1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* 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. */ |
25 | |
25 | |
26 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
27 | * categories. This is done solely through the init_new_exp_system() fctn. |
27 | * categories. This is done solely through the init_new_exp_system() fctn. |
… | |
… | |
39 | |
39 | |
40 | /* #define SKILL_UTIL_DEBUG */ |
40 | /* #define SKILL_UTIL_DEBUG */ |
41 | |
41 | |
42 | #include <global.h> |
42 | #include <global.h> |
43 | #include <object.h> |
43 | #include <object.h> |
44 | #ifndef __CEXTRACT__ |
|
|
45 | # include <sproto.h> |
44 | #include <sproto.h> |
46 | #endif |
|
|
47 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
45 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
48 | #include <spells.h> |
46 | #include <spells.h> |
49 | |
47 | |
50 | /* Table of unarmed attack skills. Terminated by -1. This |
48 | const uint8_t skill_flags[NUM_SKILLS] = { |
51 | * is also the list that we should try to use skills when |
49 | 0, // SK_NONE |
52 | * automatically applying one for the player. |
50 | # define def(uc, flags) flags, |
53 | * Note it is hardcoded in the skill_util.c that dragons always |
51 | # include "skillinc.h" |
54 | * want clawing if possible. |
52 | # 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 | }; |
53 | }; |
67 | |
54 | |
68 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
55 | 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); |
56 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
70 | |
57 | |
… | |
… | |
73 | * subtypes. |
60 | * subtypes. |
74 | */ |
61 | */ |
75 | void |
62 | void |
76 | init_skills (void) |
63 | init_skills (void) |
77 | { |
64 | { |
78 | int i; |
65 | for_all_archetypes (at) |
79 | archetype *at; |
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|
80 | |
|
|
81 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
82 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
83 | { |
67 | { |
84 | if (skill_names[at->clone.subtype] != NULL) |
68 | if (skill_names[at->subtype]) |
85 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
69 | 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); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
87 | else |
71 | else |
88 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
89 | } |
73 | } |
90 | |
74 | |
91 | /* This isn't really an error if there is no skill subtype set, but |
75 | /* This isn't really an error if there is no skill subtype set, but |
92 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
93 | */ |
77 | */ |
94 | for (i = 1; i < NUM_SKILLS; i++) |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
95 | { |
|
|
96 | if (!skill_names[i]) |
79 | if (!skill_names[i]) |
97 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
80 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
98 | } |
|
|
99 | } |
81 | } |
100 | |
|
|
101 | |
82 | |
102 | /* This function goes through the player inventory and sets |
83 | /* This function goes through the player inventory and sets |
103 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
104 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
105 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
106 | */ |
87 | */ |
107 | void |
88 | void |
108 | link_player_skills (object *op) |
89 | player::link_skills () |
109 | { |
90 | { |
110 | object *tmp; |
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
111 | |
93 | |
112 | for (tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
113 | { |
|
|
114 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
|
|
96 | { |
|
|
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
|
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98 | |
|
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99 | if (last_skill_ob [tmp->subtype] != tmp) |
115 | { |
100 | { |
116 | /* This is really a warning, hence no else below */ |
101 | /* 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) |
102 | if (last_skill_ob [tmp->subtype]) |
118 | { |
|
|
119 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
103 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
120 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
104 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
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105 | |
|
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106 | last_skill_ob [tmp->subtype] = tmp; |
|
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107 | if (ns) |
|
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108 | ns->last_skill_exp [tmp->subtype] = -1; |
121 | } |
109 | } |
122 | if (tmp->subtype >= NUM_SKILLS) |
|
|
123 | { |
|
|
124 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
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125 | } |
|
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126 | else |
|
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127 | { |
|
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128 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
|
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129 | op->contr->last_skill_exp[tmp->subtype] = -1; |
|
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130 | } |
|
|
131 | } |
110 | } |
132 | } |
111 | } |
|
|
112 | |
|
|
113 | static object * |
|
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114 | find_skill (object *who, const shstr &name) |
|
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115 | { |
|
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116 | if (who->chosen_skill |
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117 | && who->chosen_skill->skill == name |
|
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118 | && who->chosen_skill->type == SKILL) |
|
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119 | return who->chosen_skill; |
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120 | |
|
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121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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122 | if (tmp->skill == name && tmp->type == SKILL) |
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123 | return splay (tmp); |
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124 | |
|
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125 | return 0; |
|
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126 | } |
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127 | |
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128 | object *player::find_skill (const shstr &name) const |
|
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129 | { |
|
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130 | // might want to use last_skill_obj at one point, or maybe not |
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131 | return ::find_skill (ob, name); |
|
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132 | } |
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133 | |
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134 | object *player::find_skill (const char *name) const |
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135 | { |
|
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136 | return find_skill (shstr (name)); |
133 | } |
137 | } |
134 | |
138 | |
135 | /* This returns the skill pointer of the given name (the |
139 | /* This returns the skill pointer of the given name (the |
136 | * one that accumlates exp, has the level, etc). |
140 | * one that accumulates exp, has the level, etc). |
137 | * |
141 | * |
138 | * It is presumed that the player will be needing to actually |
142 | * It is presumed that the player will be needing to actually |
139 | * use the skill, so thus if use of the skill requires a skill |
143 | * use the skill, so thus if use of the skill requires a skill |
140 | * tool, this code will equip it. |
144 | * tool, this code will equip it. |
141 | */ |
145 | */ |
142 | object * |
146 | object * |
143 | find_skill_by_name (object *who, const char *name) |
147 | find_skill_by_name (object *who, const shstr &sh) |
144 | { |
148 | { |
145 | object *skill = NULL, *skill_tool = NULL, *tmp; |
149 | object *skill_tool = 0; |
146 | |
150 | |
147 | if (!name) |
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148 | return NULL; |
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149 | |
|
|
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 |
|
|
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) |
151 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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152 | if (tmp->skill == sh) |
155 | { |
153 | { |
156 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
154 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
157 | skill = tmp; |
155 | /* If this is a skill that can be used without applying tool, return it */ |
158 | |
156 | return splay (tmp); |
159 | /* Try to find appropriate skilltool. If the player has one already |
157 | /* Try to find appropriate skilltool. If the player has one already |
160 | * applied, we try to keep using that one. |
158 | * applied, we try to keep using that one. |
161 | */ |
159 | */ |
162 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
160 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
163 | { |
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164 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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165 | skill_tool = tmp; |
161 | skill_tool = tmp; |
166 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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167 | skill_tool = tmp; |
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168 | } |
162 | } |
169 | } |
163 | |
170 | /* If this is a skill that can be used without a tool, return it */ |
164 | if (!skill_tool) |
171 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
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172 | return skill; |
165 | return 0; |
173 | |
166 | |
174 | /* Player has a tool to use the skill. IF not applied, apply it - |
167 | /* Player has a tool to use the skill. If not applied, apply it - |
175 | * if not successful, return null. If they do have the skill tool |
168 | * if not successful, return null. If they do have the skill tool |
176 | * but not the skill itself, give it to them. |
169 | * but not the skill itself, give it to them. |
177 | */ |
170 | */ |
178 | if (skill_tool) |
171 | object *skill = find_skill (who, skill_tool->skill); |
179 | { |
172 | |
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) |
173 | if (!skill) |
186 | { |
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187 | skill = give_skill_by_name (who, skill_tool->skill); |
174 | skill = give_skill_by_name (who, skill_tool->skill); |
188 | link_player_skills (who); |
175 | |
189 | } |
176 | if (!skill_tool->flag [FLAG_APPLIED]) |
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177 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
190 | return skill; |
178 | return 0; |
191 | } |
179 | |
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180 | return splay (skill); |
|
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181 | } |
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182 | |
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183 | object * |
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184 | find_skill_by_name (object *who, const char *name) |
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185 | { |
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186 | if (!name) |
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187 | return 0; |
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188 | |
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189 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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190 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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191 | && tmp->skill.starts_with (name)) |
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192 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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193 | return skop; |
|
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194 | |
192 | return NULL; |
195 | return 0; |
193 | } |
196 | } |
194 | |
|
|
195 | |
197 | |
196 | /* This returns the skill pointer of the given name (the |
198 | /* This returns the skill pointer of the given name (the |
197 | * one that accumlates exp, has the level, etc). |
199 | * one that accumulates exp, has the level, etc). |
198 | * |
200 | * |
199 | * It is presumed that the player will be needing to actually |
201 | * It is presumed that the player will be needing to actually |
200 | * use the skill, so thus if use of the skill requires a skill |
202 | * use the skill, so thus if use of the skill requires a skill |
201 | * tool, this code will equip it. |
203 | * tool, this code will equip it. |
202 | * |
204 | * |
… | |
… | |
205 | * this replaces find_skill. |
207 | * this replaces find_skill. |
206 | */ |
208 | */ |
207 | object * |
209 | object * |
208 | find_skill_by_number (object *who, int skillno) |
210 | find_skill_by_number (object *who, int skillno) |
209 | { |
211 | { |
210 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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211 | |
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212 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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213 | return NULL; |
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214 | |
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215 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
212 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
216 | { |
|
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217 | if (tmp->type == SKILL && tmp->subtype == skillno) |
213 | if (tmp->type == SKILL && tmp->subtype == skillno) |
218 | skill = tmp; |
214 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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 | |
|
|
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 | } |
|
|
251 | return skill; |
215 | return skop; |
252 | } |
216 | |
253 | return NULL; |
217 | return 0; |
254 | } |
218 | } |
255 | |
219 | |
256 | /* This changes the objects skill to new_skill. |
220 | /* This changes the objects chosen_skill to new_skill. |
257 | * note that this function doesn't always need to get used - |
|
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258 | * you can now add skill exp to the player without the chosen_skill being |
|
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259 | * set. This function is of most interest to players to update |
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260 | * the various range information. |
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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 |
221 | * return 1 on success, 0 on error |
266 | */ |
222 | */ |
267 | |
223 | bool |
268 | int |
224 | object::change_skill (object *new_skill) |
269 | change_skill (object *who, object *new_skill, int flag) |
|
|
270 | { |
225 | { |
271 | int old_range; |
|
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272 | |
|
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273 | if (who->type != PLAYER) |
226 | if (type != PLAYER) |
274 | return 0; |
227 | return 0; |
275 | |
228 | |
276 | old_range = who->contr->shoottype; |
229 | // optimise this supposedly common case |
277 | |
230 | if (new_skill == chosen_skill) |
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; |
|
|
283 | return 1; |
231 | return 1; |
284 | } |
|
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285 | |
232 | |
286 | if (!new_skill || who->chosen_skill) |
|
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287 | if (who->chosen_skill) |
233 | if (chosen_skill) |
288 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
|
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289 | |
|
|
290 | /* Only goal in this case was to unapply a skill */ |
|
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291 | if (!new_skill) |
|
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292 | return 0; |
|
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293 | |
|
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294 | if (apply_special (who, new_skill, AP_APPLY)) |
|
|
295 | { |
|
|
296 | return 0; |
|
|
297 | } |
234 | { |
298 | if (flag & 0x1) |
235 | chosen_skill->flag [FLAG_APPLIED] = false; |
299 | who->contr->shoottype = (rangetype) old_range; |
236 | change_abil (this, chosen_skill); |
|
|
237 | } |
300 | |
238 | |
|
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239 | chosen_skill = new_skill; |
|
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240 | |
|
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241 | if (chosen_skill) |
|
|
242 | { |
|
|
243 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
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244 | change_abil (this, chosen_skill); |
|
|
245 | } |
|
|
246 | |
|
|
247 | // always clear current weapon, as the selected skill could |
|
|
248 | // conflict with the current weapon skill, which would go |
|
|
249 | // undetected and exp would be given to the wrong skill. |
|
|
250 | current_weapon = 0; |
|
|
251 | |
|
|
252 | update_stats (); |
301 | return 1; |
253 | return 1; |
302 | } |
|
|
303 | |
|
|
304 | /* This function just clears the chosen_skill and range_skill values |
|
|
305 | * inthe player. |
|
|
306 | */ |
|
|
307 | void |
|
|
308 | clear_skill (object *who) |
|
|
309 | { |
|
|
310 | who->chosen_skill = NULL; |
|
|
311 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
312 | if (who->type == PLAYER) |
|
|
313 | { |
|
|
314 | who->contr->ranges[range_skill] = NULL; |
|
|
315 | if (who->contr->shoottype == range_skill) |
|
|
316 | who->contr->shoottype = range_none; |
|
|
317 | } |
|
|
318 | } |
254 | } |
319 | |
255 | |
320 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
256 | /* 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. |
257 | * 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 |
258 | * 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 |
261 | * 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 |
262 | * from know if a skill was actually used, as many skills don't |
327 | * give any exp for their direct use (eg, throwing). |
263 | * give any exp for their direct use (eg, throwing). |
328 | * It returns 0 if no skill was used. |
264 | * It returns 0 if no skill was used. |
329 | */ |
265 | */ |
330 | |
|
|
331 | int |
266 | int |
332 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
267 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
333 | { |
268 | { |
334 | int success = 0, exp = 0; |
269 | int success = 0, exp = 0; |
335 | int did_alc = 0; |
270 | int did_alc = 0; |
336 | object *tmp, *next; |
|
|
337 | |
271 | |
338 | if (!skill) |
272 | if (!skill) |
339 | return 0; |
273 | return 0; |
340 | |
274 | |
341 | /* The code below presumes that the skill points to the object that |
275 | /* The code below presumes that the skill points to the object that |
… | |
… | |
343 | * go and try to find the actual real skill pointer, and if the |
277 | * go and try to find the actual real skill pointer, and if the |
344 | * the player doesn't have a bucket for that, create one. |
278 | * the player doesn't have a bucket for that, create one. |
345 | */ |
279 | */ |
346 | if (skill->type != SKILL && op->type == PLAYER) |
280 | if (skill->type != SKILL && op->type == PLAYER) |
347 | { |
281 | { |
348 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
282 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
349 | { |
|
|
350 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
283 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
351 | break; |
284 | { |
|
|
285 | skill = tmp; |
|
|
286 | goto found; |
352 | } |
287 | } |
353 | if (!tmp) |
288 | |
354 | tmp = give_skill_by_name (op, skill->skill); |
289 | skill = give_skill_by_name (op, skill->skill); |
355 | skill = tmp; |
290 | found: ; |
356 | } |
291 | } |
357 | |
292 | |
358 | // skill, by_whom, on_which_object, which direction, skill_argument |
293 | // 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))) |
294 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
360 | return 0; |
295 | return 0; |
361 | |
296 | |
362 | switch (skill->subtype) |
297 | switch (skill->subtype) |
363 | { |
298 | { |
364 | case SK_LEVITATION: |
299 | case SK_LEVITATION: |
365 | /* Not 100% sure if this will work with new movement code - |
300 | /* Not 100% sure if this will work with new movement code - |
366 | * the levitation skill has move_type for flying, so when |
301 | * the levitation skill has move_type for flying, so when |
367 | * equipped, that should transfer to player, when not, |
302 | * equipped, that should transfer to player, when not, |
368 | * shouldn't. |
303 | * shouldn't. |
369 | */ |
304 | */ |
370 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
305 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
371 | { |
306 | { |
372 | CLEAR_FLAG (skill, FLAG_APPLIED); |
307 | CLEAR_FLAG (skill, FLAG_APPLIED); |
373 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
374 | } |
309 | } |
375 | else |
310 | else |
376 | { |
311 | { |
377 | SET_FLAG (skill, FLAG_APPLIED); |
312 | SET_FLAG (skill, FLAG_APPLIED); |
378 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
313 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
379 | } |
314 | } |
380 | fix_player (op); |
315 | |
|
|
316 | op->update_stats (); |
381 | success = 1; |
317 | success = 1; |
382 | break; |
318 | break; |
383 | |
319 | |
384 | case SK_STEALING: |
320 | case SK_STEALING: |
385 | exp = success = steal (op, dir, skill); |
321 | exp = success = steal (op, dir, skill); |
386 | break; |
322 | break; |
387 | |
323 | |
388 | case SK_LOCKPICKING: |
324 | case SK_LOCKPICKING: |
389 | exp = success = pick_lock (op, dir, skill); |
325 | exp = success = pick_lock (op, dir, skill); |
390 | break; |
326 | break; |
391 | |
327 | |
392 | case SK_HIDING: |
328 | case SK_HIDING: |
393 | exp = success = hide (op, skill); |
329 | exp = success = hide (op, skill); |
394 | break; |
330 | break; |
395 | |
331 | |
396 | case SK_JUMPING: |
332 | case SK_JUMPING: |
397 | success = jump (op, dir, skill); |
333 | exp = success = jump (op, dir, skill); |
398 | break; |
334 | break; |
399 | |
335 | |
400 | case SK_INSCRIPTION: |
336 | case SK_INSCRIPTION: |
401 | exp = success = write_on_item (op, string, skill); |
337 | exp = success = write_on_item (op, string, skill); |
402 | break; |
338 | break; |
403 | |
339 | |
404 | case SK_MEDITATION: |
340 | case SK_MEDITATION: |
405 | meditate (op, skill); |
341 | meditate (op, skill); |
406 | success = 1; |
342 | success = 1; |
407 | break; |
343 | break; |
408 | /* note that the following 'attack' skills gain exp through hit_player() */ |
344 | /* note that the following 'attack' skills gain exp through hit_player() */ |
409 | |
345 | |
410 | case SK_KARATE: |
346 | case SK_KARATE: |
411 | (void) attack_hth (op, dir, "karate-chopped", skill); |
347 | attack_hth (op, dir, "karate-chopped", skill); |
412 | break; |
348 | break; |
413 | |
349 | |
414 | case SK_PUNCHING: |
350 | case SK_PUNCHING: |
415 | (void) attack_hth (op, dir, "punched", skill); |
351 | attack_hth (op, dir, "punched", skill); |
416 | break; |
352 | break; |
417 | |
353 | |
418 | case SK_FLAME_TOUCH: |
354 | case SK_FLAME_TOUCH: |
419 | (void) attack_hth (op, dir, "flamed", skill); |
355 | attack_hth (op, dir, "flamed", skill); |
420 | break; |
356 | break; |
421 | |
357 | |
422 | case SK_SPARK_TOUCH: |
358 | case SK_SPARK_TOUCH: |
423 | (void) attack_hth (op, dir, "zapped", skill); |
359 | attack_hth (op, dir, "zapped", skill); |
424 | break; |
360 | break; |
425 | |
361 | |
426 | case SK_SHIVER: |
362 | case SK_SHIVER: |
427 | (void) attack_hth (op, dir, "froze", skill); |
363 | attack_hth (op, dir, "froze", skill); |
428 | break; |
364 | break; |
429 | |
365 | |
430 | case SK_ACID_SPLASH: |
366 | case SK_ACID_SPLASH: |
431 | (void) attack_hth (op, dir, "dissolved", skill); |
367 | attack_hth (op, dir, "dissolved", skill); |
432 | break; |
368 | break; |
433 | |
369 | |
434 | case SK_POISON_NAIL: |
370 | case SK_POISON_NAIL: |
435 | (void) attack_hth (op, dir, "injected poison into", skill); |
371 | attack_hth (op, dir, "injected poison into", skill); |
436 | break; |
372 | break; |
437 | |
373 | |
438 | case SK_CLAWING: |
374 | case SK_CLAWING: |
439 | (void) attack_hth (op, dir, "clawed", skill); |
375 | attack_hth (op, dir, "clawed", skill); |
440 | break; |
376 | break; |
441 | |
377 | |
442 | case SK_ONE_HANDED_WEAPON: |
378 | case SK_ONE_HANDED_WEAPON: |
443 | case SK_TWO_HANDED_WEAPON: |
379 | case SK_TWO_HANDED_WEAPON: |
444 | (void) attack_melee_weapon (op, dir, NULL, skill); |
380 | attack_melee_weapon (op, dir, NULL, skill); |
445 | break; |
381 | break; |
446 | |
382 | |
447 | case SK_FIND_TRAPS: |
383 | case SK_FIND_TRAPS: |
448 | exp = success = find_traps (op, skill); |
384 | exp = success = find_traps (op, skill); |
449 | break; |
385 | break; |
450 | |
386 | |
451 | case SK_SINGING: |
387 | case SK_SINGING: |
452 | exp = success = singing (op, dir, skill); |
388 | exp = success = singing (op, dir, skill); |
453 | break; |
389 | break; |
454 | |
390 | |
455 | case SK_ORATORY: |
391 | case SK_ORATORY: |
456 | exp = success = use_oratory (op, dir, skill); |
392 | exp = success = use_oratory (op, dir, skill); |
457 | break; |
393 | break; |
458 | |
394 | |
459 | case SK_SMITHERY: |
395 | case SK_SMITHERY: |
460 | case SK_BOWYER: |
396 | case SK_BOWYER: |
461 | case SK_JEWELER: |
397 | case SK_JEWELER: |
462 | case SK_ALCHEMY: |
398 | case SK_ALCHEMY: |
463 | case SK_THAUMATURGY: |
399 | case SK_THAUMATURGY: |
464 | case SK_LITERACY: |
400 | case SK_LITERACY: |
465 | case SK_WOODSMAN: |
401 | case SK_WOODSMAN: |
466 | /* first, we try to find a cauldron, and do the alchemy thing. |
402 | /* first, we try to find a cauldron, and do the alchemy thing. |
467 | * failing that, we go and identify stuff. |
403 | * failing that, we go and identify stuff. |
468 | */ |
404 | */ |
469 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
405 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
470 | { |
406 | { |
471 | next = tmp->above; |
407 | next = tmp->above; |
|
|
408 | |
472 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
409 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
473 | { |
410 | { |
474 | attempt_do_alchemy (op, tmp); |
411 | attempt_do_alchemy (op, tmp); |
|
|
412 | |
475 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
413 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
476 | esrv_send_inventory (op, tmp); |
414 | esrv_send_inventory (op, tmp); |
|
|
415 | |
477 | did_alc = 1; |
416 | did_alc = 1; |
478 | } |
417 | } |
479 | } |
418 | } |
|
|
419 | |
480 | if (did_alc == 0) |
420 | 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); |
421 | exp = success = skill_ident (op, skill); |
|
|
422 | |
487 | break; |
423 | break; |
488 | |
424 | |
|
|
425 | case SK_DET_MAGIC: |
|
|
426 | case SK_DET_CURSE: |
|
|
427 | exp = success = skill_ident (op, skill); |
|
|
428 | break; |
|
|
429 | |
489 | case SK_DISARM_TRAPS: |
430 | case SK_DISARM_TRAPS: |
490 | exp = success = remove_trap (op, dir, skill); |
431 | exp = success = remove_trap (op, dir, skill); |
491 | break; |
432 | break; |
492 | |
433 | |
493 | case SK_THROWING: |
434 | case SK_THROWING: |
494 | success = skill_throw (op, part, dir, string, skill); |
435 | success = skill_throw (op, part, dir, string, skill); |
495 | break; |
436 | break; |
496 | |
437 | |
497 | case SK_SET_TRAP: |
438 | case SK_SET_TRAP: |
498 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
499 | break; |
440 | break; |
500 | |
441 | |
501 | case SK_USE_MAGIC_ITEM: |
442 | case SK_USE_MAGIC_ITEM: |
502 | case SK_MISSILE_WEAPON: |
443 | case SK_MISSILE_WEAPON: |
503 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
444 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
504 | break; |
445 | break; |
505 | |
446 | |
506 | case SK_PRAYING: |
447 | case SK_PRAYING: |
507 | success = pray (op, skill); |
448 | success = pray (op, skill); |
508 | break; |
449 | break; |
509 | |
450 | |
510 | case SK_BARGAINING: |
451 | case SK_BARGAINING: |
511 | success = describe_shop (op); |
452 | success = describe_shop (op); |
512 | break; |
453 | break; |
513 | |
454 | |
514 | case SK_SORCERY: |
455 | case SK_SORCERY: |
515 | case SK_EVOCATION: |
456 | case SK_EVOCATION: |
516 | case SK_PYROMANCY: |
457 | case SK_PYROMANCY: |
517 | case SK_SUMMONING: |
458 | case SK_SUMMONING: |
518 | case SK_CLIMBING: |
459 | case SK_CLIMBING: |
519 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
460 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
520 | break; |
461 | break; |
521 | |
462 | |
522 | default: |
463 | default: |
523 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
464 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
524 | break; |
465 | break; |
525 | } |
466 | } |
526 | |
467 | |
527 | /* For players we now update the speed_left from using the skill. |
468 | /* 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 |
469 | * Monsters have no skill use time because of the random nature in |
529 | * which use_monster_skill is called already simulates this. |
470 | * which use_monster_skill is called already simulates this. |
530 | * If certain skills should take more/less time, that should be |
471 | * If certain skills should take more/less time, that should be |
531 | * in the code for the skill itself. |
472 | * in the code for the skill itself. |
532 | */ |
473 | */ |
533 | |
|
|
534 | if (op->type == PLAYER) |
474 | if (op->type == PLAYER) |
535 | op->speed_left -= 1.0; |
475 | op->speed_left -= 1.f; |
536 | |
476 | |
537 | /* this is a good place to add experience for successfull use of skills. |
477 | /* this is a good place to add experience for successfull use of skills. |
538 | * Note that add_exp() will figure out player/monster experience |
478 | * Note that add_exp() will figure out player/monster experience |
539 | * gain problems. |
479 | * gain problems. |
540 | */ |
480 | */ |
… | |
… | |
568 | * op is the object that was 'defeated'. |
508 | * op is the object that was 'defeated'. |
569 | * skill is the skill used. If no skill is used, it should just |
509 | * skill is the skill used. If no skill is used, it should just |
570 | * point back to who. |
510 | * point back to who. |
571 | * |
511 | * |
572 | */ |
512 | */ |
573 | |
|
|
574 | int |
513 | int |
575 | calc_skill_exp (object *who, object *op, object *skill) |
514 | calc_skill_exp (object *who, object *op, object *skill) |
576 | { |
515 | { |
577 | int op_exp = 0, op_lvl = 0; |
516 | int op_exp = 0, op_lvl = 0; |
578 | float base, value, lvl_mult = 0.0; |
517 | float base, value, lvl_mult = 0.0; |
… | |
… | |
587 | * If an object is not alive and magical we set the base exp higher to |
526 | * If an object is not alive and magical we set the base exp higher to |
588 | * help out exp awards for skill_ident skills. Also, if |
527 | * help out exp awards for skill_ident skills. Also, if |
589 | * an item is type RUNE, we give out exp based on stats.Cha |
528 | * an item is type RUNE, we give out exp based on stats.Cha |
590 | * and level (this was the old system) -b.t. |
529 | * and level (this was the old system) -b.t. |
591 | */ |
530 | */ |
592 | |
|
|
593 | if (!op) |
531 | if (!op) |
594 | { /* no item/creature */ |
532 | { /* no item/creature */ |
595 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
533 | op_lvl = max (1, who->map->difficulty); |
596 | op_exp = 0; |
534 | op_exp = 0; |
597 | } |
535 | } |
598 | else if (op->type == RUNE || op->type == TRAP) |
536 | else if (op->type == RUNE || op->type == TRAP) |
599 | { /* all traps. If stats.Cha > 1 we use that |
537 | { /* all traps. If stats.Cha > 1 we use that |
600 | * for the amount of experience */ |
538 | * for the amount of experience */ |
… | |
… | |
604 | else |
542 | else |
605 | { /* all other items/living creatures */ |
543 | { /* all other items/living creatures */ |
606 | op_exp = op->stats.exp; |
544 | op_exp = op->stats.exp; |
607 | op_lvl = op->level; |
545 | op_lvl = op->level; |
608 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
546 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
609 | { /* for ident/make items */ |
547 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
610 | op_lvl += 5 * abs (op->magic); |
|
|
611 | } |
|
|
612 | } |
548 | } |
613 | |
549 | |
614 | if (op_lvl < 1) |
550 | if (op_lvl < 1) |
615 | op_lvl = 1; |
551 | op_lvl = 1; |
616 | |
552 | |
… | |
… | |
624 | /* if skill really is a skill, then we can look at the skill archetype for |
560 | /* if skill really is a skill, then we can look at the skill archetype for |
625 | * bse reward value (exp) and level multiplier factor. |
561 | * bse reward value (exp) and level multiplier factor. |
626 | */ |
562 | */ |
627 | if (skill->type == SKILL) |
563 | if (skill->type == SKILL) |
628 | { |
564 | { |
629 | base += skill->arch->clone.stats.exp; |
565 | base += skill->arch->stats.exp; |
630 | if (settings.simple_exp) |
566 | if (settings.simple_exp) |
631 | { |
567 | { |
632 | if (skill->arch->clone.level) |
568 | if (skill->arch->level) |
633 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
569 | lvl_mult = (float) skill->arch->level / 100.0; |
634 | else |
570 | else |
635 | lvl_mult = 1.0; /* no adjustment */ |
571 | lvl_mult = 1.0; /* no adjustment */ |
636 | } |
572 | } |
637 | else |
573 | else |
638 | { |
574 | { |
639 | if (skill->level) |
575 | if (skill->level) |
640 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
576 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
641 | else |
577 | else |
642 | lvl_mult = 1.0; |
578 | lvl_mult = 1.0; |
643 | } |
579 | } |
644 | } |
580 | } |
645 | else |
581 | else |
646 | { |
582 | { |
647 | /* Don't divide by zero here! */ |
583 | /* Don't divide by zero here! */ |
648 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
584 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
649 | } |
585 | } |
650 | } |
586 | } |
651 | |
587 | |
652 | /* assemble the exp total, and return value */ |
588 | /* assemble the exp total, and return value */ |
653 | |
589 | |
… | |
… | |
667 | * This one actually teaches the player the skill as something |
603 | * This one actually teaches the player the skill as something |
668 | * they can equip. |
604 | * they can equip. |
669 | * Return 0 if the player knows the skill, 1 if the |
605 | * Return 0 if the player knows the skill, 1 if the |
670 | * player learns the skill, 2 otherwise. |
606 | * player learns the skill, 2 otherwise. |
671 | */ |
607 | */ |
672 | |
|
|
673 | int |
608 | int |
674 | learn_skill (object *pl, object *scroll) |
609 | learn_skill (object *pl, object *scroll) |
675 | { |
610 | { |
676 | object *tmp; |
|
|
677 | |
|
|
678 | if (!scroll->skill) |
611 | if (!scroll->skill) |
679 | { |
612 | { |
680 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
613 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
681 | return 2; |
614 | return 2; |
682 | } |
615 | } |
683 | |
616 | |
684 | /* can't use find_skill_by_name because we want skills the player knows |
617 | object *tmp = find_skill (pl, scroll->skill); |
685 | * but can't use natively. |
|
|
686 | */ |
|
|
687 | |
|
|
688 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
689 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
690 | break; |
|
|
691 | |
618 | |
692 | /* player already knows it */ |
619 | /* player already knows it */ |
693 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
620 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
694 | return 0; |
621 | return 0; |
695 | |
|
|
696 | |
|
|
697 | |
622 | |
698 | /* now a random change to learn, based on player Int. |
623 | /* now a random change to learn, based on player Int. |
699 | * give bonus based on level - otherwise stupid characters |
624 | * give bonus based on level - otherwise stupid characters |
700 | * might never be able to learn anything. |
625 | * might never be able to learn anything. |
701 | */ |
626 | */ |
… | |
… | |
710 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
635 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
711 | return 2; |
636 | return 2; |
712 | } |
637 | } |
713 | |
638 | |
714 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
639 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
715 | link_player_skills (pl); |
640 | |
716 | return 1; |
641 | return 1; |
717 | } |
642 | } |
718 | |
643 | |
719 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
644 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
720 | |
|
|
721 | /* Probably belongs in some global utils-type file? */ |
645 | /* Probably belongs in some global utils-type file? */ |
722 | static int |
646 | static int |
723 | clipped_percent (sint64 a, sint64 b) |
647 | clipped_percent (sint64 a, sint64 b) |
724 | { |
648 | { |
725 | int rv; |
649 | int rv; |
… | |
… | |
745 | * Note this function is a bit more complicated becauase we |
669 | * Note this function is a bit more complicated becauase we |
746 | * we want ot sort the skills before printing them. If we |
670 | * we want ot sort the skills before printing them. If we |
747 | * just dumped this as we found it, this would be a bit |
671 | * just dumped this as we found it, this would be a bit |
748 | * simpler. |
672 | * simpler. |
749 | */ |
673 | */ |
750 | |
674 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
751 | void |
675 | void |
752 | show_skills (object *op, const char *search) |
676 | show_skills (object *pl, const char *search) |
753 | { |
677 | { |
754 | object *tmp = NULL; |
|
|
755 | char buf[MAX_BUF]; |
|
|
756 | const char *cp; |
678 | const char *cp; |
757 | int i, num_skills_found = 0; |
679 | int i, num_skills_found = 0; |
758 | static const char *const periods = "........................................"; |
680 | const char *const periods = ".............................."; // 30 |
759 | |
681 | |
760 | /* Need to have a pointer and use strdup for qsort to work properly */ |
682 | /* Need to have a pointer and use strdup for qsort to work properly */ |
761 | char skills[NUM_SKILLS][MAX_BUF]; |
683 | char skills[NUM_SKILLS][128]; // d'oh |
762 | |
684 | |
|
|
685 | object *op = pl->contr->ob; |
763 | |
686 | |
764 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
687 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
765 | { |
688 | { |
766 | if (tmp->type == SKILL) |
689 | if (tmp->type == SKILL) |
767 | { |
690 | { |
768 | if (search && strstr (tmp->name, search) == NULL) |
691 | if (search && !strstr (tmp->name, search)) |
769 | continue; |
692 | continue; |
|
|
693 | |
|
|
694 | char buf[30]; |
|
|
695 | |
770 | /* Basically want to fill this out to 40 spaces with periods */ |
696 | /* Basically want to fill this out to 30 spaces with periods */ |
771 | sprintf (buf, "%s%s", &tmp->name, periods); |
697 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
772 | buf[40] = 0; |
|
|
773 | |
698 | |
774 | if (settings.permanent_exp_ratio) |
699 | if (settings.permanent_exp_ratio) |
775 | { |
|
|
776 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
700 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
777 | buf, tmp->level, |
701 | 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)); |
702 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
780 | } |
|
|
781 | else |
703 | else |
782 | { |
|
|
783 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
704 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
784 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
705 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
785 | } |
706 | |
786 | /* I don't know why some characters get a bunch of skills, but |
707 | /* I don't know why some characters get a bunch of skills, but |
787 | * it sometimes happens (maybe a leftover from bugier earlier code |
708 | * it sometimes happens (maybe a leftover from bugier earlier code |
788 | * and those character are still about). In any case, lets handle |
709 | * and those character are still about). In any case, lets handle |
789 | * it so it doesn't crash the server - otherwise, one character may |
710 | * it so it doesn't crash the server - otherwise, one character may |
790 | * crash the server numerous times. |
711 | * crash the server numerous times. |
… | |
… | |
796 | break; |
717 | break; |
797 | } |
718 | } |
798 | } |
719 | } |
799 | } |
720 | } |
800 | |
721 | |
801 | clear_win_info (op); |
722 | dynbuf_text msg (4096, 1024); |
802 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
723 | |
|
|
724 | msg << "T<Player skills:>\n\n"; |
803 | if (num_skills_found > 1) |
725 | if (num_skills_found > 1) |
804 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
726 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
805 | |
727 | |
806 | for (i = 0; i < num_skills_found; i++) |
728 | for (i = 0; i < num_skills_found; i++) |
807 | { |
729 | msg << " C<" << skills [i] << ">\n"; |
808 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
|
|
809 | } |
|
|
810 | |
730 | |
811 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
731 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
812 | |
732 | |
813 | cp = determine_god (op); |
733 | cp = determine_god (op); |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
734 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
815 | |
735 | |
816 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
736 | msg << "Your equipped item power is " << (int)op->contr->item_power |
817 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
737 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
738 | << ".\n"; |
|
|
739 | |
|
|
740 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
818 | } |
741 | } |
819 | |
742 | |
820 | /* use_skill() - similar to invoke command, it executes the skill in the |
743 | /* use_skill() - similar to invoke command, it executes the skill in the |
821 | * direction that the user is facing. Returns false if we are unable to |
744 | * direction that the user is facing. Returns false if we are unable to |
822 | * change to the requested skill, or were unable to use the skill properly. |
745 | * change to the requested skill, or were unable to use the skill properly. |
823 | * This is tricky because skills can have spaces. We basically roll |
746 | * This is tricky because skills can have spaces. We basically roll |
824 | * our own find_skill_by_name so we can try to do better string matching. |
747 | * our own find_skill_by_name so we can try to do better string matching. |
825 | */ |
748 | */ |
826 | |
|
|
827 | int |
749 | int |
828 | use_skill (object *op, const char *string) |
750 | use_skill (object *op, const char *string) |
829 | { |
751 | { |
830 | object *skop; |
752 | object *skop; |
831 | size_t len; |
753 | size_t len; |
832 | |
754 | |
833 | if (!string) |
755 | if (!string) |
834 | return 0; |
756 | return 0; |
835 | |
757 | |
836 | for (skop = op->inv; skop != NULL; skop = skop->below) |
758 | for (skop = op->inv; skop; skop = skop->below) |
837 | { |
759 | { |
|
|
760 | if (skop->type == SKILL |
838 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
761 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
839 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
762 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
840 | break; |
763 | break; |
|
|
764 | else if (skop->type == SKILL_TOOL |
841 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
765 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
842 | break; |
766 | break; |
843 | } |
767 | } |
|
|
768 | |
844 | if (!skop) |
769 | if (!skop) |
845 | { |
770 | { |
846 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
771 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
847 | return 0; |
772 | return 0; |
848 | } |
773 | } |
… | |
… | |
853 | * options given to the skill. Its pretty simple - if there |
778 | * options given to the skill. Its pretty simple - if there |
854 | * are extra parameters (as deteremined by string length), we |
779 | * are extra parameters (as deteremined by string length), we |
855 | * want to skip over any leading spaces. |
780 | * want to skip over any leading spaces. |
856 | */ |
781 | */ |
857 | if (len >= strlen (string)) |
782 | if (len >= strlen (string)) |
858 | { |
|
|
859 | string = NULL; |
783 | string = NULL; |
860 | } |
|
|
861 | else |
784 | else |
862 | { |
785 | { |
863 | string += len; |
786 | string += len; |
864 | while (*string == 0x20) |
787 | while (*string == 0x20) |
865 | string++; |
788 | string++; |
|
|
789 | |
866 | if (strlen (string) == 0) |
790 | if (strlen (string) == 0) |
867 | string = NULL; |
791 | string = NULL; |
868 | } |
792 | } |
869 | |
793 | |
870 | #ifdef SKILL_UTIL_DEBUG |
794 | #ifdef SKILL_UTIL_DEBUG |
871 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
795 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
872 | #endif |
796 | #endif |
873 | |
797 | |
874 | /* Change to the new skill, then execute it. */ |
|
|
875 | if (do_skill (op, op, skop, op->facing, string)) |
798 | if (do_skill (op, op, skop, op->facing, string)) |
876 | return 1; |
799 | return 1; |
877 | |
800 | |
878 | return 0; |
801 | return 0; |
879 | } |
802 | } |
880 | |
803 | |
|
|
804 | static bool |
|
|
805 | hth_skill_p (object *skill) |
|
|
806 | { |
|
|
807 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
|
|
808 | } |
881 | |
809 | |
882 | |
|
|
883 | /* This finds the best unarmed skill the player has, and returns |
810 | /* 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 | */ |
811 | */ |
897 | static object * |
812 | static object * |
898 | find_best_player_hth_skill (object *op) |
813 | find_player_hth_skill (object *op) |
899 | { |
814 | { |
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) |
815 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
904 | { |
816 | 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; |
817 | return tmp; |
909 | |
818 | |
910 | /* The order in the array is preferred order. So basically, |
819 | 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 | } |
820 | } |
932 | |
821 | |
933 | /* do_skill_attack() - We have got an appropriate opponent from either |
822 | /* 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 |
823 | * 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. |
824 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
937 | * tmp is the targetted monster. |
826 | * tmp is the targetted monster. |
938 | * op is what is attacking |
827 | * op is what is attacking |
939 | * string is passed along to describe what messages to describe |
828 | * string is passed along to describe what messages to describe |
940 | * the damage. |
829 | * the damage. |
941 | */ |
830 | */ |
942 | |
|
|
943 | static int |
831 | static int |
944 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
832 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
945 | { |
833 | { |
946 | int success; |
|
|
947 | |
|
|
948 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
834 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
949 | return RESULT_INT (0); |
835 | return RESULT_INT (0); |
950 | |
836 | |
951 | /* For Players only: if there is no ready weapon, and no "attack" skill |
837 | /* 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. |
838 | * 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, |
839 | * 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 |
840 | * 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. |
841 | * through that code if skill is set to change to the skill. |
956 | */ |
842 | */ |
957 | if (op->type == PLAYER) |
843 | if (player *pl = op->contr) |
958 | { |
844 | { |
959 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
845 | if (skill) |
|
|
846 | op->change_skill (skill); |
|
|
847 | else |
960 | { |
848 | { |
961 | size_t i; |
849 | if (!pl->combat_ob) |
962 | |
|
|
963 | if (!skill) |
|
|
964 | { |
850 | { |
965 | /* See if the players chosen skill is a combat skill, and use |
851 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
966 | * it if appropriate. |
|
|
967 | */ |
|
|
968 | if (op->chosen_skill) |
|
|
969 | { |
852 | { |
970 | for (i = 0; i < sizeof (unarmed_skills); i++) |
853 | for (tmp = op->inv; tmp; tmp = tmp->below) |
971 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
854 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
972 | { |
|
|
973 | skill = op->chosen_skill; |
|
|
974 | break; |
855 | break; |
975 | } |
856 | |
|
|
857 | if (!tmp) |
|
|
858 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
859 | |
|
|
860 | pl->combat_ob = tmp; |
976 | } |
861 | } |
977 | /* If we didn't find a skill above, look harder for a good skill */ |
862 | |
978 | if (!skill) |
863 | if (!pl->combat_ob) |
979 | { |
864 | { |
980 | skill = find_best_player_hth_skill (op); |
865 | /* See if the players chosen skill is a combat skill, and use |
981 | |
866 | * it if appropriate. |
982 | if (!skill) |
867 | */ |
|
|
868 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
869 | skill = op->chosen_skill; |
|
|
870 | else |
983 | { |
871 | { |
|
|
872 | skill = find_player_hth_skill (op); |
|
|
873 | |
|
|
874 | if (!skill) |
984 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
875 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
985 | return 0; |
876 | } |
|
|
877 | |
|
|
878 | if (skill) |
|
|
879 | { |
|
|
880 | op->change_skill (0); |
|
|
881 | apply_special (op, skill, AP_APPLY); |
986 | } |
882 | } |
987 | } |
883 | } |
988 | } |
884 | |
989 | if (skill != op->chosen_skill) |
885 | if (!pl->combat_ob) |
990 | { |
886 | { |
991 | /* now try to ready the new skill */ |
887 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
992 | if (!change_skill (op, skill, 0)) |
|
|
993 | { /* oh oh, trouble! */ |
|
|
994 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
995 | return 0; |
888 | return 0; |
996 | } |
889 | } |
997 | } |
890 | } |
|
|
891 | |
|
|
892 | if (!op->change_weapon (pl->combat_ob)) |
|
|
893 | return 0; |
998 | } |
894 | } |
999 | else |
895 | |
|
|
896 | /* lose invisiblity/hiding status for running attacks */ |
|
|
897 | if (pl->tmp_invis) |
1000 | { |
898 | { |
1001 | /* Seen some crashes below where current_weapon is not set, |
899 | pl->tmp_invis = 0; |
1002 | * even though the flag says it is. So if current weapon isn't set, |
900 | op->invisible = 0; |
1003 | * do some work in trying to find the object to use. |
901 | op->flag [FLAG_HIDDEN] = 0; |
1004 | */ |
902 | update_object (op, UP_OBJ_CHANGE); |
1005 | if (!op->current_weapon) |
|
|
1006 | { |
|
|
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); |
|
|
1017 | op->current_weapon = NULL; |
|
|
1018 | return 0; |
|
|
1019 | } |
|
|
1020 | else |
|
|
1021 | { |
|
|
1022 | op->current_weapon = tmp; |
|
|
1023 | } |
|
|
1024 | } |
|
|
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 | } |
|
|
1031 | } |
903 | } |
1032 | } |
904 | } |
1033 | |
905 | |
1034 | /* lose invisiblity/hiding status for running attacks */ |
|
|
1035 | |
|
|
1036 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
1037 | { |
|
|
1038 | op->contr->tmp_invis = 0; |
|
|
1039 | op->invisible = 0; |
|
|
1040 | op->hide = 0; |
|
|
1041 | update_object (op, UP_OBJ_FACE); |
|
|
1042 | } |
|
|
1043 | |
|
|
1044 | success = attack_ob (tmp, op); |
906 | int success = attack_ob (tmp, op); |
1045 | |
907 | |
1046 | /* print appropriate messages to the player */ |
908 | /* print appropriate messages to the player */ |
1047 | |
909 | |
1048 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
910 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1049 | { |
911 | { |
1050 | if (op->type == PLAYER) |
912 | if (op->type == PLAYER) |
1051 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
913 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1052 | else if (tmp->type == PLAYER) |
914 | else if (tmp->type == PLAYER) |
1053 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
915 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1054 | } |
916 | } |
|
|
917 | |
1055 | return success; |
918 | return success; |
1056 | } |
919 | } |
1057 | |
|
|
1058 | |
920 | |
1059 | /* skill_attack() - Core routine for use when we attack using a skills |
921 | /* skill_attack() - Core routine for use when we attack using a skills |
1060 | * system. In essence, this code handles |
922 | * system. In essence, this code handles |
1061 | * all skill-based attacks, ie hth, missile and melee weapons should be |
923 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1062 | * treated here. If an opponent is already supplied by move_player(), |
924 | * treated here. If an opponent is already supplied by move_player(), |
1063 | * we move right onto do_skill_attack(), otherwise we find if an |
925 | * we move right onto do_skill_attack(), otherwise we find if an |
1064 | * appropriate opponent exists. |
926 | * appropriate opponent exists. |
1065 | * |
927 | * |
1066 | * This is called by move_player() and attack_hth() |
928 | * This is called by move_player() and attack_hth() |
1067 | * |
929 | * |
1068 | * Initial implementation by -bt thomas@astro.psu.edu |
930 | * Initial implementation by -bt thomas@astro.psu.edu |
1069 | */ |
931 | */ |
1070 | |
|
|
1071 | int |
932 | int |
1072 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
933 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1073 | { |
934 | { |
1074 | sint16 tx, ty; |
935 | sint16 tx, ty; |
1075 | maptile *m; |
936 | maptile *m; |
1076 | int mflags; |
937 | int mflags; |
1077 | |
938 | |
1078 | if (!dir) |
939 | if (!dir) |
1079 | dir = pl->facing; |
940 | dir = pl->facing; |
|
|
941 | |
1080 | tx = freearr_x[dir]; |
942 | tx = freearr_x[dir]; |
1081 | ty = freearr_y[dir]; |
943 | ty = freearr_y[dir]; |
1082 | |
944 | |
1083 | /* If we don't yet have an opponent, find if one exists, and attack. |
945 | /* 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() |
946 | * Legal opponents are the same as outlined in move_player_attack() |
1085 | */ |
947 | */ |
1086 | |
948 | if (!tmp) |
1087 | if (tmp == NULL) |
|
|
1088 | { |
949 | { |
1089 | m = pl->map; |
950 | m = pl->map; |
1090 | tx = pl->x + freearr_x[dir]; |
951 | tx = pl->x + freearr_x[dir]; |
1091 | ty = pl->y + freearr_y[dir]; |
952 | ty = pl->y + freearr_y[dir]; |
1092 | |
953 | |
… | |
… | |
1096 | |
957 | |
1097 | /* space must be blocked for there to be anything interesting to do */ |
958 | /* 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))) |
959 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1099 | return 0; |
960 | return 0; |
1100 | |
961 | |
1101 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
962 | 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) |
963 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1103 | { |
964 | { |
1104 | /* Don't attack party members */ |
965 | /* Don't attack party members */ |
1105 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
966 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1106 | return 0; |
967 | return 0; |
|
|
968 | |
1107 | break; |
969 | break; |
1108 | } |
970 | } |
1109 | } |
971 | } |
|
|
972 | |
1110 | if (!tmp) |
973 | if (!tmp) |
1111 | { |
974 | { |
1112 | if (pl->type == PLAYER) |
975 | if (pl->type == PLAYER) |
1113 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
976 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
977 | |
1114 | return 0; |
978 | return 0; |
1115 | } |
979 | } |
1116 | |
980 | |
1117 | return do_skill_attack (tmp, pl, string, skill); |
981 | return do_skill_attack (tmp, pl, string, skill); |
1118 | } |
982 | } |
1119 | |
|
|
1120 | |
983 | |
1121 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
984 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1122 | |
985 | |
1123 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
986 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1124 | * (attack_hth) we check for weapon use, etc in the second (the new |
987 | * (attack_hth) we check for weapon use, etc in the second (the new |
1125 | * function skill_attack() we actually attack. |
988 | * function skill_attack() we actually attack. |
1126 | */ |
989 | */ |
1127 | |
|
|
1128 | static int |
990 | static int |
1129 | attack_hth (object *pl, int dir, const char *string, object *skill) |
991 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1130 | { |
992 | { |
1131 | object *enemy = NULL, *weapon; |
993 | object *enemy = NULL, *weapon; |
1132 | |
994 | |
… | |
… | |
1135 | { |
997 | { |
1136 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
998 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1137 | { |
999 | { |
1138 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1000 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1139 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1001 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1140 | fix_player (pl); |
1002 | pl->update_stats (); |
1141 | if (pl->type == PLAYER) |
1003 | if (pl->type == PLAYER) |
1142 | { |
1004 | { |
1143 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1005 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1144 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1006 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1145 | } |
1007 | } |
|
|
1008 | |
1146 | break; |
1009 | break; |
1147 | } |
1010 | } |
1148 | } |
1011 | } |
|
|
1012 | |
1149 | return skill_attack (enemy, pl, dir, string, skill); |
1013 | return skill_attack (enemy, pl, dir, string, skill); |
1150 | } |
1014 | } |
1151 | |
|
|
1152 | |
1015 | |
1153 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1016 | /* 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. |
1017 | * 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 |
1018 | * But there is a real neato possible feature of this scheme which |
1156 | * bears mentioning: |
1019 | * bears mentioning: |
1157 | * Since we are only calling this from do_skill() in the future |
1020 | * Since we are only calling this from do_skill() in the future |
1158 | * we may make this routine handle 'special' melee weapons attacks |
1021 | * we may make this routine handle 'special' melee weapons attacks |
1159 | * (like disarming manuever with sai) based on player SK_level and |
1022 | * (like disarming manuever with sai) based on player SK_level and |
1160 | * weapon type. |
1023 | * weapon type. |
1161 | */ |
1024 | */ |
1162 | |
|
|
1163 | static int |
1025 | static int |
1164 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1026 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1165 | { |
1027 | { |
1166 | |
1028 | |
1167 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1029 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1168 | { |
1030 | { |
1169 | if (op->type == PLAYER) |
1031 | if (op->type == PLAYER) |
1170 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1032 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1033 | |
1171 | return 0; |
1034 | return 0; |
1172 | } |
1035 | } |
|
|
1036 | |
1173 | return skill_attack (NULL, op, dir, string, skill); |
1037 | return skill_attack (NULL, op, dir, string, skill); |
1174 | |
|
|
1175 | } |
1038 | } |
|
|
1039 | |