1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | |
26 | |
26 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | * categories. This is done solely through the init_new_exp_system() fctn. |
28 | * categories. This is done solely through the init_new_exp_system() fctn. |
… | |
… | |
39 | |
40 | |
40 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
41 | |
42 | |
42 | #include <global.h> |
43 | #include <global.h> |
43 | #include <object.h> |
44 | #include <object.h> |
44 | #ifndef __CEXTRACT__ |
|
|
45 | # include <sproto.h> |
45 | #include <sproto.h> |
46 | #endif |
|
|
47 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
48 | #include <spells.h> |
47 | #include <spells.h> |
49 | |
48 | |
50 | /* Table of unarmed attack skills. Terminated by -1. This |
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
51 | * is also the list that we should try to use skills when |
50 | 0, // SK_NONE |
52 | * automatically applying one for the player. |
51 | # define def(uc, flags) flags, |
53 | * Note it is hardcoded in the skill_util.c that dragons always |
52 | # include "skillinc.h" |
54 | * want clawing if possible. |
53 | # undef def |
55 | */ |
|
|
56 | static uint8 unarmed_skills[] = { |
|
|
57 | SK_KARATE, |
|
|
58 | SK_CLAWING, |
|
|
59 | SK_FLAME_TOUCH, |
|
|
60 | SK_SPARK_TOUCH, |
|
|
61 | SK_SHIVER, |
|
|
62 | SK_ACID_SPLASH, |
|
|
63 | SK_POISON_NAIL, |
|
|
64 | SK_PUNCHING, |
|
|
65 | (uint8)-1 |
|
|
66 | }; |
54 | }; |
67 | |
55 | |
68 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
69 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
70 | |
58 | |
… | |
… | |
73 | * subtypes. |
61 | * subtypes. |
74 | */ |
62 | */ |
75 | void |
63 | void |
76 | init_skills (void) |
64 | init_skills (void) |
77 | { |
65 | { |
78 | int i; |
|
|
79 | archetype *at; |
|
|
80 | |
|
|
81 | for (at = first_archetype; at != NULL; at = at->next) |
66 | for (archetype *at = first_archetype; at; at = at->next) |
82 | if (at->clone.type == SKILL) |
67 | if (at->clone.type == SKILL) |
83 | { |
68 | { |
84 | if (skill_names[at->clone.subtype] != NULL) |
69 | if (skill_names[at->clone.subtype]) |
85 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
86 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
87 | else |
72 | else |
88 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
89 | } |
74 | } |
90 | |
75 | |
91 | /* This isn't really an error if there is no skill subtype set, but |
76 | /* This isn't really an error if there is no skill subtype set, but |
92 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
93 | */ |
78 | */ |
94 | for (i = 1; i < NUM_SKILLS; i++) |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
95 | { |
|
|
96 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
97 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
98 | } |
|
|
99 | } |
82 | } |
100 | |
|
|
101 | |
83 | |
102 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
103 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
104 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
105 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
106 | */ |
88 | */ |
107 | void |
89 | void |
108 | link_player_skills (object *op) |
90 | link_player_skills (object *op) |
109 | { |
91 | { |
110 | object *tmp; |
|
|
111 | |
|
|
112 | for (tmp = op->inv; tmp; tmp = tmp->below) |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
113 | { |
|
|
114 | if (tmp->type == SKILL) |
93 | if (tmp->type == SKILL) |
115 | { |
94 | { |
116 | /* This is really a warning, hence no else below */ |
95 | /* This is really a warning, hence no else below */ |
117 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
118 | { |
|
|
119 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
120 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
121 | } |
99 | |
122 | if (tmp->subtype >= NUM_SKILLS) |
100 | if (tmp->subtype >= NUM_SKILLS) |
123 | { |
|
|
124 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
125 | } |
|
|
126 | else |
102 | else |
127 | { |
103 | { |
128 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
129 | op->contr->last_skill_exp[tmp->subtype] = -1; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
130 | } |
106 | } |
131 | } |
107 | } |
132 | } |
|
|
133 | } |
108 | } |
134 | |
109 | |
135 | /* This returns the skill pointer of the given name (the |
110 | /* This returns the skill pointer of the given name (the |
136 | * one that accumlates exp, has the level, etc). |
111 | * one that accumlates exp, has the level, etc). |
137 | * |
112 | * |
… | |
… | |
180 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
181 | { |
156 | { |
182 | if (apply_special (who, skill_tool, 0)) |
157 | if (apply_special (who, skill_tool, 0)) |
183 | return NULL; |
158 | return NULL; |
184 | } |
159 | } |
|
|
160 | |
185 | if (!skill) |
161 | if (!skill) |
186 | { |
162 | { |
187 | skill = give_skill_by_name (who, skill_tool->skill); |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
188 | link_player_skills (who); |
164 | link_player_skills (who); |
189 | } |
165 | } |
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|
166 | |
190 | return skill; |
167 | return skill; |
191 | } |
168 | } |
|
|
169 | |
192 | return NULL; |
170 | return NULL; |
193 | } |
171 | } |
194 | |
172 | |
195 | |
173 | |
196 | /* This returns the skill pointer of the given name (the |
174 | /* This returns the skill pointer of the given name (the |
… | |
… | |
241 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
242 | { |
220 | { |
243 | if (apply_special (who, skill_tool, 0)) |
221 | if (apply_special (who, skill_tool, 0)) |
244 | return NULL; |
222 | return NULL; |
245 | } |
223 | } |
|
|
224 | |
246 | if (!skill) |
225 | if (!skill) |
247 | { |
226 | { |
248 | skill = give_skill_by_name (who, skill_tool->skill); |
227 | skill = give_skill_by_name (who, skill_tool->skill); |
249 | link_player_skills (who); |
228 | link_player_skills (who); |
250 | } |
229 | } |
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|
230 | |
251 | return skill; |
231 | return skill; |
252 | } |
232 | } |
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|
233 | |
253 | return NULL; |
234 | return NULL; |
254 | } |
235 | } |
255 | |
236 | |
256 | /* This changes the objects skill to new_skill. |
237 | /* This changes the objects skill to new_skill. |
257 | * note that this function doesn't always need to get used - |
238 | * note that this function doesn't always need to get used - |
258 | * you can now add skill exp to the player without the chosen_skill being |
239 | * you can now add skill exp to the player without the chosen_skill being |
259 | * set. This function is of most interest to players to update |
240 | * set. This function is of most interest to players to update |
260 | * the various range information. |
241 | * the various range information. |
261 | * if new_skill is null, this just unapplies the skill. |
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|
262 | * flag has the current meaning: |
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263 | * 0x1: If set, don't update the range pointer. This is useful when we |
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|
264 | * need to ready a new skill, but don't want to clobber range. |
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265 | * return 1 on success, 0 on error |
242 | * return 1 on success, 0 on error |
266 | */ |
243 | */ |
267 | |
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268 | int |
244 | int |
269 | change_skill (object *who, object *new_skill, int flag) |
245 | change_skill (object *who, object *new_skill, int flag) |
270 | { |
246 | { |
271 | int old_range; |
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272 | |
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273 | if (who->type != PLAYER) |
247 | if (who->type != PLAYER) |
274 | return 0; |
248 | return 0; |
275 | |
249 | |
276 | old_range = who->contr->shoottype; |
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277 | |
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278 | if (who->chosen_skill && who->chosen_skill == new_skill) |
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279 | { |
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280 | /* optimization for changing skill to current skill */ |
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281 | if (who->type == PLAYER && !(flag & 0x1)) |
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282 | who->contr->shoottype = range_skill; |
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283 | return 1; |
|
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284 | } |
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285 | |
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286 | if (!new_skill || who->chosen_skill) |
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287 | if (who->chosen_skill) |
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288 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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289 | |
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290 | /* Only goal in this case was to unapply a skill */ |
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291 | if (!new_skill) |
250 | if (!new_skill) |
|
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251 | { |
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252 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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253 | who->debug_desc ()); |
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254 | return 0; |
|
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255 | } |
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256 | |
|
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257 | player *pl = who->contr; |
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258 | |
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259 | // move skill to front, so it will be preferred next time |
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260 | new_skill->remove (); |
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261 | who->insert (new_skill); |
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262 | |
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263 | if (apply_special (who, new_skill, AP_APPLY)) |
292 | return 0; |
264 | return 0; |
293 | |
265 | |
294 | if (apply_special (who, new_skill, AP_APPLY)) |
|
|
295 | { |
|
|
296 | return 0; |
|
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297 | } |
|
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298 | if (flag & 0x1) |
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299 | who->contr->shoottype = (rangetype) old_range; |
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300 | |
|
|
301 | return 1; |
266 | return 1; |
302 | } |
267 | } |
303 | |
268 | |
304 | /* This function just clears the chosen_skill and range_skill values |
269 | /* This function just clears the chosen_skill and range_skill values |
305 | * inthe player. |
270 | * in the player. |
306 | */ |
271 | */ |
307 | void |
272 | void |
308 | clear_skill (object *who) |
273 | clear_skill (object *who) |
309 | { |
274 | { |
310 | who->chosen_skill = NULL; |
275 | who->chosen_skill = 0; |
311 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
276 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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|
277 | |
312 | if (who->type == PLAYER) |
278 | if (who->type == PLAYER) |
313 | { |
279 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
314 | who->contr->ranges[range_skill] = NULL; |
280 | who->contr->ranged_ob = 0; |
315 | if (who->contr->shoottype == range_skill) |
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316 | who->contr->shoottype = range_none; |
|
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317 | } |
|
|
318 | } |
281 | } |
319 | |
282 | |
320 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
283 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
321 | * We handle all requests for skill use outside of some combat here. |
284 | * We handle all requests for skill use outside of some combat here. |
322 | * We require a separate routine outside of fire() so as to allow monsters |
285 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
325 | * exp - no caller needed that info, but it also prevented the callers |
288 | * exp - no caller needed that info, but it also prevented the callers |
326 | * from know if a skill was actually used, as many skills don't |
289 | * from know if a skill was actually used, as many skills don't |
327 | * give any exp for their direct use (eg, throwing). |
290 | * give any exp for their direct use (eg, throwing). |
328 | * It returns 0 if no skill was used. |
291 | * It returns 0 if no skill was used. |
329 | */ |
292 | */ |
330 | |
|
|
331 | int |
293 | int |
332 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
294 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
333 | { |
295 | { |
334 | int success = 0, exp = 0; |
296 | int success = 0, exp = 0; |
335 | int did_alc = 0; |
297 | int did_alc = 0; |
… | |
… | |
344 | * the player doesn't have a bucket for that, create one. |
306 | * the player doesn't have a bucket for that, create one. |
345 | */ |
307 | */ |
346 | if (skill->type != SKILL && op->type == PLAYER) |
308 | if (skill->type != SKILL && op->type == PLAYER) |
347 | { |
309 | { |
348 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
310 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
349 | { |
|
|
350 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
311 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
351 | break; |
312 | break; |
352 | } |
313 | |
353 | if (!tmp) |
314 | if (!tmp) |
354 | tmp = give_skill_by_name (op, skill->skill); |
315 | tmp = give_skill_by_name (op, skill->skill); |
|
|
316 | |
355 | skill = tmp; |
317 | skill = tmp; |
356 | } |
318 | } |
357 | |
319 | |
358 | // skill, by_whom, on_which_object, which direction, skill_argument |
320 | // skill, by_whom, on_which_object, which direction, skill_argument |
359 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
321 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
360 | return 0; |
322 | return 0; |
361 | |
323 | |
362 | switch (skill->subtype) |
324 | switch (skill->subtype) |
363 | { |
325 | { |
364 | case SK_LEVITATION: |
326 | case SK_LEVITATION: |
365 | /* Not 100% sure if this will work with new movement code - |
327 | /* Not 100% sure if this will work with new movement code - |
366 | * the levitation skill has move_type for flying, so when |
328 | * the levitation skill has move_type for flying, so when |
367 | * equipped, that should transfer to player, when not, |
329 | * equipped, that should transfer to player, when not, |
368 | * shouldn't. |
330 | * shouldn't. |
369 | */ |
331 | */ |
370 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
332 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
371 | { |
333 | { |
372 | CLEAR_FLAG (skill, FLAG_APPLIED); |
334 | CLEAR_FLAG (skill, FLAG_APPLIED); |
373 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
335 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
374 | } |
336 | } |
375 | else |
337 | else |
376 | { |
338 | { |
377 | SET_FLAG (skill, FLAG_APPLIED); |
339 | SET_FLAG (skill, FLAG_APPLIED); |
378 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
340 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
379 | } |
341 | } |
380 | fix_player (op); |
342 | |
|
|
343 | op->update_stats (); |
381 | success = 1; |
344 | success = 1; |
382 | break; |
345 | break; |
383 | |
346 | |
384 | case SK_STEALING: |
347 | case SK_STEALING: |
385 | exp = success = steal (op, dir, skill); |
348 | exp = success = steal (op, dir, skill); |
386 | break; |
349 | break; |
387 | |
350 | |
388 | case SK_LOCKPICKING: |
351 | case SK_LOCKPICKING: |
389 | exp = success = pick_lock (op, dir, skill); |
352 | exp = success = pick_lock (op, dir, skill); |
390 | break; |
353 | break; |
391 | |
354 | |
392 | case SK_HIDING: |
355 | case SK_HIDING: |
393 | exp = success = hide (op, skill); |
356 | exp = success = hide (op, skill); |
394 | break; |
357 | break; |
395 | |
358 | |
396 | case SK_JUMPING: |
359 | case SK_JUMPING: |
397 | success = jump (op, dir, skill); |
360 | success = jump (op, dir, skill); |
398 | break; |
361 | break; |
399 | |
362 | |
400 | case SK_INSCRIPTION: |
363 | case SK_INSCRIPTION: |
401 | exp = success = write_on_item (op, string, skill); |
364 | exp = success = write_on_item (op, string, skill); |
402 | break; |
365 | break; |
403 | |
366 | |
404 | case SK_MEDITATION: |
367 | case SK_MEDITATION: |
405 | meditate (op, skill); |
368 | meditate (op, skill); |
406 | success = 1; |
369 | success = 1; |
407 | break; |
370 | break; |
408 | /* note that the following 'attack' skills gain exp through hit_player() */ |
371 | /* note that the following 'attack' skills gain exp through hit_player() */ |
409 | |
372 | |
410 | case SK_KARATE: |
373 | case SK_KARATE: |
411 | (void) attack_hth (op, dir, "karate-chopped", skill); |
374 | attack_hth (op, dir, "karate-chopped", skill); |
412 | break; |
375 | break; |
413 | |
376 | |
414 | case SK_PUNCHING: |
377 | case SK_PUNCHING: |
415 | (void) attack_hth (op, dir, "punched", skill); |
378 | attack_hth (op, dir, "punched", skill); |
416 | break; |
379 | break; |
417 | |
380 | |
418 | case SK_FLAME_TOUCH: |
381 | case SK_FLAME_TOUCH: |
419 | (void) attack_hth (op, dir, "flamed", skill); |
382 | attack_hth (op, dir, "flamed", skill); |
420 | break; |
383 | break; |
421 | |
384 | |
422 | case SK_SPARK_TOUCH: |
385 | case SK_SPARK_TOUCH: |
423 | (void) attack_hth (op, dir, "zapped", skill); |
386 | attack_hth (op, dir, "zapped", skill); |
424 | break; |
387 | break; |
425 | |
388 | |
426 | case SK_SHIVER: |
389 | case SK_SHIVER: |
427 | (void) attack_hth (op, dir, "froze", skill); |
390 | attack_hth (op, dir, "froze", skill); |
428 | break; |
391 | break; |
429 | |
392 | |
430 | case SK_ACID_SPLASH: |
393 | case SK_ACID_SPLASH: |
431 | (void) attack_hth (op, dir, "dissolved", skill); |
394 | attack_hth (op, dir, "dissolved", skill); |
432 | break; |
395 | break; |
433 | |
396 | |
434 | case SK_POISON_NAIL: |
397 | case SK_POISON_NAIL: |
435 | (void) attack_hth (op, dir, "injected poison into", skill); |
398 | attack_hth (op, dir, "injected poison into", skill); |
436 | break; |
399 | break; |
437 | |
400 | |
438 | case SK_CLAWING: |
401 | case SK_CLAWING: |
439 | (void) attack_hth (op, dir, "clawed", skill); |
402 | attack_hth (op, dir, "clawed", skill); |
440 | break; |
403 | break; |
441 | |
404 | |
442 | case SK_ONE_HANDED_WEAPON: |
405 | case SK_ONE_HANDED_WEAPON: |
443 | case SK_TWO_HANDED_WEAPON: |
406 | case SK_TWO_HANDED_WEAPON: |
444 | (void) attack_melee_weapon (op, dir, NULL, skill); |
407 | attack_melee_weapon (op, dir, NULL, skill); |
445 | break; |
408 | break; |
446 | |
409 | |
447 | case SK_FIND_TRAPS: |
410 | case SK_FIND_TRAPS: |
448 | exp = success = find_traps (op, skill); |
411 | exp = success = find_traps (op, skill); |
449 | break; |
412 | break; |
450 | |
413 | |
451 | case SK_SINGING: |
414 | case SK_SINGING: |
452 | exp = success = singing (op, dir, skill); |
415 | exp = success = singing (op, dir, skill); |
453 | break; |
416 | break; |
454 | |
417 | |
455 | case SK_ORATORY: |
418 | case SK_ORATORY: |
456 | exp = success = use_oratory (op, dir, skill); |
419 | exp = success = use_oratory (op, dir, skill); |
457 | break; |
420 | break; |
458 | |
421 | |
459 | case SK_SMITHERY: |
422 | case SK_SMITHERY: |
460 | case SK_BOWYER: |
423 | case SK_BOWYER: |
461 | case SK_JEWELER: |
424 | case SK_JEWELER: |
462 | case SK_ALCHEMY: |
425 | case SK_ALCHEMY: |
463 | case SK_THAUMATURGY: |
426 | case SK_THAUMATURGY: |
464 | case SK_LITERACY: |
427 | case SK_LITERACY: |
465 | case SK_WOODSMAN: |
428 | case SK_WOODSMAN: |
466 | /* first, we try to find a cauldron, and do the alchemy thing. |
429 | /* first, we try to find a cauldron, and do the alchemy thing. |
467 | * failing that, we go and identify stuff. |
430 | * failing that, we go and identify stuff. |
468 | */ |
431 | */ |
469 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
432 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
470 | { |
433 | { |
471 | next = tmp->above; |
434 | next = tmp->above; |
|
|
435 | |
472 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
436 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
473 | { |
437 | { |
474 | attempt_do_alchemy (op, tmp); |
438 | attempt_do_alchemy (op, tmp); |
|
|
439 | |
475 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
440 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
476 | esrv_send_inventory (op, tmp); |
441 | esrv_send_inventory (op, tmp); |
|
|
442 | |
477 | did_alc = 1; |
443 | did_alc = 1; |
478 | } |
444 | } |
479 | } |
445 | } |
|
|
446 | |
480 | if (did_alc == 0) |
447 | if (did_alc == 0) |
481 | exp = success = skill_ident (op, skill); |
|
|
482 | break; |
|
|
483 | |
|
|
484 | case SK_DET_MAGIC: |
|
|
485 | case SK_DET_CURSE: |
|
|
486 | exp = success = skill_ident (op, skill); |
448 | exp = success = skill_ident (op, skill); |
|
|
449 | |
487 | break; |
450 | break; |
488 | |
451 | |
|
|
452 | case SK_DET_MAGIC: |
|
|
453 | case SK_DET_CURSE: |
|
|
454 | exp = success = skill_ident (op, skill); |
|
|
455 | break; |
|
|
456 | |
489 | case SK_DISARM_TRAPS: |
457 | case SK_DISARM_TRAPS: |
490 | exp = success = remove_trap (op, dir, skill); |
458 | exp = success = remove_trap (op, dir, skill); |
491 | break; |
459 | break; |
492 | |
460 | |
493 | case SK_THROWING: |
461 | case SK_THROWING: |
494 | success = skill_throw (op, part, dir, string, skill); |
462 | success = skill_throw (op, part, dir, string, skill); |
495 | break; |
463 | break; |
496 | |
464 | |
497 | case SK_SET_TRAP: |
465 | case SK_SET_TRAP: |
498 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
466 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
499 | break; |
467 | break; |
500 | |
468 | |
501 | case SK_USE_MAGIC_ITEM: |
469 | case SK_USE_MAGIC_ITEM: |
502 | case SK_MISSILE_WEAPON: |
470 | case SK_MISSILE_WEAPON: |
503 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
471 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
504 | break; |
472 | break; |
505 | |
473 | |
506 | case SK_PRAYING: |
474 | case SK_PRAYING: |
507 | success = pray (op, skill); |
475 | success = pray (op, skill); |
508 | break; |
476 | break; |
509 | |
477 | |
510 | case SK_BARGAINING: |
478 | case SK_BARGAINING: |
511 | success = describe_shop (op); |
479 | success = describe_shop (op); |
512 | break; |
480 | break; |
513 | |
481 | |
514 | case SK_SORCERY: |
482 | case SK_SORCERY: |
515 | case SK_EVOCATION: |
483 | case SK_EVOCATION: |
516 | case SK_PYROMANCY: |
484 | case SK_PYROMANCY: |
517 | case SK_SUMMONING: |
485 | case SK_SUMMONING: |
518 | case SK_CLIMBING: |
486 | case SK_CLIMBING: |
519 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
487 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
520 | break; |
488 | break; |
521 | |
489 | |
522 | default: |
490 | default: |
523 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
491 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
524 | break; |
492 | break; |
525 | } |
493 | } |
526 | |
494 | |
527 | /* For players we now update the speed_left from using the skill. |
495 | /* For players we now update the speed_left from using the skill. |
528 | * Monsters have no skill use time because of the random nature in |
496 | * Monsters have no skill use time because of the random nature in |
529 | * which use_monster_skill is called already simulates this. |
497 | * which use_monster_skill is called already simulates this. |
… | |
… | |
568 | * op is the object that was 'defeated'. |
536 | * op is the object that was 'defeated'. |
569 | * skill is the skill used. If no skill is used, it should just |
537 | * skill is the skill used. If no skill is used, it should just |
570 | * point back to who. |
538 | * point back to who. |
571 | * |
539 | * |
572 | */ |
540 | */ |
573 | |
|
|
574 | int |
541 | int |
575 | calc_skill_exp (object *who, object *op, object *skill) |
542 | calc_skill_exp (object *who, object *op, object *skill) |
576 | { |
543 | { |
577 | int op_exp = 0, op_lvl = 0; |
544 | int op_exp = 0, op_lvl = 0; |
578 | float base, value, lvl_mult = 0.0; |
545 | float base, value, lvl_mult = 0.0; |
… | |
… | |
667 | * This one actually teaches the player the skill as something |
634 | * This one actually teaches the player the skill as something |
668 | * they can equip. |
635 | * they can equip. |
669 | * Return 0 if the player knows the skill, 1 if the |
636 | * Return 0 if the player knows the skill, 1 if the |
670 | * player learns the skill, 2 otherwise. |
637 | * player learns the skill, 2 otherwise. |
671 | */ |
638 | */ |
672 | |
|
|
673 | int |
639 | int |
674 | learn_skill (object *pl, object *scroll) |
640 | learn_skill (object *pl, object *scroll) |
675 | { |
641 | { |
676 | object *tmp; |
642 | object *tmp; |
677 | |
643 | |
… | |
… | |
690 | break; |
656 | break; |
691 | |
657 | |
692 | /* player already knows it */ |
658 | /* player already knows it */ |
693 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
659 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
694 | return 0; |
660 | return 0; |
695 | |
|
|
696 | |
|
|
697 | |
661 | |
698 | /* now a random change to learn, based on player Int. |
662 | /* now a random change to learn, based on player Int. |
699 | * give bonus based on level - otherwise stupid characters |
663 | * give bonus based on level - otherwise stupid characters |
700 | * might never be able to learn anything. |
664 | * might never be able to learn anything. |
701 | */ |
665 | */ |
… | |
… | |
771 | sprintf (buf, "%s%s", &tmp->name, periods); |
735 | sprintf (buf, "%s%s", &tmp->name, periods); |
772 | buf[40] = 0; |
736 | buf[40] = 0; |
773 | |
737 | |
774 | if (settings.permanent_exp_ratio) |
738 | if (settings.permanent_exp_ratio) |
775 | { |
739 | { |
776 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
740 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
777 | buf, tmp->level, |
741 | buf, tmp->level, tmp->stats.exp, |
778 | (long long) tmp->stats.exp, |
|
|
779 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
742 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
780 | } |
743 | } |
781 | else |
744 | else |
782 | { |
745 | { |
783 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
746 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
784 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
747 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
785 | } |
748 | } |
786 | /* I don't know why some characters get a bunch of skills, but |
749 | /* I don't know why some characters get a bunch of skills, but |
787 | * it sometimes happens (maybe a leftover from bugier earlier code |
750 | * it sometimes happens (maybe a leftover from bugier earlier code |
788 | * and those character are still about). In any case, lets handle |
751 | * and those character are still about). In any case, lets handle |
789 | * it so it doesn't crash the server - otherwise, one character may |
752 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
799 | } |
762 | } |
800 | |
763 | |
801 | clear_win_info (op); |
764 | clear_win_info (op); |
802 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
765 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
803 | if (num_skills_found > 1) |
766 | if (num_skills_found > 1) |
804 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
767 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
805 | |
768 | |
806 | for (i = 0; i < num_skills_found; i++) |
769 | for (i = 0; i < num_skills_found; i++) |
807 | { |
|
|
808 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
770 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
809 | } |
|
|
810 | |
771 | |
811 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
772 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
812 | |
773 | |
813 | cp = determine_god (op); |
774 | cp = determine_god (op); |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
775 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
… | |
… | |
876 | return 1; |
837 | return 1; |
877 | |
838 | |
878 | return 0; |
839 | return 0; |
879 | } |
840 | } |
880 | |
841 | |
|
|
842 | static bool |
|
|
843 | hth_skill_p (object *skill) |
|
|
844 | { |
|
|
845 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
|
|
846 | } |
881 | |
847 | |
882 | |
|
|
883 | /* This finds the best unarmed skill the player has, and returns |
848 | /* This finds the first unarmed skill the player has, and returns it. |
884 | * it. Best can vary a little - we consider clawing to always |
|
|
885 | * be the best for dragons. |
|
|
886 | * This could be more intelligent, eg, look at the skill level |
|
|
887 | * of the skill and go from there (eg, a level 40 puncher is |
|
|
888 | * is probably better than level 1 karate). OTOH, if you |
|
|
889 | * don't bother to set up your skill properly, that is the players |
|
|
890 | * problem (although, it might be nice to have a preferred skill |
|
|
891 | * field the player can set. |
|
|
892 | * Unlike the old code, we don't give out any skills - it is |
|
|
893 | * possible you just don't have any ability to get into unarmed |
|
|
894 | * combat. If everyone race/class should have one, this should |
|
|
895 | * be handled in the starting treasurelists, not in the code. |
|
|
896 | */ |
849 | */ |
897 | static object * |
850 | static object * |
898 | find_best_player_hth_skill (object *op) |
851 | find_player_hth_skill (object *op) |
899 | { |
852 | { |
900 | object *tmp, *best_skill = NULL; |
|
|
901 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
|
|
902 | |
|
|
903 | for (tmp = op->inv; tmp; tmp = tmp->below) |
853 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
904 | { |
854 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
905 | if (tmp->type == SKILL) |
|
|
906 | { |
|
|
907 | if (dragon && tmp->subtype == SK_CLAWING) |
|
|
908 | return tmp; |
855 | return tmp; |
909 | |
856 | |
910 | /* The order in the array is preferred order. So basically, |
857 | return 0; |
911 | * we just cut down the number to search - eg, if we find a skill |
|
|
912 | * early on in flame touch, then we only need to look into the unarmed_array |
|
|
913 | * to the entry before flame touch - don't care about the entries afterward, |
|
|
914 | * because they are infrerior skills. |
|
|
915 | * if we end up finding the best skill (i==0) might as well return |
|
|
916 | * right away - can't get any better than that. |
|
|
917 | */ |
|
|
918 | for (i = 0; i < last_skill; i++) |
|
|
919 | { |
|
|
920 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
921 | { |
|
|
922 | best_skill = tmp; |
|
|
923 | last_skill = i; |
|
|
924 | if (i == 0) |
|
|
925 | return best_skill; |
|
|
926 | } |
|
|
927 | } |
|
|
928 | } |
|
|
929 | } |
|
|
930 | return best_skill; |
|
|
931 | } |
858 | } |
932 | |
859 | |
933 | /* do_skill_attack() - We have got an appropriate opponent from either |
860 | /* 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 |
861 | * 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. |
862 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
937 | * tmp is the targetted monster. |
864 | * tmp is the targetted monster. |
938 | * op is what is attacking |
865 | * op is what is attacking |
939 | * string is passed along to describe what messages to describe |
866 | * string is passed along to describe what messages to describe |
940 | * the damage. |
867 | * the damage. |
941 | */ |
868 | */ |
942 | |
|
|
943 | static int |
869 | static int |
944 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
870 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
945 | { |
871 | { |
946 | int success; |
|
|
947 | |
|
|
948 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
872 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
949 | return RESULT_INT (0); |
873 | return RESULT_INT (0); |
950 | |
874 | |
951 | /* For Players only: if there is no ready weapon, and no "attack" skill |
875 | /* For Players only: if there is no ready weapon, and no "attack" skill |
952 | * is readied either then try to find a skill for the player to use. |
876 | * is readied either then try to find a skill for the player to use. |
953 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
877 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
954 | * the caller should have set it appropriately). We still want to pass |
878 | * the caller should have set it appropriately). We still want to pass |
955 | * through that code if skill is set to change to the skill. |
879 | * through that code if skill is set to change to the skill. |
956 | */ |
880 | */ |
957 | if (op->type == PLAYER) |
881 | if (player *pl = op->contr) |
958 | { |
882 | { |
|
|
883 | if (!pl->combat_ob) |
|
|
884 | { |
959 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
885 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
960 | { |
|
|
961 | size_t i; |
|
|
962 | |
|
|
963 | if (!skill) |
|
|
964 | { |
886 | { |
965 | /* See if the players chosen skill is a combat skill, and use |
887 | for (tmp = op->inv; tmp; tmp = tmp->below) |
966 | * it if appropriate. |
888 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
967 | */ |
889 | break; |
968 | if (op->chosen_skill) |
890 | |
|
|
891 | if (!tmp) |
969 | { |
892 | { |
970 | for (i = 0; i < sizeof (unarmed_skills); i++) |
893 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
971 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
894 | return 0; |
972 | { |
|
|
973 | skill = op->chosen_skill; |
|
|
974 | break; |
|
|
975 | } |
|
|
976 | } |
895 | } |
977 | /* If we didn't find a skill above, look harder for a good skill */ |
896 | |
|
|
897 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
|
|
898 | } |
|
|
899 | else |
|
|
900 | { |
978 | if (!skill) |
901 | if (!skill) |
979 | { |
902 | { |
980 | skill = find_best_player_hth_skill (op); |
903 | /* See if the players chosen skill is a combat skill, and use |
981 | |
904 | * it if appropriate. |
982 | if (!skill) |
905 | */ |
|
|
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
907 | skill = op->chosen_skill; |
|
|
908 | else |
983 | { |
909 | { |
|
|
910 | skill = find_player_hth_skill (op); |
|
|
911 | |
|
|
912 | if (!skill) |
|
|
913 | { |
984 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
985 | return 0; |
915 | return 0; |
|
|
916 | } |
986 | } |
917 | } |
987 | } |
918 | } |
988 | } |
919 | |
989 | if (skill != op->chosen_skill) |
|
|
990 | { |
|
|
991 | /* now try to ready the new skill */ |
920 | /* now try to ready the new skill */ |
992 | if (!change_skill (op, skill, 0)) |
921 | if (!change_skill (op, skill, 0)) |
993 | { /* oh oh, trouble! */ |
922 | { /* oh oh, trouble! */ |
994 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
923 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
995 | return 0; |
924 | return 0; |
996 | } |
925 | } |
997 | } |
926 | } |
998 | } |
927 | |
999 | else |
928 | if (!pl->combat_ob) |
1000 | { |
|
|
1001 | /* Seen some crashes below where current_weapon is not set, |
|
|
1002 | * even though the flag says it is. So if current weapon isn't set, |
|
|
1003 | * do some work in trying to find the object to use. |
|
|
1004 | */ |
|
|
1005 | if (!op->current_weapon) |
|
|
1006 | { |
929 | { |
1007 | object *tmp; |
|
|
1008 | |
|
|
1009 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
1010 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1011 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1012 | break; |
|
|
1013 | |
|
|
1014 | if (!tmp) |
|
|
1015 | { |
|
|
1016 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
930 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
1017 | op->current_weapon = NULL; |
|
|
1018 | return 0; |
931 | return 0; |
1019 | } |
|
|
1020 | else |
|
|
1021 | { |
|
|
1022 | op->current_weapon = tmp; |
|
|
1023 | } |
|
|
1024 | } |
932 | } |
1025 | |
|
|
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); |
|
|
1030 | } |
933 | } |
|
|
934 | |
|
|
935 | if (op->current_weapon != pl->combat_ob) |
1031 | } |
936 | { |
1032 | } |
937 | op->current_weapon = pl->combat_ob; |
|
|
938 | op->update_stats (); |
|
|
939 | } |
1033 | |
940 | |
1034 | /* lose invisiblity/hiding status for running attacks */ |
941 | /* lose invisiblity/hiding status for running attacks */ |
1035 | |
942 | |
1036 | if (op->type == PLAYER && op->contr->tmp_invis) |
943 | if (pl->tmp_invis) |
1037 | { |
944 | { |
1038 | op->contr->tmp_invis = 0; |
945 | pl->tmp_invis = 0; |
1039 | op->invisible = 0; |
946 | op->invisible = 0; |
1040 | op->hide = 0; |
947 | op->hide = 0; |
1041 | update_object (op, UP_OBJ_FACE); |
948 | update_object (op, UP_OBJ_CHANGE); |
|
|
949 | } |
1042 | } |
950 | } |
1043 | |
951 | |
1044 | success = attack_ob (tmp, op); |
952 | int success = attack_ob (tmp, op); |
1045 | |
953 | |
1046 | /* print appropriate messages to the player */ |
954 | /* print appropriate messages to the player */ |
1047 | |
955 | |
1048 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
956 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1049 | { |
957 | { |
1050 | if (op->type == PLAYER) |
958 | if (op->type == PLAYER) |
1051 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
959 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1052 | else if (tmp->type == PLAYER) |
960 | else if (tmp->type == PLAYER) |
1053 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
961 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1054 | } |
962 | } |
|
|
963 | |
1055 | return success; |
964 | return success; |
1056 | } |
965 | } |
1057 | |
|
|
1058 | |
966 | |
1059 | /* skill_attack() - Core routine for use when we attack using a skills |
967 | /* skill_attack() - Core routine for use when we attack using a skills |
1060 | * system. In essence, this code handles |
968 | * system. In essence, this code handles |
1061 | * all skill-based attacks, ie hth, missile and melee weapons should be |
969 | * all skill-based attacks, ie hth, missile and melee weapons should be |
1062 | * treated here. If an opponent is already supplied by move_player(), |
970 | * treated here. If an opponent is already supplied by move_player(), |
… | |
… | |
1065 | * |
973 | * |
1066 | * This is called by move_player() and attack_hth() |
974 | * This is called by move_player() and attack_hth() |
1067 | * |
975 | * |
1068 | * Initial implementation by -bt thomas@astro.psu.edu |
976 | * Initial implementation by -bt thomas@astro.psu.edu |
1069 | */ |
977 | */ |
1070 | |
|
|
1071 | int |
978 | int |
1072 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
979 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1073 | { |
980 | { |
1074 | sint16 tx, ty; |
981 | sint16 tx, ty; |
1075 | maptile *m; |
982 | maptile *m; |
1076 | int mflags; |
983 | int mflags; |
1077 | |
984 | |
1078 | if (!dir) |
985 | if (!dir) |
1079 | dir = pl->facing; |
986 | dir = pl->facing; |
|
|
987 | |
1080 | tx = freearr_x[dir]; |
988 | tx = freearr_x[dir]; |
1081 | ty = freearr_y[dir]; |
989 | ty = freearr_y[dir]; |
1082 | |
990 | |
1083 | /* If we don't yet have an opponent, find if one exists, and attack. |
991 | /* 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() |
992 | * Legal opponents are the same as outlined in move_player_attack() |
1085 | */ |
993 | */ |
1086 | |
994 | if (!tmp) |
1087 | if (tmp == NULL) |
|
|
1088 | { |
995 | { |
1089 | m = pl->map; |
996 | m = pl->map; |
1090 | tx = pl->x + freearr_x[dir]; |
997 | tx = pl->x + freearr_x[dir]; |
1091 | ty = pl->y + freearr_y[dir]; |
998 | ty = pl->y + freearr_y[dir]; |
1092 | |
999 | |
… | |
… | |
1096 | |
1003 | |
1097 | /* space must be blocked for there to be anything interesting to do */ |
1004 | /* space must be blocked for there to be anything interesting to do */ |
1098 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1005 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1099 | return 0; |
1006 | return 0; |
1100 | |
1007 | |
1101 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
1008 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1102 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1009 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1103 | { |
1010 | { |
1104 | /* Don't attack party members */ |
1011 | /* Don't attack party members */ |
1105 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1012 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1106 | return 0; |
1013 | return 0; |
|
|
1014 | |
1107 | break; |
1015 | break; |
1108 | } |
1016 | } |
1109 | } |
1017 | } |
|
|
1018 | |
1110 | if (!tmp) |
1019 | if (!tmp) |
1111 | { |
1020 | { |
1112 | if (pl->type == PLAYER) |
1021 | if (pl->type == PLAYER) |
1113 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
1022 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
1023 | |
1114 | return 0; |
1024 | return 0; |
1115 | } |
1025 | } |
1116 | |
1026 | |
1117 | return do_skill_attack (tmp, pl, string, skill); |
1027 | return do_skill_attack (tmp, pl, string, skill); |
1118 | } |
1028 | } |
… | |
… | |
1135 | { |
1045 | { |
1136 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1046 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1137 | { |
1047 | { |
1138 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1048 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1139 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1049 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1140 | fix_player (pl); |
1050 | pl->update_stats (); |
1141 | if (pl->type == PLAYER) |
1051 | if (pl->type == PLAYER) |
1142 | { |
1052 | { |
1143 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1053 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1144 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1054 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1145 | } |
1055 | } |
1146 | break; |
1056 | break; |
1147 | } |
1057 | } |
1148 | } |
1058 | } |
|
|
1059 | |
1149 | return skill_attack (enemy, pl, dir, string, skill); |
1060 | return skill_attack (enemy, pl, dir, string, skill); |
1150 | } |
1061 | } |
1151 | |
|
|
1152 | |
1062 | |
1153 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1063 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1154 | * For now we are just checking to see if we have a ready weapon here. |
1064 | * For now we are just checking to see if we have a ready weapon here. |
1155 | * But there is a real neato possible feature of this scheme which |
1065 | * But there is a real neato possible feature of this scheme which |
1156 | * bears mentioning: |
1066 | * bears mentioning: |
1157 | * Since we are only calling this from do_skill() in the future |
1067 | * Since we are only calling this from do_skill() in the future |
1158 | * we may make this routine handle 'special' melee weapons attacks |
1068 | * we may make this routine handle 'special' melee weapons attacks |
1159 | * (like disarming manuever with sai) based on player SK_level and |
1069 | * (like disarming manuever with sai) based on player SK_level and |
1160 | * weapon type. |
1070 | * weapon type. |
1161 | */ |
1071 | */ |
1162 | |
|
|
1163 | static int |
1072 | static int |
1164 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1073 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1165 | { |
1074 | { |
1166 | |
1075 | |
1167 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1076 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1168 | { |
1077 | { |
1169 | if (op->type == PLAYER) |
1078 | if (op->type == PLAYER) |
1170 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1079 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1080 | |
1171 | return 0; |
1081 | return 0; |
1172 | } |
1082 | } |
|
|
1083 | |
1173 | return skill_attack (NULL, op, dir, string, skill); |
1084 | return skill_attack (NULL, op, dir, string, skill); |
1174 | |
1085 | |
1175 | } |
1086 | } |