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48 | #include <spells.h> |
48 | #include <spells.h> |
49 | |
49 | |
50 | /* Table of unarmed attack skills. Terminated by -1. This |
50 | /* Table of unarmed attack skills. Terminated by -1. This |
51 | * is also the list that we should try to use skills when |
51 | * is also the list that we should try to use skills when |
52 | * automatically applying one for the player. |
52 | * automatically applying one for the player. |
53 | * Note it is hardcoded in the skill_util.c that dragons always |
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54 | * want clawing if possible. |
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55 | */ |
53 | */ |
56 | static uint8 unarmed_skills[] = { |
54 | static uint8 unarmed_skills[] = { |
57 | SK_KARATE, |
55 | SK_KARATE, |
58 | SK_CLAWING, |
56 | SK_CLAWING, |
59 | SK_FLAME_TOUCH, |
57 | SK_FLAME_TOUCH, |
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241 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
239 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
242 | { |
240 | { |
243 | if (apply_special (who, skill_tool, 0)) |
241 | if (apply_special (who, skill_tool, 0)) |
244 | return NULL; |
242 | return NULL; |
245 | } |
243 | } |
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244 | |
246 | if (!skill) |
245 | if (!skill) |
247 | { |
246 | { |
248 | skill = give_skill_by_name (who, skill_tool->skill); |
247 | skill = give_skill_by_name (who, skill_tool->skill); |
249 | link_player_skills (who); |
248 | link_player_skills (who); |
250 | } |
249 | } |
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250 | |
251 | return skill; |
251 | return skill; |
252 | } |
252 | } |
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253 | |
253 | return NULL; |
254 | return NULL; |
254 | } |
255 | } |
255 | |
256 | |
256 | /* This changes the objects skill to new_skill. |
257 | /* This changes the objects skill to new_skill. |
257 | * note that this function doesn't always need to get used - |
258 | * note that this function doesn't always need to get used - |
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278 | if (who->chosen_skill && who->chosen_skill == new_skill) |
279 | if (who->chosen_skill && who->chosen_skill == new_skill) |
279 | { |
280 | { |
280 | /* optimization for changing skill to current skill */ |
281 | /* optimization for changing skill to current skill */ |
281 | if (who->type == PLAYER && !(flag & 0x1)) |
282 | if (who->type == PLAYER && !(flag & 0x1)) |
282 | who->contr->shoottype = range_skill; |
283 | who->contr->shoottype = range_skill; |
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284 | |
283 | return 1; |
285 | return 1; |
284 | } |
286 | } |
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287 | |
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288 | // move skill to front, so it will be preferred next time |
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289 | new_skill->remove (); |
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290 | who->insert (new_skill); |
285 | |
291 | |
286 | if (!new_skill || who->chosen_skill) |
292 | if (!new_skill || who->chosen_skill) |
287 | if (who->chosen_skill) |
293 | if (who->chosen_skill) |
288 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
294 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
289 | |
295 | |
290 | /* Only goal in this case was to unapply a skill */ |
296 | /* Only goal in this case was to unapply a skill */ |
291 | if (!new_skill) |
297 | if (!new_skill) |
292 | return 0; |
298 | return 0; |
293 | |
299 | |
294 | if (apply_special (who, new_skill, AP_APPLY)) |
300 | if (apply_special (who, new_skill, AP_APPLY)) |
295 | { |
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296 | return 0; |
301 | return 0; |
297 | } |
302 | |
298 | if (flag & 0x1) |
303 | if (flag & 0x1) |
299 | who->contr->shoottype = (rangetype) old_range; |
304 | who->contr->shoottype = (rangetype)old_range; |
300 | |
305 | |
301 | return 1; |
306 | return 1; |
302 | } |
307 | } |
303 | |
308 | |
304 | /* This function just clears the chosen_skill and range_skill values |
309 | /* This function just clears the chosen_skill and range_skill values |
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874 | return 1; |
879 | return 1; |
875 | |
880 | |
876 | return 0; |
881 | return 0; |
877 | } |
882 | } |
878 | |
883 | |
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884 | static bool |
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885 | hth_skill_p (object *skill) |
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886 | { |
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887 | for (int i = 0; i < sizeof (unarmed_skills); ++i) |
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888 | if (skill->subtype == unarmed_skills[i]) |
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889 | return 1; |
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890 | |
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891 | return 0; |
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892 | } |
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893 | |
879 | /* This finds the best unarmed skill the player has, and returns |
894 | /* This finds the first unarmed skill the player has, and returns it. |
880 | * it. Best can vary a little - we consider clawing to always |
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881 | * be the best for dragons. |
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882 | * This could be more intelligent, eg, look at the skill level |
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883 | * of the skill and go from there (eg, a level 40 puncher is |
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884 | * is probably better than level 1 karate). OTOH, if you |
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885 | * don't bother to set up your skill properly, that is the players |
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886 | * problem (although, it might be nice to have a preferred skill |
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887 | * field the player can set. |
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888 | * Unlike the old code, we don't give out any skills - it is |
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889 | * possible you just don't have any ability to get into unarmed |
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890 | * combat. If everyone race/class should have one, this should |
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891 | * be handled in the starting treasurelists, not in the code. |
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892 | */ |
895 | */ |
893 | static object * |
896 | static object * |
894 | find_best_player_hth_skill (object *op) |
897 | find_player_hth_skill (object *op) |
895 | { |
898 | { |
896 | object *tmp, *best_skill = NULL; |
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897 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
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898 | |
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899 | for (tmp = op->inv; tmp; tmp = tmp->below) |
899 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
900 | { |
900 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
901 | if (tmp->type == SKILL) |
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902 | { |
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903 | if (dragon && tmp->subtype == SK_CLAWING) |
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904 | return tmp; |
901 | return tmp; |
905 | |
902 | |
906 | /* The order in the array is preferred order. So basically, |
903 | return 0; |
907 | * we just cut down the number to search - eg, if we find a skill |
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908 | * early on in flame touch, then we only need to look into the unarmed_array |
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909 | * to the entry before flame touch - don't care about the entries afterward, |
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910 | * because they are inferior skills. |
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911 | */ |
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912 | for (i = 0; i < last_skill; i++) |
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913 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
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914 | { |
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915 | best_skill = tmp; |
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916 | last_skill = i; |
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917 | } |
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918 | } |
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919 | } |
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920 | |
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921 | return best_skill; |
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922 | } |
904 | } |
923 | |
905 | |
924 | /* do_skill_attack() - We have got an appropriate opponent from either |
906 | /* do_skill_attack() - We have got an appropriate opponent from either |
925 | * move_player_attack() or skill_attack(). In this part we get on with |
907 | * move_player_attack() or skill_attack(). In this part we get on with |
926 | * attacking, take care of messages from the attack and changes in invisible. |
908 | * attacking, take care of messages from the attack and changes in invisible. |
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947 | */ |
929 | */ |
948 | if (op->type == PLAYER) |
930 | if (op->type == PLAYER) |
949 | { |
931 | { |
950 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
932 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
951 | { |
933 | { |
952 | size_t i; |
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953 | |
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954 | if (!skill) |
934 | if (!skill) |
955 | { |
935 | { |
956 | /* See if the players chosen skill is a combat skill, and use |
936 | /* See if the players chosen skill is a combat skill, and use |
957 | * it if appropriate. |
937 | * it if appropriate. |
958 | */ |
938 | */ |
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939 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
959 | if (op->chosen_skill) |
940 | skill = op->chosen_skill; |
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941 | else |
960 | { |
942 | { |
961 | for (i = 0; i < sizeof (unarmed_skills); i++) |
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962 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
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963 | { |
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964 | skill = op->chosen_skill; |
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965 | break; |
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966 | } |
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967 | } |
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968 | /* If we didn't find a skill above, look harder for a good skill */ |
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969 | if (!skill) |
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970 | { |
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971 | skill = find_best_player_hth_skill (op); |
943 | skill = find_player_hth_skill (op); |
972 | |
944 | |
973 | if (!skill) |
945 | if (!skill) |
974 | { |
946 | { |
975 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
947 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
976 | return 0; |
948 | return 0; |
977 | } |
949 | } |
978 | } |
950 | } |
979 | } |
951 | } |
980 | if (skill != op->chosen_skill) |
952 | |
981 | { |
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982 | /* now try to ready the new skill */ |
953 | /* now try to ready the new skill */ |
983 | if (!change_skill (op, skill, 0)) |
954 | if (!change_skill (op, skill, 0)) |
984 | { /* oh oh, trouble! */ |
955 | { /* oh oh, trouble! */ |
985 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
956 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
986 | return 0; |
957 | return 0; |
987 | } |
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988 | } |
958 | } |
989 | } |
959 | } |
990 | else |
960 | else |
991 | { |
961 | { |
992 | /* Seen some crashes below where current_weapon is not set, |
962 | /* Seen some crashes below where current_weapon is not set, |
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1012 | { |
982 | { |
1013 | op->current_weapon = tmp; |
983 | op->current_weapon = tmp; |
1014 | } |
984 | } |
1015 | } |
985 | } |
1016 | |
986 | |
1017 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
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1018 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
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1019 | { |
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1020 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
987 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
1021 | } |
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1022 | } |
988 | } |
1023 | } |
989 | } |
1024 | |
990 | |
1025 | /* lose invisiblity/hiding status for running attacks */ |
991 | /* lose invisiblity/hiding status for running attacks */ |
1026 | |
992 | |
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1066 | maptile *m; |
1032 | maptile *m; |
1067 | int mflags; |
1033 | int mflags; |
1068 | |
1034 | |
1069 | if (!dir) |
1035 | if (!dir) |
1070 | dir = pl->facing; |
1036 | dir = pl->facing; |
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1037 | |
1071 | tx = freearr_x[dir]; |
1038 | tx = freearr_x[dir]; |
1072 | ty = freearr_y[dir]; |
1039 | ty = freearr_y[dir]; |
1073 | |
1040 | |
1074 | /* If we don't yet have an opponent, find if one exists, and attack. |
1041 | /* If we don't yet have an opponent, find if one exists, and attack. |
1075 | * Legal opponents are the same as outlined in move_player_attack() |
1042 | * Legal opponents are the same as outlined in move_player_attack() |