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|
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/* |
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* static char *rcsid_skill_util_c = |
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* "$Id: skill_util.C,v 1.10 2006-09-12 00:26:16 root Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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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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|
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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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|
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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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|
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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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|
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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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|
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/* Created July 95 to separate skill utilities from actual skills -b.t. */ |
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|
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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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|
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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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|
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/* define the following for skills utility debuging */ |
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|
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/* #define SKILL_UTIL_DEBUG */ |
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|
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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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|
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/* Table of unarmed attack skills. Terminated by -1. This |
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* is also the list that we should try to use skills when |
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* automatically applying one for the player. |
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* Note it is hardcoded in the skill_util.c that dragons always |
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* want clawing if possible. |
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*/ |
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static uint8 unarmed_skills[] = { |
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SK_KARATE, |
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SK_CLAWING, |
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SK_FLAME_TOUCH, |
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SK_SPARK_TOUCH, |
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SK_SHIVER, |
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SK_ACID_SPLASH, |
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SK_POISON_NAIL, |
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SK_PUNCHING, |
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(uint8)-1 |
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}; |
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|
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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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|
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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 |
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init_skills (void) |
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{ |
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int i; |
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archetype *at; |
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|
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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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{ |
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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] = at->clone.skill; |
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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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{ |
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if (!skill_names[i]) |
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LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
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} |
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} |
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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 |
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link_player_skills (object *op) |
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{ |
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object *tmp; |
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|
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for (tmp = op->inv; tmp; tmp = tmp->below) |
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{ |
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if (tmp->type == SKILL) |
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{ |
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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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{ |
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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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{ |
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LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
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} |
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else |
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{ |
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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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|
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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 * |
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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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|
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if (!name) |
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return NULL; |
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|
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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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{ |
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if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
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skill = tmp; |
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|
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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)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
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{ |
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if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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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)) |
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return skill; |
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|
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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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{ |
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if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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{ |
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if (apply_special (who, skill_tool, 0)) |
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return NULL; |
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} |
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if (!skill) |
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{ |
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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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|
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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 * |
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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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|
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if (skillno < 1 || skillno >= NUM_SKILLS) |
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return NULL; |
220 |
|
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for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
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{ |
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if (tmp->type == SKILL && tmp->subtype == skillno) |
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skill = tmp; |
225 |
|
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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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{ |
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if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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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)) |
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return skill; |
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|
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/* Player has a tool to use the skill. IF not applied, apply it - |
242 |
* 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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*/ |
245 |
if (skill_tool) |
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{ |
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if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
248 |
{ |
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if (apply_special (who, skill_tool, 0)) |
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return NULL; |
251 |
} |
252 |
if (!skill) |
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{ |
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skill = give_skill_by_name (who, skill_tool->skill); |
255 |
link_player_skills (who); |
256 |
} |
257 |
return skill; |
258 |
} |
259 |
return NULL; |
260 |
} |
261 |
|
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/* This changes the objects skill to new_skill. |
263 |
* note that this function doesn't always need to get used - |
264 |
* you can now add skill exp to the player without the chosen_skill being |
265 |
* set. This function is of most interest to players to update |
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* the various range information. |
267 |
* if new_skill is null, this just unapplies the skill. |
268 |
* flag has the current meaning: |
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* 0x1: If set, don't update the range pointer. This is useful when we |
270 |
* need to ready a new skill, but don't want to clobber range. |
271 |
* return 1 on success, 0 on error |
272 |
*/ |
273 |
|
274 |
int |
275 |
change_skill (object *who, object *new_skill, int flag) |
276 |
{ |
277 |
int old_range; |
278 |
|
279 |
if (who->type != PLAYER) |
280 |
return 0; |
281 |
|
282 |
old_range = who->contr->shoottype; |
283 |
|
284 |
if (who->chosen_skill && who->chosen_skill == new_skill) |
285 |
{ |
286 |
/* optimization for changing skill to current skill */ |
287 |
if (who->type == PLAYER && !(flag & 0x1)) |
288 |
who->contr->shoottype = range_skill; |
289 |
return 1; |
290 |
} |
291 |
|
292 |
if (!new_skill || who->chosen_skill) |
293 |
if (who->chosen_skill) |
294 |
apply_special (who, who->chosen_skill, AP_UNAPPLY); |
295 |
|
296 |
/* Only goal in this case was to unapply a skill */ |
297 |
if (!new_skill) |
298 |
return 0; |
299 |
|
300 |
if (apply_special (who, new_skill, AP_APPLY)) |
301 |
{ |
302 |
return 0; |
303 |
} |
304 |
if (flag & 0x1) |
305 |
who->contr->shoottype = (rangetype) old_range; |
306 |
|
307 |
return 1; |
308 |
} |
309 |
|
310 |
/* This function just clears the chosen_skill and range_skill values |
311 |
* inthe player. |
312 |
*/ |
313 |
void |
314 |
clear_skill (object *who) |
315 |
{ |
316 |
who->chosen_skill = NULL; |
317 |
CLEAR_FLAG (who, FLAG_READY_SKILL); |
318 |
if (who->type == PLAYER) |
319 |
{ |
320 |
who->contr->ranges[range_skill] = NULL; |
321 |
if (who->contr->shoottype == range_skill) |
322 |
who->contr->shoottype = range_none; |
323 |
} |
324 |
} |
325 |
|
326 |
/* do_skill() - Main skills use function-similar in scope to cast_spell(). |
327 |
* We handle all requests for skill use outside of some combat here. |
328 |
* We require a separate routine outside of fire() so as to allow monsters |
329 |
* to utilize skills. Returns 1 on use of skill, otherwise 0. |
330 |
* This is changed (2002-11-30) from the old method that returned |
331 |
* exp - no caller needed that info, but it also prevented the callers |
332 |
* from know if a skill was actually used, as many skills don't |
333 |
* give any exp for their direct use (eg, throwing). |
334 |
* It returns 0 if no skill was used. |
335 |
*/ |
336 |
|
337 |
int |
338 |
do_skill (object *op, object *part, object *skill, int dir, const char *string) |
339 |
{ |
340 |
int success = 0, exp = 0; |
341 |
int did_alc = 0; |
342 |
object *tmp, *next; |
343 |
|
344 |
if (!skill) |
345 |
return 0; |
346 |
|
347 |
/* The code below presumes that the skill points to the object that |
348 |
* holds the exp, level, etc of the skill. So if this is a player |
349 |
* go and try to find the actual real skill pointer, and if the |
350 |
* the player doesn't have a bucket for that, create one. |
351 |
*/ |
352 |
if (skill->type != SKILL && op->type == PLAYER) |
353 |
{ |
354 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
355 |
{ |
356 |
if (tmp->type == SKILL && tmp->skill == skill->skill) |
357 |
break; |
358 |
} |
359 |
if (!tmp) |
360 |
tmp = give_skill_by_name (op, skill->skill); |
361 |
skill = tmp; |
362 |
} |
363 |
|
364 |
// skill, by_whom, on_which_object, which direction, skill_argument |
365 |
if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
366 |
return 0; |
367 |
|
368 |
switch (skill->subtype) |
369 |
{ |
370 |
case SK_LEVITATION: |
371 |
/* Not 100% sure if this will work with new movement code - |
372 |
* the levitation skill has move_type for flying, so when |
373 |
* equipped, that should transfer to player, when not, |
374 |
* shouldn't. |
375 |
*/ |
376 |
if (QUERY_FLAG (skill, FLAG_APPLIED)) |
377 |
{ |
378 |
CLEAR_FLAG (skill, FLAG_APPLIED); |
379 |
new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
380 |
} |
381 |
else |
382 |
{ |
383 |
SET_FLAG (skill, FLAG_APPLIED); |
384 |
new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
385 |
} |
386 |
fix_player (op); |
387 |
success = 1; |
388 |
break; |
389 |
|
390 |
case SK_STEALING: |
391 |
exp = success = steal (op, dir, skill); |
392 |
break; |
393 |
|
394 |
case SK_LOCKPICKING: |
395 |
exp = success = pick_lock (op, dir, skill); |
396 |
break; |
397 |
|
398 |
case SK_HIDING: |
399 |
exp = success = hide (op, skill); |
400 |
break; |
401 |
|
402 |
case SK_JUMPING: |
403 |
success = jump (op, dir, skill); |
404 |
break; |
405 |
|
406 |
case SK_INSCRIPTION: |
407 |
exp = success = write_on_item (op, string, skill); |
408 |
break; |
409 |
|
410 |
case SK_MEDITATION: |
411 |
meditate (op, skill); |
412 |
success = 1; |
413 |
break; |
414 |
/* note that the following 'attack' skills gain exp through hit_player() */ |
415 |
|
416 |
case SK_KARATE: |
417 |
(void) attack_hth (op, dir, "karate-chopped", skill); |
418 |
break; |
419 |
|
420 |
case SK_PUNCHING: |
421 |
(void) attack_hth (op, dir, "punched", skill); |
422 |
break; |
423 |
|
424 |
case SK_FLAME_TOUCH: |
425 |
(void) attack_hth (op, dir, "flamed", skill); |
426 |
break; |
427 |
|
428 |
case SK_SPARK_TOUCH: |
429 |
(void) attack_hth (op, dir, "zapped", skill); |
430 |
break; |
431 |
|
432 |
case SK_SHIVER: |
433 |
(void) attack_hth (op, dir, "froze", skill); |
434 |
break; |
435 |
|
436 |
case SK_ACID_SPLASH: |
437 |
(void) attack_hth (op, dir, "dissolved", skill); |
438 |
break; |
439 |
|
440 |
case SK_POISON_NAIL: |
441 |
(void) attack_hth (op, dir, "injected poison into", skill); |
442 |
break; |
443 |
|
444 |
case SK_CLAWING: |
445 |
(void) attack_hth (op, dir, "clawed", skill); |
446 |
break; |
447 |
|
448 |
case SK_ONE_HANDED_WEAPON: |
449 |
case SK_TWO_HANDED_WEAPON: |
450 |
(void) attack_melee_weapon (op, dir, NULL, skill); |
451 |
break; |
452 |
|
453 |
case SK_FIND_TRAPS: |
454 |
exp = success = find_traps (op, skill); |
455 |
break; |
456 |
|
457 |
case SK_SINGING: |
458 |
exp = success = singing (op, dir, skill); |
459 |
break; |
460 |
|
461 |
case SK_ORATORY: |
462 |
exp = success = use_oratory (op, dir, skill); |
463 |
break; |
464 |
|
465 |
case SK_SMITHERY: |
466 |
case SK_BOWYER: |
467 |
case SK_JEWELER: |
468 |
case SK_ALCHEMY: |
469 |
case SK_THAUMATURGY: |
470 |
case SK_LITERACY: |
471 |
case SK_WOODSMAN: |
472 |
/* first, we try to find a cauldron, and do the alchemy thing. |
473 |
* failing that, we go and identify stuff. |
474 |
*/ |
475 |
for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
476 |
{ |
477 |
next = tmp->above; |
478 |
if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
479 |
{ |
480 |
attempt_do_alchemy (op, tmp); |
481 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
482 |
esrv_send_inventory (op, tmp); |
483 |
did_alc = 1; |
484 |
} |
485 |
} |
486 |
if (did_alc == 0) |
487 |
exp = success = skill_ident (op, skill); |
488 |
break; |
489 |
|
490 |
case SK_DET_MAGIC: |
491 |
case SK_DET_CURSE: |
492 |
exp = success = skill_ident (op, skill); |
493 |
break; |
494 |
|
495 |
case SK_DISARM_TRAPS: |
496 |
exp = success = remove_trap (op, dir, skill); |
497 |
break; |
498 |
|
499 |
case SK_THROWING: |
500 |
success = skill_throw (op, part, dir, string, skill); |
501 |
break; |
502 |
|
503 |
case SK_SET_TRAP: |
504 |
new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
505 |
break; |
506 |
|
507 |
case SK_USE_MAGIC_ITEM: |
508 |
case SK_MISSILE_WEAPON: |
509 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
510 |
break; |
511 |
|
512 |
case SK_PRAYING: |
513 |
success = pray (op, skill); |
514 |
break; |
515 |
|
516 |
case SK_BARGAINING: |
517 |
success = describe_shop (op); |
518 |
break; |
519 |
|
520 |
case SK_SORCERY: |
521 |
case SK_EVOCATION: |
522 |
case SK_PYROMANCY: |
523 |
case SK_SUMMONING: |
524 |
case SK_CLIMBING: |
525 |
new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
526 |
break; |
527 |
|
528 |
default: |
529 |
LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
530 |
break; |
531 |
} |
532 |
|
533 |
/* For players we now update the speed_left from using the skill. |
534 |
* Monsters have no skill use time because of the random nature in |
535 |
* which use_monster_skill is called already simulates this. |
536 |
* If certain skills should take more/less time, that should be |
537 |
* in the code for the skill itself. |
538 |
*/ |
539 |
|
540 |
if (op->type == PLAYER) |
541 |
op->speed_left -= 1.0; |
542 |
|
543 |
/* this is a good place to add experience for successfull use of skills. |
544 |
* Note that add_exp() will figure out player/monster experience |
545 |
* gain problems. |
546 |
*/ |
547 |
|
548 |
if (success && exp) |
549 |
change_exp (op, exp, skill->skill, 0); |
550 |
|
551 |
return success; |
552 |
} |
553 |
|
554 |
/* calc_skill_exp() - calculates amount of experience can be gained for |
555 |
* successfull use of a skill. Returns value of experience gain. |
556 |
* Here we take the view that a player must 'overcome an opponent' |
557 |
* in order to gain experience. Examples include foes killed combat, |
558 |
* finding/disarming a trap, stealing from somebeing, etc. |
559 |
* The gained experience is based primarily on the difference in levels, |
560 |
* exp point value of vanquished foe, the relevent stats of the skill being |
561 |
* used and modifications in the skills[] table. |
562 |
* |
563 |
* For now, monsters and players will be treated differently. Below I give |
564 |
* the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. |
565 |
* Monsters just get 10% of the exp of the opponent. |
566 |
* |
567 |
* players get a ratio, eg, opponent lvl / player level. This is then |
568 |
* multiplied by various things. If simple exp is true, then |
569 |
* this multiplier, include the level difference, is always 1. |
570 |
* This revised method prevents some cases where there are big gaps |
571 |
* in the amount you get just because you are now equal level vs lower |
572 |
* level |
573 |
* who is player/creature that used the skill. |
574 |
* op is the object that was 'defeated'. |
575 |
* skill is the skill used. If no skill is used, it should just |
576 |
* point back to who. |
577 |
* |
578 |
*/ |
579 |
|
580 |
int |
581 |
calc_skill_exp (object *who, object *op, object *skill) |
582 |
{ |
583 |
int op_exp = 0, op_lvl = 0; |
584 |
float base, value, lvl_mult = 0.0; |
585 |
|
586 |
if (!skill) |
587 |
skill = who; |
588 |
|
589 |
/* Oct 95 - where we have an object, I expanded our treatment |
590 |
* to 3 cases: |
591 |
* non-living magic obj, runes and everything else. |
592 |
* |
593 |
* If an object is not alive and magical we set the base exp higher to |
594 |
* help out exp awards for skill_ident skills. Also, if |
595 |
* an item is type RUNE, we give out exp based on stats.Cha |
596 |
* and level (this was the old system) -b.t. |
597 |
*/ |
598 |
|
599 |
if (!op) |
600 |
{ /* no item/creature */ |
601 |
op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
602 |
op_exp = 0; |
603 |
} |
604 |
else if (op->type == RUNE || op->type == TRAP) |
605 |
{ /* all traps. If stats.Cha > 1 we use that |
606 |
* for the amount of experience */ |
607 |
op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
608 |
op_lvl = op->level; |
609 |
} |
610 |
else |
611 |
{ /* all other items/living creatures */ |
612 |
op_exp = op->stats.exp; |
613 |
op_lvl = op->level; |
614 |
if (!QUERY_FLAG (op, FLAG_ALIVE)) |
615 |
{ /* for ident/make items */ |
616 |
op_lvl += 5 * abs (op->magic); |
617 |
} |
618 |
} |
619 |
|
620 |
if (op_lvl < 1) |
621 |
op_lvl = 1; |
622 |
|
623 |
if (who->type != PLAYER) |
624 |
{ /* for monsters only */ |
625 |
return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
626 |
} |
627 |
else |
628 |
{ /* for players */ |
629 |
base = op_exp; |
630 |
/* if skill really is a skill, then we can look at the skill archetype for |
631 |
* bse reward value (exp) and level multiplier factor. |
632 |
*/ |
633 |
if (skill->type == SKILL) |
634 |
{ |
635 |
base += skill->arch->clone.stats.exp; |
636 |
if (settings.simple_exp) |
637 |
{ |
638 |
if (skill->arch->clone.level) |
639 |
lvl_mult = (float) skill->arch->clone.level / 100.0; |
640 |
else |
641 |
lvl_mult = 1.0; /* no adjustment */ |
642 |
} |
643 |
else |
644 |
{ |
645 |
if (skill->level) |
646 |
lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
647 |
else |
648 |
lvl_mult = 1.0; |
649 |
} |
650 |
} |
651 |
else |
652 |
{ |
653 |
/* Don't divide by zero here! */ |
654 |
lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
655 |
} |
656 |
} |
657 |
|
658 |
/* assemble the exp total, and return value */ |
659 |
|
660 |
value = base * lvl_mult; |
661 |
if (value < 1) |
662 |
value = 1; /* Always give at least 1 exp point */ |
663 |
|
664 |
#ifdef SKILL_UTIL_DEBUG |
665 |
LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); |
666 |
#endif |
667 |
return ((int) value); |
668 |
} |
669 |
|
670 |
/* Learn skill. This inserts the requested skill in the player's |
671 |
* inventory. The skill field of the scroll should have the |
672 |
* exact name of the requested skill. |
673 |
* This one actually teaches the player the skill as something |
674 |
* they can equip. |
675 |
* Return 0 if the player knows the skill, 1 if the |
676 |
* player learns the skill, 2 otherwise. |
677 |
*/ |
678 |
|
679 |
int |
680 |
learn_skill (object *pl, object *scroll) |
681 |
{ |
682 |
object *tmp; |
683 |
|
684 |
if (!scroll->skill) |
685 |
{ |
686 |
LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
687 |
return 2; |
688 |
} |
689 |
|
690 |
/* can't use find_skill_by_name because we want skills the player knows |
691 |
* but can't use natively. |
692 |
*/ |
693 |
|
694 |
for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
695 |
if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
696 |
break; |
697 |
|
698 |
/* player already knows it */ |
699 |
if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
700 |
return 0; |
701 |
|
702 |
|
703 |
|
704 |
/* now a random change to learn, based on player Int. |
705 |
* give bonus based on level - otherwise stupid characters |
706 |
* might never be able to learn anything. |
707 |
*/ |
708 |
if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
709 |
return 2; /* failure :< */ |
710 |
|
711 |
if (!tmp) |
712 |
tmp = give_skill_by_name (pl, scroll->skill); |
713 |
|
714 |
if (!tmp) |
715 |
{ |
716 |
LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
717 |
return 2; |
718 |
} |
719 |
|
720 |
SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
721 |
link_player_skills (pl); |
722 |
return 1; |
723 |
} |
724 |
|
725 |
/* Gives a percentage clipped to 0% -> 100% of a/b. */ |
726 |
|
727 |
/* Probably belongs in some global utils-type file? */ |
728 |
static int |
729 |
clipped_percent (sint64 a, sint64 b) |
730 |
{ |
731 |
int rv; |
732 |
|
733 |
if (b <= 0) |
734 |
return 0; |
735 |
|
736 |
rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
737 |
|
738 |
if (rv < 0) |
739 |
return 0; |
740 |
else if (rv > 100) |
741 |
return 100; |
742 |
|
743 |
return rv; |
744 |
} |
745 |
|
746 |
/* show_skills() - Meant to allow players to examine |
747 |
* their current skill list. |
748 |
* This shows the amount of exp they have in the skills. |
749 |
* we also include some other non skill related info (god, |
750 |
* max weapon improvments, item power). |
751 |
* Note this function is a bit more complicated becauase we |
752 |
* we want ot sort the skills before printing them. If we |
753 |
* just dumped this as we found it, this would be a bit |
754 |
* simpler. |
755 |
*/ |
756 |
|
757 |
void |
758 |
show_skills (object *op, const char *search) |
759 |
{ |
760 |
object *tmp = NULL; |
761 |
char buf[MAX_BUF]; |
762 |
const char *cp; |
763 |
int i, num_skills_found = 0; |
764 |
static const char *const periods = "........................................"; |
765 |
|
766 |
/* Need to have a pointer and use strdup for qsort to work properly */ |
767 |
char skills[NUM_SKILLS][MAX_BUF]; |
768 |
|
769 |
|
770 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
771 |
{ |
772 |
if (tmp->type == SKILL) |
773 |
{ |
774 |
if (search && strstr (tmp->name, search) == NULL) |
775 |
continue; |
776 |
/* Basically want to fill this out to 40 spaces with periods */ |
777 |
sprintf (buf, "%s%s", &tmp->name, periods); |
778 |
buf[40] = 0; |
779 |
|
780 |
if (settings.permanent_exp_ratio) |
781 |
{ |
782 |
sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
783 |
buf, tmp->level, |
784 |
(long long) tmp->stats.exp, |
785 |
(long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
786 |
} |
787 |
else |
788 |
{ |
789 |
sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
790 |
buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
791 |
} |
792 |
/* I don't know why some characters get a bunch of skills, but |
793 |
* it sometimes happens (maybe a leftover from bugier earlier code |
794 |
* and those character are still about). In any case, lets handle |
795 |
* it so it doesn't crash the server - otherwise, one character may |
796 |
* crash the server numerous times. |
797 |
*/ |
798 |
if (num_skills_found >= NUM_SKILLS) |
799 |
{ |
800 |
new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
801 |
new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
802 |
break; |
803 |
} |
804 |
} |
805 |
} |
806 |
|
807 |
clear_win_info (op); |
808 |
new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
809 |
if (num_skills_found > 1) |
810 |
qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
811 |
|
812 |
for (i = 0; i < num_skills_found; i++) |
813 |
{ |
814 |
new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
815 |
} |
816 |
|
817 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
818 |
|
819 |
cp = determine_god (op); |
820 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
821 |
|
822 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
823 |
op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
824 |
} |
825 |
|
826 |
/* use_skill() - similar to invoke command, it executes the skill in the |
827 |
* direction that the user is facing. Returns false if we are unable to |
828 |
* change to the requested skill, or were unable to use the skill properly. |
829 |
* This is tricky because skills can have spaces. We basically roll |
830 |
* our own find_skill_by_name so we can try to do better string matching. |
831 |
*/ |
832 |
|
833 |
int |
834 |
use_skill (object *op, const char *string) |
835 |
{ |
836 |
object *skop; |
837 |
size_t len; |
838 |
|
839 |
if (!string) |
840 |
return 0; |
841 |
|
842 |
for (skop = op->inv; skop != NULL; skop = skop->below) |
843 |
{ |
844 |
if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
845 |
!strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
846 |
break; |
847 |
else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
848 |
break; |
849 |
} |
850 |
if (!skop) |
851 |
{ |
852 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
853 |
return 0; |
854 |
} |
855 |
|
856 |
len = strlen (skop->skill); |
857 |
|
858 |
/* All this logic goes and skips over the skill name to find any |
859 |
* options given to the skill. Its pretty simple - if there |
860 |
* are extra parameters (as deteremined by string length), we |
861 |
* want to skip over any leading spaces. |
862 |
*/ |
863 |
if (len >= strlen (string)) |
864 |
{ |
865 |
string = NULL; |
866 |
} |
867 |
else |
868 |
{ |
869 |
string += len; |
870 |
while (*string == 0x20) |
871 |
string++; |
872 |
if (strlen (string) == 0) |
873 |
string = NULL; |
874 |
} |
875 |
|
876 |
#ifdef SKILL_UTIL_DEBUG |
877 |
LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
878 |
#endif |
879 |
|
880 |
/* Change to the new skill, then execute it. */ |
881 |
if (do_skill (op, op, skop, op->facing, string)) |
882 |
return 1; |
883 |
|
884 |
return 0; |
885 |
} |
886 |
|
887 |
|
888 |
|
889 |
/* This finds the best unarmed skill the player has, and returns |
890 |
* it. Best can vary a little - we consider clawing to always |
891 |
* be the best for dragons. |
892 |
* This could be more intelligent, eg, look at the skill level |
893 |
* of the skill and go from there (eg, a level 40 puncher is |
894 |
* is probably better than level 1 karate). OTOH, if you |
895 |
* don't bother to set up your skill properly, that is the players |
896 |
* problem (although, it might be nice to have a preferred skill |
897 |
* field the player can set. |
898 |
* Unlike the old code, we don't give out any skills - it is |
899 |
* possible you just don't have any ability to get into unarmed |
900 |
* combat. If everyone race/class should have one, this should |
901 |
* be handled in the starting treasurelists, not in the code. |
902 |
*/ |
903 |
static object * |
904 |
find_best_player_hth_skill (object *op) |
905 |
{ |
906 |
object *tmp, *best_skill = NULL; |
907 |
int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
908 |
|
909 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
910 |
{ |
911 |
if (tmp->type == SKILL) |
912 |
{ |
913 |
if (dragon && tmp->subtype == SK_CLAWING) |
914 |
return tmp; |
915 |
|
916 |
/* The order in the array is preferred order. So basically, |
917 |
* we just cut down the number to search - eg, if we find a skill |
918 |
* early on in flame touch, then we only need to look into the unarmed_array |
919 |
* to the entry before flame touch - don't care about the entries afterward, |
920 |
* because they are infrerior skills. |
921 |
* if we end up finding the best skill (i==0) might as well return |
922 |
* right away - can't get any better than that. |
923 |
*/ |
924 |
for (i = 0; i < last_skill; i++) |
925 |
{ |
926 |
if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
927 |
{ |
928 |
best_skill = tmp; |
929 |
last_skill = i; |
930 |
if (i == 0) |
931 |
return best_skill; |
932 |
} |
933 |
} |
934 |
} |
935 |
} |
936 |
return best_skill; |
937 |
} |
938 |
|
939 |
/* do_skill_attack() - We have got an appropriate opponent from either |
940 |
* move_player_attack() or skill_attack(). In this part we get on with |
941 |
* attacking, take care of messages from the attack and changes in invisible. |
942 |
* Returns true if the attack damaged the opponent. |
943 |
* tmp is the targetted monster. |
944 |
* op is what is attacking |
945 |
* string is passed along to describe what messages to describe |
946 |
* the damage. |
947 |
*/ |
948 |
|
949 |
static int |
950 |
do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
951 |
{ |
952 |
int success; |
953 |
|
954 |
if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
955 |
return RESULT_INT (0); |
956 |
|
957 |
/* For Players only: if there is no ready weapon, and no "attack" skill |
958 |
* is readied either then try to find a skill for the player to use. |
959 |
* it is presumed that if skill is set, it is a valid attack skill (eg, |
960 |
* the caller should have set it appropriately). We still want to pass |
961 |
* through that code if skill is set to change to the skill. |
962 |
*/ |
963 |
if (op->type == PLAYER) |
964 |
{ |
965 |
if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
966 |
{ |
967 |
size_t i; |
968 |
|
969 |
if (!skill) |
970 |
{ |
971 |
/* See if the players chosen skill is a combat skill, and use |
972 |
* it if appropriate. |
973 |
*/ |
974 |
if (op->chosen_skill) |
975 |
{ |
976 |
for (i = 0; i < sizeof (unarmed_skills); i++) |
977 |
if (op->chosen_skill->subtype == unarmed_skills[i]) |
978 |
{ |
979 |
skill = op->chosen_skill; |
980 |
break; |
981 |
} |
982 |
} |
983 |
/* If we didn't find a skill above, look harder for a good skill */ |
984 |
if (!skill) |
985 |
{ |
986 |
skill = find_best_player_hth_skill (op); |
987 |
|
988 |
if (!skill) |
989 |
{ |
990 |
new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
991 |
return 0; |
992 |
} |
993 |
} |
994 |
} |
995 |
if (skill != op->chosen_skill) |
996 |
{ |
997 |
/* now try to ready the new skill */ |
998 |
if (!change_skill (op, skill, 0)) |
999 |
{ /* oh oh, trouble! */ |
1000 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
1001 |
return 0; |
1002 |
} |
1003 |
} |
1004 |
} |
1005 |
else |
1006 |
{ |
1007 |
/* Seen some crashes below where current_weapon is not set, |
1008 |
* even though the flag says it is. So if current weapon isn't set, |
1009 |
* do some work in trying to find the object to use. |
1010 |
*/ |
1011 |
if (!op->current_weapon) |
1012 |
{ |
1013 |
object *tmp; |
1014 |
|
1015 |
LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
1016 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1017 |
if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1018 |
break; |
1019 |
|
1020 |
if (!tmp) |
1021 |
{ |
1022 |
LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
1023 |
op->current_weapon = NULL; |
1024 |
return 0; |
1025 |
} |
1026 |
else |
1027 |
{ |
1028 |
op->current_weapon = tmp; |
1029 |
} |
1030 |
} |
1031 |
|
1032 |
/* Has ready weapon - make sure chosen_skill is set up properly */ |
1033 |
if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
1034 |
{ |
1035 |
change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
1036 |
} |
1037 |
} |
1038 |
} |
1039 |
|
1040 |
/* lose invisiblity/hiding status for running attacks */ |
1041 |
|
1042 |
if (op->type == PLAYER && op->contr->tmp_invis) |
1043 |
{ |
1044 |
op->contr->tmp_invis = 0; |
1045 |
op->invisible = 0; |
1046 |
op->hide = 0; |
1047 |
update_object (op, UP_OBJ_FACE); |
1048 |
} |
1049 |
|
1050 |
success = attack_ob (tmp, op); |
1051 |
|
1052 |
/* print appropriate messages to the player */ |
1053 |
|
1054 |
if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1055 |
{ |
1056 |
if (op->type == PLAYER) |
1057 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1058 |
else if (tmp->type == PLAYER) |
1059 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1060 |
} |
1061 |
return success; |
1062 |
} |
1063 |
|
1064 |
|
1065 |
/* skill_attack() - Core routine for use when we attack using a skills |
1066 |
* system. In essence, this code handles |
1067 |
* all skill-based attacks, ie hth, missile and melee weapons should be |
1068 |
* treated here. If an opponent is already supplied by move_player(), |
1069 |
* we move right onto do_skill_attack(), otherwise we find if an |
1070 |
* appropriate opponent exists. |
1071 |
* |
1072 |
* This is called by move_player() and attack_hth() |
1073 |
* |
1074 |
* Initial implementation by -bt thomas@astro.psu.edu |
1075 |
*/ |
1076 |
|
1077 |
int |
1078 |
skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1079 |
{ |
1080 |
sint16 tx, ty; |
1081 |
mapstruct *m; |
1082 |
int mflags; |
1083 |
|
1084 |
if (!dir) |
1085 |
dir = pl->facing; |
1086 |
tx = freearr_x[dir]; |
1087 |
ty = freearr_y[dir]; |
1088 |
|
1089 |
/* If we don't yet have an opponent, find if one exists, and attack. |
1090 |
* Legal opponents are the same as outlined in move_player_attack() |
1091 |
*/ |
1092 |
|
1093 |
if (tmp == NULL) |
1094 |
{ |
1095 |
m = pl->map; |
1096 |
tx = pl->x + freearr_x[dir]; |
1097 |
ty = pl->y + freearr_y[dir]; |
1098 |
|
1099 |
mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
1100 |
if (mflags & P_OUT_OF_MAP) |
1101 |
return 0; |
1102 |
|
1103 |
/* space must be blocked for there to be anything interesting to do */ |
1104 |
if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1105 |
return 0; |
1106 |
|
1107 |
for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
1108 |
if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1109 |
{ |
1110 |
/* Don't attack party members */ |
1111 |
if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1112 |
return 0; |
1113 |
break; |
1114 |
} |
1115 |
} |
1116 |
if (!tmp) |
1117 |
{ |
1118 |
if (pl->type == PLAYER) |
1119 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
1120 |
return 0; |
1121 |
} |
1122 |
|
1123 |
return do_skill_attack (tmp, pl, string, skill); |
1124 |
} |
1125 |
|
1126 |
|
1127 |
/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1128 |
|
1129 |
/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1130 |
* (attack_hth) we check for weapon use, etc in the second (the new |
1131 |
* function skill_attack() we actually attack. |
1132 |
*/ |
1133 |
|
1134 |
static int |
1135 |
attack_hth (object *pl, int dir, const char *string, object *skill) |
1136 |
{ |
1137 |
object *enemy = NULL, *weapon; |
1138 |
|
1139 |
if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1140 |
for (weapon = pl->inv; weapon; weapon = weapon->below) |
1141 |
{ |
1142 |
if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1143 |
{ |
1144 |
CLEAR_FLAG (weapon, FLAG_APPLIED); |
1145 |
CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1146 |
fix_player (pl); |
1147 |
if (pl->type == PLAYER) |
1148 |
{ |
1149 |
new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1150 |
esrv_update_item (UPD_FLAGS, pl, weapon); |
1151 |
} |
1152 |
break; |
1153 |
} |
1154 |
} |
1155 |
return skill_attack (enemy, pl, dir, string, skill); |
1156 |
} |
1157 |
|
1158 |
|
1159 |
/* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1160 |
* For now we are just checking to see if we have a ready weapon here. |
1161 |
* But there is a real neato possible feature of this scheme which |
1162 |
* bears mentioning: |
1163 |
* Since we are only calling this from do_skill() in the future |
1164 |
* we may make this routine handle 'special' melee weapons attacks |
1165 |
* (like disarming manuever with sai) based on player SK_level and |
1166 |
* weapon type. |
1167 |
*/ |
1168 |
|
1169 |
static int |
1170 |
attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1171 |
{ |
1172 |
|
1173 |
if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1174 |
{ |
1175 |
if (op->type == PLAYER) |
1176 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1177 |
return 0; |
1178 |
} |
1179 |
return skill_attack (NULL, op, dir, string, skill); |
1180 |
|
1181 |
} |