 |
|
|
* For now we are just checking to see if we have a ready weapon here. |
1153 |
|
|
* But there is a real neato possible feature of this scheme which |
1154 |
|
|
* bears mentioning: |
1155 |
|
|
* Since we are only calling this from do_skill() in the future |
1156 |
|
|
* we may make this routine handle 'special' melee weapons attacks |
1157 |
|
|
* (like disarming manuever with sai) based on player SK_level and |
1158 |
|
|
* weapon type. |
1159 |
|
|
*/ |
1160 |
|
|
|
1161 |
root |
1.9 |
static int |
1162 |
|
|
attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1163 |
|
|
{ |
1164 |
elmex |
1.1 |
|
1165 |
root |
1.9 |
if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1166 |
|
|
{ |
1167 |
|
|
if (op->type == PLAYER) |
1168 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1169 |
|
|
return 0; |
1170 |
elmex |
1.1 |
} |
1171 |
root |
1.9 |
return skill_attack (NULL, op, dir, string, skill); |
1172 |
elmex |
1.1 |
|
1173 |
|
|
} |