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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, |
… | |
… | |
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 - |
… | |
… | |
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 |
… | |
… | |
467 | * failing that, we go and identify stuff. |
472 | * failing that, we go and identify stuff. |
468 | */ |
473 | */ |
469 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
474 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
470 | { |
475 | { |
471 | next = tmp->above; |
476 | next = tmp->above; |
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|
477 | |
472 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
478 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
473 | { |
479 | { |
474 | attempt_do_alchemy (op, tmp); |
480 | attempt_do_alchemy (op, tmp); |
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|
481 | |
475 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
482 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
476 | esrv_send_inventory (op, tmp); |
483 | esrv_send_inventory (op, tmp); |
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|
484 | |
477 | did_alc = 1; |
485 | did_alc = 1; |
478 | } |
486 | } |
479 | } |
487 | } |
|
|
488 | |
480 | if (did_alc == 0) |
489 | if (did_alc == 0) |
481 | exp = success = skill_ident (op, skill); |
490 | exp = success = skill_ident (op, skill); |
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|
491 | |
482 | break; |
492 | break; |
483 | |
493 | |
484 | case SK_DET_MAGIC: |
494 | case SK_DET_MAGIC: |
485 | case SK_DET_CURSE: |
495 | case SK_DET_CURSE: |
486 | exp = success = skill_ident (op, skill); |
496 | exp = success = skill_ident (op, skill); |
… | |
… | |
691 | |
701 | |
692 | /* player already knows it */ |
702 | /* player already knows it */ |
693 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
703 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
694 | return 0; |
704 | return 0; |
695 | |
705 | |
696 | |
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|
697 | |
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|
698 | /* now a random change to learn, based on player Int. |
706 | /* now a random change to learn, based on player Int. |
699 | * give bonus based on level - otherwise stupid characters |
707 | * give bonus based on level - otherwise stupid characters |
700 | * might never be able to learn anything. |
708 | * might never be able to learn anything. |
701 | */ |
709 | */ |
702 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
710 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
… | |
… | |
771 | sprintf (buf, "%s%s", &tmp->name, periods); |
779 | sprintf (buf, "%s%s", &tmp->name, periods); |
772 | buf[40] = 0; |
780 | buf[40] = 0; |
773 | |
781 | |
774 | if (settings.permanent_exp_ratio) |
782 | if (settings.permanent_exp_ratio) |
775 | { |
783 | { |
776 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
784 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" I64_PFd "/%" I64_PFd "/%d%%)", |
777 | buf, tmp->level, |
785 | buf, tmp->level, |
778 | (long long) tmp->stats.exp, |
786 | (long long) tmp->stats.exp, |
779 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
787 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
780 | } |
788 | } |
781 | else |
789 | else |
782 | { |
790 | { |
783 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
791 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" I64_PFd "/%" I64_PFd ")", |
784 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
792 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
785 | } |
793 | } |
786 | /* I don't know why some characters get a bunch of skills, but |
794 | /* I don't know why some characters get a bunch of skills, but |
787 | * it sometimes happens (maybe a leftover from bugier earlier code |
795 | * it sometimes happens (maybe a leftover from bugier earlier code |
788 | * and those character are still about). In any case, lets handle |
796 | * and those character are still about). In any case, lets handle |
… | |
… | |
876 | return 1; |
884 | return 1; |
877 | |
885 | |
878 | return 0; |
886 | return 0; |
879 | } |
887 | } |
880 | |
888 | |
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|
889 | static bool |
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|
890 | hth_skill_p (object *skill) |
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|
891 | { |
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|
892 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
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|
893 | if (skill->subtype == unarmed_skills[i]) |
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|
894 | return 1; |
881 | |
895 | |
|
|
896 | return 0; |
|
|
897 | } |
882 | |
898 | |
883 | /* This finds the best unarmed skill the player has, and returns |
899 | /* This finds the first unarmed skill the player has, and returns it. |
884 | * it. Best can vary a little - we consider clawing to always |
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|
885 | * be the best for dragons. |
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|
886 | * This could be more intelligent, eg, look at the skill level |
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|
887 | * of the skill and go from there (eg, a level 40 puncher is |
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|
888 | * is probably better than level 1 karate). OTOH, if you |
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889 | * don't bother to set up your skill properly, that is the players |
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|
890 | * problem (although, it might be nice to have a preferred skill |
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|
891 | * field the player can set. |
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|
892 | * Unlike the old code, we don't give out any skills - it is |
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|
893 | * possible you just don't have any ability to get into unarmed |
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|
894 | * combat. If everyone race/class should have one, this should |
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|
895 | * be handled in the starting treasurelists, not in the code. |
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|
896 | */ |
900 | */ |
897 | static object * |
901 | static object * |
898 | find_best_player_hth_skill (object *op) |
902 | find_player_hth_skill (object *op) |
899 | { |
903 | { |
900 | object *tmp, *best_skill = NULL; |
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|
901 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
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|
902 | |
|
|
903 | for (tmp = op->inv; tmp; tmp = tmp->below) |
904 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
904 | { |
905 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
905 | if (tmp->type == SKILL) |
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|
906 | { |
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|
907 | if (dragon && tmp->subtype == SK_CLAWING) |
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|
908 | return tmp; |
906 | return tmp; |
909 | |
907 | |
910 | /* The order in the array is preferred order. So basically, |
908 | return 0; |
911 | * we just cut down the number to search - eg, if we find a skill |
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|
912 | * early on in flame touch, then we only need to look into the unarmed_array |
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|
913 | * to the entry before flame touch - don't care about the entries afterward, |
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|
914 | * because they are infrerior skills. |
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|
915 | * if we end up finding the best skill (i==0) might as well return |
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|
916 | * right away - can't get any better than that. |
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|
917 | */ |
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|
918 | for (i = 0; i < last_skill; i++) |
|
|
919 | { |
|
|
920 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
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|
921 | { |
|
|
922 | best_skill = tmp; |
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|
923 | last_skill = i; |
|
|
924 | if (i == 0) |
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|
925 | return best_skill; |
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|
926 | } |
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|
927 | } |
|
|
928 | } |
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|
929 | } |
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|
930 | return best_skill; |
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|
931 | } |
909 | } |
932 | |
910 | |
933 | /* do_skill_attack() - We have got an appropriate opponent from either |
911 | /* do_skill_attack() - We have got an appropriate opponent from either |
934 | * move_player_attack() or skill_attack(). In this part we get on with |
912 | * move_player_attack() or skill_attack(). In this part we get on with |
935 | * attacking, take care of messages from the attack and changes in invisible. |
913 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
956 | */ |
934 | */ |
957 | if (op->type == PLAYER) |
935 | if (op->type == PLAYER) |
958 | { |
936 | { |
959 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
937 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
960 | { |
938 | { |
961 | size_t i; |
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|
962 | |
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|
963 | if (!skill) |
939 | if (!skill) |
964 | { |
940 | { |
965 | /* See if the players chosen skill is a combat skill, and use |
941 | /* See if the players chosen skill is a combat skill, and use |
966 | * it if appropriate. |
942 | * it if appropriate. |
967 | */ |
943 | */ |
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|
944 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
968 | if (op->chosen_skill) |
945 | skill = op->chosen_skill; |
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|
946 | else |
969 | { |
947 | { |
970 | for (i = 0; i < sizeof (unarmed_skills); i++) |
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|
971 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
|
|
972 | { |
|
|
973 | skill = op->chosen_skill; |
|
|
974 | break; |
|
|
975 | } |
|
|
976 | } |
|
|
977 | /* If we didn't find a skill above, look harder for a good skill */ |
|
|
978 | if (!skill) |
|
|
979 | { |
|
|
980 | skill = find_best_player_hth_skill (op); |
948 | skill = find_player_hth_skill (op); |
981 | |
949 | |
982 | if (!skill) |
950 | if (!skill) |
983 | { |
951 | { |
984 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
952 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
985 | return 0; |
953 | return 0; |
986 | } |
954 | } |
987 | } |
955 | } |
988 | } |
956 | } |
989 | if (skill != op->chosen_skill) |
957 | |
990 | { |
|
|
991 | /* now try to ready the new skill */ |
958 | /* now try to ready the new skill */ |
992 | if (!change_skill (op, skill, 0)) |
959 | if (!change_skill (op, skill, 0)) |
993 | { /* oh oh, trouble! */ |
960 | { /* oh oh, trouble! */ |
994 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
961 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
995 | return 0; |
962 | return 0; |
996 | } |
|
|
997 | } |
963 | } |
998 | } |
964 | } |
999 | else |
965 | else |
1000 | { |
966 | { |
1001 | /* Seen some crashes below where current_weapon is not set, |
967 | /* Seen some crashes below where current_weapon is not set, |
… | |
… | |
1021 | { |
987 | { |
1022 | op->current_weapon = tmp; |
988 | op->current_weapon = tmp; |
1023 | } |
989 | } |
1024 | } |
990 | } |
1025 | |
991 | |
1026 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
|
|
1027 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
|
|
1028 | { |
|
|
1029 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
992 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
1030 | } |
|
|
1031 | } |
993 | } |
1032 | } |
994 | } |
1033 | |
995 | |
1034 | /* lose invisiblity/hiding status for running attacks */ |
996 | /* lose invisiblity/hiding status for running attacks */ |
1035 | |
997 | |
… | |
… | |
1075 | maptile *m; |
1037 | maptile *m; |
1076 | int mflags; |
1038 | int mflags; |
1077 | |
1039 | |
1078 | if (!dir) |
1040 | if (!dir) |
1079 | dir = pl->facing; |
1041 | dir = pl->facing; |
|
|
1042 | |
1080 | tx = freearr_x[dir]; |
1043 | tx = freearr_x[dir]; |
1081 | ty = freearr_y[dir]; |
1044 | ty = freearr_y[dir]; |
1082 | |
1045 | |
1083 | /* If we don't yet have an opponent, find if one exists, and attack. |
1046 | /* If we don't yet have an opponent, find if one exists, and attack. |
1084 | * Legal opponents are the same as outlined in move_player_attack() |
1047 | * Legal opponents are the same as outlined in move_player_attack() |