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elmex |
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/* |
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* static char *rcsid_skill_util_c = |
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root |
1.3 |
* "$Id: skill_util.C,v 1.2 2006-08-25 17:11:53 root Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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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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The author can be reached via e-mail to crossfire-devel@real-time.com |
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*/ |
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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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*/ |
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/* define the following for skills utility debuging */ |
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/* #define SKILL_UTIL_DEBUG */ |
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#define WANT_UNARMED_SKILLS |
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#include <global.h> |
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#include <object.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ |
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#include <spells.h> |
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static int attack_hth(object *pl, int dir, const char *string, object *skill); |
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static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); |
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const char *skill_names[NUM_SKILLS]; |
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/* init_skills basically just sets up the skill_names table |
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* above. The index into the array is set up by the |
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* subtypes. |
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*/ |
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void init_skills(void) { |
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int i; |
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archetype *at; |
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for (i=0; i<NUM_SKILLS; i++) |
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skill_names[i] = NULL; |
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for(at = first_archetype;at!=NULL;at=at->next) { |
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if (at->clone.type == SKILL) { |
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if (skill_names[at->clone.subtype] != NULL) { |
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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); |
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} else { |
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skill_names[at->clone.subtype] = add_refcount(at->clone.skill); |
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} |
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} |
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} |
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/* This isn't really an error if there is no skill subtype set, but |
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* checking for this may catch some user errors. |
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*/ |
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for (i=1; i<NUM_SKILLS; i++) { |
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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", |
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i); |
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} |
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} |
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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. |
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* the last_skills[] is used to more quickly lookup skills - |
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* mostly used for sending exp. |
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*/ |
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void link_player_skills(object *op) |
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{ |
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object *tmp; |
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for (tmp=op->inv; tmp; tmp=tmp->below) { |
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if (tmp->type == SKILL) { |
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/* This is really a warning, hence no else below */ |
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if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { |
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LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
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op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); |
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} |
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if (tmp->subtype >= NUM_SKILLS) { |
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LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
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tmp->subtype, NUM_SKILLS); |
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} else { |
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op->contr->last_skill_ob[tmp->subtype] = tmp; |
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op->contr->last_skill_exp[tmp->subtype] = -1; |
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} |
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} |
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} |
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} |
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/* This returns the skill pointer of the given name (the |
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* one that accumlates exp, has the level, etc). |
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* |
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* It is presumed that the player will be needing to actually |
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* use the skill, so thus if use of the skill requires a skill |
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* tool, this code will equip it. |
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*/ |
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object *find_skill_by_name(object *who, const char *name) |
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{ |
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object *skill=NULL, *skill_tool=NULL, *tmp; |
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if (!name) return NULL; |
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/* We make sure the length of the string in the object is greater |
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* in length than the passed string. Eg, if we have a skill called |
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* 'hi', we don't want to match if the user passed 'high' |
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*/ |
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for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
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if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && |
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strlen(tmp->skill) >= strlen(name)) skill = tmp; |
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/* Try to find appropriate skilltool. If the player has one already |
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* applied, we try to keep using that one. |
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*/ |
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else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && |
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strlen(tmp->skill) >= strlen(name)) { |
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if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
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else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
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skill_tool = tmp; |
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} |
150 |
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} |
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/* If this is a skill that can be used without a tool, return it */ |
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if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
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/* Player has a tool to use the skill. IF not applied, apply it - |
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* if not successful, return null. If they do have the skill tool |
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* but not the skill itself, give it to them. |
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*/ |
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if (skill_tool) { |
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if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
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if (apply_special(who, skill_tool, 0)) return NULL; |
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} |
162 |
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if (!skill) { |
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skill = give_skill_by_name(who, skill_tool->skill); |
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link_player_skills(who); |
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} |
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return skill; |
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} |
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return NULL; |
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} |
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/* This returns the skill pointer of the given name (the |
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* one that accumlates exp, has the level, etc). |
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* |
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* It is presumed that the player will be needing to actually |
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* use the skill, so thus if use of the skill requires a skill |
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* tool, this code will equip it. |
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* |
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* This code is basically the same as find_skill_by_name() above, |
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* but instead a skill name, we search by matching number. |
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* this replaces find_skill. |
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*/ |
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object *find_skill_by_number(object *who, int skillno) |
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{ |
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object *skill=NULL, *skill_tool=NULL, *tmp; |
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if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
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for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
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if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; |
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/* Try to find appropriate skilltool. If the player has one already |
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* applied, we try to keep using that one. |
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*/ |
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else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { |
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if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
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else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
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skill_tool = tmp; |
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} |
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} |
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/* If this is a skill that can be used without a tool, return it */ |
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if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
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/* Player has a tool to use the skill. IF not applied, apply it - |
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* if not successful, return null. If they do have the skill tool |
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* but not the skill itself, give it to them. |
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*/ |
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if (skill_tool) { |
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if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
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if (apply_special(who, skill_tool, 0)) return NULL; |
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} |
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if (!skill) { |
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skill = give_skill_by_name(who, skill_tool->skill); |
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link_player_skills(who); |
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} |
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return skill; |
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} |
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return NULL; |
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} |
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/* This changes the objects skill to new_skill. |
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* note that this function doesn't always need to get used - |
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* you can now add skill exp to the player without the chosen_skill being |
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* set. This function is of most interest to players to update |
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* the various range information. |
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* if new_skill is null, this just unapplies the skill. |
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* flag has the current meaning: |
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* 0x1: If set, don't update the range pointer. This is useful when we |
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* need to ready a new skill, but don't want to clobber range. |
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* return 1 on success, 0 on error |
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*/ |
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int change_skill (object *who, object *new_skill, int flag) |
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{ |
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int old_range; |
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if ( who->type != PLAYER ) |
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return 0; |
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old_range = who->contr->shoottype; |
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if (who->chosen_skill && who->chosen_skill == new_skill) |
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{ |
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/* optimization for changing skill to current skill */ |
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if (who->type == PLAYER && !(flag & 0x1)) |
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who->contr->shoottype = range_skill; |
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return 1; |
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} |
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250 |
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if (!new_skill || who->chosen_skill) |
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if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
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/* Only goal in this case was to unapply a skill */ |
254 |
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if (!new_skill) return 0; |
255 |
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256 |
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if (apply_special (who, new_skill, AP_APPLY)) { |
257 |
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return 0; |
258 |
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} |
259 |
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if (flag & 0x1) |
260 |
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who->contr->shoottype = (rangetype) old_range; |
261 |
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262 |
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return 1; |
263 |
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} |
264 |
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265 |
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/* This function just clears the chosen_skill and range_skill values |
266 |
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* inthe player. |
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*/ |
268 |
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void clear_skill(object *who) |
269 |
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{ |
270 |
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who->chosen_skill = NULL; |
271 |
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CLEAR_FLAG(who, FLAG_READY_SKILL); |
272 |
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if (who->type == PLAYER) { |
273 |
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who->contr->ranges[range_skill] = NULL; |
274 |
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if (who->contr->shoottype == range_skill) |
275 |
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who->contr->shoottype = range_none; |
276 |
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} |
277 |
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} |
278 |
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279 |
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/* do_skill() - Main skills use function-similar in scope to cast_spell(). |
280 |
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* We handle all requests for skill use outside of some combat here. |
281 |
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* We require a separate routine outside of fire() so as to allow monsters |
282 |
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* to utilize skills. Returns 1 on use of skill, otherwise 0. |
283 |
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* This is changed (2002-11-30) from the old method that returned |
284 |
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* exp - no caller needed that info, but it also prevented the callers |
285 |
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* from know if a skill was actually used, as many skills don't |
286 |
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* give any exp for their direct use (eg, throwing). |
287 |
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* It returns 0 if no skill was used. |
288 |
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*/ |
289 |
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290 |
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int do_skill (object *op, object *part, object *skill, int dir, const char *string) { |
291 |
root |
1.2 |
int success=0, exp=0; |
292 |
elmex |
1.1 |
int did_alc = 0; |
293 |
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object *tmp, *next; |
294 |
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295 |
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if (!skill) return 0; |
296 |
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297 |
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/* The code below presumes that the skill points to the object that |
298 |
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* holds the exp, level, etc of the skill. So if this is a player |
299 |
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* go and try to find the actual real skill pointer, and if the |
300 |
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* the player doesn't have a bucket for that, create one. |
301 |
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*/ |
302 |
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if (skill->type != SKILL && op->type == PLAYER) { |
303 |
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for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
304 |
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if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
305 |
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} |
306 |
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if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
307 |
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skill = tmp; |
308 |
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} |
309 |
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310 |
root |
1.2 |
// skill, by_whom, on_which_object, which direction, skill_argument |
311 |
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if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
312 |
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return 0; |
313 |
elmex |
1.1 |
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314 |
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switch(skill->subtype) { |
315 |
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case SK_LEVITATION: |
316 |
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/* Not 100% sure if this will work with new movement code - |
317 |
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* the levitation skill has move_type for flying, so when |
318 |
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* equipped, that should transfer to player, when not, |
319 |
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* shouldn't. |
320 |
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*/ |
321 |
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if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
322 |
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CLEAR_FLAG(skill,FLAG_APPLIED); |
323 |
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new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
324 |
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} |
325 |
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else { |
326 |
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SET_FLAG(skill,FLAG_APPLIED); |
327 |
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new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); |
328 |
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} |
329 |
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fix_player(op); |
330 |
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success=1; |
331 |
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break; |
332 |
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333 |
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case SK_STEALING: |
334 |
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exp = success = steal(op, dir, skill); |
335 |
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break; |
336 |
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337 |
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case SK_LOCKPICKING: |
338 |
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exp = success = pick_lock(op, dir, skill); |
339 |
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break; |
340 |
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341 |
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case SK_HIDING: |
342 |
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exp = success = hide(op, skill); |
343 |
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break; |
344 |
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345 |
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case SK_JUMPING: |
346 |
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success = jump(op, dir, skill); |
347 |
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break; |
348 |
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349 |
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case SK_INSCRIPTION: |
350 |
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exp = success = write_on_item(op,string, skill); |
351 |
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break; |
352 |
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353 |
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case SK_MEDITATION: |
354 |
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meditate(op, skill); |
355 |
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success=1; |
356 |
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break; |
357 |
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/* note that the following 'attack' skills gain exp through hit_player() */ |
358 |
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359 |
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case SK_KARATE: |
360 |
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(void) attack_hth(op,dir,"karate-chopped", skill); |
361 |
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break; |
362 |
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363 |
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case SK_PUNCHING: |
364 |
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(void) attack_hth(op,dir,"punched", skill); |
365 |
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break; |
366 |
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367 |
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case SK_FLAME_TOUCH: |
368 |
|
|
(void) attack_hth(op,dir,"flamed", skill); |
369 |
|
|
break; |
370 |
|
|
|
371 |
|
|
case SK_SPARK_TOUCH: |
372 |
|
|
(void) attack_hth(op,dir,"zapped", skill); |
373 |
|
|
break; |
374 |
|
|
|
375 |
|
|
case SK_SHIVER: |
376 |
|
|
(void) attack_hth(op,dir,"froze", skill); |
377 |
|
|
break; |
378 |
|
|
|
379 |
|
|
case SK_ACID_SPLASH: |
380 |
|
|
(void) attack_hth(op,dir,"dissolved", skill); |
381 |
|
|
break; |
382 |
|
|
|
383 |
|
|
case SK_POISON_NAIL: |
384 |
|
|
(void) attack_hth(op,dir,"injected poison into", skill); |
385 |
|
|
break; |
386 |
|
|
|
387 |
|
|
case SK_CLAWING: |
388 |
|
|
(void) attack_hth(op,dir,"clawed", skill); |
389 |
|
|
break; |
390 |
|
|
|
391 |
|
|
case SK_ONE_HANDED_WEAPON: |
392 |
|
|
case SK_TWO_HANDED_WEAPON: |
393 |
|
|
(void) attack_melee_weapon(op,dir,NULL, skill); |
394 |
|
|
break; |
395 |
|
|
|
396 |
|
|
case SK_FIND_TRAPS: |
397 |
|
|
exp = success = find_traps(op, skill); |
398 |
|
|
break; |
399 |
|
|
|
400 |
|
|
case SK_SINGING: |
401 |
|
|
exp = success = singing(op,dir, skill); |
402 |
|
|
break; |
403 |
|
|
|
404 |
|
|
case SK_ORATORY: |
405 |
|
|
exp = success = use_oratory(op,dir, skill); |
406 |
|
|
break; |
407 |
|
|
|
408 |
|
|
case SK_SMITHERY: |
409 |
|
|
case SK_BOWYER: |
410 |
|
|
case SK_JEWELER: |
411 |
|
|
case SK_ALCHEMY: |
412 |
|
|
case SK_THAUMATURGY: |
413 |
|
|
case SK_LITERACY: |
414 |
|
|
case SK_WOODSMAN: |
415 |
|
|
/* first, we try to find a cauldron, and do the alchemy thing. |
416 |
|
|
* failing that, we go and identify stuff. |
417 |
|
|
*/ |
418 |
|
|
for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { |
419 |
|
|
next=tmp->above; |
420 |
|
|
if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
421 |
|
|
attempt_do_alchemy(op, tmp); |
422 |
|
|
if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
423 |
|
|
esrv_send_inventory(op, tmp); |
424 |
|
|
did_alc=1; |
425 |
|
|
} |
426 |
|
|
} |
427 |
|
|
if (did_alc == 0) |
428 |
|
|
exp = success = skill_ident(op,skill); |
429 |
|
|
break; |
430 |
|
|
|
431 |
|
|
case SK_DET_MAGIC: |
432 |
|
|
case SK_DET_CURSE: |
433 |
|
|
exp = success = skill_ident(op,skill); |
434 |
|
|
break; |
435 |
|
|
|
436 |
|
|
case SK_DISARM_TRAPS: |
437 |
|
|
exp = success = remove_trap(op,dir, skill); |
438 |
|
|
break; |
439 |
|
|
|
440 |
|
|
case SK_THROWING: |
441 |
|
|
success = skill_throw(op,part,dir,string, skill); |
442 |
|
|
break; |
443 |
|
|
|
444 |
|
|
case SK_SET_TRAP: |
445 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); |
446 |
|
|
break; |
447 |
|
|
|
448 |
|
|
case SK_USE_MAGIC_ITEM: |
449 |
|
|
case SK_MISSILE_WEAPON: |
450 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); |
451 |
|
|
break; |
452 |
|
|
|
453 |
|
|
case SK_PRAYING: |
454 |
|
|
success = pray(op, skill); |
455 |
|
|
break; |
456 |
|
|
|
457 |
|
|
case SK_BARGAINING: |
458 |
|
|
success = describe_shop(op); |
459 |
|
|
break; |
460 |
|
|
|
461 |
|
|
case SK_SORCERY: |
462 |
|
|
case SK_EVOCATION: |
463 |
|
|
case SK_PYROMANCY: |
464 |
|
|
case SK_SUMMONING: |
465 |
|
|
case SK_CLIMBING: |
466 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); |
467 |
|
|
break; |
468 |
|
|
|
469 |
|
|
default: |
470 |
|
|
LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
471 |
|
|
,query_name(op), op->chosen_skill->stats.sp); |
472 |
|
|
break; |
473 |
|
|
} |
474 |
|
|
|
475 |
|
|
/* For players we now update the speed_left from using the skill. |
476 |
|
|
* Monsters have no skill use time because of the random nature in |
477 |
|
|
* which use_monster_skill is called already simulates this. |
478 |
|
|
* If certain skills should take more/less time, that should be |
479 |
|
|
* in the code for the skill itself. |
480 |
|
|
*/ |
481 |
|
|
|
482 |
|
|
if(op->type==PLAYER) op->speed_left -= 1.0; |
483 |
|
|
|
484 |
|
|
/* this is a good place to add experience for successfull use of skills. |
485 |
|
|
* Note that add_exp() will figure out player/monster experience |
486 |
|
|
* gain problems. |
487 |
|
|
*/ |
488 |
|
|
|
489 |
|
|
if(success && exp) change_exp(op,exp, skill->skill, 0); |
490 |
|
|
|
491 |
|
|
return success; |
492 |
|
|
} |
493 |
|
|
|
494 |
|
|
/* calc_skill_exp() - calculates amount of experience can be gained for |
495 |
|
|
* successfull use of a skill. Returns value of experience gain. |
496 |
|
|
* Here we take the view that a player must 'overcome an opponent' |
497 |
|
|
* in order to gain experience. Examples include foes killed combat, |
498 |
|
|
* finding/disarming a trap, stealing from somebeing, etc. |
499 |
|
|
* The gained experience is based primarily on the difference in levels, |
500 |
|
|
* exp point value of vanquished foe, the relevent stats of the skill being |
501 |
|
|
* used and modifications in the skills[] table. |
502 |
|
|
* |
503 |
|
|
* For now, monsters and players will be treated differently. Below I give |
504 |
|
|
* the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. |
505 |
|
|
* Monsters just get 10% of the exp of the opponent. |
506 |
|
|
* |
507 |
|
|
* players get a ratio, eg, opponent lvl / player level. This is then |
508 |
|
|
* multiplied by various things. If simple exp is true, then |
509 |
|
|
* this multiplier, include the level difference, is always 1. |
510 |
|
|
* This revised method prevents some cases where there are big gaps |
511 |
|
|
* in the amount you get just because you are now equal level vs lower |
512 |
|
|
* level |
513 |
|
|
* who is player/creature that used the skill. |
514 |
|
|
* op is the object that was 'defeated'. |
515 |
|
|
* skill is the skill used. If no skill is used, it should just |
516 |
|
|
* point back to who. |
517 |
|
|
* |
518 |
|
|
*/ |
519 |
|
|
|
520 |
|
|
int calc_skill_exp(object *who, object *op, object *skill) { |
521 |
|
|
int op_exp=0,op_lvl= 0; |
522 |
|
|
float base,value,lvl_mult=0.0; |
523 |
|
|
|
524 |
|
|
if (!skill) skill = who; |
525 |
|
|
|
526 |
|
|
/* Oct 95 - where we have an object, I expanded our treatment |
527 |
|
|
* to 3 cases: |
528 |
|
|
* non-living magic obj, runes and everything else. |
529 |
|
|
* |
530 |
|
|
* If an object is not alive and magical we set the base exp higher to |
531 |
|
|
* help out exp awards for skill_ident skills. Also, if |
532 |
|
|
* an item is type RUNE, we give out exp based on stats.Cha |
533 |
|
|
* and level (this was the old system) -b.t. |
534 |
|
|
*/ |
535 |
|
|
|
536 |
|
|
if(!op) { /* no item/creature */ |
537 |
|
|
op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
538 |
|
|
op_exp = 0; |
539 |
|
|
} else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
540 |
|
|
* for the amount of experience */ |
541 |
|
|
op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
542 |
|
|
op_lvl = op->level; |
543 |
|
|
} else { /* all other items/living creatures */ |
544 |
|
|
op_exp = op->stats.exp; |
545 |
|
|
op_lvl = op->level; |
546 |
|
|
if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
547 |
|
|
op_lvl += 5 * abs(op->magic); |
548 |
|
|
} |
549 |
|
|
} |
550 |
|
|
|
551 |
|
|
if(op_lvl<1) op_lvl = 1; |
552 |
|
|
|
553 |
|
|
if(who->type!=PLAYER) { /* for monsters only */ |
554 |
|
|
return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
555 |
|
|
} else { /* for players */ |
556 |
|
|
base = op_exp; |
557 |
|
|
/* if skill really is a skill, then we can look at the skill archetype for |
558 |
|
|
* bse reward value (exp) and level multiplier factor. |
559 |
|
|
*/ |
560 |
|
|
if (skill->type == SKILL) { |
561 |
|
|
base += skill->arch->clone.stats.exp; |
562 |
|
|
if (settings.simple_exp) { |
563 |
|
|
if (skill->arch->clone.level) |
564 |
|
|
lvl_mult = (float) skill->arch->clone.level / 100.0; |
565 |
|
|
else |
566 |
|
|
lvl_mult = 1.0; /* no adjustment */ |
567 |
|
|
} |
568 |
|
|
else { |
569 |
|
|
if (skill->level) |
570 |
|
|
lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
571 |
|
|
else |
572 |
|
|
lvl_mult = 1.0; |
573 |
|
|
} |
574 |
|
|
} else { |
575 |
|
|
/* Don't divide by zero here! */ |
576 |
|
|
lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
577 |
|
|
} |
578 |
|
|
} |
579 |
|
|
|
580 |
|
|
/* assemble the exp total, and return value */ |
581 |
|
|
|
582 |
|
|
value = base * lvl_mult; |
583 |
|
|
if (value < 1) value=1; /* Always give at least 1 exp point */ |
584 |
|
|
|
585 |
|
|
#ifdef SKILL_UTIL_DEBUG |
586 |
|
|
LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
587 |
|
|
who->name,skill->level,op->name,op_lvl); |
588 |
|
|
#endif |
589 |
|
|
return ( (int) value); |
590 |
|
|
} |
591 |
|
|
|
592 |
|
|
/* Learn skill. This inserts the requested skill in the player's |
593 |
|
|
* inventory. The skill field of the scroll should have the |
594 |
|
|
* exact name of the requested skill. |
595 |
|
|
* This one actually teaches the player the skill as something |
596 |
|
|
* they can equip. |
597 |
|
|
* Return 0 if the player knows the skill, 1 if the |
598 |
|
|
* player learns the skill, 2 otherwise. |
599 |
|
|
*/ |
600 |
|
|
|
601 |
|
|
int |
602 |
|
|
learn_skill (object *pl, object *scroll) { |
603 |
|
|
object *tmp; |
604 |
|
|
|
605 |
|
|
if (!scroll->skill) { |
606 |
|
|
LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); |
607 |
|
|
return 2; |
608 |
|
|
} |
609 |
|
|
|
610 |
|
|
/* can't use find_skill_by_name because we want skills the player knows |
611 |
|
|
* but can't use natively. |
612 |
|
|
*/ |
613 |
|
|
|
614 |
|
|
for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
615 |
|
|
if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
616 |
|
|
|
617 |
|
|
/* player already knows it */ |
618 |
|
|
if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
619 |
|
|
|
620 |
|
|
|
621 |
|
|
|
622 |
|
|
/* now a random change to learn, based on player Int. |
623 |
|
|
* give bonus based on level - otherwise stupid characters |
624 |
|
|
* might never be able to learn anything. |
625 |
|
|
*/ |
626 |
|
|
if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
627 |
|
|
return 2; /* failure :< */ |
628 |
|
|
|
629 |
|
|
if (!tmp) |
630 |
|
|
tmp = give_skill_by_name(pl, scroll->skill); |
631 |
|
|
|
632 |
|
|
if (!tmp) { |
633 |
|
|
LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); |
634 |
|
|
return 2; |
635 |
|
|
} |
636 |
|
|
|
637 |
|
|
SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
638 |
|
|
link_player_skills(pl); |
639 |
|
|
return 1; |
640 |
|
|
} |
641 |
|
|
|
642 |
|
|
/* Gives a percentage clipped to 0% -> 100% of a/b. */ |
643 |
|
|
/* Probably belongs in some global utils-type file? */ |
644 |
|
|
static int clipped_percent(sint64 a, sint64 b) |
645 |
|
|
{ |
646 |
|
|
int rv; |
647 |
|
|
|
648 |
|
|
if (b <= 0) |
649 |
|
|
return 0; |
650 |
|
|
|
651 |
|
|
rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); |
652 |
|
|
|
653 |
|
|
if (rv < 0) |
654 |
|
|
return 0; |
655 |
|
|
else if (rv > 100) |
656 |
|
|
return 100; |
657 |
|
|
|
658 |
|
|
return rv; |
659 |
|
|
} |
660 |
|
|
|
661 |
|
|
/* show_skills() - Meant to allow players to examine |
662 |
|
|
* their current skill list. |
663 |
|
|
* This shows the amount of exp they have in the skills. |
664 |
|
|
* we also include some other non skill related info (god, |
665 |
|
|
* max weapon improvments, item power). |
666 |
|
|
* Note this function is a bit more complicated becauase we |
667 |
|
|
* we want ot sort the skills before printing them. If we |
668 |
|
|
* just dumped this as we found it, this would be a bit |
669 |
|
|
* simpler. |
670 |
|
|
*/ |
671 |
|
|
|
672 |
|
|
void show_skills(object *op, const char* search) { |
673 |
|
|
object *tmp=NULL; |
674 |
|
|
char buf[MAX_BUF]; |
675 |
|
|
const char *cp; |
676 |
|
|
int i,num_skills_found=0; |
677 |
|
|
static const char *const periods = "........................................"; |
678 |
|
|
/* Need to have a pointer and use strdup for qsort to work properly */ |
679 |
|
|
char skills[NUM_SKILLS][MAX_BUF]; |
680 |
|
|
|
681 |
|
|
|
682 |
|
|
for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
683 |
|
|
if (tmp->type == SKILL) { |
684 |
|
|
if ( search && strstr(tmp->name,search)==NULL ) continue; |
685 |
|
|
/* Basically want to fill this out to 40 spaces with periods */ |
686 |
|
|
sprintf(buf,"%s%s", tmp->name, periods); |
687 |
|
|
buf[40] = 0; |
688 |
|
|
|
689 |
|
|
if (settings.permanent_exp_ratio) { |
690 |
|
|
#ifdef WIN32 |
691 |
|
|
sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", |
692 |
|
|
buf,tmp->level, |
693 |
|
|
tmp->stats.exp, |
694 |
|
|
level_exp(tmp->level+1, op->expmul), |
695 |
|
|
clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
696 |
|
|
#else |
697 |
|
|
sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", |
698 |
|
|
buf,tmp->level, |
699 |
|
|
tmp->stats.exp, |
700 |
|
|
level_exp(tmp->level+1, op->expmul), |
701 |
|
|
clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
702 |
|
|
#endif |
703 |
|
|
} else { |
704 |
|
|
#ifdef WIN32 |
705 |
|
|
sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)", |
706 |
|
|
buf,tmp->level, |
707 |
|
|
tmp->stats.exp, |
708 |
|
|
level_exp(tmp->level+1, op->expmul)); |
709 |
|
|
#else |
710 |
|
|
sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
711 |
|
|
buf,tmp->level, |
712 |
|
|
tmp->stats.exp, |
713 |
|
|
level_exp(tmp->level+1, op->expmul)); |
714 |
|
|
#endif |
715 |
|
|
} |
716 |
|
|
/* I don't know why some characters get a bunch of skills, but |
717 |
|
|
* it sometimes happens (maybe a leftover from bugier earlier code |
718 |
|
|
* and those character are still about). In any case, lets handle |
719 |
|
|
* it so it doesn't crash the server - otherwise, one character may |
720 |
|
|
* crash the server numerous times. |
721 |
|
|
*/ |
722 |
|
|
if (num_skills_found >= NUM_SKILLS) { |
723 |
|
|
new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); |
724 |
|
|
new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
725 |
|
|
break; |
726 |
|
|
} |
727 |
|
|
} |
728 |
|
|
} |
729 |
|
|
|
730 |
|
|
clear_win_info(op); |
731 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); |
732 |
|
|
if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); |
733 |
|
|
|
734 |
|
|
for (i=0; i<num_skills_found; i++) { |
735 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
736 |
|
|
} |
737 |
|
|
|
738 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, |
739 |
|
|
"You can handle %d weapon improvements.",op->level/5+5); |
740 |
|
|
|
741 |
|
|
cp = determine_god(op); |
742 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, |
743 |
|
|
"You worship %s.", cp?cp:"no god at current time"); |
744 |
|
|
|
745 |
|
|
new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", |
746 |
|
|
op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
747 |
|
|
} |
748 |
|
|
|
749 |
|
|
/* use_skill() - similar to invoke command, it executes the skill in the |
750 |
|
|
* direction that the user is facing. Returns false if we are unable to |
751 |
|
|
* change to the requested skill, or were unable to use the skill properly. |
752 |
|
|
* This is tricky because skills can have spaces. We basically roll |
753 |
|
|
* our own find_skill_by_name so we can try to do better string matching. |
754 |
|
|
*/ |
755 |
|
|
|
756 |
|
|
int use_skill(object *op, const char *string) { |
757 |
|
|
object *skop; |
758 |
|
|
size_t len; |
759 |
|
|
|
760 |
|
|
if (!string) return 0; |
761 |
|
|
|
762 |
|
|
for (skop = op->inv; skop != NULL; skop=skop->below) { |
763 |
|
|
if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
764 |
|
|
!strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
765 |
|
|
break; |
766 |
|
|
else if (skop->type == SKILL_TOOL && |
767 |
|
|
!strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
768 |
|
|
break; |
769 |
|
|
} |
770 |
|
|
if (!skop) { |
771 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, |
772 |
|
|
"Unable to find skill %s", string); |
773 |
|
|
return 0; |
774 |
|
|
} |
775 |
|
|
|
776 |
|
|
len=strlen(skop->skill); |
777 |
|
|
|
778 |
|
|
/* All this logic goes and skips over the skill name to find any |
779 |
|
|
* options given to the skill. Its pretty simple - if there |
780 |
|
|
* are extra parameters (as deteremined by string length), we |
781 |
|
|
* want to skip over any leading spaces. |
782 |
|
|
*/ |
783 |
|
|
if(len>=strlen(string)) { |
784 |
|
|
string=NULL; |
785 |
|
|
} else { |
786 |
|
|
string += len; |
787 |
|
|
while(*string==0x20) string++; |
788 |
|
|
if(strlen(string)==0) string = NULL; |
789 |
|
|
} |
790 |
|
|
|
791 |
|
|
#ifdef SKILL_UTIL_DEBUG |
792 |
|
|
LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); |
793 |
|
|
#endif |
794 |
|
|
|
795 |
|
|
/* Change to the new skill, then execute it. */ |
796 |
|
|
if(do_skill(op,op,skop, op->facing,string)) return 1; |
797 |
|
|
|
798 |
|
|
return 0; |
799 |
|
|
} |
800 |
|
|
|
801 |
|
|
|
802 |
|
|
|
803 |
|
|
/* This finds the best unarmed skill the player has, and returns |
804 |
|
|
* it. Best can vary a little - we consider clawing to always |
805 |
|
|
* be the best for dragons. |
806 |
|
|
* This could be more intelligent, eg, look at the skill level |
807 |
|
|
* of the skill and go from there (eg, a level 40 puncher is |
808 |
|
|
* is probably better than level 1 karate). OTOH, if you |
809 |
|
|
* don't bother to set up your skill properly, that is the players |
810 |
|
|
* problem (although, it might be nice to have a preferred skill |
811 |
|
|
* field the player can set. |
812 |
|
|
* Unlike the old code, we don't give out any skills - it is |
813 |
|
|
* possible you just don't have any ability to get into unarmed |
814 |
|
|
* combat. If everyone race/class should have one, this should |
815 |
|
|
* be handled in the starting treasurelists, not in the code. |
816 |
|
|
*/ |
817 |
|
|
static object *find_best_player_hth_skill(object *op) |
818 |
|
|
{ |
819 |
|
|
object *tmp, *best_skill=NULL; |
820 |
|
|
int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; |
821 |
|
|
|
822 |
|
|
for (tmp=op->inv; tmp; tmp=tmp->below) { |
823 |
|
|
if (tmp->type == SKILL) { |
824 |
|
|
if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
825 |
|
|
|
826 |
|
|
/* The order in the array is preferred order. So basically, |
827 |
|
|
* we just cut down the number to search - eg, if we find a skill |
828 |
|
|
* early on in flame touch, then we only need to look into the unarmed_array |
829 |
|
|
* to the entry before flame touch - don't care about the entries afterward, |
830 |
|
|
* because they are infrerior skills. |
831 |
|
|
* if we end up finding the best skill (i==0) might as well return |
832 |
|
|
* right away - can't get any better than that. |
833 |
|
|
*/ |
834 |
|
|
for (i=0; i<last_skill; i++) { |
835 |
|
|
if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { |
836 |
|
|
best_skill = tmp; |
837 |
|
|
last_skill = i; |
838 |
|
|
if (i==0) return best_skill; |
839 |
|
|
} |
840 |
|
|
} |
841 |
|
|
} |
842 |
|
|
} |
843 |
|
|
return best_skill; |
844 |
|
|
} |
845 |
|
|
|
846 |
|
|
/* do_skill_attack() - We have got an appropriate opponent from either |
847 |
|
|
* move_player_attack() or skill_attack(). In this part we get on with |
848 |
|
|
* attacking, take care of messages from the attack and changes in invisible. |
849 |
|
|
* Returns true if the attack damaged the opponent. |
850 |
|
|
* tmp is the targetted monster. |
851 |
|
|
* op is what is attacking |
852 |
|
|
* string is passed along to describe what messages to describe |
853 |
|
|
* the damage. |
854 |
|
|
*/ |
855 |
|
|
|
856 |
|
|
static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { |
857 |
|
|
int success; |
858 |
|
|
|
859 |
|
|
/* For Players only: if there is no ready weapon, and no "attack" skill |
860 |
|
|
* is readied either then try to find a skill for the player to use. |
861 |
|
|
* it is presumed that if skill is set, it is a valid attack skill (eg, |
862 |
|
|
* the caller should have set it appropriately). We still want to pass |
863 |
|
|
* through that code if skill is set to change to the skill. |
864 |
|
|
*/ |
865 |
|
|
if(op->type==PLAYER) { |
866 |
|
|
if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
867 |
|
|
size_t i; |
868 |
|
|
|
869 |
|
|
if (!skill) { |
870 |
|
|
/* See if the players chosen skill is a combat skill, and use |
871 |
|
|
* it if appropriate. |
872 |
|
|
*/ |
873 |
|
|
if (op->chosen_skill) { |
874 |
|
|
for (i=0; i<sizeof(unarmed_skills); i++) |
875 |
|
|
if (op->chosen_skill->subtype == unarmed_skills[i]) { |
876 |
|
|
skill = op->chosen_skill; |
877 |
|
|
break; |
878 |
|
|
} |
879 |
|
|
} |
880 |
|
|
/* If we didn't find a skill above, look harder for a good skill */ |
881 |
|
|
if (!skill) { |
882 |
|
|
skill = find_best_player_hth_skill(op); |
883 |
|
|
|
884 |
|
|
if (!skill) { |
885 |
|
|
new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
886 |
|
|
return 0; |
887 |
|
|
} |
888 |
|
|
} |
889 |
|
|
} |
890 |
|
|
if (skill != op->chosen_skill) { |
891 |
|
|
/* now try to ready the new skill */ |
892 |
|
|
if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ |
893 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); |
894 |
|
|
return 0; |
895 |
|
|
} |
896 |
|
|
} |
897 |
|
|
} else { |
898 |
|
|
/* Seen some crashes below where current_weapon is not set, |
899 |
|
|
* even though the flag says it is. So if current weapon isn't set, |
900 |
|
|
* do some work in trying to find the object to use. |
901 |
|
|
*/ |
902 |
|
|
if (!op->current_weapon) { |
903 |
|
|
object *tmp; |
904 |
|
|
|
905 |
|
|
LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
906 |
|
|
op->name); |
907 |
|
|
for (tmp=op->inv; tmp; tmp=tmp->below) |
908 |
|
|
if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
909 |
|
|
|
910 |
|
|
if (op->current_weapon_script) |
911 |
|
|
FREE_AND_CLEAR_STR(op->current_weapon_script); |
912 |
|
|
if (!tmp) { |
913 |
|
|
LOG(llevError,"Could not find applied weapon on %s\n", |
914 |
|
|
op->name); |
915 |
|
|
op->current_weapon=NULL; |
916 |
|
|
return 0; |
917 |
|
|
} else { |
918 |
|
|
op->current_weapon = tmp; |
919 |
|
|
op->current_weapon_script=add_string(query_name(tmp)); |
920 |
|
|
} |
921 |
|
|
} |
922 |
|
|
|
923 |
|
|
/* Has ready weapon - make sure chosen_skill is set up properly */ |
924 |
|
|
if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { |
925 |
|
|
change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); |
926 |
|
|
} |
927 |
|
|
} |
928 |
|
|
} |
929 |
|
|
|
930 |
|
|
/* lose invisiblity/hiding status for running attacks */ |
931 |
|
|
|
932 |
|
|
if(op->type==PLAYER && op->contr->tmp_invis) { |
933 |
|
|
op->contr->tmp_invis=0; |
934 |
|
|
op->invisible=0; |
935 |
|
|
op->hide=0; |
936 |
|
|
update_object(op,UP_OBJ_FACE); |
937 |
|
|
} |
938 |
|
|
|
939 |
|
|
success = attack_ob(tmp,op); |
940 |
|
|
|
941 |
|
|
/* print appropriate messages to the player */ |
942 |
|
|
|
943 |
|
|
if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
944 |
|
|
if(op->type==PLAYER) |
945 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op, |
946 |
|
|
"You %s %s!",string,query_name(tmp)); |
947 |
|
|
else if(tmp->type==PLAYER) |
948 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,tmp, |
949 |
|
|
"%s %s you!",query_name(op),string); |
950 |
|
|
} |
951 |
|
|
return success; |
952 |
|
|
} |
953 |
|
|
|
954 |
|
|
|
955 |
|
|
/* skill_attack() - Core routine for use when we attack using a skills |
956 |
|
|
* system. In essence, this code handles |
957 |
|
|
* all skill-based attacks, ie hth, missile and melee weapons should be |
958 |
|
|
* treated here. If an opponent is already supplied by move_player(), |
959 |
|
|
* we move right onto do_skill_attack(), otherwise we find if an |
960 |
|
|
* appropriate opponent exists. |
961 |
|
|
* |
962 |
|
|
* This is called by move_player() and attack_hth() |
963 |
|
|
* |
964 |
|
|
* Initial implementation by -bt thomas@astro.psu.edu |
965 |
|
|
*/ |
966 |
|
|
|
967 |
|
|
int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { |
968 |
|
|
sint16 tx,ty; |
969 |
|
|
mapstruct *m; |
970 |
|
|
int mflags; |
971 |
|
|
|
972 |
|
|
if(!dir) dir=pl->facing; |
973 |
|
|
tx=freearr_x[dir]; |
974 |
|
|
ty=freearr_y[dir]; |
975 |
|
|
|
976 |
|
|
/* If we don't yet have an opponent, find if one exists, and attack. |
977 |
|
|
* Legal opponents are the same as outlined in move_player_attack() |
978 |
|
|
*/ |
979 |
|
|
|
980 |
|
|
if(tmp==NULL) { |
981 |
|
|
m = pl->map; |
982 |
|
|
tx = pl->x + freearr_x[dir]; |
983 |
|
|
ty = pl->y + freearr_y[dir]; |
984 |
|
|
|
985 |
|
|
mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
986 |
|
|
if (mflags & P_OUT_OF_MAP) return 0; |
987 |
|
|
|
988 |
|
|
/* space must be blocked for there to be anything interesting to do */ |
989 |
|
|
if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; |
990 |
|
|
|
991 |
|
|
for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
992 |
|
|
if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
993 |
|
|
|| QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
994 |
|
|
|| tmp->type==LOCKED_DOOR ) { |
995 |
|
|
/* Don't attack party members */ |
996 |
|
|
if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
997 |
|
|
&& pl->contr->party==tmp->contr->party)) |
998 |
|
|
return 0; |
999 |
|
|
break; |
1000 |
|
|
} |
1001 |
|
|
} |
1002 |
|
|
if (!tmp) { |
1003 |
|
|
if(pl->type==PLAYER) |
1004 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
1005 |
|
|
return 0; |
1006 |
|
|
} |
1007 |
|
|
|
1008 |
|
|
return do_skill_attack(tmp,pl,string, skill); |
1009 |
|
|
} |
1010 |
|
|
|
1011 |
|
|
|
1012 |
|
|
/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1013 |
|
|
/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1014 |
|
|
* (attack_hth) we check for weapon use, etc in the second (the new |
1015 |
|
|
* function skill_attack() we actually attack. |
1016 |
|
|
*/ |
1017 |
|
|
|
1018 |
|
|
static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
1019 |
|
|
object *enemy=NULL,*weapon; |
1020 |
|
|
|
1021 |
|
|
if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
1022 |
|
|
for(weapon=pl->inv;weapon;weapon=weapon->below) { |
1023 |
|
|
if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
1024 |
|
|
CLEAR_FLAG(weapon,FLAG_APPLIED); |
1025 |
|
|
CLEAR_FLAG(pl,FLAG_READY_WEAPON); |
1026 |
|
|
fix_player(pl); |
1027 |
|
|
if(pl->type==PLAYER) { |
1028 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); |
1029 |
|
|
esrv_update_item(UPD_FLAGS, pl, weapon); |
1030 |
|
|
} |
1031 |
|
|
break; |
1032 |
|
|
} |
1033 |
|
|
} |
1034 |
|
|
return skill_attack(enemy,pl,dir,string, skill); |
1035 |
|
|
} |
1036 |
|
|
|
1037 |
|
|
|
1038 |
|
|
/* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1039 |
|
|
* For now we are just checking to see if we have a ready weapon here. |
1040 |
|
|
* But there is a real neato possible feature of this scheme which |
1041 |
|
|
* bears mentioning: |
1042 |
|
|
* Since we are only calling this from do_skill() in the future |
1043 |
|
|
* we may make this routine handle 'special' melee weapons attacks |
1044 |
|
|
* (like disarming manuever with sai) based on player SK_level and |
1045 |
|
|
* weapon type. |
1046 |
|
|
*/ |
1047 |
|
|
|
1048 |
|
|
static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { |
1049 |
|
|
|
1050 |
|
|
if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1051 |
|
|
if(op->type==PLAYER) |
1052 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); |
1053 |
|
|
return 0; |
1054 |
|
|
} |
1055 |
|
|
return skill_attack(NULL,op,dir,string, skill); |
1056 |
|
|
|
1057 |
|
|
} |