1 | /* |
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2 | * static char *rcsid_skill_util_c = |
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3 | * "$Id: skill_util.C,v 1.3 2006/08/26 08:44:07 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 | */ |
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54 | static uint8 unarmed_skills[] = { |
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55 | SK_KARATE, |
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56 | SK_CLAWING, |
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57 | SK_FLAME_TOUCH, |
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58 | SK_SPARK_TOUCH, |
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59 | SK_SHIVER, |
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60 | SK_ACID_SPLASH, |
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61 | SK_POISON_NAIL, |
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62 | SK_PUNCHING, |
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63 | (uint8)-1 |
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64 | }; |
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65 | |
55 | static int attack_hth(object *pl, int dir, const char *string, object *skill); |
66 | 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); |
67 | 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 | |
68 | |
60 | /* init_skills basically just sets up the skill_names table |
69 | /* init_skills basically just sets up the skill_names table |
61 | * above. The index into the array is set up by the |
70 | * above. The index into the array is set up by the |
62 | * subtypes. |
71 | * subtypes. |
63 | */ |
72 | */ |
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73 | void |
64 | void init_skills(void) { |
74 | init_skills (void) |
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75 | { |
65 | int i; |
76 | int i; |
66 | archetype *at; |
77 | archetype *at; |
67 | |
78 | |
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) { |
79 | for (at = first_archetype; at != NULL; at = at->next) |
72 | if (at->clone.type == SKILL) { |
80 | if (at->clone.type == SKILL) |
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81 | { |
73 | if (skill_names[at->clone.subtype] != NULL) { |
82 | if (skill_names[at->clone.subtype] != NULL) |
74 | LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
83 | 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); |
84 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
76 | } else { |
85 | else |
77 | skill_names[at->clone.subtype] = add_refcount(at->clone.skill); |
86 | skill_names[at->clone.subtype] = at->clone.skill; |
78 | } |
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79 | } |
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80 | } |
87 | } |
81 | |
88 | |
82 | /* This isn't really an error if there is no skill subtype set, but |
89 | /* This isn't really an error if there is no skill subtype set, but |
83 | * checking for this may catch some user errors. |
90 | * checking for this may catch some user errors. |
84 | */ |
91 | */ |
85 | for (i=1; i<NUM_SKILLS; i++) { |
92 | for (i = 1; i < NUM_SKILLS; i++) |
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93 | { |
86 | if (!skill_names[i]) |
94 | if (!skill_names[i]) |
87 | LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", |
95 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
88 | i); |
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89 | } |
96 | } |
90 | } |
97 | } |
91 | |
98 | |
92 | |
99 | |
93 | /* This function goes through the player inventory and sets |
100 | /* This function goes through the player inventory and sets |
94 | * up the last_skills[] array in the player object. |
101 | * up the last_skills[] array in the player object. |
95 | * the last_skills[] is used to more quickly lookup skills - |
102 | * the last_skills[] is used to more quickly lookup skills - |
96 | * mostly used for sending exp. |
103 | * mostly used for sending exp. |
97 | */ |
104 | */ |
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105 | void |
98 | void link_player_skills(object *op) |
106 | link_player_skills (object *op) |
99 | { |
107 | { |
100 | object *tmp; |
108 | object *tmp; |
101 | |
109 | |
102 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
110 | for (tmp = op->inv; tmp; tmp = tmp->below) |
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111 | { |
103 | if (tmp->type == SKILL) { |
112 | if (tmp->type == SKILL) |
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113 | { |
104 | /* This is really a warning, hence no else below */ |
114 | /* 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) { |
115 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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116 | { |
106 | LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
117 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
107 | op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); |
118 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
108 | } |
119 | } |
109 | if (tmp->subtype >= NUM_SKILLS) { |
120 | if (tmp->subtype >= NUM_SKILLS) |
110 | LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
121 | { |
111 | tmp->subtype, NUM_SKILLS); |
122 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
112 | } else { |
123 | } |
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124 | else |
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125 | { |
113 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
126 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
114 | op->contr->last_skill_exp[tmp->subtype] = -1; |
127 | op->contr->last_skill_exp[tmp->subtype] = -1; |
115 | } |
128 | } |
116 | } |
129 | } |
117 | } |
130 | } |
118 | } |
131 | } |
119 | |
132 | |
120 | /* This returns the skill pointer of the given name (the |
133 | /* This returns the skill pointer of the given name (the |
121 | * one that accumlates exp, has the level, etc). |
134 | * one that accumlates exp, has the level, etc). |
122 | * |
135 | * |
123 | * It is presumed that the player will be needing to actually |
136 | * 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 |
137 | * use the skill, so thus if use of the skill requires a skill |
125 | * tool, this code will equip it. |
138 | * tool, this code will equip it. |
126 | */ |
139 | */ |
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140 | object * |
127 | object *find_skill_by_name(object *who, const char *name) |
141 | find_skill_by_name (object *who, const char *name) |
128 | { |
142 | { |
129 | object *skill=NULL, *skill_tool=NULL, *tmp; |
143 | object *skill = NULL, *skill_tool = NULL, *tmp; |
130 | |
144 | |
131 | if (!name) return NULL; |
145 | 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; |
146 | return NULL; |
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147 | |
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148 | /* We make sure the length of the string in the object is greater |
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149 | * in length than the passed string. Eg, if we have a skill called |
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150 | * 'hi', we don't want to match if the user passed 'high' |
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151 | */ |
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152 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
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153 | { |
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154 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
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155 | skill = tmp; |
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156 | |
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157 | /* Try to find appropriate skilltool. If the player has one already |
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158 | * applied, we try to keep using that one. |
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159 | */ |
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160 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
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161 | { |
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162 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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163 | skill_tool = tmp; |
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164 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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165 | skill_tool = tmp; |
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166 | } |
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167 | } |
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168 | /* If this is a skill that can be used without a tool, return it */ |
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169 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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170 | return skill; |
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171 | |
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172 | /* Player has a tool to use the skill. IF not applied, apply it - |
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173 | * if not successful, return null. If they do have the skill tool |
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174 | * but not the skill itself, give it to them. |
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175 | */ |
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176 | if (skill_tool) |
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177 | { |
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178 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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179 | { |
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180 | if (apply_special (who, skill_tool, 0)) |
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181 | return NULL; |
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182 | } |
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183 | if (!skill) |
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184 | { |
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185 | skill = give_skill_by_name (who, skill_tool->skill); |
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186 | link_player_skills (who); |
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187 | } |
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188 | return skill; |
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189 | } |
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190 | return NULL; |
169 | } |
191 | } |
170 | |
192 | |
171 | |
193 | |
172 | /* This returns the skill pointer of the given name (the |
194 | /* This returns the skill pointer of the given name (the |
173 | * one that accumlates exp, has the level, etc). |
195 | * one that accumlates exp, has the level, etc). |
… | |
… | |
178 | * |
200 | * |
179 | * This code is basically the same as find_skill_by_name() above, |
201 | * This code is basically the same as find_skill_by_name() above, |
180 | * but instead a skill name, we search by matching number. |
202 | * but instead a skill name, we search by matching number. |
181 | * this replaces find_skill. |
203 | * this replaces find_skill. |
182 | */ |
204 | */ |
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205 | object * |
183 | object *find_skill_by_number(object *who, int skillno) |
206 | find_skill_by_number (object *who, int skillno) |
184 | { |
207 | { |
185 | object *skill=NULL, *skill_tool=NULL, *tmp; |
208 | object *skill = NULL, *skill_tool = NULL, *tmp; |
186 | |
209 | |
187 | if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
210 | 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; |
211 | return NULL; |
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212 | |
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213 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
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214 | { |
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215 | if (tmp->type == SKILL && tmp->subtype == skillno) |
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216 | skill = tmp; |
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217 | |
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218 | /* Try to find appropriate skilltool. If the player has one already |
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219 | * applied, we try to keep using that one. |
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220 | */ |
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221 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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222 | { |
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223 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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224 | skill_tool = tmp; |
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225 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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226 | skill_tool = tmp; |
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227 | } |
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228 | } |
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229 | /* If this is a skill that can be used without a tool, return it */ |
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230 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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231 | return skill; |
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232 | |
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233 | /* Player has a tool to use the skill. IF not applied, apply it - |
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234 | * if not successful, return null. If they do have the skill tool |
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235 | * but not the skill itself, give it to them. |
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236 | */ |
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237 | if (skill_tool) |
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238 | { |
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239 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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240 | { |
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241 | if (apply_special (who, skill_tool, 0)) |
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242 | return NULL; |
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243 | } |
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244 | |
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245 | if (!skill) |
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246 | { |
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247 | skill = give_skill_by_name (who, skill_tool->skill); |
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248 | link_player_skills (who); |
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249 | } |
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250 | |
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251 | return skill; |
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252 | } |
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253 | |
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254 | return NULL; |
219 | } |
255 | } |
220 | |
256 | |
221 | /* This changes the objects skill to new_skill. |
257 | /* This changes the objects skill to new_skill. |
222 | * note that this function doesn't always need to get used - |
258 | * 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 |
259 | * 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 |
264 | * 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. |
265 | * need to ready a new skill, but don't want to clobber range. |
230 | * return 1 on success, 0 on error |
266 | * return 1 on success, 0 on error |
231 | */ |
267 | */ |
232 | |
268 | |
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269 | int |
233 | int change_skill (object *who, object *new_skill, int flag) |
270 | change_skill (object *who, object *new_skill, int flag) |
234 | { |
271 | { |
235 | int old_range; |
272 | int old_range; |
236 | |
273 | |
237 | if ( who->type != PLAYER ) |
274 | if (who->type != PLAYER) |
238 | return 0; |
275 | return 0; |
239 | |
276 | |
240 | old_range = who->contr->shoottype; |
277 | old_range = who->contr->shoottype; |
241 | |
278 | |
242 | if (who->chosen_skill && who->chosen_skill == new_skill) |
279 | if (who->chosen_skill && who->chosen_skill == new_skill) |
243 | { |
280 | { |
244 | /* optimization for changing skill to current skill */ |
281 | /* optimization for changing skill to current skill */ |
245 | if (who->type == PLAYER && !(flag & 0x1)) |
282 | if (who->type == PLAYER && !(flag & 0x1)) |
246 | who->contr->shoottype = range_skill; |
283 | who->contr->shoottype = range_skill; |
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284 | |
247 | return 1; |
285 | return 1; |
248 | } |
286 | } |
249 | |
287 | |
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288 | // move skill to front, so it will be preferred next time |
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289 | new_skill->remove (); |
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290 | who->insert (new_skill); |
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291 | |
250 | if (!new_skill || who->chosen_skill) |
292 | if (!new_skill || who->chosen_skill) |
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293 | if (who->chosen_skill) |
251 | if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
294 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
252 | |
295 | |
253 | /* Only goal in this case was to unapply a skill */ |
296 | /* Only goal in this case was to unapply a skill */ |
254 | if (!new_skill) return 0; |
297 | if (!new_skill) |
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298 | return 0; |
255 | |
299 | |
256 | if (apply_special (who, new_skill, AP_APPLY)) { |
300 | if (apply_special (who, new_skill, AP_APPLY)) |
257 | return 0; |
301 | return 0; |
258 | } |
302 | |
259 | if (flag & 0x1) |
303 | if (flag & 0x1) |
260 | who->contr->shoottype = (rangetype) old_range; |
304 | who->contr->shoottype = (rangetype)old_range; |
261 | |
305 | |
262 | return 1; |
306 | return 1; |
263 | } |
307 | } |
264 | |
308 | |
265 | /* This function just clears the chosen_skill and range_skill values |
309 | /* This function just clears the chosen_skill and range_skill values |
266 | * inthe player. |
310 | * inthe player. |
267 | */ |
311 | */ |
|
|
312 | void |
268 | void clear_skill(object *who) |
313 | clear_skill (object *who) |
269 | { |
314 | { |
270 | who->chosen_skill = NULL; |
315 | who->chosen_skill = NULL; |
271 | CLEAR_FLAG(who, FLAG_READY_SKILL); |
316 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
272 | if (who->type == PLAYER) { |
317 | if (who->type == PLAYER) |
|
|
318 | { |
273 | who->contr->ranges[range_skill] = NULL; |
319 | who->contr->ranges[range_skill] = NULL; |
274 | if (who->contr->shoottype == range_skill) |
320 | if (who->contr->shoottype == range_skill) |
275 | who->contr->shoottype = range_none; |
321 | who->contr->shoottype = range_none; |
276 | } |
322 | } |
277 | } |
323 | } |
278 | |
324 | |
279 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
325 | /* 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. |
326 | * 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 |
331 | * from know if a skill was actually used, as many skills don't |
286 | * give any exp for their direct use (eg, throwing). |
332 | * give any exp for their direct use (eg, throwing). |
287 | * It returns 0 if no skill was used. |
333 | * It returns 0 if no skill was used. |
288 | */ |
334 | */ |
289 | |
335 | |
|
|
336 | int |
290 | int do_skill (object *op, object *part, object *skill, int dir, const char *string) { |
337 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
|
|
338 | { |
291 | int success=0, exp=0; |
339 | int success = 0, exp = 0; |
292 | int did_alc = 0; |
340 | int did_alc = 0; |
293 | object *tmp, *next; |
341 | object *tmp, *next; |
294 | |
342 | |
295 | if (!skill) return 0; |
343 | if (!skill) |
|
|
344 | return 0; |
296 | |
345 | |
297 | /* The code below presumes that the skill points to the object that |
346 | /* 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 |
347 | * 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 |
348 | * 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. |
349 | * the player doesn't have a bucket for that, create one. |
301 | */ |
350 | */ |
302 | if (skill->type != SKILL && op->type == PLAYER) { |
351 | if (skill->type != SKILL && op->type == PLAYER) |
|
|
352 | { |
303 | for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
353 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
354 | { |
304 | if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
355 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
305 | } |
356 | break; |
|
|
357 | } |
|
|
358 | if (!tmp) |
306 | if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
359 | tmp = give_skill_by_name (op, skill->skill); |
307 | skill = tmp; |
360 | skill = tmp; |
308 | } |
361 | } |
309 | |
362 | |
310 | // skill, by_whom, on_which_object, which direction, skill_argument |
363 | // 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))) |
364 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
312 | return 0; |
365 | return 0; |
313 | |
366 | |
314 | switch(skill->subtype) { |
367 | switch (skill->subtype) |
|
|
368 | { |
315 | case SK_LEVITATION: |
369 | case SK_LEVITATION: |
316 | /* Not 100% sure if this will work with new movement code - |
370 | /* Not 100% sure if this will work with new movement code - |
317 | * the levitation skill has move_type for flying, so when |
371 | * the levitation skill has move_type for flying, so when |
318 | * equipped, that should transfer to player, when not, |
372 | * equipped, that should transfer to player, when not, |
319 | * shouldn't. |
373 | * shouldn't. |
320 | */ |
374 | */ |
321 | if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
375 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
|
|
376 | { |
322 | CLEAR_FLAG(skill,FLAG_APPLIED); |
377 | CLEAR_FLAG (skill, FLAG_APPLIED); |
323 | new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
378 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
324 | } |
379 | } |
325 | else { |
380 | else |
|
|
381 | { |
326 | SET_FLAG(skill,FLAG_APPLIED); |
382 | SET_FLAG (skill, FLAG_APPLIED); |
327 | new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); |
383 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
328 | } |
384 | } |
329 | fix_player(op); |
385 | fix_player (op); |
330 | success=1; |
386 | success = 1; |
331 | break; |
387 | break; |
332 | |
388 | |
333 | case SK_STEALING: |
389 | case SK_STEALING: |
334 | exp = success = steal(op, dir, skill); |
390 | exp = success = steal (op, dir, skill); |
335 | break; |
391 | break; |
336 | |
392 | |
337 | case SK_LOCKPICKING: |
393 | case SK_LOCKPICKING: |
338 | exp = success = pick_lock(op, dir, skill); |
394 | exp = success = pick_lock (op, dir, skill); |
339 | break; |
395 | break; |
340 | |
396 | |
341 | case SK_HIDING: |
397 | case SK_HIDING: |
342 | exp = success = hide(op, skill); |
398 | exp = success = hide (op, skill); |
343 | break; |
399 | break; |
344 | |
400 | |
345 | case SK_JUMPING: |
401 | case SK_JUMPING: |
346 | success = jump(op, dir, skill); |
402 | success = jump (op, dir, skill); |
347 | break; |
403 | break; |
348 | |
404 | |
349 | case SK_INSCRIPTION: |
405 | case SK_INSCRIPTION: |
350 | exp = success = write_on_item(op,string, skill); |
406 | exp = success = write_on_item (op, string, skill); |
351 | break; |
407 | break; |
352 | |
408 | |
353 | case SK_MEDITATION: |
409 | case SK_MEDITATION: |
354 | meditate(op, skill); |
410 | meditate (op, skill); |
355 | success=1; |
411 | success = 1; |
356 | break; |
412 | break; |
357 | /* note that the following 'attack' skills gain exp through hit_player() */ |
413 | /* note that the following 'attack' skills gain exp through hit_player() */ |
358 | |
414 | |
359 | case SK_KARATE: |
415 | case SK_KARATE: |
360 | (void) attack_hth(op,dir,"karate-chopped", skill); |
416 | (void) attack_hth (op, dir, "karate-chopped", skill); |
361 | break; |
417 | break; |
362 | |
418 | |
363 | case SK_PUNCHING: |
419 | case SK_PUNCHING: |
364 | (void) attack_hth(op,dir,"punched", skill); |
420 | (void) attack_hth (op, dir, "punched", skill); |
365 | break; |
421 | break; |
366 | |
422 | |
367 | case SK_FLAME_TOUCH: |
423 | case SK_FLAME_TOUCH: |
368 | (void) attack_hth(op,dir,"flamed", skill); |
424 | (void) attack_hth (op, dir, "flamed", skill); |
369 | break; |
425 | break; |
370 | |
426 | |
371 | case SK_SPARK_TOUCH: |
427 | case SK_SPARK_TOUCH: |
372 | (void) attack_hth(op,dir,"zapped", skill); |
428 | (void) attack_hth (op, dir, "zapped", skill); |
373 | break; |
429 | break; |
374 | |
430 | |
375 | case SK_SHIVER: |
431 | case SK_SHIVER: |
376 | (void) attack_hth(op,dir,"froze", skill); |
432 | (void) attack_hth (op, dir, "froze", skill); |
377 | break; |
433 | break; |
378 | |
434 | |
379 | case SK_ACID_SPLASH: |
435 | case SK_ACID_SPLASH: |
380 | (void) attack_hth(op,dir,"dissolved", skill); |
436 | (void) attack_hth (op, dir, "dissolved", skill); |
381 | break; |
437 | break; |
382 | |
438 | |
383 | case SK_POISON_NAIL: |
439 | case SK_POISON_NAIL: |
384 | (void) attack_hth(op,dir,"injected poison into", skill); |
440 | (void) attack_hth (op, dir, "injected poison into", skill); |
385 | break; |
441 | break; |
386 | |
442 | |
387 | case SK_CLAWING: |
443 | case SK_CLAWING: |
388 | (void) attack_hth(op,dir,"clawed", skill); |
444 | (void) attack_hth (op, dir, "clawed", skill); |
389 | break; |
445 | break; |
390 | |
446 | |
391 | case SK_ONE_HANDED_WEAPON: |
447 | case SK_ONE_HANDED_WEAPON: |
392 | case SK_TWO_HANDED_WEAPON: |
448 | case SK_TWO_HANDED_WEAPON: |
393 | (void) attack_melee_weapon(op,dir,NULL, skill); |
449 | (void) attack_melee_weapon (op, dir, NULL, skill); |
394 | break; |
450 | break; |
395 | |
451 | |
396 | case SK_FIND_TRAPS: |
452 | case SK_FIND_TRAPS: |
397 | exp = success = find_traps(op, skill); |
453 | exp = success = find_traps (op, skill); |
398 | break; |
454 | break; |
399 | |
455 | |
400 | case SK_SINGING: |
456 | case SK_SINGING: |
401 | exp = success = singing(op,dir, skill); |
457 | exp = success = singing (op, dir, skill); |
402 | break; |
458 | break; |
403 | |
459 | |
404 | case SK_ORATORY: |
460 | case SK_ORATORY: |
405 | exp = success = use_oratory(op,dir, skill); |
461 | exp = success = use_oratory (op, dir, skill); |
406 | break; |
462 | break; |
407 | |
463 | |
408 | case SK_SMITHERY: |
464 | case SK_SMITHERY: |
409 | case SK_BOWYER: |
465 | case SK_BOWYER: |
410 | case SK_JEWELER: |
466 | case SK_JEWELER: |
411 | case SK_ALCHEMY: |
467 | case SK_ALCHEMY: |
412 | case SK_THAUMATURGY: |
468 | case SK_THAUMATURGY: |
413 | case SK_LITERACY: |
469 | case SK_LITERACY: |
414 | case SK_WOODSMAN: |
470 | case SK_WOODSMAN: |
415 | /* first, we try to find a cauldron, and do the alchemy thing. |
471 | /* first, we try to find a cauldron, and do the alchemy thing. |
416 | * failing that, we go and identify stuff. |
472 | * failing that, we go and identify stuff. |
417 | */ |
473 | */ |
418 | for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { |
474 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
419 | next=tmp->above; |
475 | { |
|
|
476 | next = tmp->above; |
|
|
477 | |
420 | if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
478 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
|
|
479 | { |
421 | attempt_do_alchemy(op, tmp); |
480 | attempt_do_alchemy (op, tmp); |
|
|
481 | |
422 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
482 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
423 | esrv_send_inventory(op, tmp); |
483 | esrv_send_inventory (op, tmp); |
424 | did_alc=1; |
484 | |
425 | } |
485 | did_alc = 1; |
426 | } |
486 | } |
|
|
487 | } |
|
|
488 | |
427 | if (did_alc == 0) |
489 | if (did_alc == 0) |
428 | exp = success = skill_ident(op,skill); |
490 | exp = success = skill_ident (op, skill); |
429 | break; |
|
|
430 | |
491 | |
|
|
492 | break; |
|
|
493 | |
431 | case SK_DET_MAGIC: |
494 | case SK_DET_MAGIC: |
432 | case SK_DET_CURSE: |
495 | case SK_DET_CURSE: |
433 | exp = success = skill_ident(op,skill); |
496 | exp = success = skill_ident (op, skill); |
434 | break; |
497 | break; |
435 | |
498 | |
436 | case SK_DISARM_TRAPS: |
499 | case SK_DISARM_TRAPS: |
437 | exp = success = remove_trap(op,dir, skill); |
500 | exp = success = remove_trap (op, dir, skill); |
438 | break; |
501 | break; |
439 | |
502 | |
440 | case SK_THROWING: |
503 | case SK_THROWING: |
441 | success = skill_throw(op,part,dir,string, skill); |
504 | success = skill_throw (op, part, dir, string, skill); |
442 | break; |
505 | break; |
443 | |
506 | |
444 | case SK_SET_TRAP: |
507 | case SK_SET_TRAP: |
445 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); |
508 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
446 | break; |
509 | break; |
447 | |
510 | |
448 | case SK_USE_MAGIC_ITEM: |
511 | case SK_USE_MAGIC_ITEM: |
449 | case SK_MISSILE_WEAPON: |
512 | case SK_MISSILE_WEAPON: |
450 | new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); |
513 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
451 | break; |
514 | break; |
452 | |
515 | |
453 | case SK_PRAYING: |
516 | case SK_PRAYING: |
454 | success = pray(op, skill); |
517 | success = pray (op, skill); |
455 | break; |
518 | break; |
456 | |
519 | |
457 | case SK_BARGAINING: |
520 | case SK_BARGAINING: |
458 | success = describe_shop(op); |
521 | success = describe_shop (op); |
459 | break; |
522 | break; |
460 | |
523 | |
461 | case SK_SORCERY: |
524 | case SK_SORCERY: |
462 | case SK_EVOCATION: |
525 | case SK_EVOCATION: |
463 | case SK_PYROMANCY: |
526 | case SK_PYROMANCY: |
464 | case SK_SUMMONING: |
527 | case SK_SUMMONING: |
465 | case SK_CLIMBING: |
528 | case SK_CLIMBING: |
466 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); |
529 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
467 | break; |
530 | break; |
468 | |
531 | |
469 | default: |
532 | default: |
470 | LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
533 | 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); |
534 | break; |
472 | break; |
|
|
473 | } |
535 | } |
474 | |
536 | |
475 | /* For players we now update the speed_left from using the skill. |
537 | /* 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 |
538 | * Monsters have no skill use time because of the random nature in |
477 | * which use_monster_skill is called already simulates this. |
539 | * which use_monster_skill is called already simulates this. |
478 | * If certain skills should take more/less time, that should be |
540 | * If certain skills should take more/less time, that should be |
479 | * in the code for the skill itself. |
541 | * in the code for the skill itself. |
480 | */ |
542 | */ |
481 | |
|
|
482 | if(op->type==PLAYER) op->speed_left -= 1.0; |
|
|
483 | |
543 | |
|
|
544 | if (op->type == PLAYER) |
|
|
545 | op->speed_left -= 1.0; |
|
|
546 | |
484 | /* this is a good place to add experience for successfull use of skills. |
547 | /* this is a good place to add experience for successfull use of skills. |
485 | * Note that add_exp() will figure out player/monster experience |
548 | * Note that add_exp() will figure out player/monster experience |
486 | * gain problems. |
549 | * gain problems. |
487 | */ |
550 | */ |
488 | |
551 | |
|
|
552 | if (success && exp) |
489 | if(success && exp) change_exp(op,exp, skill->skill, 0); |
553 | change_exp (op, exp, skill->skill, 0); |
490 | |
554 | |
491 | return success; |
555 | return success; |
492 | } |
556 | } |
493 | |
557 | |
494 | /* calc_skill_exp() - calculates amount of experience can be gained for |
558 | /* calc_skill_exp() - calculates amount of experience can be gained for |
495 | * successfull use of a skill. Returns value of experience gain. |
559 | * successfull use of a skill. Returns value of experience gain. |
496 | * Here we take the view that a player must 'overcome an opponent' |
560 | * 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 |
579 | * skill is the skill used. If no skill is used, it should just |
516 | * point back to who. |
580 | * point back to who. |
517 | * |
581 | * |
518 | */ |
582 | */ |
519 | |
583 | |
|
|
584 | int |
520 | int calc_skill_exp(object *who, object *op, object *skill) { |
585 | calc_skill_exp (object *who, object *op, object *skill) |
|
|
586 | { |
521 | int op_exp=0,op_lvl= 0; |
587 | int op_exp = 0, op_lvl = 0; |
522 | float base,value,lvl_mult=0.0; |
588 | float base, value, lvl_mult = 0.0; |
523 | |
589 | |
524 | if (!skill) skill = who; |
590 | if (!skill) |
|
|
591 | skill = who; |
525 | |
592 | |
526 | /* Oct 95 - where we have an object, I expanded our treatment |
593 | /* Oct 95 - where we have an object, I expanded our treatment |
527 | * to 3 cases: |
594 | * to 3 cases: |
528 | * non-living magic obj, runes and everything else. |
595 | * non-living magic obj, runes and everything else. |
529 | * |
596 | * |
530 | * If an object is not alive and magical we set the base exp higher to |
597 | * 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 |
598 | * help out exp awards for skill_ident skills. Also, if |
532 | * an item is type RUNE, we give out exp based on stats.Cha |
599 | * an item is type RUNE, we give out exp based on stats.Cha |
533 | * and level (this was the old system) -b.t. |
600 | * and level (this was the old system) -b.t. |
534 | */ |
601 | */ |
535 | |
602 | |
536 | if(!op) { /* no item/creature */ |
603 | if (!op) |
|
|
604 | { /* no item/creature */ |
537 | op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
605 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
538 | op_exp = 0; |
606 | op_exp = 0; |
539 | } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
607 | } |
540 | * for the amount of experience */ |
608 | else if (op->type == RUNE || op->type == TRAP) |
|
|
609 | { /* all traps. If stats.Cha > 1 we use that |
|
|
610 | * for the amount of experience */ |
541 | op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
611 | op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
542 | op_lvl = op->level; |
612 | op_lvl = op->level; |
543 | } else { /* all other items/living creatures */ |
613 | } |
|
|
614 | else |
|
|
615 | { /* all other items/living creatures */ |
544 | op_exp = op->stats.exp; |
616 | op_exp = op->stats.exp; |
545 | op_lvl = op->level; |
617 | op_lvl = op->level; |
546 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
618 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
619 | { /* for ident/make items */ |
547 | op_lvl += 5 * abs(op->magic); |
620 | op_lvl += 5 * abs (op->magic); |
548 | } |
621 | } |
549 | } |
622 | } |
550 | |
623 | |
551 | if(op_lvl<1) op_lvl = 1; |
624 | if (op_lvl < 1) |
|
|
625 | op_lvl = 1; |
552 | |
626 | |
553 | if(who->type!=PLAYER) { /* for monsters only */ |
627 | if (who->type != PLAYER) |
|
|
628 | { /* for monsters only */ |
554 | return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
629 | return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
|
|
630 | } |
|
|
631 | else |
555 | } else { /* for players */ |
632 | { /* for players */ |
556 | base = op_exp; |
633 | base = op_exp; |
557 | /* if skill really is a skill, then we can look at the skill archetype for |
634 | /* if skill really is a skill, then we can look at the skill archetype for |
558 | * bse reward value (exp) and level multiplier factor. |
635 | * bse reward value (exp) and level multiplier factor. |
559 | */ |
636 | */ |
560 | if (skill->type == SKILL) { |
637 | if (skill->type == SKILL) |
|
|
638 | { |
561 | base += skill->arch->clone.stats.exp; |
639 | base += skill->arch->clone.stats.exp; |
562 | if (settings.simple_exp) { |
640 | if (settings.simple_exp) |
|
|
641 | { |
563 | if (skill->arch->clone.level) |
642 | if (skill->arch->clone.level) |
564 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
643 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
565 | else |
644 | else |
566 | lvl_mult = 1.0; /* no adjustment */ |
645 | lvl_mult = 1.0; /* no adjustment */ |
567 | } |
646 | } |
568 | else { |
647 | else |
569 | if (skill->level) |
648 | { |
|
|
649 | if (skill->level) |
570 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
650 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
571 | else |
651 | else |
572 | lvl_mult = 1.0; |
652 | lvl_mult = 1.0; |
573 | } |
653 | } |
574 | } else { |
654 | } |
|
|
655 | else |
|
|
656 | { |
575 | /* Don't divide by zero here! */ |
657 | /* Don't divide by zero here! */ |
576 | lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
658 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
577 | } |
659 | } |
578 | } |
660 | } |
579 | |
661 | |
580 | /* assemble the exp total, and return value */ |
662 | /* assemble the exp total, and return value */ |
581 | |
663 | |
582 | value = base * lvl_mult; |
664 | value = base * lvl_mult; |
|
|
665 | if (value < 1) |
583 | if (value < 1) value=1; /* Always give at least 1 exp point */ |
666 | value = 1; /* Always give at least 1 exp point */ |
584 | |
667 | |
585 | #ifdef SKILL_UTIL_DEBUG |
668 | #ifdef SKILL_UTIL_DEBUG |
586 | LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
669 | 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 |
670 | #endif |
589 | return ( (int) value); |
671 | return ((int) value); |
590 | } |
672 | } |
591 | |
673 | |
592 | /* Learn skill. This inserts the requested skill in the player's |
674 | /* Learn skill. This inserts the requested skill in the player's |
593 | * inventory. The skill field of the scroll should have the |
675 | * inventory. The skill field of the scroll should have the |
594 | * exact name of the requested skill. |
676 | * exact name of the requested skill. |
595 | * This one actually teaches the player the skill as something |
677 | * This one actually teaches the player the skill as something |
596 | * they can equip. |
678 | * they can equip. |
597 | * Return 0 if the player knows the skill, 1 if the |
679 | * Return 0 if the player knows the skill, 1 if the |
598 | * player learns the skill, 2 otherwise. |
680 | * player learns the skill, 2 otherwise. |
599 | */ |
681 | */ |
600 | |
682 | |
601 | int |
683 | int |
602 | learn_skill (object *pl, object *scroll) { |
684 | learn_skill (object *pl, object *scroll) |
|
|
685 | { |
603 | object *tmp; |
686 | object *tmp; |
604 | |
687 | |
605 | if (!scroll->skill) { |
688 | if (!scroll->skill) |
|
|
689 | { |
606 | LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); |
690 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
607 | return 2; |
691 | return 2; |
608 | } |
692 | } |
609 | |
693 | |
610 | /* can't use find_skill_by_name because we want skills the player knows |
694 | /* can't use find_skill_by_name because we want skills the player knows |
611 | * but can't use natively. |
695 | * but can't use natively. |
612 | */ |
696 | */ |
613 | |
697 | |
614 | for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
698 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
615 | if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
699 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
700 | break; |
616 | |
701 | |
617 | /* player already knows it */ |
702 | /* player already knows it */ |
618 | if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
703 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
704 | return 0; |
619 | |
705 | |
620 | |
|
|
621 | |
|
|
622 | /* now a random change to learn, based on player Int. |
706 | /* now a random change to learn, based on player Int. |
623 | * give bonus based on level - otherwise stupid characters |
707 | * give bonus based on level - otherwise stupid characters |
624 | * might never be able to learn anything. |
708 | * might never be able to learn anything. |
625 | */ |
709 | */ |
626 | if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
710 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
627 | return 2; /* failure :< */ |
711 | return 2; /* failure :< */ |
628 | |
712 | |
629 | if (!tmp) |
713 | if (!tmp) |
630 | tmp = give_skill_by_name(pl, scroll->skill); |
714 | tmp = give_skill_by_name (pl, scroll->skill); |
631 | |
715 | |
632 | if (!tmp) { |
716 | if (!tmp) |
|
|
717 | { |
633 | LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); |
718 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
634 | return 2; |
719 | return 2; |
635 | } |
720 | } |
636 | |
721 | |
637 | SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
722 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
638 | link_player_skills(pl); |
723 | link_player_skills (pl); |
639 | return 1; |
724 | return 1; |
640 | } |
725 | } |
641 | |
726 | |
642 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
727 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
|
|
728 | |
643 | /* Probably belongs in some global utils-type file? */ |
729 | /* Probably belongs in some global utils-type file? */ |
|
|
730 | static int |
644 | static int clipped_percent(sint64 a, sint64 b) |
731 | clipped_percent (sint64 a, sint64 b) |
645 | { |
732 | { |
646 | int rv; |
733 | int rv; |
647 | |
734 | |
648 | if (b <= 0) |
735 | if (b <= 0) |
649 | return 0; |
736 | return 0; |
650 | |
737 | |
651 | rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); |
738 | rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
652 | |
739 | |
653 | if (rv < 0) |
740 | if (rv < 0) |
654 | return 0; |
741 | return 0; |
655 | else if (rv > 100) |
742 | else if (rv > 100) |
656 | return 100; |
743 | return 100; |
657 | |
744 | |
658 | return rv; |
745 | return rv; |
659 | } |
746 | } |
660 | |
747 | |
661 | /* show_skills() - Meant to allow players to examine |
748 | /* show_skills() - Meant to allow players to examine |
662 | * their current skill list. |
749 | * their current skill list. |
… | |
… | |
666 | * Note this function is a bit more complicated becauase we |
753 | * Note this function is a bit more complicated becauase we |
667 | * we want ot sort the skills before printing them. If we |
754 | * we want ot sort the skills before printing them. If we |
668 | * just dumped this as we found it, this would be a bit |
755 | * just dumped this as we found it, this would be a bit |
669 | * simpler. |
756 | * simpler. |
670 | */ |
757 | */ |
671 | |
758 | |
|
|
759 | void |
672 | void show_skills(object *op, const char* search) { |
760 | show_skills (object *op, const char *search) |
|
|
761 | { |
673 | object *tmp=NULL; |
762 | object *tmp = NULL; |
674 | char buf[MAX_BUF]; |
763 | char buf[MAX_BUF]; |
675 | const char *cp; |
764 | const char *cp; |
676 | int i,num_skills_found=0; |
765 | int i, num_skills_found = 0; |
677 | static const char *const periods = "........................................"; |
766 | static const char *const periods = "........................................"; |
|
|
767 | |
678 | /* Need to have a pointer and use strdup for qsort to work properly */ |
768 | /* Need to have a pointer and use strdup for qsort to work properly */ |
679 | char skills[NUM_SKILLS][MAX_BUF]; |
769 | char skills[NUM_SKILLS][MAX_BUF]; |
680 | |
770 | |
681 | |
771 | |
682 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
772 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
773 | { |
683 | if (tmp->type == SKILL) { |
774 | if (tmp->type == SKILL) |
|
|
775 | { |
684 | if ( search && strstr(tmp->name,search)==NULL ) continue; |
776 | if (search && strstr (tmp->name, search) == NULL) |
|
|
777 | continue; |
685 | /* Basically want to fill this out to 40 spaces with periods */ |
778 | /* Basically want to fill this out to 40 spaces with periods */ |
686 | sprintf(buf,"%s%s", tmp->name, periods); |
779 | sprintf (buf, "%s%s", &tmp->name, periods); |
687 | buf[40] = 0; |
780 | buf[40] = 0; |
688 | |
781 | |
689 | if (settings.permanent_exp_ratio) { |
782 | if (settings.permanent_exp_ratio) |
690 | #ifdef WIN32 |
783 | { |
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%%)", |
784 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
698 | buf,tmp->level, |
785 | buf, tmp->level, |
699 | tmp->stats.exp, |
786 | (long long) tmp->stats.exp, |
700 | level_exp(tmp->level+1, op->expmul), |
787 | (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)); |
788 | } |
702 | #endif |
789 | else |
703 | } else { |
790 | { |
704 | #ifdef WIN32 |
|
|
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)", |
791 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
711 | buf,tmp->level, |
792 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
712 | tmp->stats.exp, |
793 | } |
713 | level_exp(tmp->level+1, op->expmul)); |
|
|
714 | #endif |
|
|
715 | } |
|
|
716 | /* I don't know why some characters get a bunch of skills, but |
794 | /* I don't know why some characters get a bunch of skills, but |
717 | * it sometimes happens (maybe a leftover from bugier earlier code |
795 | * it sometimes happens (maybe a leftover from bugier earlier code |
718 | * and those character are still about). In any case, lets handle |
796 | * and those character are still about). In any case, lets handle |
719 | * it so it doesn't crash the server - otherwise, one character may |
797 | * it so it doesn't crash the server - otherwise, one character may |
720 | * crash the server numerous times. |
798 | * crash the server numerous times. |
721 | */ |
799 | */ |
722 | if (num_skills_found >= NUM_SKILLS) { |
800 | if (num_skills_found >= NUM_SKILLS) |
|
|
801 | { |
723 | new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); |
802 | 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"); |
803 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
725 | break; |
804 | break; |
|
|
805 | } |
|
|
806 | } |
726 | } |
807 | } |
727 | } |
|
|
728 | } |
|
|
729 | |
808 | |
730 | clear_win_info(op); |
809 | clear_win_info (op); |
731 | new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); |
810 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
|
|
811 | if (num_skills_found > 1) |
732 | if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); |
812 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
733 | |
813 | |
734 | for (i=0; i<num_skills_found; i++) { |
814 | for (i = 0; i < num_skills_found; i++) |
|
|
815 | { |
735 | new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
816 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
736 | } |
817 | } |
737 | |
818 | |
738 | new_draw_info_format(NDI_UNIQUE, 0, op, |
819 | 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 | |
820 | |
741 | cp = determine_god(op); |
821 | cp = determine_god (op); |
742 | new_draw_info_format(NDI_UNIQUE, 0, op, |
822 | 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 | |
823 | |
745 | new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", |
824 | 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)); |
825 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
747 | } |
826 | } |
748 | |
827 | |
749 | /* use_skill() - similar to invoke command, it executes the skill in the |
828 | /* 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 |
829 | * 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. |
830 | * 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 |
831 | * 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. |
832 | * our own find_skill_by_name so we can try to do better string matching. |
754 | */ |
833 | */ |
755 | |
834 | |
|
|
835 | int |
756 | int use_skill(object *op, const char *string) { |
836 | use_skill (object *op, const char *string) |
|
|
837 | { |
757 | object *skop; |
838 | object *skop; |
758 | size_t len; |
839 | size_t len; |
759 | |
840 | |
760 | if (!string) return 0; |
841 | if (!string) |
|
|
842 | return 0; |
761 | |
843 | |
762 | for (skop = op->inv; skop != NULL; skop=skop->below) { |
844 | for (skop = op->inv; skop != NULL; skop = skop->below) |
|
|
845 | { |
763 | if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
846 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
764 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
847 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
765 | break; |
848 | break; |
766 | else if (skop->type == SKILL_TOOL && |
849 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
767 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
|
|
768 | break; |
850 | break; |
769 | } |
851 | } |
770 | if (!skop) { |
852 | if (!skop) |
771 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
772 | "Unable to find skill %s", string); |
|
|
773 | return 0; |
|
|
774 | } |
853 | { |
|
|
854 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
|
|
855 | return 0; |
|
|
856 | } |
775 | |
857 | |
776 | len=strlen(skop->skill); |
858 | len = strlen (skop->skill); |
777 | |
859 | |
778 | /* All this logic goes and skips over the skill name to find any |
860 | /* All this logic goes and skips over the skill name to find any |
779 | * options given to the skill. Its pretty simple - if there |
861 | * options given to the skill. Its pretty simple - if there |
780 | * are extra parameters (as deteremined by string length), we |
862 | * are extra parameters (as deteremined by string length), we |
781 | * want to skip over any leading spaces. |
863 | * want to skip over any leading spaces. |
782 | */ |
864 | */ |
783 | if(len>=strlen(string)) { |
865 | if (len >= strlen (string)) |
784 | string=NULL; |
|
|
785 | } else { |
|
|
786 | string += len; |
|
|
787 | while(*string==0x20) string++; |
|
|
788 | if(strlen(string)==0) string = NULL; |
|
|
789 | } |
866 | { |
|
|
867 | string = NULL; |
790 | |
868 | } |
|
|
869 | else |
|
|
870 | { |
|
|
871 | string += len; |
|
|
872 | while (*string == 0x20) |
|
|
873 | string++; |
|
|
874 | if (strlen (string) == 0) |
|
|
875 | string = NULL; |
|
|
876 | } |
|
|
877 | |
791 | #ifdef SKILL_UTIL_DEBUG |
878 | #ifdef SKILL_UTIL_DEBUG |
792 | LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); |
879 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
793 | #endif |
880 | #endif |
794 | |
881 | |
795 | /* Change to the new skill, then execute it. */ |
882 | /* Change to the new skill, then execute it. */ |
796 | if(do_skill(op,op,skop, op->facing,string)) return 1; |
883 | if (do_skill (op, op, skop, op->facing, string)) |
797 | |
|
|
798 | return 0; |
884 | return 1; |
799 | } |
|
|
800 | |
885 | |
|
|
886 | return 0; |
|
|
887 | } |
801 | |
888 | |
|
|
889 | static bool |
|
|
890 | hth_skill_p (object *skill) |
|
|
891 | { |
|
|
892 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
|
|
893 | if (skill->subtype == unarmed_skills[i]) |
|
|
894 | return 1; |
802 | |
895 | |
|
|
896 | return 0; |
|
|
897 | } |
|
|
898 | |
803 | /* This finds the best unarmed skill the player has, and returns |
899 | /* This finds the first unarmed skill the player has, and returns it. |
804 | * it. Best can vary a little - we consider clawing to always |
|
|
805 | * be the best for dragons. |
|
|
806 | * This could be more intelligent, eg, look at the skill level |
|
|
807 | * of the skill and go from there (eg, a level 40 puncher is |
|
|
808 | * is probably better than level 1 karate). OTOH, if you |
|
|
809 | * don't bother to set up your skill properly, that is the players |
|
|
810 | * problem (although, it might be nice to have a preferred skill |
|
|
811 | * field the player can set. |
|
|
812 | * 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 |
|
|
814 | * combat. If everyone race/class should have one, this should |
|
|
815 | * be handled in the starting treasurelists, not in the code. |
|
|
816 | */ |
900 | */ |
|
|
901 | static object * |
817 | static object *find_best_player_hth_skill(object *op) |
902 | find_player_hth_skill (object *op) |
818 | { |
903 | { |
819 | object *tmp, *best_skill=NULL; |
|
|
820 | int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; |
|
|
821 | |
|
|
822 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
904 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
823 | if (tmp->type == SKILL) { |
905 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
824 | if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
906 | return tmp; |
825 | |
907 | |
826 | /* The order in the array is preferred order. So basically, |
908 | return 0; |
827 | * 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 |
|
|
829 | * to the entry before flame touch - don't care about the entries afterward, |
|
|
830 | * because they are infrerior skills. |
|
|
831 | * if we end up finding the best skill (i==0) might as well return |
|
|
832 | * right away - can't get any better than that. |
|
|
833 | */ |
|
|
834 | for (i=0; i<last_skill; i++) { |
|
|
835 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { |
|
|
836 | best_skill = tmp; |
|
|
837 | last_skill = i; |
|
|
838 | if (i==0) return best_skill; |
|
|
839 | } |
|
|
840 | } |
|
|
841 | } |
|
|
842 | } |
|
|
843 | return best_skill; |
|
|
844 | } |
909 | } |
845 | |
910 | |
846 | /* do_skill_attack() - We have got an appropriate opponent from either |
911 | /* 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 |
912 | * 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. |
913 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
850 | * tmp is the targetted monster. |
915 | * tmp is the targetted monster. |
851 | * op is what is attacking |
916 | * op is what is attacking |
852 | * string is passed along to describe what messages to describe |
917 | * string is passed along to describe what messages to describe |
853 | * the damage. |
918 | * the damage. |
854 | */ |
919 | */ |
855 | |
920 | |
|
|
921 | static int |
856 | static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { |
922 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
|
|
923 | { |
857 | int success; |
924 | int success; |
858 | |
925 | |
|
|
926 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
|
|
927 | return RESULT_INT (0); |
|
|
928 | |
859 | /* For Players only: if there is no ready weapon, and no "attack" skill |
929 | /* 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. |
930 | * 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, |
931 | * 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 |
932 | * 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. |
933 | * through that code if skill is set to change to the skill. |
864 | */ |
934 | */ |
865 | if(op->type==PLAYER) { |
935 | if (op->type == PLAYER) |
|
|
936 | { |
866 | if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
937 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
867 | size_t i; |
938 | { |
868 | |
|
|
869 | if (!skill) { |
939 | if (!skill) |
|
|
940 | { |
870 | /* See if the players chosen skill is a combat skill, and use |
941 | /* See if the players chosen skill is a combat skill, and use |
871 | * it if appropriate. |
942 | * it if appropriate. |
872 | */ |
943 | */ |
873 | if (op->chosen_skill) { |
944 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
874 | for (i=0; i<sizeof(unarmed_skills); i++) |
|
|
875 | if (op->chosen_skill->subtype == unarmed_skills[i]) { |
|
|
876 | skill = op->chosen_skill; |
945 | skill = op->chosen_skill; |
877 | break; |
946 | else |
878 | } |
947 | { |
879 | } |
|
|
880 | /* If we didn't find a skill above, look harder for a good skill */ |
|
|
881 | if (!skill) { |
|
|
882 | skill = find_best_player_hth_skill(op); |
948 | skill = find_player_hth_skill (op); |
883 | |
949 | |
884 | if (!skill) { |
950 | if (!skill) |
|
|
951 | { |
885 | new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
952 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
886 | return 0; |
953 | return 0; |
887 | } |
954 | } |
888 | } |
955 | } |
889 | } |
956 | } |
890 | if (skill != op->chosen_skill) { |
957 | |
891 | /* now try to ready the new skill */ |
958 | /* now try to ready the new skill */ |
892 | if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ |
959 | if (!change_skill (op, skill, 0)) |
|
|
960 | { /* oh oh, trouble! */ |
893 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); |
961 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
894 | return 0; |
962 | return 0; |
895 | } |
963 | } |
896 | } |
964 | } |
897 | } else { |
965 | else |
|
|
966 | { |
898 | /* Seen some crashes below where current_weapon is not set, |
967 | /* 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, |
968 | * 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. |
969 | * do some work in trying to find the object to use. |
901 | */ |
970 | */ |
902 | if (!op->current_weapon) { |
971 | if (!op->current_weapon) |
903 | object *tmp; |
972 | { |
|
|
973 | object *tmp; |
904 | |
974 | |
905 | LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
975 | 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) |
976 | for (tmp = op->inv; tmp; tmp = tmp->below) |
908 | if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
977 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
978 | break; |
909 | |
979 | |
910 | if (op->current_weapon_script) |
980 | if (!tmp) |
911 | FREE_AND_CLEAR_STR(op->current_weapon_script); |
981 | { |
912 | if (!tmp) { |
|
|
913 | LOG(llevError,"Could not find applied weapon on %s\n", |
982 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
914 | op->name); |
|
|
915 | op->current_weapon=NULL; |
983 | op->current_weapon = NULL; |
916 | return 0; |
984 | return 0; |
917 | } else { |
985 | } |
|
|
986 | else |
|
|
987 | { |
918 | op->current_weapon = tmp; |
988 | op->current_weapon = tmp; |
919 | op->current_weapon_script=add_string(query_name(tmp)); |
989 | } |
920 | } |
990 | } |
921 | } |
|
|
922 | |
991 | |
923 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
|
|
924 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { |
|
|
925 | change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); |
992 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
993 | } |
926 | } |
994 | } |
927 | } |
|
|
928 | } |
|
|
929 | |
995 | |
930 | /* lose invisiblity/hiding status for running attacks */ |
996 | /* lose invisiblity/hiding status for running attacks */ |
931 | |
997 | |
932 | if(op->type==PLAYER && op->contr->tmp_invis) { |
998 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
999 | { |
933 | op->contr->tmp_invis=0; |
1000 | op->contr->tmp_invis = 0; |
934 | op->invisible=0; |
1001 | op->invisible = 0; |
935 | op->hide=0; |
1002 | op->hide = 0; |
936 | update_object(op,UP_OBJ_FACE); |
1003 | update_object (op, UP_OBJ_FACE); |
937 | } |
1004 | } |
938 | |
1005 | |
939 | success = attack_ob(tmp,op); |
1006 | success = attack_ob (tmp, op); |
940 | |
1007 | |
941 | /* print appropriate messages to the player */ |
1008 | /* print appropriate messages to the player */ |
942 | |
1009 | |
943 | if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
1010 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
1011 | { |
944 | if(op->type==PLAYER) |
1012 | if (op->type == PLAYER) |
945 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1013 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
946 | "You %s %s!",string,query_name(tmp)); |
|
|
947 | else if(tmp->type==PLAYER) |
1014 | else if (tmp->type == PLAYER) |
948 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
1015 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
949 | "%s %s you!",query_name(op),string); |
|
|
950 | } |
1016 | } |
951 | return success; |
1017 | return success; |
952 | } |
1018 | } |
953 | |
1019 | |
954 | |
1020 | |
955 | /* skill_attack() - Core routine for use when we attack using a skills |
1021 | /* skill_attack() - Core routine for use when we attack using a skills |
956 | * system. In essence, this code handles |
1022 | * system. In essence, this code handles |
957 | * all skill-based attacks, ie hth, missile and melee weapons should be |
1023 | * all skill-based attacks, ie hth, missile and melee weapons should be |
… | |
… | |
961 | * |
1027 | * |
962 | * This is called by move_player() and attack_hth() |
1028 | * This is called by move_player() and attack_hth() |
963 | * |
1029 | * |
964 | * Initial implementation by -bt thomas@astro.psu.edu |
1030 | * Initial implementation by -bt thomas@astro.psu.edu |
965 | */ |
1031 | */ |
966 | |
1032 | |
|
|
1033 | int |
967 | int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { |
1034 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
|
|
1035 | { |
968 | sint16 tx,ty; |
1036 | sint16 tx, ty; |
969 | mapstruct *m; |
1037 | maptile *m; |
970 | int mflags; |
1038 | int mflags; |
971 | |
1039 | |
|
|
1040 | if (!dir) |
972 | if(!dir) dir=pl->facing; |
1041 | dir = pl->facing; |
|
|
1042 | |
973 | tx=freearr_x[dir]; |
1043 | tx = freearr_x[dir]; |
974 | ty=freearr_y[dir]; |
1044 | ty = freearr_y[dir]; |
975 | |
1045 | |
976 | /* If we don't yet have an opponent, find if one exists, and attack. |
1046 | /* If we don't yet have an opponent, find if one exists, and attack. |
977 | * Legal opponents are the same as outlined in move_player_attack() |
1047 | * Legal opponents are the same as outlined in move_player_attack() |
978 | */ |
1048 | */ |
979 | |
1049 | |
980 | if(tmp==NULL) { |
1050 | if (tmp == NULL) |
|
|
1051 | { |
981 | m = pl->map; |
1052 | m = pl->map; |
982 | tx = pl->x + freearr_x[dir]; |
1053 | tx = pl->x + freearr_x[dir]; |
983 | ty = pl->y + freearr_y[dir]; |
1054 | ty = pl->y + freearr_y[dir]; |
984 | |
1055 | |
985 | mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
1056 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
986 | if (mflags & P_OUT_OF_MAP) return 0; |
1057 | if (mflags & P_OUT_OF_MAP) |
|
|
1058 | return 0; |
987 | |
1059 | |
988 | /* space must be blocked for there to be anything interesting to do */ |
1060 | /* space must be blocked for there to be anything interesting to do */ |
989 | if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; |
1061 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
|
|
1062 | return 0; |
990 | |
1063 | |
991 | for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
1064 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
992 | if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
1065 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
993 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
1066 | { |
994 | || tmp->type==LOCKED_DOOR ) { |
|
|
995 | /* Don't attack party members */ |
1067 | /* Don't attack party members */ |
996 | if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
1068 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
997 | && pl->contr->party==tmp->contr->party)) |
1069 | return 0; |
998 | return 0; |
|
|
999 | break; |
1070 | break; |
|
|
1071 | } |
1000 | } |
1072 | } |
1001 | } |
|
|
1002 | if (!tmp) { |
1073 | if (!tmp) |
|
|
1074 | { |
1003 | if(pl->type==PLAYER) |
1075 | if (pl->type == PLAYER) |
1004 | new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
1076 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
1005 | return 0; |
1077 | return 0; |
1006 | } |
1078 | } |
1007 | |
1079 | |
1008 | return do_skill_attack(tmp,pl,string, skill); |
1080 | return do_skill_attack (tmp, pl, string, skill); |
1009 | } |
1081 | } |
1010 | |
1082 | |
1011 | |
1083 | |
1012 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1084 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
|
|
1085 | |
1013 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1086 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1014 | * (attack_hth) we check for weapon use, etc in the second (the new |
1087 | * (attack_hth) we check for weapon use, etc in the second (the new |
1015 | * function skill_attack() we actually attack. |
1088 | * function skill_attack() we actually attack. |
1016 | */ |
1089 | */ |
1017 | |
1090 | |
|
|
1091 | static int |
1018 | static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
1092 | attack_hth (object *pl, int dir, const char *string, object *skill) |
|
|
1093 | { |
1019 | object *enemy=NULL,*weapon; |
1094 | object *enemy = NULL, *weapon; |
1020 | |
1095 | |
1021 | if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
1096 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1022 | for(weapon=pl->inv;weapon;weapon=weapon->below) { |
1097 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
|
|
1098 | { |
1023 | if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
1099 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
1100 | { |
1024 | CLEAR_FLAG(weapon,FLAG_APPLIED); |
1101 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1025 | CLEAR_FLAG(pl,FLAG_READY_WEAPON); |
1102 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1026 | fix_player(pl); |
1103 | fix_player (pl); |
1027 | if(pl->type==PLAYER) { |
1104 | if (pl->type == PLAYER) |
|
|
1105 | { |
1028 | new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); |
1106 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1029 | esrv_update_item(UPD_FLAGS, pl, weapon); |
1107 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1030 | } |
1108 | } |
1031 | break; |
1109 | break; |
|
|
1110 | } |
1032 | } |
1111 | } |
1033 | } |
|
|
1034 | return skill_attack(enemy,pl,dir,string, skill); |
1112 | return skill_attack (enemy, pl, dir, string, skill); |
1035 | } |
1113 | } |
1036 | |
1114 | |
1037 | |
1115 | |
1038 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1116 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1039 | * For now we are just checking to see if we have a ready weapon here. |
1117 | * For now we are just checking to see if we have a ready weapon here. |
… | |
… | |
1043 | * we may make this routine handle 'special' melee weapons attacks |
1121 | * we may make this routine handle 'special' melee weapons attacks |
1044 | * (like disarming manuever with sai) based on player SK_level and |
1122 | * (like disarming manuever with sai) based on player SK_level and |
1045 | * weapon type. |
1123 | * weapon type. |
1046 | */ |
1124 | */ |
1047 | |
1125 | |
|
|
1126 | static int |
1048 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { |
1127 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
|
|
1128 | { |
1049 | |
1129 | |
1050 | if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1130 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
1131 | { |
1051 | if(op->type==PLAYER) |
1132 | if (op->type == PLAYER) |
1052 | new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); |
1133 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1053 | return 0; |
1134 | return 0; |
1054 | } |
1135 | } |
1055 | return skill_attack(NULL,op,dir,string, skill); |
1136 | return skill_attack (NULL, op, dir, string, skill); |
1056 | |
1137 | |
1057 | } |
1138 | } |