1 | /* |
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2 | * static char *rcsid_skill_util_c = |
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3 | * "$Id: skill_util.C,v 1.5 2006/08/29 08:01:38 root Exp $"; |
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4 | */ |
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5 | /* |
1 | /* |
6 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
7 | |
3 | |
8 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
20 | |
16 | |
21 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
22 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
24 | |
20 | |
25 | The author can be reached via e-mail to crossfire-devel@real-time.com |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
26 | */ |
22 | */ |
27 | |
23 | |
28 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
29 | |
25 | |
30 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
38 | * experience. Calc_skill_exp() handles the gained experience using |
34 | * experience. Calc_skill_exp() handles the gained experience using |
39 | * modifications in the skills[] table. - b.t. |
35 | * modifications in the skills[] table. - b.t. |
40 | */ |
36 | */ |
41 | |
37 | |
42 | /* define the following for skills utility debuging */ |
38 | /* define the following for skills utility debuging */ |
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39 | |
43 | /* #define SKILL_UTIL_DEBUG */ |
40 | /* #define SKILL_UTIL_DEBUG */ |
44 | |
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45 | #define WANT_UNARMED_SKILLS |
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46 | |
41 | |
47 | #include <global.h> |
42 | #include <global.h> |
48 | #include <object.h> |
43 | #include <object.h> |
49 | #ifndef __CEXTRACT__ |
44 | #ifndef __CEXTRACT__ |
50 | #include <sproto.h> |
45 | # include <sproto.h> |
51 | #endif |
46 | #endif |
52 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ |
47 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
53 | #include <spells.h> |
48 | #include <spells.h> |
54 | |
49 | |
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50 | /* Table of unarmed attack skills. Terminated by -1. This |
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51 | * is also the list that we should try to use skills when |
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52 | * automatically applying one for the player. |
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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 | */ |
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56 | static uint8 unarmed_skills[] = { |
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57 | SK_KARATE, |
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58 | SK_CLAWING, |
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59 | SK_FLAME_TOUCH, |
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60 | SK_SPARK_TOUCH, |
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61 | SK_SHIVER, |
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62 | SK_ACID_SPLASH, |
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63 | SK_POISON_NAIL, |
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64 | SK_PUNCHING, |
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65 | (uint8)-1 |
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66 | }; |
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67 | |
55 | static int attack_hth(object *pl, int dir, const char *string, object *skill); |
68 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
56 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); |
69 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
57 | |
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58 | const char *skill_names[NUM_SKILLS]; |
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59 | |
70 | |
60 | /* init_skills basically just sets up the skill_names table |
71 | /* init_skills basically just sets up the skill_names table |
61 | * above. The index into the array is set up by the |
72 | * above. The index into the array is set up by the |
62 | * subtypes. |
73 | * subtypes. |
63 | */ |
74 | */ |
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75 | void |
64 | void init_skills(void) { |
76 | init_skills (void) |
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77 | { |
65 | int i; |
78 | int i; |
66 | archetype *at; |
79 | archetype *at; |
67 | |
80 | |
68 | for (i=0; i<NUM_SKILLS; i++) |
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69 | skill_names[i] = NULL; |
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70 | |
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71 | for(at = first_archetype;at!=NULL;at=at->next) { |
81 | for (at = first_archetype; at != NULL; at = at->next) |
72 | if (at->clone.type == SKILL) { |
82 | if (at->clone.type == SKILL) |
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83 | { |
73 | if (skill_names[at->clone.subtype] != NULL) { |
84 | if (skill_names[at->clone.subtype] != NULL) |
74 | LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
85 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
75 | at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); |
86 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
76 | } else { |
87 | else |
77 | skill_names[at->clone.subtype] = add_refcount(at->clone.skill); |
88 | skill_names[at->clone.subtype] = at->clone.skill; |
78 | } |
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79 | } |
89 | } |
80 | } |
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81 | |
90 | |
82 | /* This isn't really an error if there is no skill subtype set, but |
91 | /* This isn't really an error if there is no skill subtype set, but |
83 | * checking for this may catch some user errors. |
92 | * checking for this may catch some user errors. |
84 | */ |
93 | */ |
85 | for (i=1; i<NUM_SKILLS; i++) { |
94 | for (i = 1; i < NUM_SKILLS; i++) |
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95 | { |
86 | if (!skill_names[i]) |
96 | if (!skill_names[i]) |
87 | LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", |
97 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
88 | i); |
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89 | } |
98 | } |
90 | } |
99 | } |
91 | |
100 | |
92 | |
101 | |
93 | /* This function goes through the player inventory and sets |
102 | /* This function goes through the player inventory and sets |
94 | * up the last_skills[] array in the player object. |
103 | * up the last_skills[] array in the player object. |
95 | * the last_skills[] is used to more quickly lookup skills - |
104 | * the last_skills[] is used to more quickly lookup skills - |
96 | * mostly used for sending exp. |
105 | * mostly used for sending exp. |
97 | */ |
106 | */ |
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107 | void |
98 | void link_player_skills(object *op) |
108 | link_player_skills (object *op) |
99 | { |
109 | { |
100 | object *tmp; |
110 | object *tmp; |
101 | |
111 | |
102 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
112 | for (tmp = op->inv; tmp; tmp = tmp->below) |
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113 | { |
103 | if (tmp->type == SKILL) { |
114 | if (tmp->type == SKILL) |
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115 | { |
104 | /* This is really a warning, hence no else below */ |
116 | /* This is really a warning, hence no else below */ |
105 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { |
117 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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118 | { |
106 | LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
119 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
107 | op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); |
120 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
108 | } |
121 | } |
109 | if (tmp->subtype >= NUM_SKILLS) { |
122 | if (tmp->subtype >= NUM_SKILLS) |
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123 | { |
110 | LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
124 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
111 | tmp->subtype, NUM_SKILLS); |
125 | } |
112 | } else { |
126 | else |
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127 | { |
113 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
128 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
114 | op->contr->last_skill_exp[tmp->subtype] = -1; |
129 | op->contr->last_skill_exp[tmp->subtype] = -1; |
115 | } |
130 | } |
116 | } |
131 | } |
117 | } |
132 | } |
118 | } |
133 | } |
119 | |
134 | |
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122 | * |
137 | * |
123 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
124 | * use the skill, so thus if use of the skill requires a skill |
139 | * use the skill, so thus if use of the skill requires a skill |
125 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
126 | */ |
141 | */ |
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142 | object * |
127 | object *find_skill_by_name(object *who, const char *name) |
143 | find_skill_by_name (object *who, const char *name) |
128 | { |
144 | { |
129 | object *skill=NULL, *skill_tool=NULL, *tmp; |
145 | object *skill = NULL, *skill_tool = NULL, *tmp; |
130 | |
146 | |
131 | if (!name) return NULL; |
147 | if (!name) |
132 | |
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133 | /* We make sure the length of the string in the object is greater |
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134 | * in length than the passed string. Eg, if we have a skill called |
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135 | * 'hi', we don't want to match if the user passed 'high' |
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136 | */ |
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137 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
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138 | if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && |
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139 | strlen(tmp->skill) >= strlen(name)) skill = tmp; |
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140 | |
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141 | /* Try to find appropriate skilltool. If the player has one already |
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142 | * applied, we try to keep using that one. |
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143 | */ |
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144 | else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && |
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145 | strlen(tmp->skill) >= strlen(name)) { |
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146 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
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147 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
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148 | skill_tool = tmp; |
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149 | } |
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150 | } |
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151 | /* If this is a skill that can be used without a tool, return it */ |
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152 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
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153 | |
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154 | /* Player has a tool to use the skill. IF not applied, apply it - |
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155 | * if not successful, return null. If they do have the skill tool |
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156 | * but not the skill itself, give it to them. |
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157 | */ |
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158 | if (skill_tool) { |
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159 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
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160 | if (apply_special(who, skill_tool, 0)) return NULL; |
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161 | } |
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162 | if (!skill) { |
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163 | skill = give_skill_by_name(who, skill_tool->skill); |
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164 | link_player_skills(who); |
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165 | } |
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166 | return skill; |
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167 | } |
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168 | return NULL; |
148 | return NULL; |
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149 | |
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150 | /* We make sure the length of the string in the object is greater |
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151 | * in length than the passed string. Eg, if we have a skill called |
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152 | * 'hi', we don't want to match if the user passed 'high' |
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153 | */ |
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154 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
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155 | { |
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156 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
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157 | skill = tmp; |
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158 | |
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159 | /* Try to find appropriate skilltool. If the player has one already |
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160 | * applied, we try to keep using that one. |
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161 | */ |
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162 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
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163 | { |
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164 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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165 | skill_tool = tmp; |
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166 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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167 | skill_tool = tmp; |
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168 | } |
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169 | } |
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170 | /* If this is a skill that can be used without a tool, return it */ |
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171 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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172 | return skill; |
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173 | |
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174 | /* Player has a tool to use the skill. IF not applied, apply it - |
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175 | * if not successful, return null. If they do have the skill tool |
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176 | * but not the skill itself, give it to them. |
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177 | */ |
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178 | if (skill_tool) |
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179 | { |
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180 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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181 | { |
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182 | if (apply_special (who, skill_tool, 0)) |
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183 | return NULL; |
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184 | } |
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185 | if (!skill) |
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186 | { |
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187 | skill = give_skill_by_name (who, skill_tool->skill); |
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188 | link_player_skills (who); |
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189 | } |
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190 | return skill; |
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191 | } |
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192 | return NULL; |
169 | } |
193 | } |
170 | |
194 | |
171 | |
195 | |
172 | /* This returns the skill pointer of the given name (the |
196 | /* This returns the skill pointer of the given name (the |
173 | * one that accumlates exp, has the level, etc). |
197 | * one that accumlates exp, has the level, etc). |
… | |
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178 | * |
202 | * |
179 | * This code is basically the same as find_skill_by_name() above, |
203 | * This code is basically the same as find_skill_by_name() above, |
180 | * but instead a skill name, we search by matching number. |
204 | * but instead a skill name, we search by matching number. |
181 | * this replaces find_skill. |
205 | * this replaces find_skill. |
182 | */ |
206 | */ |
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207 | object * |
183 | object *find_skill_by_number(object *who, int skillno) |
208 | find_skill_by_number (object *who, int skillno) |
184 | { |
209 | { |
185 | object *skill=NULL, *skill_tool=NULL, *tmp; |
210 | object *skill = NULL, *skill_tool = NULL, *tmp; |
186 | |
211 | |
187 | if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
212 | if (skillno < 1 || skillno >= NUM_SKILLS) |
188 | |
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189 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
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190 | if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; |
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191 | |
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192 | /* Try to find appropriate skilltool. If the player has one already |
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193 | * applied, we try to keep using that one. |
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194 | */ |
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195 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { |
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196 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
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197 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
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198 | skill_tool = tmp; |
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199 | } |
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200 | } |
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201 | /* If this is a skill that can be used without a tool, return it */ |
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202 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
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203 | |
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204 | /* Player has a tool to use the skill. IF not applied, apply it - |
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205 | * if not successful, return null. If they do have the skill tool |
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206 | * but not the skill itself, give it to them. |
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207 | */ |
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208 | if (skill_tool) { |
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209 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
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210 | if (apply_special(who, skill_tool, 0)) return NULL; |
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211 | } |
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212 | if (!skill) { |
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213 | skill = give_skill_by_name(who, skill_tool->skill); |
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214 | link_player_skills(who); |
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215 | } |
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216 | return skill; |
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217 | } |
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218 | return NULL; |
213 | return NULL; |
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214 | |
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215 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
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216 | { |
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217 | if (tmp->type == SKILL && tmp->subtype == skillno) |
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218 | skill = tmp; |
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219 | |
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220 | /* Try to find appropriate skilltool. If the player has one already |
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221 | * applied, we try to keep using that one. |
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222 | */ |
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223 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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224 | { |
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225 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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226 | skill_tool = tmp; |
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227 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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228 | skill_tool = tmp; |
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229 | } |
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230 | } |
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231 | /* If this is a skill that can be used without a tool, return it */ |
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232 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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233 | return skill; |
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234 | |
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235 | /* Player has a tool to use the skill. IF not applied, apply it - |
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236 | * if not successful, return null. If they do have the skill tool |
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237 | * but not the skill itself, give it to them. |
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238 | */ |
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239 | if (skill_tool) |
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240 | { |
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241 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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242 | { |
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243 | if (apply_special (who, skill_tool, 0)) |
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244 | return NULL; |
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245 | } |
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246 | if (!skill) |
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247 | { |
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248 | skill = give_skill_by_name (who, skill_tool->skill); |
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249 | link_player_skills (who); |
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250 | } |
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251 | return skill; |
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252 | } |
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253 | return NULL; |
219 | } |
254 | } |
220 | |
255 | |
221 | /* This changes the objects skill to new_skill. |
256 | /* This changes the objects skill to new_skill. |
222 | * note that this function doesn't always need to get used - |
257 | * note that this function doesn't always need to get used - |
223 | * you can now add skill exp to the player without the chosen_skill being |
258 | * you can now add skill exp to the player without the chosen_skill being |
… | |
… | |
228 | * 0x1: If set, don't update the range pointer. This is useful when we |
263 | * 0x1: If set, don't update the range pointer. This is useful when we |
229 | * need to ready a new skill, but don't want to clobber range. |
264 | * need to ready a new skill, but don't want to clobber range. |
230 | * return 1 on success, 0 on error |
265 | * return 1 on success, 0 on error |
231 | */ |
266 | */ |
232 | |
267 | |
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268 | int |
233 | int change_skill (object *who, object *new_skill, int flag) |
269 | change_skill (object *who, object *new_skill, int flag) |
234 | { |
270 | { |
235 | int old_range; |
271 | int old_range; |
236 | |
272 | |
237 | if ( who->type != PLAYER ) |
273 | if (who->type != PLAYER) |
238 | return 0; |
274 | return 0; |
239 | |
275 | |
240 | old_range = who->contr->shoottype; |
276 | old_range = who->contr->shoottype; |
241 | |
277 | |
242 | if (who->chosen_skill && who->chosen_skill == new_skill) |
278 | if (who->chosen_skill && who->chosen_skill == new_skill) |
243 | { |
279 | { |
244 | /* optimization for changing skill to current skill */ |
280 | /* optimization for changing skill to current skill */ |
245 | if (who->type == PLAYER && !(flag & 0x1)) |
281 | if (who->type == PLAYER && !(flag & 0x1)) |
246 | who->contr->shoottype = range_skill; |
282 | who->contr->shoottype = range_skill; |
247 | return 1; |
283 | return 1; |
248 | } |
284 | } |
249 | |
285 | |
250 | if (!new_skill || who->chosen_skill) |
286 | if (!new_skill || who->chosen_skill) |
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287 | if (who->chosen_skill) |
251 | if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
288 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
252 | |
289 | |
253 | /* Only goal in this case was to unapply a skill */ |
290 | /* Only goal in this case was to unapply a skill */ |
254 | if (!new_skill) return 0; |
291 | if (!new_skill) |
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292 | return 0; |
255 | |
293 | |
256 | if (apply_special (who, new_skill, AP_APPLY)) { |
294 | if (apply_special (who, new_skill, AP_APPLY)) |
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295 | { |
257 | return 0; |
296 | return 0; |
258 | } |
297 | } |
259 | if (flag & 0x1) |
298 | if (flag & 0x1) |
260 | who->contr->shoottype = (rangetype) old_range; |
299 | who->contr->shoottype = (rangetype) old_range; |
261 | |
300 | |
262 | return 1; |
301 | return 1; |
263 | } |
302 | } |
264 | |
303 | |
265 | /* This function just clears the chosen_skill and range_skill values |
304 | /* This function just clears the chosen_skill and range_skill values |
266 | * inthe player. |
305 | * inthe player. |
267 | */ |
306 | */ |
|
|
307 | void |
268 | void clear_skill(object *who) |
308 | clear_skill (object *who) |
269 | { |
309 | { |
270 | who->chosen_skill = NULL; |
310 | who->chosen_skill = NULL; |
271 | CLEAR_FLAG(who, FLAG_READY_SKILL); |
311 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
272 | if (who->type == PLAYER) { |
312 | if (who->type == PLAYER) |
|
|
313 | { |
273 | who->contr->ranges[range_skill] = NULL; |
314 | who->contr->ranges[range_skill] = NULL; |
274 | if (who->contr->shoottype == range_skill) |
315 | if (who->contr->shoottype == range_skill) |
275 | who->contr->shoottype = range_none; |
316 | who->contr->shoottype = range_none; |
276 | } |
317 | } |
277 | } |
318 | } |
278 | |
319 | |
279 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
320 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
280 | * We handle all requests for skill use outside of some combat here. |
321 | * We handle all requests for skill use outside of some combat here. |
… | |
… | |
285 | * from know if a skill was actually used, as many skills don't |
326 | * from know if a skill was actually used, as many skills don't |
286 | * give any exp for their direct use (eg, throwing). |
327 | * give any exp for their direct use (eg, throwing). |
287 | * It returns 0 if no skill was used. |
328 | * It returns 0 if no skill was used. |
288 | */ |
329 | */ |
289 | |
330 | |
|
|
331 | int |
290 | int do_skill (object *op, object *part, object *skill, int dir, const char *string) { |
332 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
|
|
333 | { |
291 | int success=0, exp=0; |
334 | int success = 0, exp = 0; |
292 | int did_alc = 0; |
335 | int did_alc = 0; |
293 | object *tmp, *next; |
336 | object *tmp, *next; |
294 | |
337 | |
295 | if (!skill) return 0; |
338 | if (!skill) |
|
|
339 | return 0; |
296 | |
340 | |
297 | /* The code below presumes that the skill points to the object that |
341 | /* The code below presumes that the skill points to the object that |
298 | * holds the exp, level, etc of the skill. So if this is a player |
342 | * holds the exp, level, etc of the skill. So if this is a player |
299 | * go and try to find the actual real skill pointer, and if the |
343 | * go and try to find the actual real skill pointer, and if the |
300 | * the player doesn't have a bucket for that, create one. |
344 | * the player doesn't have a bucket for that, create one. |
301 | */ |
345 | */ |
302 | if (skill->type != SKILL && op->type == PLAYER) { |
346 | if (skill->type != SKILL && op->type == PLAYER) |
|
|
347 | { |
303 | for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
348 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
349 | { |
304 | if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
350 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
|
|
351 | break; |
305 | } |
352 | } |
|
|
353 | if (!tmp) |
306 | if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
354 | tmp = give_skill_by_name (op, skill->skill); |
307 | skill = tmp; |
355 | skill = tmp; |
308 | } |
356 | } |
309 | |
357 | |
310 | // skill, by_whom, on_which_object, which direction, skill_argument |
358 | // skill, by_whom, on_which_object, which direction, skill_argument |
311 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
359 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
312 | return 0; |
360 | return 0; |
313 | |
361 | |
314 | switch(skill->subtype) { |
362 | switch (skill->subtype) |
|
|
363 | { |
315 | case SK_LEVITATION: |
364 | case SK_LEVITATION: |
316 | /* Not 100% sure if this will work with new movement code - |
365 | /* Not 100% sure if this will work with new movement code - |
317 | * the levitation skill has move_type for flying, so when |
366 | * the levitation skill has move_type for flying, so when |
318 | * equipped, that should transfer to player, when not, |
367 | * equipped, that should transfer to player, when not, |
319 | * shouldn't. |
368 | * shouldn't. |
320 | */ |
369 | */ |
321 | if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
370 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
|
|
371 | { |
322 | CLEAR_FLAG(skill,FLAG_APPLIED); |
372 | CLEAR_FLAG (skill, FLAG_APPLIED); |
323 | new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
373 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
|
|
374 | } |
|
|
375 | else |
324 | } |
376 | { |
325 | else { |
|
|
326 | SET_FLAG(skill,FLAG_APPLIED); |
377 | SET_FLAG (skill, FLAG_APPLIED); |
327 | new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); |
378 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
328 | } |
379 | } |
329 | fix_player(op); |
380 | fix_player (op); |
330 | success=1; |
381 | success = 1; |
331 | break; |
382 | break; |
332 | |
383 | |
333 | case SK_STEALING: |
384 | case SK_STEALING: |
334 | exp = success = steal(op, dir, skill); |
385 | exp = success = steal (op, dir, skill); |
335 | break; |
386 | break; |
336 | |
387 | |
337 | case SK_LOCKPICKING: |
388 | case SK_LOCKPICKING: |
338 | exp = success = pick_lock(op, dir, skill); |
389 | exp = success = pick_lock (op, dir, skill); |
339 | break; |
390 | break; |
340 | |
391 | |
341 | case SK_HIDING: |
392 | case SK_HIDING: |
342 | exp = success = hide(op, skill); |
393 | exp = success = hide (op, skill); |
343 | break; |
394 | break; |
344 | |
395 | |
345 | case SK_JUMPING: |
396 | case SK_JUMPING: |
346 | success = jump(op, dir, skill); |
397 | success = jump (op, dir, skill); |
347 | break; |
398 | break; |
348 | |
399 | |
349 | case SK_INSCRIPTION: |
400 | case SK_INSCRIPTION: |
350 | exp = success = write_on_item(op,string, skill); |
401 | exp = success = write_on_item (op, string, skill); |
351 | break; |
402 | break; |
352 | |
403 | |
353 | case SK_MEDITATION: |
404 | case SK_MEDITATION: |
354 | meditate(op, skill); |
405 | meditate (op, skill); |
355 | success=1; |
406 | success = 1; |
356 | break; |
407 | break; |
357 | /* note that the following 'attack' skills gain exp through hit_player() */ |
408 | /* note that the following 'attack' skills gain exp through hit_player() */ |
358 | |
409 | |
359 | case SK_KARATE: |
410 | case SK_KARATE: |
360 | (void) attack_hth(op,dir,"karate-chopped", skill); |
411 | (void) attack_hth (op, dir, "karate-chopped", skill); |
361 | break; |
412 | break; |
362 | |
413 | |
363 | case SK_PUNCHING: |
414 | case SK_PUNCHING: |
364 | (void) attack_hth(op,dir,"punched", skill); |
415 | (void) attack_hth (op, dir, "punched", skill); |
365 | break; |
416 | break; |
366 | |
417 | |
367 | case SK_FLAME_TOUCH: |
418 | case SK_FLAME_TOUCH: |
368 | (void) attack_hth(op,dir,"flamed", skill); |
419 | (void) attack_hth (op, dir, "flamed", skill); |
369 | break; |
420 | break; |
370 | |
421 | |
371 | case SK_SPARK_TOUCH: |
422 | case SK_SPARK_TOUCH: |
372 | (void) attack_hth(op,dir,"zapped", skill); |
423 | (void) attack_hth (op, dir, "zapped", skill); |
373 | break; |
424 | break; |
374 | |
425 | |
375 | case SK_SHIVER: |
426 | case SK_SHIVER: |
376 | (void) attack_hth(op,dir,"froze", skill); |
427 | (void) attack_hth (op, dir, "froze", skill); |
377 | break; |
428 | break; |
378 | |
429 | |
379 | case SK_ACID_SPLASH: |
430 | case SK_ACID_SPLASH: |
380 | (void) attack_hth(op,dir,"dissolved", skill); |
431 | (void) attack_hth (op, dir, "dissolved", skill); |
381 | break; |
432 | break; |
382 | |
433 | |
383 | case SK_POISON_NAIL: |
434 | case SK_POISON_NAIL: |
384 | (void) attack_hth(op,dir,"injected poison into", skill); |
435 | (void) attack_hth (op, dir, "injected poison into", skill); |
385 | break; |
436 | break; |
386 | |
437 | |
387 | case SK_CLAWING: |
438 | case SK_CLAWING: |
388 | (void) attack_hth(op,dir,"clawed", skill); |
439 | (void) attack_hth (op, dir, "clawed", skill); |
389 | break; |
440 | break; |
390 | |
441 | |
391 | case SK_ONE_HANDED_WEAPON: |
442 | case SK_ONE_HANDED_WEAPON: |
392 | case SK_TWO_HANDED_WEAPON: |
443 | case SK_TWO_HANDED_WEAPON: |
393 | (void) attack_melee_weapon(op,dir,NULL, skill); |
444 | (void) attack_melee_weapon (op, dir, NULL, skill); |
394 | break; |
445 | break; |
395 | |
446 | |
396 | case SK_FIND_TRAPS: |
447 | case SK_FIND_TRAPS: |
397 | exp = success = find_traps(op, skill); |
448 | exp = success = find_traps (op, skill); |
398 | break; |
449 | break; |
399 | |
450 | |
400 | case SK_SINGING: |
451 | case SK_SINGING: |
401 | exp = success = singing(op,dir, skill); |
452 | exp = success = singing (op, dir, skill); |
402 | break; |
453 | break; |
403 | |
454 | |
404 | case SK_ORATORY: |
455 | case SK_ORATORY: |
405 | exp = success = use_oratory(op,dir, skill); |
456 | exp = success = use_oratory (op, dir, skill); |
406 | break; |
457 | break; |
407 | |
458 | |
408 | case SK_SMITHERY: |
459 | case SK_SMITHERY: |
409 | case SK_BOWYER: |
460 | case SK_BOWYER: |
410 | case SK_JEWELER: |
461 | case SK_JEWELER: |
411 | case SK_ALCHEMY: |
462 | case SK_ALCHEMY: |
412 | case SK_THAUMATURGY: |
463 | case SK_THAUMATURGY: |
413 | case SK_LITERACY: |
464 | case SK_LITERACY: |
414 | case SK_WOODSMAN: |
465 | case SK_WOODSMAN: |
415 | /* first, we try to find a cauldron, and do the alchemy thing. |
466 | /* first, we try to find a cauldron, and do the alchemy thing. |
416 | * failing that, we go and identify stuff. |
467 | * failing that, we go and identify stuff. |
417 | */ |
468 | */ |
418 | for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { |
469 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
|
|
470 | { |
419 | next=tmp->above; |
471 | next = tmp->above; |
420 | if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
472 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
|
|
473 | { |
421 | attempt_do_alchemy(op, tmp); |
474 | attempt_do_alchemy (op, tmp); |
422 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
475 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
423 | esrv_send_inventory(op, tmp); |
476 | esrv_send_inventory (op, tmp); |
424 | did_alc=1; |
477 | did_alc = 1; |
425 | } |
478 | } |
426 | } |
479 | } |
427 | if (did_alc == 0) |
480 | if (did_alc == 0) |
428 | exp = success = skill_ident(op,skill); |
481 | exp = success = skill_ident (op, skill); |
429 | break; |
482 | break; |
430 | |
483 | |
431 | case SK_DET_MAGIC: |
484 | case SK_DET_MAGIC: |
432 | case SK_DET_CURSE: |
485 | case SK_DET_CURSE: |
433 | exp = success = skill_ident(op,skill); |
486 | exp = success = skill_ident (op, skill); |
434 | break; |
487 | break; |
435 | |
488 | |
436 | case SK_DISARM_TRAPS: |
489 | case SK_DISARM_TRAPS: |
437 | exp = success = remove_trap(op,dir, skill); |
490 | exp = success = remove_trap (op, dir, skill); |
438 | break; |
491 | break; |
439 | |
492 | |
440 | case SK_THROWING: |
493 | case SK_THROWING: |
441 | success = skill_throw(op,part,dir,string, skill); |
494 | success = skill_throw (op, part, dir, string, skill); |
442 | break; |
495 | break; |
443 | |
496 | |
444 | case SK_SET_TRAP: |
497 | case SK_SET_TRAP: |
445 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); |
498 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
446 | break; |
499 | break; |
447 | |
500 | |
448 | case SK_USE_MAGIC_ITEM: |
501 | case SK_USE_MAGIC_ITEM: |
449 | case SK_MISSILE_WEAPON: |
502 | case SK_MISSILE_WEAPON: |
450 | new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); |
503 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
451 | break; |
504 | break; |
452 | |
505 | |
453 | case SK_PRAYING: |
506 | case SK_PRAYING: |
454 | success = pray(op, skill); |
507 | success = pray (op, skill); |
455 | break; |
508 | break; |
456 | |
509 | |
457 | case SK_BARGAINING: |
510 | case SK_BARGAINING: |
458 | success = describe_shop(op); |
511 | success = describe_shop (op); |
459 | break; |
512 | break; |
460 | |
513 | |
461 | case SK_SORCERY: |
514 | case SK_SORCERY: |
462 | case SK_EVOCATION: |
515 | case SK_EVOCATION: |
463 | case SK_PYROMANCY: |
516 | case SK_PYROMANCY: |
464 | case SK_SUMMONING: |
517 | case SK_SUMMONING: |
465 | case SK_CLIMBING: |
518 | case SK_CLIMBING: |
466 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); |
519 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
467 | break; |
520 | break; |
468 | |
521 | |
469 | default: |
522 | default: |
470 | LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
523 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
471 | ,query_name(op), op->chosen_skill->stats.sp); |
|
|
472 | break; |
524 | break; |
473 | } |
525 | } |
474 | |
526 | |
475 | /* For players we now update the speed_left from using the skill. |
527 | /* For players we now update the speed_left from using the skill. |
476 | * Monsters have no skill use time because of the random nature in |
528 | * Monsters have no skill use time because of the random nature in |
477 | * which use_monster_skill is called already simulates this. |
529 | * which use_monster_skill is called already simulates this. |
478 | * If certain skills should take more/less time, that should be |
530 | * If certain skills should take more/less time, that should be |
479 | * in the code for the skill itself. |
531 | * in the code for the skill itself. |
480 | */ |
532 | */ |
481 | |
|
|
482 | if(op->type==PLAYER) op->speed_left -= 1.0; |
|
|
483 | |
533 | |
|
|
534 | if (op->type == PLAYER) |
|
|
535 | op->speed_left -= 1.0; |
|
|
536 | |
484 | /* this is a good place to add experience for successfull use of skills. |
537 | /* this is a good place to add experience for successfull use of skills. |
485 | * Note that add_exp() will figure out player/monster experience |
538 | * Note that add_exp() will figure out player/monster experience |
486 | * gain problems. |
539 | * gain problems. |
487 | */ |
540 | */ |
488 | |
541 | |
|
|
542 | if (success && exp) |
489 | if(success && exp) change_exp(op,exp, skill->skill, 0); |
543 | change_exp (op, exp, skill->skill, 0); |
490 | |
544 | |
491 | return success; |
545 | return success; |
492 | } |
546 | } |
493 | |
547 | |
494 | /* calc_skill_exp() - calculates amount of experience can be gained for |
548 | /* calc_skill_exp() - calculates amount of experience can be gained for |
495 | * successfull use of a skill. Returns value of experience gain. |
549 | * successfull use of a skill. Returns value of experience gain. |
496 | * Here we take the view that a player must 'overcome an opponent' |
550 | * Here we take the view that a player must 'overcome an opponent' |
… | |
… | |
515 | * skill is the skill used. If no skill is used, it should just |
569 | * skill is the skill used. If no skill is used, it should just |
516 | * point back to who. |
570 | * point back to who. |
517 | * |
571 | * |
518 | */ |
572 | */ |
519 | |
573 | |
|
|
574 | int |
520 | int calc_skill_exp(object *who, object *op, object *skill) { |
575 | calc_skill_exp (object *who, object *op, object *skill) |
|
|
576 | { |
521 | int op_exp=0,op_lvl= 0; |
577 | int op_exp = 0, op_lvl = 0; |
522 | float base,value,lvl_mult=0.0; |
578 | float base, value, lvl_mult = 0.0; |
523 | |
579 | |
524 | if (!skill) skill = who; |
580 | if (!skill) |
|
|
581 | skill = who; |
525 | |
582 | |
526 | /* Oct 95 - where we have an object, I expanded our treatment |
583 | /* Oct 95 - where we have an object, I expanded our treatment |
527 | * to 3 cases: |
584 | * to 3 cases: |
528 | * non-living magic obj, runes and everything else. |
585 | * non-living magic obj, runes and everything else. |
529 | * |
586 | * |
530 | * If an object is not alive and magical we set the base exp higher to |
587 | * If an object is not alive and magical we set the base exp higher to |
531 | * help out exp awards for skill_ident skills. Also, if |
588 | * help out exp awards for skill_ident skills. Also, if |
532 | * an item is type RUNE, we give out exp based on stats.Cha |
589 | * an item is type RUNE, we give out exp based on stats.Cha |
533 | * and level (this was the old system) -b.t. |
590 | * and level (this was the old system) -b.t. |
534 | */ |
591 | */ |
535 | |
592 | |
536 | if(!op) { /* no item/creature */ |
593 | if (!op) |
|
|
594 | { /* no item/creature */ |
537 | op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
595 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
538 | op_exp = 0; |
596 | op_exp = 0; |
539 | } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
597 | } |
|
|
598 | else if (op->type == RUNE || op->type == TRAP) |
|
|
599 | { /* all traps. If stats.Cha > 1 we use that |
540 | * for the amount of experience */ |
600 | * for the amount of experience */ |
541 | op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
601 | op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
542 | op_lvl = op->level; |
602 | op_lvl = op->level; |
543 | } else { /* all other items/living creatures */ |
603 | } |
|
|
604 | else |
|
|
605 | { /* all other items/living creatures */ |
544 | op_exp = op->stats.exp; |
606 | op_exp = op->stats.exp; |
545 | op_lvl = op->level; |
607 | op_lvl = op->level; |
546 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
608 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
609 | { /* for ident/make items */ |
547 | op_lvl += 5 * abs(op->magic); |
610 | op_lvl += 5 * abs (op->magic); |
548 | } |
611 | } |
549 | } |
612 | } |
550 | |
613 | |
551 | if(op_lvl<1) op_lvl = 1; |
614 | if (op_lvl < 1) |
|
|
615 | op_lvl = 1; |
552 | |
616 | |
553 | if(who->type!=PLAYER) { /* for monsters only */ |
617 | if (who->type != PLAYER) |
|
|
618 | { /* for monsters only */ |
554 | return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
619 | return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
|
|
620 | } |
|
|
621 | else |
555 | } else { /* for players */ |
622 | { /* for players */ |
556 | base = op_exp; |
623 | base = op_exp; |
557 | /* if skill really is a skill, then we can look at the skill archetype for |
624 | /* if skill really is a skill, then we can look at the skill archetype for |
558 | * bse reward value (exp) and level multiplier factor. |
625 | * bse reward value (exp) and level multiplier factor. |
559 | */ |
626 | */ |
560 | if (skill->type == SKILL) { |
627 | if (skill->type == SKILL) |
|
|
628 | { |
561 | base += skill->arch->clone.stats.exp; |
629 | base += skill->arch->clone.stats.exp; |
562 | if (settings.simple_exp) { |
630 | if (settings.simple_exp) |
|
|
631 | { |
563 | if (skill->arch->clone.level) |
632 | if (skill->arch->clone.level) |
564 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
633 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
565 | else |
634 | else |
566 | lvl_mult = 1.0; /* no adjustment */ |
635 | lvl_mult = 1.0; /* no adjustment */ |
|
|
636 | } |
|
|
637 | else |
567 | } |
638 | { |
568 | else { |
|
|
569 | if (skill->level) |
639 | if (skill->level) |
570 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
640 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
571 | else |
641 | else |
572 | lvl_mult = 1.0; |
642 | lvl_mult = 1.0; |
|
|
643 | } |
573 | } |
644 | } |
574 | } else { |
645 | else |
|
|
646 | { |
575 | /* Don't divide by zero here! */ |
647 | /* Don't divide by zero here! */ |
576 | lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
648 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
577 | } |
649 | } |
578 | } |
650 | } |
579 | |
651 | |
580 | /* assemble the exp total, and return value */ |
652 | /* assemble the exp total, and return value */ |
581 | |
653 | |
582 | value = base * lvl_mult; |
654 | value = base * lvl_mult; |
|
|
655 | if (value < 1) |
583 | if (value < 1) value=1; /* Always give at least 1 exp point */ |
656 | value = 1; /* Always give at least 1 exp point */ |
584 | |
657 | |
585 | #ifdef SKILL_UTIL_DEBUG |
658 | #ifdef SKILL_UTIL_DEBUG |
586 | LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
659 | LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); |
587 | who->name,skill->level,op->name,op_lvl); |
|
|
588 | #endif |
660 | #endif |
589 | return ( (int) value); |
661 | return ((int) value); |
590 | } |
662 | } |
591 | |
663 | |
592 | /* Learn skill. This inserts the requested skill in the player's |
664 | /* Learn skill. This inserts the requested skill in the player's |
593 | * inventory. The skill field of the scroll should have the |
665 | * inventory. The skill field of the scroll should have the |
594 | * exact name of the requested skill. |
666 | * exact name of the requested skill. |
595 | * This one actually teaches the player the skill as something |
667 | * This one actually teaches the player the skill as something |
596 | * they can equip. |
668 | * they can equip. |
597 | * Return 0 if the player knows the skill, 1 if the |
669 | * Return 0 if the player knows the skill, 1 if the |
598 | * player learns the skill, 2 otherwise. |
670 | * player learns the skill, 2 otherwise. |
599 | */ |
671 | */ |
600 | |
672 | |
601 | int |
673 | int |
602 | learn_skill (object *pl, object *scroll) { |
674 | learn_skill (object *pl, object *scroll) |
|
|
675 | { |
603 | object *tmp; |
676 | object *tmp; |
604 | |
677 | |
605 | if (!scroll->skill) { |
678 | if (!scroll->skill) |
|
|
679 | { |
606 | LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); |
680 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
607 | return 2; |
681 | return 2; |
608 | } |
682 | } |
609 | |
683 | |
610 | /* can't use find_skill_by_name because we want skills the player knows |
684 | /* can't use find_skill_by_name because we want skills the player knows |
611 | * but can't use natively. |
685 | * but can't use natively. |
612 | */ |
686 | */ |
613 | |
687 | |
614 | for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
688 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
615 | if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
689 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
690 | break; |
616 | |
691 | |
617 | /* player already knows it */ |
692 | /* player already knows it */ |
618 | if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
693 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
694 | return 0; |
619 | |
695 | |
620 | |
696 | |
621 | |
697 | |
622 | /* now a random change to learn, based on player Int. |
698 | /* now a random change to learn, based on player Int. |
623 | * give bonus based on level - otherwise stupid characters |
699 | * give bonus based on level - otherwise stupid characters |
624 | * might never be able to learn anything. |
700 | * might never be able to learn anything. |
625 | */ |
701 | */ |
626 | if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
702 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
627 | return 2; /* failure :< */ |
703 | return 2; /* failure :< */ |
628 | |
704 | |
629 | if (!tmp) |
705 | if (!tmp) |
630 | tmp = give_skill_by_name(pl, scroll->skill); |
706 | tmp = give_skill_by_name (pl, scroll->skill); |
631 | |
707 | |
632 | if (!tmp) { |
708 | if (!tmp) |
|
|
709 | { |
633 | LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); |
710 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
634 | return 2; |
711 | return 2; |
635 | } |
712 | } |
636 | |
713 | |
637 | SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
714 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
638 | link_player_skills(pl); |
715 | link_player_skills (pl); |
639 | return 1; |
716 | return 1; |
640 | } |
717 | } |
641 | |
718 | |
642 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
719 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
|
|
720 | |
643 | /* Probably belongs in some global utils-type file? */ |
721 | /* Probably belongs in some global utils-type file? */ |
|
|
722 | static int |
644 | static int clipped_percent(sint64 a, sint64 b) |
723 | clipped_percent (sint64 a, sint64 b) |
645 | { |
724 | { |
646 | int rv; |
725 | int rv; |
647 | |
726 | |
648 | if (b <= 0) |
727 | if (b <= 0) |
649 | return 0; |
728 | return 0; |
650 | |
729 | |
651 | rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); |
730 | rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
652 | |
731 | |
653 | if (rv < 0) |
732 | if (rv < 0) |
654 | return 0; |
733 | return 0; |
655 | else if (rv > 100) |
734 | else if (rv > 100) |
656 | return 100; |
735 | return 100; |
657 | |
736 | |
658 | return rv; |
737 | return rv; |
659 | } |
738 | } |
660 | |
739 | |
661 | /* show_skills() - Meant to allow players to examine |
740 | /* show_skills() - Meant to allow players to examine |
662 | * their current skill list. |
741 | * their current skill list. |
… | |
… | |
666 | * Note this function is a bit more complicated becauase we |
745 | * Note this function is a bit more complicated becauase we |
667 | * we want ot sort the skills before printing them. If we |
746 | * we want ot sort the skills before printing them. If we |
668 | * just dumped this as we found it, this would be a bit |
747 | * just dumped this as we found it, this would be a bit |
669 | * simpler. |
748 | * simpler. |
670 | */ |
749 | */ |
671 | |
750 | |
|
|
751 | void |
672 | void show_skills(object *op, const char* search) { |
752 | show_skills (object *op, const char *search) |
|
|
753 | { |
673 | object *tmp=NULL; |
754 | object *tmp = NULL; |
674 | char buf[MAX_BUF]; |
755 | char buf[MAX_BUF]; |
675 | const char *cp; |
756 | const char *cp; |
676 | int i,num_skills_found=0; |
757 | int i, num_skills_found = 0; |
677 | static const char *const periods = "........................................"; |
758 | static const char *const periods = "........................................"; |
|
|
759 | |
678 | /* Need to have a pointer and use strdup for qsort to work properly */ |
760 | /* Need to have a pointer and use strdup for qsort to work properly */ |
679 | char skills[NUM_SKILLS][MAX_BUF]; |
761 | char skills[NUM_SKILLS][MAX_BUF]; |
680 | |
762 | |
681 | |
763 | |
682 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
764 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
765 | { |
683 | if (tmp->type == SKILL) { |
766 | if (tmp->type == SKILL) |
|
|
767 | { |
684 | if ( search && strstr(tmp->name,search)==NULL ) continue; |
768 | if (search && strstr (tmp->name, search) == NULL) |
|
|
769 | continue; |
685 | /* Basically want to fill this out to 40 spaces with periods */ |
770 | /* Basically want to fill this out to 40 spaces with periods */ |
686 | sprintf(buf,"%s%s", tmp->name, periods); |
771 | sprintf (buf, "%s%s", &tmp->name, periods); |
687 | buf[40] = 0; |
772 | buf[40] = 0; |
688 | |
773 | |
689 | if (settings.permanent_exp_ratio) { |
774 | if (settings.permanent_exp_ratio) |
690 | #ifdef WIN32 |
775 | { |
691 | sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", |
|
|
692 | buf,tmp->level, |
|
|
693 | tmp->stats.exp, |
|
|
694 | level_exp(tmp->level+1, op->expmul), |
|
|
695 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
|
|
696 | #else |
|
|
697 | sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", |
776 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
698 | buf,tmp->level, |
777 | buf, tmp->level, |
699 | tmp->stats.exp, |
778 | (long long) tmp->stats.exp, |
700 | level_exp(tmp->level+1, op->expmul), |
779 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
701 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
780 | } |
702 | #endif |
|
|
703 | } else { |
781 | else |
704 | #ifdef WIN32 |
782 | { |
705 | sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%I64d/%I64d)", |
|
|
706 | buf,tmp->level, |
|
|
707 | tmp->stats.exp, |
|
|
708 | level_exp(tmp->level+1, op->expmul)); |
|
|
709 | #else |
|
|
710 | sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
783 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
711 | buf,tmp->level, |
784 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
712 | tmp->stats.exp, |
|
|
713 | level_exp(tmp->level+1, op->expmul)); |
|
|
714 | #endif |
|
|
715 | } |
785 | } |
716 | /* I don't know why some characters get a bunch of skills, but |
786 | /* I don't know why some characters get a bunch of skills, but |
717 | * it sometimes happens (maybe a leftover from bugier earlier code |
787 | * it sometimes happens (maybe a leftover from bugier earlier code |
718 | * and those character are still about). In any case, lets handle |
788 | * and those character are still about). In any case, lets handle |
719 | * it so it doesn't crash the server - otherwise, one character may |
789 | * it so it doesn't crash the server - otherwise, one character may |
720 | * crash the server numerous times. |
790 | * crash the server numerous times. |
721 | */ |
791 | */ |
722 | if (num_skills_found >= NUM_SKILLS) { |
792 | if (num_skills_found >= NUM_SKILLS) |
|
|
793 | { |
723 | new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); |
794 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
724 | new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
795 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
725 | break; |
796 | break; |
726 | } |
|
|
727 | } |
797 | } |
|
|
798 | } |
728 | } |
799 | } |
729 | |
800 | |
730 | clear_win_info(op); |
801 | clear_win_info (op); |
731 | new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); |
802 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
|
|
803 | if (num_skills_found > 1) |
732 | if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); |
804 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
733 | |
805 | |
734 | for (i=0; i<num_skills_found; i++) { |
806 | for (i = 0; i < num_skills_found; i++) |
|
|
807 | { |
735 | new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
808 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
736 | } |
809 | } |
737 | |
810 | |
738 | new_draw_info_format(NDI_UNIQUE, 0, op, |
811 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
739 | "You can handle %d weapon improvements.",op->level/5+5); |
|
|
740 | |
812 | |
741 | cp = determine_god(op); |
813 | cp = determine_god (op); |
742 | new_draw_info_format(NDI_UNIQUE, 0, op, |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
743 | "You worship %s.", cp?cp:"no god at current time"); |
|
|
744 | |
815 | |
745 | new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", |
816 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
746 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
817 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
747 | } |
818 | } |
748 | |
819 | |
749 | /* use_skill() - similar to invoke command, it executes the skill in the |
820 | /* use_skill() - similar to invoke command, it executes the skill in the |
750 | * direction that the user is facing. Returns false if we are unable to |
821 | * direction that the user is facing. Returns false if we are unable to |
751 | * change to the requested skill, or were unable to use the skill properly. |
822 | * change to the requested skill, or were unable to use the skill properly. |
752 | * This is tricky because skills can have spaces. We basically roll |
823 | * This is tricky because skills can have spaces. We basically roll |
753 | * our own find_skill_by_name so we can try to do better string matching. |
824 | * our own find_skill_by_name so we can try to do better string matching. |
754 | */ |
825 | */ |
755 | |
826 | |
|
|
827 | int |
756 | int use_skill(object *op, const char *string) { |
828 | use_skill (object *op, const char *string) |
|
|
829 | { |
757 | object *skop; |
830 | object *skop; |
758 | size_t len; |
831 | size_t len; |
759 | |
832 | |
760 | if (!string) return 0; |
833 | if (!string) |
|
|
834 | return 0; |
761 | |
835 | |
762 | for (skop = op->inv; skop != NULL; skop=skop->below) { |
836 | for (skop = op->inv; skop != NULL; skop = skop->below) |
|
|
837 | { |
763 | if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
838 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
764 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
839 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
765 | break; |
840 | break; |
766 | else if (skop->type == SKILL_TOOL && |
|
|
767 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
841 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
768 | break; |
842 | break; |
769 | } |
843 | } |
770 | if (!skop) { |
844 | if (!skop) |
771 | new_draw_info_format(NDI_UNIQUE, 0, op, |
845 | { |
772 | "Unable to find skill %s", string); |
846 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
773 | return 0; |
847 | return 0; |
774 | } |
848 | } |
775 | |
849 | |
776 | len=strlen(skop->skill); |
850 | len = strlen (skop->skill); |
777 | |
851 | |
778 | /* All this logic goes and skips over the skill name to find any |
852 | /* All this logic goes and skips over the skill name to find any |
779 | * options given to the skill. Its pretty simple - if there |
853 | * options given to the skill. Its pretty simple - if there |
780 | * are extra parameters (as deteremined by string length), we |
854 | * are extra parameters (as deteremined by string length), we |
781 | * want to skip over any leading spaces. |
855 | * want to skip over any leading spaces. |
782 | */ |
856 | */ |
783 | if(len>=strlen(string)) { |
857 | if (len >= strlen (string)) |
|
|
858 | { |
784 | string=NULL; |
859 | string = NULL; |
785 | } else { |
860 | } |
|
|
861 | else |
|
|
862 | { |
786 | string += len; |
863 | string += len; |
787 | while(*string==0x20) string++; |
864 | while (*string == 0x20) |
788 | if(strlen(string)==0) string = NULL; |
865 | string++; |
789 | } |
866 | if (strlen (string) == 0) |
|
|
867 | string = NULL; |
790 | |
868 | } |
|
|
869 | |
791 | #ifdef SKILL_UTIL_DEBUG |
870 | #ifdef SKILL_UTIL_DEBUG |
792 | LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); |
871 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
793 | #endif |
872 | #endif |
794 | |
873 | |
795 | /* Change to the new skill, then execute it. */ |
874 | /* Change to the new skill, then execute it. */ |
796 | if(do_skill(op,op,skop, op->facing,string)) return 1; |
875 | if (do_skill (op, op, skop, op->facing, string)) |
797 | |
|
|
798 | return 0; |
876 | return 1; |
|
|
877 | |
|
|
878 | return 0; |
799 | } |
879 | } |
800 | |
880 | |
801 | |
881 | |
802 | |
882 | |
803 | /* This finds the best unarmed skill the player has, and returns |
883 | /* This finds the best unarmed skill the player has, and returns |
… | |
… | |
812 | * Unlike the old code, we don't give out any skills - it is |
892 | * Unlike the old code, we don't give out any skills - it is |
813 | * possible you just don't have any ability to get into unarmed |
893 | * possible you just don't have any ability to get into unarmed |
814 | * combat. If everyone race/class should have one, this should |
894 | * combat. If everyone race/class should have one, this should |
815 | * be handled in the starting treasurelists, not in the code. |
895 | * be handled in the starting treasurelists, not in the code. |
816 | */ |
896 | */ |
|
|
897 | static object * |
817 | static object *find_best_player_hth_skill(object *op) |
898 | find_best_player_hth_skill (object *op) |
818 | { |
899 | { |
819 | object *tmp, *best_skill=NULL; |
900 | object *tmp, *best_skill = NULL; |
820 | int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; |
901 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
821 | |
902 | |
822 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
903 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
904 | { |
823 | if (tmp->type == SKILL) { |
905 | if (tmp->type == SKILL) |
|
|
906 | { |
824 | if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
907 | if (dragon && tmp->subtype == SK_CLAWING) |
|
|
908 | return tmp; |
825 | |
909 | |
826 | /* The order in the array is preferred order. So basically, |
910 | /* The order in the array is preferred order. So basically, |
827 | * we just cut down the number to search - eg, if we find a skill |
911 | * we just cut down the number to search - eg, if we find a skill |
828 | * early on in flame touch, then we only need to look into the unarmed_array |
912 | * early on in flame touch, then we only need to look into the unarmed_array |
829 | * to the entry before flame touch - don't care about the entries afterward, |
913 | * to the entry before flame touch - don't care about the entries afterward, |
830 | * because they are infrerior skills. |
914 | * because they are infrerior skills. |
831 | * if we end up finding the best skill (i==0) might as well return |
915 | * if we end up finding the best skill (i==0) might as well return |
832 | * right away - can't get any better than that. |
916 | * right away - can't get any better than that. |
833 | */ |
917 | */ |
834 | for (i=0; i<last_skill; i++) { |
918 | for (i = 0; i < last_skill; i++) |
|
|
919 | { |
835 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { |
920 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
921 | { |
836 | best_skill = tmp; |
922 | best_skill = tmp; |
837 | last_skill = i; |
923 | last_skill = i; |
|
|
924 | if (i == 0) |
838 | if (i==0) return best_skill; |
925 | return best_skill; |
839 | } |
926 | } |
840 | } |
927 | } |
841 | } |
928 | } |
842 | } |
929 | } |
843 | return best_skill; |
930 | return best_skill; |
844 | } |
931 | } |
845 | |
932 | |
846 | /* do_skill_attack() - We have got an appropriate opponent from either |
933 | /* do_skill_attack() - We have got an appropriate opponent from either |
847 | * move_player_attack() or skill_attack(). In this part we get on with |
934 | * move_player_attack() or skill_attack(). In this part we get on with |
848 | * attacking, take care of messages from the attack and changes in invisible. |
935 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
850 | * tmp is the targetted monster. |
937 | * tmp is the targetted monster. |
851 | * op is what is attacking |
938 | * op is what is attacking |
852 | * string is passed along to describe what messages to describe |
939 | * string is passed along to describe what messages to describe |
853 | * the damage. |
940 | * the damage. |
854 | */ |
941 | */ |
855 | |
942 | |
|
|
943 | static int |
856 | static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { |
944 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
|
|
945 | { |
857 | int success; |
946 | int success; |
858 | |
947 | |
|
|
948 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
|
|
949 | return RESULT_INT (0); |
|
|
950 | |
859 | /* For Players only: if there is no ready weapon, and no "attack" skill |
951 | /* For Players only: if there is no ready weapon, and no "attack" skill |
860 | * is readied either then try to find a skill for the player to use. |
952 | * is readied either then try to find a skill for the player to use. |
861 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
953 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
862 | * the caller should have set it appropriately). We still want to pass |
954 | * the caller should have set it appropriately). We still want to pass |
863 | * through that code if skill is set to change to the skill. |
955 | * through that code if skill is set to change to the skill. |
864 | */ |
956 | */ |
865 | if(op->type==PLAYER) { |
957 | if (op->type == PLAYER) |
|
|
958 | { |
866 | if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
959 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
960 | { |
867 | size_t i; |
961 | size_t i; |
868 | |
962 | |
869 | if (!skill) { |
963 | if (!skill) |
|
|
964 | { |
870 | /* See if the players chosen skill is a combat skill, and use |
965 | /* See if the players chosen skill is a combat skill, and use |
871 | * it if appropriate. |
966 | * it if appropriate. |
872 | */ |
967 | */ |
873 | if (op->chosen_skill) { |
968 | if (op->chosen_skill) |
|
|
969 | { |
874 | for (i=0; i<sizeof(unarmed_skills); i++) |
970 | for (i = 0; i < sizeof (unarmed_skills); i++) |
875 | if (op->chosen_skill->subtype == unarmed_skills[i]) { |
971 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
|
|
972 | { |
876 | skill = op->chosen_skill; |
973 | skill = op->chosen_skill; |
877 | break; |
974 | break; |
878 | } |
975 | } |
879 | } |
976 | } |
880 | /* If we didn't find a skill above, look harder for a good skill */ |
977 | /* If we didn't find a skill above, look harder for a good skill */ |
881 | if (!skill) { |
978 | if (!skill) |
|
|
979 | { |
882 | skill = find_best_player_hth_skill(op); |
980 | skill = find_best_player_hth_skill (op); |
883 | |
981 | |
884 | if (!skill) { |
982 | if (!skill) |
|
|
983 | { |
885 | new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
984 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
886 | return 0; |
985 | return 0; |
887 | } |
986 | } |
888 | } |
987 | } |
889 | } |
988 | } |
890 | if (skill != op->chosen_skill) { |
989 | if (skill != op->chosen_skill) |
|
|
990 | { |
891 | /* now try to ready the new skill */ |
991 | /* now try to ready the new skill */ |
892 | if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ |
992 | if (!change_skill (op, skill, 0)) |
|
|
993 | { /* oh oh, trouble! */ |
893 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); |
994 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
894 | return 0; |
995 | return 0; |
895 | } |
996 | } |
896 | } |
997 | } |
|
|
998 | } |
897 | } else { |
999 | else |
|
|
1000 | { |
898 | /* Seen some crashes below where current_weapon is not set, |
1001 | /* Seen some crashes below where current_weapon is not set, |
899 | * even though the flag says it is. So if current weapon isn't set, |
1002 | * even though the flag says it is. So if current weapon isn't set, |
900 | * do some work in trying to find the object to use. |
1003 | * do some work in trying to find the object to use. |
901 | */ |
1004 | */ |
902 | if (!op->current_weapon) { |
1005 | if (!op->current_weapon) |
|
|
1006 | { |
903 | object *tmp; |
1007 | object *tmp; |
904 | |
1008 | |
905 | LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
1009 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
906 | op->name); |
|
|
907 | for (tmp=op->inv; tmp; tmp=tmp->below) |
1010 | for (tmp = op->inv; tmp; tmp = tmp->below) |
908 | if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
1011 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1012 | break; |
909 | |
1013 | |
910 | if (!tmp) { |
1014 | if (!tmp) |
|
|
1015 | { |
911 | LOG(llevError,"Could not find applied weapon on %s\n", |
1016 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
912 | op->name); |
|
|
913 | op->current_weapon=NULL; |
1017 | op->current_weapon = NULL; |
914 | return 0; |
1018 | return 0; |
915 | } else { |
|
|
916 | op->current_weapon = tmp; |
|
|
917 | } |
1019 | } |
|
|
1020 | else |
|
|
1021 | { |
|
|
1022 | op->current_weapon = tmp; |
918 | } |
1023 | } |
|
|
1024 | } |
919 | |
1025 | |
920 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
1026 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
921 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { |
1027 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
|
|
1028 | { |
922 | change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); |
1029 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
923 | } |
|
|
924 | } |
1030 | } |
|
|
1031 | } |
925 | } |
1032 | } |
926 | |
1033 | |
927 | /* lose invisiblity/hiding status for running attacks */ |
1034 | /* lose invisiblity/hiding status for running attacks */ |
928 | |
1035 | |
929 | if(op->type==PLAYER && op->contr->tmp_invis) { |
1036 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
1037 | { |
930 | op->contr->tmp_invis=0; |
1038 | op->contr->tmp_invis = 0; |
931 | op->invisible=0; |
1039 | op->invisible = 0; |
932 | op->hide=0; |
1040 | op->hide = 0; |
933 | update_object(op,UP_OBJ_FACE); |
1041 | update_object (op, UP_OBJ_FACE); |
934 | } |
1042 | } |
935 | |
1043 | |
936 | success = attack_ob(tmp,op); |
1044 | success = attack_ob (tmp, op); |
937 | |
1045 | |
938 | /* print appropriate messages to the player */ |
1046 | /* print appropriate messages to the player */ |
939 | |
1047 | |
940 | if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
1048 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
1049 | { |
941 | if(op->type==PLAYER) |
1050 | if (op->type == PLAYER) |
942 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1051 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
943 | "You %s %s!",string,query_name(tmp)); |
|
|
944 | else if(tmp->type==PLAYER) |
1052 | else if (tmp->type == PLAYER) |
945 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
1053 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
946 | "%s %s you!",query_name(op),string); |
|
|
947 | } |
1054 | } |
948 | return success; |
1055 | return success; |
949 | } |
1056 | } |
950 | |
1057 | |
951 | |
1058 | |
952 | /* skill_attack() - Core routine for use when we attack using a skills |
1059 | /* skill_attack() - Core routine for use when we attack using a skills |
953 | * system. In essence, this code handles |
1060 | * system. In essence, this code handles |
954 | * all skill-based attacks, ie hth, missile and melee weapons should be |
1061 | * all skill-based attacks, ie hth, missile and melee weapons should be |
… | |
… | |
958 | * |
1065 | * |
959 | * This is called by move_player() and attack_hth() |
1066 | * This is called by move_player() and attack_hth() |
960 | * |
1067 | * |
961 | * Initial implementation by -bt thomas@astro.psu.edu |
1068 | * Initial implementation by -bt thomas@astro.psu.edu |
962 | */ |
1069 | */ |
963 | |
1070 | |
|
|
1071 | int |
964 | int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { |
1072 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
|
|
1073 | { |
965 | sint16 tx,ty; |
1074 | sint16 tx, ty; |
966 | mapstruct *m; |
1075 | maptile *m; |
967 | int mflags; |
1076 | int mflags; |
968 | |
1077 | |
|
|
1078 | if (!dir) |
969 | if(!dir) dir=pl->facing; |
1079 | dir = pl->facing; |
970 | tx=freearr_x[dir]; |
1080 | tx = freearr_x[dir]; |
971 | ty=freearr_y[dir]; |
1081 | ty = freearr_y[dir]; |
972 | |
1082 | |
973 | /* If we don't yet have an opponent, find if one exists, and attack. |
1083 | /* If we don't yet have an opponent, find if one exists, and attack. |
974 | * Legal opponents are the same as outlined in move_player_attack() |
1084 | * Legal opponents are the same as outlined in move_player_attack() |
975 | */ |
1085 | */ |
976 | |
1086 | |
977 | if(tmp==NULL) { |
1087 | if (tmp == NULL) |
|
|
1088 | { |
978 | m = pl->map; |
1089 | m = pl->map; |
979 | tx = pl->x + freearr_x[dir]; |
1090 | tx = pl->x + freearr_x[dir]; |
980 | ty = pl->y + freearr_y[dir]; |
1091 | ty = pl->y + freearr_y[dir]; |
981 | |
1092 | |
982 | mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
1093 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
983 | if (mflags & P_OUT_OF_MAP) return 0; |
1094 | if (mflags & P_OUT_OF_MAP) |
984 | |
|
|
985 | /* space must be blocked for there to be anything interesting to do */ |
|
|
986 | if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; |
|
|
987 | |
|
|
988 | for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
|
|
989 | if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
|
|
990 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
|
|
991 | || tmp->type==LOCKED_DOOR ) { |
|
|
992 | /* Don't attack party members */ |
|
|
993 | if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
|
|
994 | && pl->contr->party==tmp->contr->party)) |
|
|
995 | return 0; |
|
|
996 | break; |
|
|
997 | } |
|
|
998 | } |
|
|
999 | if (!tmp) { |
|
|
1000 | if(pl->type==PLAYER) |
|
|
1001 | new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
|
|
1002 | return 0; |
1095 | return 0; |
|
|
1096 | |
|
|
1097 | /* 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))) |
|
|
1099 | return 0; |
|
|
1100 | |
|
|
1101 | 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) |
|
|
1103 | { |
|
|
1104 | /* Don't attack party members */ |
|
|
1105 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
|
|
1106 | return 0; |
|
|
1107 | break; |
|
|
1108 | } |
|
|
1109 | } |
|
|
1110 | if (!tmp) |
1003 | } |
1111 | { |
|
|
1112 | if (pl->type == PLAYER) |
|
|
1113 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
1114 | return 0; |
|
|
1115 | } |
1004 | |
1116 | |
1005 | return do_skill_attack(tmp,pl,string, skill); |
1117 | return do_skill_attack (tmp, pl, string, skill); |
1006 | } |
1118 | } |
1007 | |
1119 | |
1008 | |
1120 | |
1009 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1121 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
|
|
1122 | |
1010 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1123 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1011 | * (attack_hth) we check for weapon use, etc in the second (the new |
1124 | * (attack_hth) we check for weapon use, etc in the second (the new |
1012 | * function skill_attack() we actually attack. |
1125 | * function skill_attack() we actually attack. |
1013 | */ |
1126 | */ |
1014 | |
1127 | |
|
|
1128 | static int |
1015 | static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
1129 | attack_hth (object *pl, int dir, const char *string, object *skill) |
|
|
1130 | { |
1016 | object *enemy=NULL,*weapon; |
1131 | object *enemy = NULL, *weapon; |
1017 | |
1132 | |
1018 | if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
1133 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1019 | for(weapon=pl->inv;weapon;weapon=weapon->below) { |
1134 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
|
|
1135 | { |
1020 | if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
1136 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
1137 | { |
1021 | CLEAR_FLAG(weapon,FLAG_APPLIED); |
1138 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1022 | CLEAR_FLAG(pl,FLAG_READY_WEAPON); |
1139 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1023 | fix_player(pl); |
1140 | fix_player (pl); |
1024 | if(pl->type==PLAYER) { |
1141 | if (pl->type == PLAYER) |
|
|
1142 | { |
1025 | new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); |
1143 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1026 | esrv_update_item(UPD_FLAGS, pl, weapon); |
1144 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1027 | } |
1145 | } |
1028 | break; |
1146 | break; |
1029 | } |
1147 | } |
1030 | } |
1148 | } |
1031 | return skill_attack(enemy,pl,dir,string, skill); |
1149 | return skill_attack (enemy, pl, dir, string, skill); |
1032 | } |
1150 | } |
1033 | |
1151 | |
1034 | |
1152 | |
1035 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1153 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1036 | * For now we are just checking to see if we have a ready weapon here. |
1154 | * For now we are just checking to see if we have a ready weapon here. |
… | |
… | |
1040 | * we may make this routine handle 'special' melee weapons attacks |
1158 | * we may make this routine handle 'special' melee weapons attacks |
1041 | * (like disarming manuever with sai) based on player SK_level and |
1159 | * (like disarming manuever with sai) based on player SK_level and |
1042 | * weapon type. |
1160 | * weapon type. |
1043 | */ |
1161 | */ |
1044 | |
1162 | |
|
|
1163 | static int |
1045 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { |
1164 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
|
|
1165 | { |
1046 | |
1166 | |
1047 | if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1167 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
1168 | { |
1048 | if(op->type==PLAYER) |
1169 | if (op->type == PLAYER) |
1049 | new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); |
1170 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1050 | return 0; |
1171 | return 0; |
1051 | } |
1172 | } |
1052 | return skill_attack(NULL,op,dir,string, skill); |
1173 | return skill_attack (NULL, op, dir, string, skill); |
1053 | |
1174 | |
1054 | } |
1175 | } |