1 |
elmex |
1.1 |
/* |
2 |
root |
1.35 |
* CrossFire, A Multiplayer game |
3 |
pippijn |
1.26 |
* |
4 |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
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* Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
6 |
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* Copyright (C) 1992 Frank Tore Johansen |
7 |
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* |
8 |
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* This program is free software; you can redistribute it and/or modify |
9 |
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* it under the terms of the GNU General Public License as published by |
10 |
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* the Free Software Foundation; either version 2 of the License, or |
11 |
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* (at your option) any later version. |
12 |
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* |
13 |
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* This program is distributed in the hope that it will be useful, |
14 |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
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* GNU General Public License for more details. |
17 |
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* |
18 |
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* You should have received a copy of the GNU General Public License |
19 |
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* along with this program; if not, write to the Free Software |
20 |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
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* |
22 |
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* The author can be reached via e-mail to <crossfire@schmorp.de> |
23 |
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*/ |
24 |
elmex |
1.1 |
|
25 |
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/* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 |
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|
27 |
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/* Reconfigured skills code to allow linking of skills to experience |
28 |
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* categories. This is done solely through the init_new_exp_system() fctn. |
29 |
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* June/July 1995 -b.t. thomas@astro.psu.edu |
30 |
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*/ |
31 |
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32 |
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/* July 1995 - Initial associated skills coding. Experience gains |
33 |
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* come solely from the use of skills. Overcoming an opponent (in combat, |
34 |
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* finding/disarming a trap, stealing from somebeing, etc) gains |
35 |
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* experience. Calc_skill_exp() handles the gained experience using |
36 |
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* modifications in the skills[] table. - b.t. |
37 |
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*/ |
38 |
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|
39 |
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/* define the following for skills utility debuging */ |
40 |
root |
1.9 |
|
41 |
elmex |
1.1 |
/* #define SKILL_UTIL_DEBUG */ |
42 |
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43 |
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#include <global.h> |
44 |
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#include <object.h> |
45 |
root |
1.23 |
#include <sproto.h> |
46 |
root |
1.9 |
#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
47 |
elmex |
1.1 |
#include <spells.h> |
48 |
|
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|
49 |
root |
1.33 |
const uint8_t skill_flags[NUM_SKILLS] = { |
50 |
root |
1.34 |
0, // SK_NONE |
51 |
root |
1.33 |
# define def(uc, flags) flags, |
52 |
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# include "skillinc.h" |
53 |
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# undef def |
54 |
root |
1.11 |
}; |
55 |
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|
56 |
root |
1.9 |
static int attack_hth (object *pl, int dir, const char *string, object *skill); |
57 |
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static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
58 |
elmex |
1.1 |
|
59 |
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/* init_skills basically just sets up the skill_names table |
60 |
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* above. The index into the array is set up by the |
61 |
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* subtypes. |
62 |
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*/ |
63 |
root |
1.9 |
void |
64 |
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init_skills (void) |
65 |
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{ |
66 |
root |
1.33 |
for (archetype *at = first_archetype; at; at = at->next) |
67 |
root |
1.10 |
if (at->clone.type == SKILL) |
68 |
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{ |
69 |
root |
1.33 |
if (skill_names[at->clone.subtype]) |
70 |
root |
1.10 |
LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
71 |
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at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
72 |
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else |
73 |
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skill_names[at->clone.subtype] = at->clone.skill; |
74 |
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} |
75 |
elmex |
1.1 |
|
76 |
root |
1.9 |
/* This isn't really an error if there is no skill subtype set, but |
77 |
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* checking for this may catch some user errors. |
78 |
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*/ |
79 |
root |
1.33 |
for (int i = 1; i < NUM_SKILLS; i++) |
80 |
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if (!skill_names[i]) |
81 |
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LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
82 |
elmex |
1.1 |
} |
83 |
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|
84 |
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/* This function goes through the player inventory and sets |
85 |
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* up the last_skills[] array in the player object. |
86 |
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* the last_skills[] is used to more quickly lookup skills - |
87 |
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* mostly used for sending exp. |
88 |
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*/ |
89 |
root |
1.9 |
void |
90 |
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link_player_skills (object *op) |
91 |
elmex |
1.1 |
{ |
92 |
root |
1.25 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
93 |
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if (tmp->type == SKILL) |
94 |
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{ |
95 |
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/* This is really a warning, hence no else below */ |
96 |
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if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
97 |
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LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
98 |
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&op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
99 |
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100 |
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if (tmp->subtype >= NUM_SKILLS) |
101 |
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LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
102 |
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else |
103 |
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{ |
104 |
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op->contr->last_skill_ob[tmp->subtype] = tmp; |
105 |
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op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
106 |
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} |
107 |
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} |
108 |
elmex |
1.1 |
} |
109 |
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|
110 |
root |
1.49 |
static object * |
111 |
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find_skill (object *who, const shstr &sh) |
112 |
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{ |
113 |
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for (object *tmp = who->inv; tmp; tmp = tmp->below) |
114 |
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if (tmp->skill == sh && tmp->type == SKILL) |
115 |
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return tmp; |
116 |
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117 |
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return 0; |
118 |
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} |
119 |
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|
120 |
root |
1.50 |
/* This returns the skill pointer of the given name (the |
121 |
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* one that accumulates exp, has the level, etc). |
122 |
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* |
123 |
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* It is presumed that the player will be needing to actually |
124 |
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* use the skill, so thus if use of the skill requires a skill |
125 |
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* tool, this code will equip it. |
126 |
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*/ |
127 |
root |
1.49 |
object * |
128 |
|
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find_skill_by_name (object *who, const shstr &sh) |
129 |
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{ |
130 |
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object *skill_tool = 0; |
131 |
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|
132 |
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for (object *tmp = who->inv; tmp; tmp = tmp->below) |
133 |
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if (tmp->skill == sh) |
134 |
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{ |
135 |
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if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
136 |
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/* If this is a skill that can be used without applying tool, return it */ |
137 |
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return tmp->inv_splay (); |
138 |
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/* Try to find appropriate skilltool. If the player has one already |
139 |
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* applied, we try to keep using that one. |
140 |
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*/ |
141 |
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else if (tmp->type == SKILL_TOOL && !skill_tool) |
142 |
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skill_tool = tmp; |
143 |
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} |
144 |
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|
145 |
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if (!skill_tool) |
146 |
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return 0; |
147 |
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|
148 |
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/* Player has a tool to use the skill. If not applied, apply it - |
149 |
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* if not successful, return null. If they do have the skill tool |
150 |
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* but not the skill itself, give it to them. |
151 |
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*/ |
152 |
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object *skill = find_skill (who, skill_tool->skill); |
153 |
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|
154 |
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if (!skill) |
155 |
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{ |
156 |
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skill = give_skill_by_name (who, skill_tool->skill); |
157 |
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link_player_skills (who); |
158 |
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} |
159 |
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|
160 |
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skill->inv_splay (); |
161 |
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|
162 |
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if (!skill_tool->flag [FLAG_APPLIED]) |
163 |
root |
1.51 |
if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY)) |
164 |
root |
1.49 |
return 0; |
165 |
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166 |
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return skill; |
167 |
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} |
168 |
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|
169 |
root |
1.50 |
object * |
170 |
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find_skill_by_name (object *who, const char *name) |
171 |
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{ |
172 |
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if (!name) |
173 |
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return 0; |
174 |
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|
175 |
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for (object *tmp = who->inv; tmp; tmp = tmp->below) |
176 |
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if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
177 |
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&& tmp->skill.begins_with (name)) |
178 |
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if (object *skop = find_skill_by_name (who, tmp->skill)) |
179 |
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return skop; |
180 |
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|
181 |
|
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return 0; |
182 |
|
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} |
183 |
|
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|
184 |
elmex |
1.1 |
/* This returns the skill pointer of the given name (the |
185 |
root |
1.49 |
* one that accumulates exp, has the level, etc). |
186 |
elmex |
1.1 |
* |
187 |
|
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* It is presumed that the player will be needing to actually |
188 |
|
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* use the skill, so thus if use of the skill requires a skill |
189 |
|
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* tool, this code will equip it. |
190 |
|
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* |
191 |
|
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* This code is basically the same as find_skill_by_name() above, |
192 |
|
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* but instead a skill name, we search by matching number. |
193 |
|
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* this replaces find_skill. |
194 |
|
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*/ |
195 |
root |
1.9 |
object * |
196 |
|
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find_skill_by_number (object *who, int skillno) |
197 |
elmex |
1.1 |
{ |
198 |
root |
1.47 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
199 |
root |
1.50 |
if (tmp->type == SKILL && tmp->subtype == skillno) |
200 |
|
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if (object *skop = find_skill_by_name (who, tmp->skill)) |
201 |
|
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return skop; |
202 |
elmex |
1.1 |
|
203 |
root |
1.50 |
return 0; |
204 |
elmex |
1.1 |
} |
205 |
|
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|
206 |
root |
1.51 |
/* This changes the objects chosen_skill to new_skill. |
207 |
elmex |
1.1 |
* return 1 on success, 0 on error |
208 |
|
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*/ |
209 |
root |
1.51 |
bool |
210 |
|
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object::change_skill (object *new_skill) |
211 |
elmex |
1.1 |
{ |
212 |
root |
1.51 |
if (type != PLAYER) |
213 |
root |
1.9 |
return 0; |
214 |
|
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|
215 |
root |
1.40 |
// optimise this supposedly common case |
216 |
root |
1.51 |
if (new_skill == chosen_skill) |
217 |
root |
1.40 |
return 1; |
218 |
|
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|
219 |
root |
1.51 |
if (chosen_skill) |
220 |
root |
1.32 |
{ |
221 |
root |
1.51 |
chosen_skill->flag [FLAG_APPLIED] = false; |
222 |
|
|
change_abil (this, chosen_skill); |
223 |
root |
1.32 |
} |
224 |
elmex |
1.1 |
|
225 |
root |
1.51 |
chosen_skill = new_skill; |
226 |
root |
1.33 |
|
227 |
root |
1.51 |
if (chosen_skill) |
228 |
|
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{ |
229 |
|
|
chosen_skill->flag [FLAG_APPLIED] = true; |
230 |
|
|
change_abil (this, chosen_skill); |
231 |
|
|
chosen_skill->inv_splay (); |
232 |
|
|
} |
233 |
root |
1.16 |
|
234 |
root |
1.52 |
// always clear current weapon, as the selected skill could |
235 |
|
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// conflict with the current weapon skill, which would go |
236 |
|
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// undetected and exp would be given to the wrong skill. |
237 |
|
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current_weapon = 0; |
238 |
|
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|
239 |
root |
1.51 |
update_stats (); |
240 |
root |
1.9 |
return 1; |
241 |
elmex |
1.1 |
} |
242 |
|
|
|
243 |
|
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/* do_skill() - Main skills use function-similar in scope to cast_spell(). |
244 |
|
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* We handle all requests for skill use outside of some combat here. |
245 |
|
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* We require a separate routine outside of fire() so as to allow monsters |
246 |
|
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* to utilize skills. Returns 1 on use of skill, otherwise 0. |
247 |
|
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* This is changed (2002-11-30) from the old method that returned |
248 |
|
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* exp - no caller needed that info, but it also prevented the callers |
249 |
|
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* from know if a skill was actually used, as many skills don't |
250 |
|
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* give any exp for their direct use (eg, throwing). |
251 |
|
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* It returns 0 if no skill was used. |
252 |
|
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*/ |
253 |
root |
1.9 |
int |
254 |
|
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do_skill (object *op, object *part, object *skill, int dir, const char *string) |
255 |
|
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{ |
256 |
|
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int success = 0, exp = 0; |
257 |
|
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int did_alc = 0; |
258 |
|
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|
259 |
|
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if (!skill) |
260 |
|
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return 0; |
261 |
|
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|
262 |
|
|
/* The code below presumes that the skill points to the object that |
263 |
|
|
* holds the exp, level, etc of the skill. So if this is a player |
264 |
|
|
* go and try to find the actual real skill pointer, and if the |
265 |
|
|
* the player doesn't have a bucket for that, create one. |
266 |
|
|
*/ |
267 |
|
|
if (skill->type != SKILL && op->type == PLAYER) |
268 |
|
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{ |
269 |
root |
1.43 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
270 |
root |
1.28 |
if (tmp->type == SKILL && tmp->skill == skill->skill) |
271 |
root |
1.43 |
{ |
272 |
|
|
skill = tmp; |
273 |
|
|
goto found; |
274 |
|
|
} |
275 |
root |
1.28 |
|
276 |
root |
1.43 |
skill = give_skill_by_name (op, skill->skill); |
277 |
|
|
found: ; |
278 |
elmex |
1.1 |
} |
279 |
|
|
|
280 |
root |
1.9 |
// skill, by_whom, on_which_object, which direction, skill_argument |
281 |
|
|
if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
282 |
|
|
return 0; |
283 |
elmex |
1.1 |
|
284 |
root |
1.9 |
switch (skill->subtype) |
285 |
|
|
{ |
286 |
root |
1.28 |
case SK_LEVITATION: |
287 |
|
|
/* Not 100% sure if this will work with new movement code - |
288 |
|
|
* the levitation skill has move_type for flying, so when |
289 |
|
|
* equipped, that should transfer to player, when not, |
290 |
|
|
* shouldn't. |
291 |
|
|
*/ |
292 |
|
|
if (QUERY_FLAG (skill, FLAG_APPLIED)) |
293 |
|
|
{ |
294 |
|
|
CLEAR_FLAG (skill, FLAG_APPLIED); |
295 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
296 |
|
|
} |
297 |
|
|
else |
298 |
|
|
{ |
299 |
|
|
SET_FLAG (skill, FLAG_APPLIED); |
300 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
301 |
|
|
} |
302 |
|
|
|
303 |
|
|
op->update_stats (); |
304 |
|
|
success = 1; |
305 |
|
|
break; |
306 |
root |
1.5 |
|
307 |
root |
1.28 |
case SK_STEALING: |
308 |
|
|
exp = success = steal (op, dir, skill); |
309 |
|
|
break; |
310 |
root |
1.5 |
|
311 |
root |
1.28 |
case SK_LOCKPICKING: |
312 |
|
|
exp = success = pick_lock (op, dir, skill); |
313 |
|
|
break; |
314 |
root |
1.5 |
|
315 |
root |
1.28 |
case SK_HIDING: |
316 |
|
|
exp = success = hide (op, skill); |
317 |
|
|
break; |
318 |
root |
1.5 |
|
319 |
root |
1.28 |
case SK_JUMPING: |
320 |
|
|
success = jump (op, dir, skill); |
321 |
|
|
break; |
322 |
root |
1.5 |
|
323 |
root |
1.28 |
case SK_INSCRIPTION: |
324 |
|
|
exp = success = write_on_item (op, string, skill); |
325 |
|
|
break; |
326 |
root |
1.5 |
|
327 |
root |
1.28 |
case SK_MEDITATION: |
328 |
|
|
meditate (op, skill); |
329 |
|
|
success = 1; |
330 |
|
|
break; |
331 |
|
|
/* note that the following 'attack' skills gain exp through hit_player() */ |
332 |
root |
1.5 |
|
333 |
root |
1.28 |
case SK_KARATE: |
334 |
root |
1.30 |
attack_hth (op, dir, "karate-chopped", skill); |
335 |
root |
1.28 |
break; |
336 |
root |
1.5 |
|
337 |
root |
1.28 |
case SK_PUNCHING: |
338 |
root |
1.30 |
attack_hth (op, dir, "punched", skill); |
339 |
root |
1.28 |
break; |
340 |
root |
1.5 |
|
341 |
root |
1.28 |
case SK_FLAME_TOUCH: |
342 |
root |
1.30 |
attack_hth (op, dir, "flamed", skill); |
343 |
root |
1.28 |
break; |
344 |
elmex |
1.1 |
|
345 |
root |
1.28 |
case SK_SPARK_TOUCH: |
346 |
root |
1.30 |
attack_hth (op, dir, "zapped", skill); |
347 |
root |
1.28 |
break; |
348 |
elmex |
1.1 |
|
349 |
root |
1.28 |
case SK_SHIVER: |
350 |
root |
1.30 |
attack_hth (op, dir, "froze", skill); |
351 |
root |
1.28 |
break; |
352 |
elmex |
1.1 |
|
353 |
root |
1.28 |
case SK_ACID_SPLASH: |
354 |
root |
1.30 |
attack_hth (op, dir, "dissolved", skill); |
355 |
root |
1.28 |
break; |
356 |
elmex |
1.1 |
|
357 |
root |
1.28 |
case SK_POISON_NAIL: |
358 |
root |
1.30 |
attack_hth (op, dir, "injected poison into", skill); |
359 |
root |
1.28 |
break; |
360 |
elmex |
1.1 |
|
361 |
root |
1.28 |
case SK_CLAWING: |
362 |
root |
1.30 |
attack_hth (op, dir, "clawed", skill); |
363 |
root |
1.28 |
break; |
364 |
root |
1.5 |
|
365 |
root |
1.28 |
case SK_ONE_HANDED_WEAPON: |
366 |
|
|
case SK_TWO_HANDED_WEAPON: |
367 |
root |
1.30 |
attack_melee_weapon (op, dir, NULL, skill); |
368 |
root |
1.28 |
break; |
369 |
root |
1.5 |
|
370 |
root |
1.28 |
case SK_FIND_TRAPS: |
371 |
|
|
exp = success = find_traps (op, skill); |
372 |
|
|
break; |
373 |
root |
1.5 |
|
374 |
root |
1.28 |
case SK_SINGING: |
375 |
|
|
exp = success = singing (op, dir, skill); |
376 |
|
|
break; |
377 |
root |
1.5 |
|
378 |
root |
1.28 |
case SK_ORATORY: |
379 |
|
|
exp = success = use_oratory (op, dir, skill); |
380 |
|
|
break; |
381 |
root |
1.5 |
|
382 |
root |
1.28 |
case SK_SMITHERY: |
383 |
|
|
case SK_BOWYER: |
384 |
|
|
case SK_JEWELER: |
385 |
|
|
case SK_ALCHEMY: |
386 |
|
|
case SK_THAUMATURGY: |
387 |
|
|
case SK_LITERACY: |
388 |
|
|
case SK_WOODSMAN: |
389 |
|
|
/* first, we try to find a cauldron, and do the alchemy thing. |
390 |
|
|
* failing that, we go and identify stuff. |
391 |
|
|
*/ |
392 |
root |
1.43 |
for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
393 |
root |
1.28 |
{ |
394 |
|
|
next = tmp->above; |
395 |
root |
1.17 |
|
396 |
root |
1.28 |
if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
397 |
|
|
{ |
398 |
|
|
attempt_do_alchemy (op, tmp); |
399 |
root |
1.17 |
|
400 |
root |
1.28 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
401 |
|
|
esrv_send_inventory (op, tmp); |
402 |
root |
1.17 |
|
403 |
root |
1.28 |
did_alc = 1; |
404 |
|
|
} |
405 |
|
|
} |
406 |
root |
1.17 |
|
407 |
root |
1.28 |
if (did_alc == 0) |
408 |
|
|
exp = success = skill_ident (op, skill); |
409 |
root |
1.17 |
|
410 |
root |
1.28 |
break; |
411 |
root |
1.5 |
|
412 |
root |
1.28 |
case SK_DET_MAGIC: |
413 |
|
|
case SK_DET_CURSE: |
414 |
|
|
exp = success = skill_ident (op, skill); |
415 |
|
|
break; |
416 |
root |
1.5 |
|
417 |
root |
1.28 |
case SK_DISARM_TRAPS: |
418 |
|
|
exp = success = remove_trap (op, dir, skill); |
419 |
|
|
break; |
420 |
root |
1.5 |
|
421 |
root |
1.28 |
case SK_THROWING: |
422 |
|
|
success = skill_throw (op, part, dir, string, skill); |
423 |
|
|
break; |
424 |
root |
1.5 |
|
425 |
root |
1.28 |
case SK_SET_TRAP: |
426 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
427 |
|
|
break; |
428 |
root |
1.5 |
|
429 |
root |
1.28 |
case SK_USE_MAGIC_ITEM: |
430 |
|
|
case SK_MISSILE_WEAPON: |
431 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
432 |
|
|
break; |
433 |
root |
1.5 |
|
434 |
root |
1.28 |
case SK_PRAYING: |
435 |
|
|
success = pray (op, skill); |
436 |
|
|
break; |
437 |
root |
1.5 |
|
438 |
root |
1.28 |
case SK_BARGAINING: |
439 |
|
|
success = describe_shop (op); |
440 |
|
|
break; |
441 |
elmex |
1.1 |
|
442 |
root |
1.28 |
case SK_SORCERY: |
443 |
|
|
case SK_EVOCATION: |
444 |
|
|
case SK_PYROMANCY: |
445 |
|
|
case SK_SUMMONING: |
446 |
|
|
case SK_CLIMBING: |
447 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
448 |
|
|
break; |
449 |
root |
1.5 |
|
450 |
root |
1.28 |
default: |
451 |
|
|
LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
452 |
|
|
break; |
453 |
elmex |
1.1 |
} |
454 |
|
|
|
455 |
root |
1.9 |
/* For players we now update the speed_left from using the skill. |
456 |
|
|
* Monsters have no skill use time because of the random nature in |
457 |
|
|
* which use_monster_skill is called already simulates this. |
458 |
|
|
* If certain skills should take more/less time, that should be |
459 |
|
|
* in the code for the skill itself. |
460 |
|
|
*/ |
461 |
|
|
|
462 |
|
|
if (op->type == PLAYER) |
463 |
root |
1.45 |
op->speed_left -= 1.f; |
464 |
root |
1.9 |
|
465 |
|
|
/* this is a good place to add experience for successfull use of skills. |
466 |
|
|
* Note that add_exp() will figure out player/monster experience |
467 |
|
|
* gain problems. |
468 |
|
|
*/ |
469 |
|
|
|
470 |
|
|
if (success && exp) |
471 |
|
|
change_exp (op, exp, skill->skill, 0); |
472 |
|
|
|
473 |
|
|
return success; |
474 |
elmex |
1.1 |
} |
475 |
|
|
|
476 |
|
|
/* calc_skill_exp() - calculates amount of experience can be gained for |
477 |
|
|
* successfull use of a skill. Returns value of experience gain. |
478 |
|
|
* Here we take the view that a player must 'overcome an opponent' |
479 |
|
|
* in order to gain experience. Examples include foes killed combat, |
480 |
|
|
* finding/disarming a trap, stealing from somebeing, etc. |
481 |
|
|
* The gained experience is based primarily on the difference in levels, |
482 |
|
|
* exp point value of vanquished foe, the relevent stats of the skill being |
483 |
|
|
* used and modifications in the skills[] table. |
484 |
|
|
* |
485 |
|
|
* For now, monsters and players will be treated differently. Below I give |
486 |
|
|
* the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. |
487 |
|
|
* Monsters just get 10% of the exp of the opponent. |
488 |
|
|
* |
489 |
|
|
* players get a ratio, eg, opponent lvl / player level. This is then |
490 |
|
|
* multiplied by various things. If simple exp is true, then |
491 |
|
|
* this multiplier, include the level difference, is always 1. |
492 |
|
|
* This revised method prevents some cases where there are big gaps |
493 |
|
|
* in the amount you get just because you are now equal level vs lower |
494 |
|
|
* level |
495 |
|
|
* who is player/creature that used the skill. |
496 |
|
|
* op is the object that was 'defeated'. |
497 |
|
|
* skill is the skill used. If no skill is used, it should just |
498 |
|
|
* point back to who. |
499 |
|
|
* |
500 |
|
|
*/ |
501 |
root |
1.9 |
int |
502 |
|
|
calc_skill_exp (object *who, object *op, object *skill) |
503 |
|
|
{ |
504 |
|
|
int op_exp = 0, op_lvl = 0; |
505 |
|
|
float base, value, lvl_mult = 0.0; |
506 |
|
|
|
507 |
|
|
if (!skill) |
508 |
|
|
skill = who; |
509 |
|
|
|
510 |
|
|
/* Oct 95 - where we have an object, I expanded our treatment |
511 |
|
|
* to 3 cases: |
512 |
|
|
* non-living magic obj, runes and everything else. |
513 |
|
|
* |
514 |
|
|
* If an object is not alive and magical we set the base exp higher to |
515 |
|
|
* help out exp awards for skill_ident skills. Also, if |
516 |
|
|
* an item is type RUNE, we give out exp based on stats.Cha |
517 |
|
|
* and level (this was the old system) -b.t. |
518 |
|
|
*/ |
519 |
|
|
|
520 |
|
|
if (!op) |
521 |
|
|
{ /* no item/creature */ |
522 |
|
|
op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
523 |
|
|
op_exp = 0; |
524 |
|
|
} |
525 |
|
|
else if (op->type == RUNE || op->type == TRAP) |
526 |
|
|
{ /* all traps. If stats.Cha > 1 we use that |
527 |
root |
1.5 |
* for the amount of experience */ |
528 |
root |
1.9 |
op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
529 |
|
|
op_lvl = op->level; |
530 |
|
|
} |
531 |
|
|
else |
532 |
|
|
{ /* all other items/living creatures */ |
533 |
|
|
op_exp = op->stats.exp; |
534 |
|
|
op_lvl = op->level; |
535 |
|
|
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
536 |
|
|
{ /* for ident/make items */ |
537 |
|
|
op_lvl += 5 * abs (op->magic); |
538 |
|
|
} |
539 |
|
|
} |
540 |
|
|
|
541 |
|
|
if (op_lvl < 1) |
542 |
|
|
op_lvl = 1; |
543 |
|
|
|
544 |
|
|
if (who->type != PLAYER) |
545 |
|
|
{ /* for monsters only */ |
546 |
|
|
return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
547 |
|
|
} |
548 |
|
|
else |
549 |
|
|
{ /* for players */ |
550 |
|
|
base = op_exp; |
551 |
|
|
/* if skill really is a skill, then we can look at the skill archetype for |
552 |
|
|
* bse reward value (exp) and level multiplier factor. |
553 |
|
|
*/ |
554 |
|
|
if (skill->type == SKILL) |
555 |
|
|
{ |
556 |
|
|
base += skill->arch->clone.stats.exp; |
557 |
|
|
if (settings.simple_exp) |
558 |
|
|
{ |
559 |
|
|
if (skill->arch->clone.level) |
560 |
|
|
lvl_mult = (float) skill->arch->clone.level / 100.0; |
561 |
|
|
else |
562 |
|
|
lvl_mult = 1.0; /* no adjustment */ |
563 |
root |
1.5 |
} |
564 |
root |
1.9 |
else |
565 |
|
|
{ |
566 |
|
|
if (skill->level) |
567 |
|
|
lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
568 |
|
|
else |
569 |
|
|
lvl_mult = 1.0; |
570 |
root |
1.5 |
} |
571 |
root |
1.9 |
} |
572 |
|
|
else |
573 |
|
|
{ |
574 |
|
|
/* Don't divide by zero here! */ |
575 |
|
|
lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
576 |
root |
1.5 |
} |
577 |
elmex |
1.1 |
} |
578 |
root |
1.9 |
|
579 |
|
|
/* assemble the exp total, and return value */ |
580 |
|
|
|
581 |
|
|
value = base * lvl_mult; |
582 |
|
|
if (value < 1) |
583 |
|
|
value = 1; /* Always give at least 1 exp point */ |
584 |
|
|
|
585 |
elmex |
1.1 |
#ifdef SKILL_UTIL_DEBUG |
586 |
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); |
587 |
elmex |
1.1 |
#endif |
588 |
root |
1.9 |
return ((int) value); |
589 |
elmex |
1.1 |
} |
590 |
|
|
|
591 |
|
|
/* Learn skill. This inserts the requested skill in the player's |
592 |
|
|
* inventory. The skill field of the scroll should have the |
593 |
|
|
* exact name of the requested skill. |
594 |
|
|
* This one actually teaches the player the skill as something |
595 |
|
|
* they can equip. |
596 |
|
|
* Return 0 if the player knows the skill, 1 if the |
597 |
|
|
* player learns the skill, 2 otherwise. |
598 |
|
|
*/ |
599 |
|
|
int |
600 |
root |
1.9 |
learn_skill (object *pl, object *scroll) |
601 |
|
|
{ |
602 |
|
|
if (!scroll->skill) |
603 |
|
|
{ |
604 |
|
|
LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
605 |
|
|
return 2; |
606 |
elmex |
1.1 |
} |
607 |
|
|
|
608 |
root |
1.50 |
object *tmp = find_skill (pl, scroll->skill); |
609 |
elmex |
1.1 |
|
610 |
root |
1.9 |
/* player already knows it */ |
611 |
|
|
if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
612 |
|
|
return 0; |
613 |
elmex |
1.1 |
|
614 |
root |
1.9 |
/* now a random change to learn, based on player Int. |
615 |
|
|
* give bonus based on level - otherwise stupid characters |
616 |
|
|
* might never be able to learn anything. |
617 |
|
|
*/ |
618 |
|
|
if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
619 |
|
|
return 2; /* failure :< */ |
620 |
elmex |
1.1 |
|
621 |
root |
1.9 |
if (!tmp) |
622 |
|
|
tmp = give_skill_by_name (pl, scroll->skill); |
623 |
elmex |
1.1 |
|
624 |
root |
1.9 |
if (!tmp) |
625 |
|
|
{ |
626 |
|
|
LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
627 |
|
|
return 2; |
628 |
elmex |
1.1 |
} |
629 |
|
|
|
630 |
root |
1.9 |
SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
631 |
|
|
link_player_skills (pl); |
632 |
|
|
return 1; |
633 |
elmex |
1.1 |
} |
634 |
|
|
|
635 |
|
|
/* Gives a percentage clipped to 0% -> 100% of a/b. */ |
636 |
|
|
/* Probably belongs in some global utils-type file? */ |
637 |
root |
1.9 |
static int |
638 |
|
|
clipped_percent (sint64 a, sint64 b) |
639 |
elmex |
1.1 |
{ |
640 |
|
|
int rv; |
641 |
|
|
|
642 |
|
|
if (b <= 0) |
643 |
|
|
return 0; |
644 |
|
|
|
645 |
root |
1.9 |
rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
646 |
|
|
|
647 |
elmex |
1.1 |
if (rv < 0) |
648 |
|
|
return 0; |
649 |
|
|
else if (rv > 100) |
650 |
|
|
return 100; |
651 |
root |
1.9 |
|
652 |
elmex |
1.1 |
return rv; |
653 |
|
|
} |
654 |
|
|
|
655 |
|
|
/* show_skills() - Meant to allow players to examine |
656 |
|
|
* their current skill list. |
657 |
|
|
* This shows the amount of exp they have in the skills. |
658 |
|
|
* we also include some other non skill related info (god, |
659 |
|
|
* max weapon improvments, item power). |
660 |
|
|
* Note this function is a bit more complicated becauase we |
661 |
|
|
* we want ot sort the skills before printing them. If we |
662 |
|
|
* just dumped this as we found it, this would be a bit |
663 |
|
|
* simpler. |
664 |
|
|
*/ |
665 |
root |
1.9 |
|
666 |
|
|
void |
667 |
|
|
show_skills (object *op, const char *search) |
668 |
|
|
{ |
669 |
|
|
object *tmp = NULL; |
670 |
|
|
char buf[MAX_BUF]; |
671 |
|
|
const char *cp; |
672 |
|
|
int i, num_skills_found = 0; |
673 |
|
|
static const char *const periods = "........................................"; |
674 |
|
|
|
675 |
|
|
/* Need to have a pointer and use strdup for qsort to work properly */ |
676 |
|
|
char skills[NUM_SKILLS][MAX_BUF]; |
677 |
|
|
|
678 |
|
|
|
679 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
680 |
|
|
{ |
681 |
|
|
if (tmp->type == SKILL) |
682 |
|
|
{ |
683 |
|
|
if (search && strstr (tmp->name, search) == NULL) |
684 |
|
|
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 |
|
|
{ |
691 |
root |
1.20 |
sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
692 |
|
|
buf, tmp->level, tmp->stats.exp, |
693 |
|
|
level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
694 |
root |
1.9 |
} |
695 |
|
|
else |
696 |
|
|
{ |
697 |
root |
1.20 |
sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
698 |
|
|
buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
699 |
root |
1.5 |
} |
700 |
root |
1.9 |
/* I don't know why some characters get a bunch of skills, but |
701 |
|
|
* it sometimes happens (maybe a leftover from bugier earlier code |
702 |
|
|
* and those character are still about). In any case, lets handle |
703 |
|
|
* it so it doesn't crash the server - otherwise, one character may |
704 |
|
|
* crash the server numerous times. |
705 |
|
|
*/ |
706 |
|
|
if (num_skills_found >= NUM_SKILLS) |
707 |
|
|
{ |
708 |
|
|
new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
709 |
|
|
new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
710 |
|
|
break; |
711 |
root |
1.5 |
} |
712 |
|
|
} |
713 |
elmex |
1.1 |
} |
714 |
|
|
|
715 |
root |
1.9 |
clear_win_info (op); |
716 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
717 |
|
|
if (num_skills_found > 1) |
718 |
root |
1.27 |
qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
719 |
elmex |
1.1 |
|
720 |
root |
1.9 |
for (i = 0; i < num_skills_found; i++) |
721 |
root |
1.27 |
new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
722 |
elmex |
1.1 |
|
723 |
root |
1.9 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
724 |
elmex |
1.1 |
|
725 |
root |
1.9 |
cp = determine_god (op); |
726 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
727 |
elmex |
1.1 |
|
728 |
root |
1.9 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
729 |
|
|
op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
730 |
elmex |
1.1 |
} |
731 |
|
|
|
732 |
|
|
/* use_skill() - similar to invoke command, it executes the skill in the |
733 |
|
|
* direction that the user is facing. Returns false if we are unable to |
734 |
|
|
* change to the requested skill, or were unable to use the skill properly. |
735 |
|
|
* This is tricky because skills can have spaces. We basically roll |
736 |
|
|
* our own find_skill_by_name so we can try to do better string matching. |
737 |
|
|
*/ |
738 |
root |
1.9 |
int |
739 |
|
|
use_skill (object *op, const char *string) |
740 |
|
|
{ |
741 |
|
|
object *skop; |
742 |
|
|
size_t len; |
743 |
|
|
|
744 |
|
|
if (!string) |
745 |
|
|
return 0; |
746 |
|
|
|
747 |
root |
1.50 |
for (skop = op->inv; skop; skop = skop->below) |
748 |
root |
1.9 |
{ |
749 |
root |
1.50 |
if (skop->type == SKILL |
750 |
|
|
&& QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
751 |
|
|
&& !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
752 |
root |
1.9 |
break; |
753 |
root |
1.50 |
else if (skop->type == SKILL_TOOL |
754 |
|
|
&& !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
755 |
root |
1.9 |
break; |
756 |
elmex |
1.1 |
} |
757 |
root |
1.50 |
|
758 |
root |
1.9 |
if (!skop) |
759 |
|
|
{ |
760 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
761 |
|
|
return 0; |
762 |
elmex |
1.1 |
} |
763 |
|
|
|
764 |
root |
1.9 |
len = strlen (skop->skill); |
765 |
elmex |
1.1 |
|
766 |
root |
1.9 |
/* All this logic goes and skips over the skill name to find any |
767 |
|
|
* options given to the skill. Its pretty simple - if there |
768 |
|
|
* are extra parameters (as deteremined by string length), we |
769 |
|
|
* want to skip over any leading spaces. |
770 |
|
|
*/ |
771 |
|
|
if (len >= strlen (string)) |
772 |
root |
1.50 |
string = NULL; |
773 |
root |
1.9 |
else |
774 |
|
|
{ |
775 |
|
|
string += len; |
776 |
|
|
while (*string == 0x20) |
777 |
|
|
string++; |
778 |
root |
1.50 |
|
779 |
root |
1.9 |
if (strlen (string) == 0) |
780 |
|
|
string = NULL; |
781 |
|
|
} |
782 |
|
|
|
783 |
elmex |
1.1 |
#ifdef SKILL_UTIL_DEBUG |
784 |
root |
1.9 |
LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
785 |
elmex |
1.1 |
#endif |
786 |
|
|
|
787 |
root |
1.9 |
if (do_skill (op, op, skop, op->facing, string)) |
788 |
|
|
return 1; |
789 |
|
|
|
790 |
|
|
return 0; |
791 |
elmex |
1.1 |
} |
792 |
|
|
|
793 |
root |
1.16 |
static bool |
794 |
|
|
hth_skill_p (object *skill) |
795 |
|
|
{ |
796 |
root |
1.33 |
return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
797 |
root |
1.16 |
} |
798 |
|
|
|
799 |
|
|
/* This finds the first unarmed skill the player has, and returns it. |
800 |
elmex |
1.1 |
*/ |
801 |
root |
1.9 |
static object * |
802 |
root |
1.16 |
find_player_hth_skill (object *op) |
803 |
elmex |
1.1 |
{ |
804 |
root |
1.16 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
805 |
|
|
if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
806 |
|
|
return tmp; |
807 |
elmex |
1.1 |
|
808 |
root |
1.16 |
return 0; |
809 |
elmex |
1.1 |
} |
810 |
|
|
|
811 |
|
|
/* do_skill_attack() - We have got an appropriate opponent from either |
812 |
|
|
* move_player_attack() or skill_attack(). In this part we get on with |
813 |
|
|
* attacking, take care of messages from the attack and changes in invisible. |
814 |
|
|
* Returns true if the attack damaged the opponent. |
815 |
|
|
* tmp is the targetted monster. |
816 |
|
|
* op is what is attacking |
817 |
|
|
* string is passed along to describe what messages to describe |
818 |
|
|
* the damage. |
819 |
|
|
*/ |
820 |
root |
1.9 |
static int |
821 |
|
|
do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
822 |
|
|
{ |
823 |
|
|
if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
824 |
|
|
return RESULT_INT (0); |
825 |
|
|
|
826 |
|
|
/* For Players only: if there is no ready weapon, and no "attack" skill |
827 |
|
|
* is readied either then try to find a skill for the player to use. |
828 |
|
|
* it is presumed that if skill is set, it is a valid attack skill (eg, |
829 |
|
|
* the caller should have set it appropriately). We still want to pass |
830 |
|
|
* through that code if skill is set to change to the skill. |
831 |
|
|
*/ |
832 |
root |
1.35 |
if (player *pl = op->contr) |
833 |
root |
1.9 |
{ |
834 |
root |
1.35 |
if (!pl->combat_ob) |
835 |
root |
1.9 |
{ |
836 |
root |
1.35 |
if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
837 |
root |
1.9 |
{ |
838 |
root |
1.35 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
839 |
|
|
if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
840 |
|
|
break; |
841 |
|
|
|
842 |
|
|
if (!tmp) |
843 |
root |
1.52 |
LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
844 |
root |
1.9 |
|
845 |
root |
1.51 |
pl->combat_ob = tmp; |
846 |
root |
1.35 |
} |
847 |
root |
1.52 |
|
848 |
|
|
if (!pl->combat_ob) |
849 |
root |
1.35 |
{ |
850 |
|
|
if (!skill) |
851 |
|
|
{ |
852 |
|
|
/* See if the players chosen skill is a combat skill, and use |
853 |
|
|
* it if appropriate. |
854 |
|
|
*/ |
855 |
|
|
if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
856 |
|
|
skill = op->chosen_skill; |
857 |
|
|
else |
858 |
root |
1.9 |
{ |
859 |
root |
1.35 |
skill = find_player_hth_skill (op); |
860 |
|
|
|
861 |
|
|
if (!skill) |
862 |
root |
1.52 |
new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
863 |
root |
1.5 |
} |
864 |
|
|
} |
865 |
root |
1.35 |
|
866 |
root |
1.52 |
op->change_skill (0); |
867 |
root |
1.51 |
apply_special (op, skill, AP_APPLY); |
868 |
root |
1.5 |
} |
869 |
root |
1.16 |
|
870 |
root |
1.35 |
if (!pl->combat_ob) |
871 |
|
|
{ |
872 |
|
|
LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
873 |
root |
1.16 |
return 0; |
874 |
root |
1.5 |
} |
875 |
root |
1.9 |
} |
876 |
root |
1.35 |
|
877 |
root |
1.44 |
if (!op->change_weapon (pl->combat_ob)) |
878 |
|
|
return 0; |
879 |
root |
1.9 |
|
880 |
root |
1.38 |
/* lose invisiblity/hiding status for running attacks */ |
881 |
root |
1.35 |
if (pl->tmp_invis) |
882 |
|
|
{ |
883 |
|
|
pl->tmp_invis = 0; |
884 |
|
|
op->invisible = 0; |
885 |
|
|
op->hide = 0; |
886 |
|
|
update_object (op, UP_OBJ_CHANGE); |
887 |
root |
1.5 |
} |
888 |
elmex |
1.1 |
} |
889 |
|
|
|
890 |
root |
1.31 |
int success = attack_ob (tmp, op); |
891 |
root |
1.9 |
|
892 |
|
|
/* print appropriate messages to the player */ |
893 |
|
|
|
894 |
root |
1.31 |
if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
895 |
root |
1.9 |
{ |
896 |
|
|
if (op->type == PLAYER) |
897 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
898 |
|
|
else if (tmp->type == PLAYER) |
899 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
900 |
|
|
} |
901 |
root |
1.30 |
|
902 |
root |
1.9 |
return success; |
903 |
|
|
} |
904 |
elmex |
1.1 |
|
905 |
|
|
/* skill_attack() - Core routine for use when we attack using a skills |
906 |
|
|
* system. In essence, this code handles |
907 |
|
|
* all skill-based attacks, ie hth, missile and melee weapons should be |
908 |
|
|
* treated here. If an opponent is already supplied by move_player(), |
909 |
|
|
* we move right onto do_skill_attack(), otherwise we find if an |
910 |
|
|
* appropriate opponent exists. |
911 |
|
|
* |
912 |
|
|
* This is called by move_player() and attack_hth() |
913 |
|
|
* |
914 |
|
|
* Initial implementation by -bt thomas@astro.psu.edu |
915 |
|
|
*/ |
916 |
root |
1.9 |
int |
917 |
|
|
skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
918 |
|
|
{ |
919 |
|
|
sint16 tx, ty; |
920 |
root |
1.13 |
maptile *m; |
921 |
root |
1.9 |
int mflags; |
922 |
|
|
|
923 |
|
|
if (!dir) |
924 |
|
|
dir = pl->facing; |
925 |
root |
1.16 |
|
926 |
root |
1.9 |
tx = freearr_x[dir]; |
927 |
|
|
ty = freearr_y[dir]; |
928 |
|
|
|
929 |
|
|
/* If we don't yet have an opponent, find if one exists, and attack. |
930 |
|
|
* Legal opponents are the same as outlined in move_player_attack() |
931 |
|
|
*/ |
932 |
root |
1.31 |
if (!tmp) |
933 |
root |
1.9 |
{ |
934 |
|
|
m = pl->map; |
935 |
|
|
tx = pl->x + freearr_x[dir]; |
936 |
|
|
ty = pl->y + freearr_y[dir]; |
937 |
|
|
|
938 |
|
|
mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
939 |
|
|
if (mflags & P_OUT_OF_MAP) |
940 |
|
|
return 0; |
941 |
|
|
|
942 |
|
|
/* space must be blocked for there to be anything interesting to do */ |
943 |
|
|
if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
944 |
|
|
return 0; |
945 |
|
|
|
946 |
root |
1.21 |
for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
947 |
root |
1.9 |
if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
948 |
|
|
{ |
949 |
|
|
/* Don't attack party members */ |
950 |
|
|
if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
951 |
|
|
return 0; |
952 |
root |
1.31 |
|
953 |
root |
1.9 |
break; |
954 |
|
|
} |
955 |
elmex |
1.1 |
} |
956 |
root |
1.31 |
|
957 |
root |
1.9 |
if (!tmp) |
958 |
|
|
{ |
959 |
|
|
if (pl->type == PLAYER) |
960 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
961 |
root |
1.31 |
|
962 |
root |
1.9 |
return 0; |
963 |
elmex |
1.1 |
} |
964 |
|
|
|
965 |
root |
1.9 |
return do_skill_attack (tmp, pl, string, skill); |
966 |
elmex |
1.1 |
} |
967 |
|
|
|
968 |
|
|
/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
969 |
root |
1.9 |
|
970 |
elmex |
1.1 |
/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
971 |
|
|
* (attack_hth) we check for weapon use, etc in the second (the new |
972 |
|
|
* function skill_attack() we actually attack. |
973 |
|
|
*/ |
974 |
root |
1.9 |
static int |
975 |
|
|
attack_hth (object *pl, int dir, const char *string, object *skill) |
976 |
|
|
{ |
977 |
|
|
object *enemy = NULL, *weapon; |
978 |
elmex |
1.1 |
|
979 |
root |
1.9 |
if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
980 |
|
|
for (weapon = pl->inv; weapon; weapon = weapon->below) |
981 |
|
|
{ |
982 |
|
|
if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
983 |
|
|
{ |
984 |
|
|
CLEAR_FLAG (weapon, FLAG_APPLIED); |
985 |
|
|
CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
986 |
root |
1.22 |
pl->update_stats (); |
987 |
root |
1.9 |
if (pl->type == PLAYER) |
988 |
|
|
{ |
989 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
990 |
|
|
esrv_update_item (UPD_FLAGS, pl, weapon); |
991 |
|
|
} |
992 |
root |
1.37 |
|
993 |
root |
1.9 |
break; |
994 |
|
|
} |
995 |
|
|
} |
996 |
root |
1.30 |
|
997 |
root |
1.9 |
return skill_attack (enemy, pl, dir, string, skill); |
998 |
elmex |
1.1 |
} |
999 |
|
|
|
1000 |
|
|
/* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1001 |
|
|
* For now we are just checking to see if we have a ready weapon here. |
1002 |
|
|
* But there is a real neato possible feature of this scheme which |
1003 |
|
|
* bears mentioning: |
1004 |
|
|
* Since we are only calling this from do_skill() in the future |
1005 |
|
|
* we may make this routine handle 'special' melee weapons attacks |
1006 |
|
|
* (like disarming manuever with sai) based on player SK_level and |
1007 |
|
|
* weapon type. |
1008 |
|
|
*/ |
1009 |
root |
1.9 |
static int |
1010 |
|
|
attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1011 |
|
|
{ |
1012 |
elmex |
1.1 |
|
1013 |
root |
1.9 |
if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1014 |
|
|
{ |
1015 |
|
|
if (op->type == PLAYER) |
1016 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1017 |
root |
1.30 |
|
1018 |
root |
1.9 |
return 0; |
1019 |
elmex |
1.1 |
} |
1020 |
root |
1.30 |
|
1021 |
root |
1.9 |
return skill_attack (NULL, op, dir, string, skill); |
1022 |
root |
1.51 |
} |
1023 |
elmex |
1.1 |
|