1 | /* |
1 | /* |
2 | * static char *rcsid_skill_util_c = |
2 | * static char *rcsid_skill_util_c = |
3 | * "$Id: skill_util.C,v 1.3 2006/08/26 08:44:07 root Exp $"; |
3 | * "$Id: skill_util.C,v 1.7 2006/09/03 00:18:42 root Exp $"; |
4 | */ |
4 | */ |
5 | /* |
5 | /* |
6 | CrossFire, A Multiplayer game for X-windows |
6 | CrossFire, A Multiplayer game for X-windows |
7 | |
7 | |
8 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
8 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
… | |
… | |
53 | #include <spells.h> |
53 | #include <spells.h> |
54 | |
54 | |
55 | 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); |
56 | 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); |
57 | |
57 | |
58 | const char *skill_names[NUM_SKILLS]; |
58 | shstr skill_names[NUM_SKILLS]; |
59 | |
59 | |
60 | /* init_skills basically just sets up the skill_names table |
60 | /* init_skills basically just sets up the skill_names table |
61 | * above. The index into the array is set up by the |
61 | * above. The index into the array is set up by the |
62 | * subtypes. |
62 | * subtypes. |
63 | */ |
63 | */ |
64 | void init_skills(void) { |
64 | void init_skills(void) { |
65 | int i; |
65 | int i; |
66 | archetype *at; |
66 | archetype *at; |
67 | |
67 | |
68 | for (i=0; i<NUM_SKILLS; i++) |
|
|
69 | skill_names[i] = NULL; |
|
|
70 | |
|
|
71 | for(at = first_archetype;at!=NULL;at=at->next) { |
68 | for(at = first_archetype;at!=NULL;at=at->next) { |
72 | if (at->clone.type == SKILL) { |
69 | if (at->clone.type == SKILL) { |
73 | if (skill_names[at->clone.subtype] != NULL) { |
70 | if (skill_names[at->clone.subtype] != NULL) { |
74 | LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
71 | 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); |
72 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
76 | } else { |
73 | } else { |
77 | skill_names[at->clone.subtype] = add_refcount(at->clone.skill); |
74 | skill_names[at->clone.subtype] = at->clone.skill; |
78 | } |
75 | } |
79 | } |
76 | } |
80 | } |
77 | } |
81 | |
78 | |
82 | /* This isn't really an error if there is no skill subtype set, but |
79 | /* This isn't really an error if there is no skill subtype set, but |
83 | * checking for this may catch some user errors. |
80 | * checking for this may catch some user errors. |
84 | */ |
81 | */ |
85 | for (i=1; i<NUM_SKILLS; i++) { |
82 | for (i=1; i<NUM_SKILLS; i++) { |
86 | if (!skill_names[i]) |
83 | if (!skill_names[i]) |
87 | LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", |
84 | LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", |
88 | i); |
85 | i); |
89 | } |
86 | } |
90 | } |
87 | } |
91 | |
88 | |
92 | |
89 | |
93 | /* This function goes through the player inventory and sets |
90 | /* This function goes through the player inventory and sets |
… | |
… | |
98 | void link_player_skills(object *op) |
95 | void link_player_skills(object *op) |
99 | { |
96 | { |
100 | object *tmp; |
97 | object *tmp; |
101 | |
98 | |
102 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
99 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
103 | if (tmp->type == SKILL) { |
100 | if (tmp->type == SKILL) { |
104 | /* This is really a warning, hence no else below */ |
101 | /* 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) { |
102 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { |
106 | LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
103 | LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
107 | op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); |
104 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
108 | } |
105 | } |
109 | if (tmp->subtype >= NUM_SKILLS) { |
106 | if (tmp->subtype >= NUM_SKILLS) { |
110 | LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
107 | LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
111 | tmp->subtype, NUM_SKILLS); |
108 | tmp->subtype, NUM_SKILLS); |
112 | } else { |
109 | } else { |
113 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
110 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
114 | op->contr->last_skill_exp[tmp->subtype] = -1; |
111 | op->contr->last_skill_exp[tmp->subtype] = -1; |
115 | } |
112 | } |
116 | } |
113 | } |
117 | } |
114 | } |
118 | } |
115 | } |
119 | |
116 | |
120 | /* This returns the skill pointer of the given name (the |
117 | /* This returns the skill pointer of the given name (the |
121 | * one that accumlates exp, has the level, etc). |
118 | * one that accumlates exp, has the level, etc). |
… | |
… | |
133 | /* We make sure the length of the string in the object is greater |
130 | /* We make sure the length of the string in the object is greater |
134 | * in length than the passed string. Eg, if we have a skill called |
131 | * in length than the passed string. Eg, if we have a skill called |
135 | * 'hi', we don't want to match if the user passed 'high' |
132 | * 'hi', we don't want to match if the user passed 'high' |
136 | */ |
133 | */ |
137 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
134 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
138 | if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && |
135 | if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && |
139 | strlen(tmp->skill) >= strlen(name)) skill = tmp; |
136 | strlen(tmp->skill) >= strlen(name)) skill = tmp; |
140 | |
137 | |
141 | /* Try to find appropriate skilltool. If the player has one already |
138 | /* Try to find appropriate skilltool. If the player has one already |
142 | * applied, we try to keep using that one. |
139 | * applied, we try to keep using that one. |
143 | */ |
140 | */ |
144 | else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && |
141 | else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && |
145 | strlen(tmp->skill) >= strlen(name)) { |
142 | strlen(tmp->skill) >= strlen(name)) { |
146 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
143 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
147 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
144 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
148 | skill_tool = tmp; |
145 | skill_tool = tmp; |
149 | } |
146 | } |
150 | } |
147 | } |
151 | /* If this is a skill that can be used without a tool, return it */ |
148 | /* If this is a skill that can be used without a tool, return it */ |
152 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
149 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
153 | |
150 | |
154 | /* Player has a tool to use the skill. IF not applied, apply it - |
151 | /* Player has a tool to use the skill. IF not applied, apply it - |
155 | * if not successful, return null. If they do have the skill tool |
152 | * if not successful, return null. If they do have the skill tool |
156 | * but not the skill itself, give it to them. |
153 | * but not the skill itself, give it to them. |
157 | */ |
154 | */ |
158 | if (skill_tool) { |
155 | if (skill_tool) { |
159 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
156 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
160 | if (apply_special(who, skill_tool, 0)) return NULL; |
157 | if (apply_special(who, skill_tool, 0)) return NULL; |
161 | } |
158 | } |
162 | if (!skill) { |
159 | if (!skill) { |
163 | skill = give_skill_by_name(who, skill_tool->skill); |
160 | skill = give_skill_by_name(who, skill_tool->skill); |
164 | link_player_skills(who); |
161 | link_player_skills(who); |
165 | } |
162 | } |
166 | return skill; |
163 | return skill; |
167 | } |
164 | } |
168 | return NULL; |
165 | return NULL; |
169 | } |
166 | } |
170 | |
167 | |
171 | |
168 | |
… | |
… | |
185 | object *skill=NULL, *skill_tool=NULL, *tmp; |
182 | object *skill=NULL, *skill_tool=NULL, *tmp; |
186 | |
183 | |
187 | if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
184 | if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
188 | |
185 | |
189 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
186 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
190 | if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; |
187 | if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; |
191 | |
188 | |
192 | /* Try to find appropriate skilltool. If the player has one already |
189 | /* Try to find appropriate skilltool. If the player has one already |
193 | * applied, we try to keep using that one. |
190 | * applied, we try to keep using that one. |
194 | */ |
191 | */ |
195 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { |
192 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { |
196 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
193 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
197 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
194 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
198 | skill_tool = tmp; |
195 | skill_tool = tmp; |
199 | } |
196 | } |
200 | } |
197 | } |
201 | /* If this is a skill that can be used without a tool, return it */ |
198 | /* If this is a skill that can be used without a tool, return it */ |
202 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
199 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
203 | |
200 | |
204 | /* Player has a tool to use the skill. IF not applied, apply it - |
201 | /* Player has a tool to use the skill. IF not applied, apply it - |
205 | * if not successful, return null. If they do have the skill tool |
202 | * if not successful, return null. If they do have the skill tool |
206 | * but not the skill itself, give it to them. |
203 | * but not the skill itself, give it to them. |
207 | */ |
204 | */ |
208 | if (skill_tool) { |
205 | if (skill_tool) { |
209 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
206 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
210 | if (apply_special(who, skill_tool, 0)) return NULL; |
207 | if (apply_special(who, skill_tool, 0)) return NULL; |
211 | } |
208 | } |
212 | if (!skill) { |
209 | if (!skill) { |
213 | skill = give_skill_by_name(who, skill_tool->skill); |
210 | skill = give_skill_by_name(who, skill_tool->skill); |
214 | link_player_skills(who); |
211 | link_player_skills(who); |
215 | } |
212 | } |
216 | return skill; |
213 | return skill; |
217 | } |
214 | } |
218 | return NULL; |
215 | return NULL; |
219 | } |
216 | } |
220 | |
217 | |
221 | /* This changes the objects skill to new_skill. |
218 | /* This changes the objects skill to new_skill. |
… | |
… | |
246 | who->contr->shoottype = range_skill; |
243 | who->contr->shoottype = range_skill; |
247 | return 1; |
244 | return 1; |
248 | } |
245 | } |
249 | |
246 | |
250 | if (!new_skill || who->chosen_skill) |
247 | if (!new_skill || who->chosen_skill) |
251 | if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
248 | if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
252 | |
249 | |
253 | /* Only goal in this case was to unapply a skill */ |
250 | /* Only goal in this case was to unapply a skill */ |
254 | if (!new_skill) return 0; |
251 | if (!new_skill) return 0; |
255 | |
252 | |
256 | if (apply_special (who, new_skill, AP_APPLY)) { |
253 | if (apply_special (who, new_skill, AP_APPLY)) { |
257 | return 0; |
254 | return 0; |
258 | } |
255 | } |
259 | if (flag & 0x1) |
256 | if (flag & 0x1) |
260 | who->contr->shoottype = (rangetype) old_range; |
257 | who->contr->shoottype = (rangetype) old_range; |
261 | |
258 | |
262 | return 1; |
259 | return 1; |
263 | } |
260 | } |
264 | |
261 | |
265 | /* This function just clears the chosen_skill and range_skill values |
262 | /* This function just clears the chosen_skill and range_skill values |
… | |
… | |
268 | void clear_skill(object *who) |
265 | void clear_skill(object *who) |
269 | { |
266 | { |
270 | who->chosen_skill = NULL; |
267 | who->chosen_skill = NULL; |
271 | CLEAR_FLAG(who, FLAG_READY_SKILL); |
268 | CLEAR_FLAG(who, FLAG_READY_SKILL); |
272 | if (who->type == PLAYER) { |
269 | if (who->type == PLAYER) { |
273 | who->contr->ranges[range_skill] = NULL; |
270 | who->contr->ranges[range_skill] = NULL; |
274 | if (who->contr->shoottype == range_skill) |
271 | if (who->contr->shoottype == range_skill) |
275 | who->contr->shoottype = range_none; |
272 | who->contr->shoottype = range_none; |
276 | } |
273 | } |
277 | } |
274 | } |
278 | |
275 | |
279 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
276 | /* 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. |
277 | * We handle all requests for skill use outside of some combat here. |
… | |
… | |
298 | * holds the exp, level, etc of the skill. So if this is a player |
295 | * 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 |
296 | * 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. |
297 | * the player doesn't have a bucket for that, create one. |
301 | */ |
298 | */ |
302 | if (skill->type != SKILL && op->type == PLAYER) { |
299 | if (skill->type != SKILL && op->type == PLAYER) { |
303 | for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
300 | for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
304 | if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
301 | if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
305 | } |
302 | } |
306 | if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
303 | if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
307 | skill = tmp; |
304 | skill = tmp; |
308 | } |
305 | } |
309 | |
306 | |
310 | // skill, by_whom, on_which_object, which direction, skill_argument |
307 | // 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))) |
308 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
312 | return 0; |
309 | return 0; |
313 | |
310 | |
314 | switch(skill->subtype) { |
311 | switch(skill->subtype) { |
315 | case SK_LEVITATION: |
312 | case SK_LEVITATION: |
316 | /* Not 100% sure if this will work with new movement code - |
313 | /* Not 100% sure if this will work with new movement code - |
317 | * the levitation skill has move_type for flying, so when |
314 | * the levitation skill has move_type for flying, so when |
318 | * equipped, that should transfer to player, when not, |
315 | * equipped, that should transfer to player, when not, |
319 | * shouldn't. |
316 | * shouldn't. |
320 | */ |
317 | */ |
321 | if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
318 | if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
322 | CLEAR_FLAG(skill,FLAG_APPLIED); |
319 | CLEAR_FLAG(skill,FLAG_APPLIED); |
323 | new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
320 | new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
324 | } |
321 | } |
325 | else { |
322 | else { |
326 | SET_FLAG(skill,FLAG_APPLIED); |
323 | SET_FLAG(skill,FLAG_APPLIED); |
327 | new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); |
324 | new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); |
328 | } |
325 | } |
329 | fix_player(op); |
326 | fix_player(op); |
330 | success=1; |
327 | success=1; |
331 | break; |
328 | break; |
332 | |
329 | |
333 | case SK_STEALING: |
330 | case SK_STEALING: |
334 | exp = success = steal(op, dir, skill); |
331 | exp = success = steal(op, dir, skill); |
335 | break; |
332 | break; |
336 | |
333 | |
337 | case SK_LOCKPICKING: |
334 | case SK_LOCKPICKING: |
338 | exp = success = pick_lock(op, dir, skill); |
335 | exp = success = pick_lock(op, dir, skill); |
339 | break; |
336 | break; |
340 | |
337 | |
341 | case SK_HIDING: |
338 | case SK_HIDING: |
342 | exp = success = hide(op, skill); |
339 | exp = success = hide(op, skill); |
343 | break; |
340 | break; |
344 | |
341 | |
345 | case SK_JUMPING: |
342 | case SK_JUMPING: |
346 | success = jump(op, dir, skill); |
343 | success = jump(op, dir, skill); |
347 | break; |
344 | break; |
348 | |
345 | |
349 | case SK_INSCRIPTION: |
346 | case SK_INSCRIPTION: |
350 | exp = success = write_on_item(op,string, skill); |
347 | exp = success = write_on_item(op,string, skill); |
351 | break; |
348 | break; |
352 | |
349 | |
353 | case SK_MEDITATION: |
350 | case SK_MEDITATION: |
354 | meditate(op, skill); |
351 | meditate(op, skill); |
355 | success=1; |
352 | success=1; |
356 | break; |
353 | break; |
357 | /* note that the following 'attack' skills gain exp through hit_player() */ |
354 | /* note that the following 'attack' skills gain exp through hit_player() */ |
358 | |
355 | |
359 | case SK_KARATE: |
356 | case SK_KARATE: |
360 | (void) attack_hth(op,dir,"karate-chopped", skill); |
357 | (void) attack_hth(op,dir,"karate-chopped", skill); |
361 | break; |
358 | break; |
362 | |
359 | |
363 | case SK_PUNCHING: |
360 | case SK_PUNCHING: |
364 | (void) attack_hth(op,dir,"punched", skill); |
361 | (void) attack_hth(op,dir,"punched", skill); |
365 | break; |
362 | break; |
366 | |
363 | |
367 | case SK_FLAME_TOUCH: |
364 | case SK_FLAME_TOUCH: |
368 | (void) attack_hth(op,dir,"flamed", skill); |
365 | (void) attack_hth(op,dir,"flamed", skill); |
369 | break; |
366 | break; |
370 | |
367 | |
371 | case SK_SPARK_TOUCH: |
368 | case SK_SPARK_TOUCH: |
372 | (void) attack_hth(op,dir,"zapped", skill); |
369 | (void) attack_hth(op,dir,"zapped", skill); |
373 | break; |
370 | break; |
374 | |
371 | |
… | |
… | |
382 | |
379 | |
383 | case SK_POISON_NAIL: |
380 | case SK_POISON_NAIL: |
384 | (void) attack_hth(op,dir,"injected poison into", skill); |
381 | (void) attack_hth(op,dir,"injected poison into", skill); |
385 | break; |
382 | break; |
386 | |
383 | |
387 | case SK_CLAWING: |
384 | case SK_CLAWING: |
388 | (void) attack_hth(op,dir,"clawed", skill); |
385 | (void) attack_hth(op,dir,"clawed", skill); |
389 | break; |
386 | break; |
390 | |
387 | |
391 | case SK_ONE_HANDED_WEAPON: |
388 | case SK_ONE_HANDED_WEAPON: |
392 | case SK_TWO_HANDED_WEAPON: |
389 | case SK_TWO_HANDED_WEAPON: |
393 | (void) attack_melee_weapon(op,dir,NULL, skill); |
390 | (void) attack_melee_weapon(op,dir,NULL, skill); |
394 | break; |
391 | break; |
395 | |
392 | |
396 | case SK_FIND_TRAPS: |
393 | case SK_FIND_TRAPS: |
397 | exp = success = find_traps(op, skill); |
394 | exp = success = find_traps(op, skill); |
398 | break; |
395 | break; |
399 | |
396 | |
400 | case SK_SINGING: |
397 | case SK_SINGING: |
401 | exp = success = singing(op,dir, skill); |
398 | exp = success = singing(op,dir, skill); |
402 | break; |
399 | break; |
403 | |
400 | |
404 | case SK_ORATORY: |
401 | case SK_ORATORY: |
405 | exp = success = use_oratory(op,dir, skill); |
402 | exp = success = use_oratory(op,dir, skill); |
406 | break; |
403 | break; |
407 | |
404 | |
408 | case SK_SMITHERY: |
405 | case SK_SMITHERY: |
409 | case SK_BOWYER: |
406 | case SK_BOWYER: |
410 | case SK_JEWELER: |
407 | case SK_JEWELER: |
411 | case SK_ALCHEMY: |
408 | case SK_ALCHEMY: |
412 | case SK_THAUMATURGY: |
409 | case SK_THAUMATURGY: |
413 | case SK_LITERACY: |
410 | case SK_LITERACY: |
414 | case SK_WOODSMAN: |
411 | case SK_WOODSMAN: |
415 | /* first, we try to find a cauldron, and do the alchemy thing. |
412 | /* first, we try to find a cauldron, and do the alchemy thing. |
416 | * failing that, we go and identify stuff. |
413 | * failing that, we go and identify stuff. |
417 | */ |
414 | */ |
418 | for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { |
415 | for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { |
419 | next=tmp->above; |
416 | next=tmp->above; |
420 | if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
417 | if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
421 | attempt_do_alchemy(op, tmp); |
418 | attempt_do_alchemy(op, tmp); |
422 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
419 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
423 | esrv_send_inventory(op, tmp); |
420 | esrv_send_inventory(op, tmp); |
424 | did_alc=1; |
421 | did_alc=1; |
425 | } |
422 | } |
426 | } |
423 | } |
427 | if (did_alc == 0) |
424 | if (did_alc == 0) |
428 | exp = success = skill_ident(op,skill); |
425 | exp = success = skill_ident(op,skill); |
429 | break; |
426 | break; |
430 | |
427 | |
431 | case SK_DET_MAGIC: |
428 | case SK_DET_MAGIC: |
432 | case SK_DET_CURSE: |
429 | case SK_DET_CURSE: |
433 | exp = success = skill_ident(op,skill); |
430 | exp = success = skill_ident(op,skill); |
434 | break; |
431 | break; |
435 | |
432 | |
436 | case SK_DISARM_TRAPS: |
433 | case SK_DISARM_TRAPS: |
437 | exp = success = remove_trap(op,dir, skill); |
434 | exp = success = remove_trap(op,dir, skill); |
438 | break; |
435 | break; |
439 | |
436 | |
440 | case SK_THROWING: |
437 | case SK_THROWING: |
441 | success = skill_throw(op,part,dir,string, skill); |
438 | success = skill_throw(op,part,dir,string, skill); |
442 | break; |
439 | break; |
443 | |
440 | |
444 | case SK_SET_TRAP: |
441 | case SK_SET_TRAP: |
445 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); |
442 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); |
446 | break; |
443 | break; |
447 | |
444 | |
448 | case SK_USE_MAGIC_ITEM: |
445 | case SK_USE_MAGIC_ITEM: |
449 | case SK_MISSILE_WEAPON: |
446 | case SK_MISSILE_WEAPON: |
450 | new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); |
447 | new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); |
451 | break; |
448 | break; |
452 | |
449 | |
453 | case SK_PRAYING: |
450 | case SK_PRAYING: |
454 | success = pray(op, skill); |
451 | success = pray(op, skill); |
455 | break; |
452 | break; |
456 | |
453 | |
457 | case SK_BARGAINING: |
454 | case SK_BARGAINING: |
458 | success = describe_shop(op); |
455 | success = describe_shop(op); |
459 | break; |
456 | break; |
460 | |
457 | |
461 | case SK_SORCERY: |
458 | case SK_SORCERY: |
462 | case SK_EVOCATION: |
459 | case SK_EVOCATION: |
463 | case SK_PYROMANCY: |
460 | case SK_PYROMANCY: |
464 | case SK_SUMMONING: |
461 | case SK_SUMMONING: |
465 | case SK_CLIMBING: |
462 | case SK_CLIMBING: |
466 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); |
463 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); |
467 | break; |
464 | break; |
468 | |
465 | |
469 | default: |
466 | default: |
470 | LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
467 | LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
471 | ,query_name(op), op->chosen_skill->stats.sp); |
468 | ,query_name(op), op->chosen_skill->stats.sp); |
472 | break; |
469 | break; |
473 | } |
470 | } |
474 | |
471 | |
475 | /* For players we now update the speed_left from using the skill. |
472 | /* 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 |
473 | * Monsters have no skill use time because of the random nature in |
477 | * which use_monster_skill is called already simulates this. |
474 | * which use_monster_skill is called already simulates this. |
… | |
… | |
535 | |
532 | |
536 | if(!op) { /* no item/creature */ |
533 | if(!op) { /* no item/creature */ |
537 | op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
534 | op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
538 | op_exp = 0; |
535 | op_exp = 0; |
539 | } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
536 | } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
540 | * for the amount of experience */ |
537 | * for the amount of experience */ |
541 | op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
538 | op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
542 | op_lvl = op->level; |
539 | op_lvl = op->level; |
543 | } else { /* all other items/living creatures */ |
540 | } else { /* all other items/living creatures */ |
544 | op_exp = op->stats.exp; |
541 | op_exp = op->stats.exp; |
545 | op_lvl = op->level; |
542 | op_lvl = op->level; |
546 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
543 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
547 | op_lvl += 5 * abs(op->magic); |
544 | op_lvl += 5 * abs(op->magic); |
548 | } |
545 | } |
549 | } |
546 | } |
550 | |
547 | |
551 | if(op_lvl<1) op_lvl = 1; |
548 | if(op_lvl<1) op_lvl = 1; |
552 | |
549 | |
553 | if(who->type!=PLAYER) { /* for monsters only */ |
550 | if(who->type!=PLAYER) { /* for monsters only */ |
554 | return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
551 | return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
555 | } else { /* for players */ |
552 | } else { /* for players */ |
556 | base = op_exp; |
553 | base = op_exp; |
557 | /* if skill really is a skill, then we can look at the skill archetype for |
554 | /* if skill really is a skill, then we can look at the skill archetype for |
558 | * bse reward value (exp) and level multiplier factor. |
555 | * bse reward value (exp) and level multiplier factor. |
559 | */ |
556 | */ |
560 | if (skill->type == SKILL) { |
557 | if (skill->type == SKILL) { |
561 | base += skill->arch->clone.stats.exp; |
558 | base += skill->arch->clone.stats.exp; |
562 | if (settings.simple_exp) { |
559 | if (settings.simple_exp) { |
563 | if (skill->arch->clone.level) |
560 | if (skill->arch->clone.level) |
564 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
561 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
565 | else |
562 | else |
566 | lvl_mult = 1.0; /* no adjustment */ |
563 | lvl_mult = 1.0; /* no adjustment */ |
567 | } |
564 | } |
568 | else { |
565 | else { |
569 | if (skill->level) |
566 | if (skill->level) |
570 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
567 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
571 | else |
568 | else |
572 | lvl_mult = 1.0; |
569 | lvl_mult = 1.0; |
573 | } |
570 | } |
574 | } else { |
571 | } else { |
575 | /* Don't divide by zero here! */ |
572 | /* Don't divide by zero here! */ |
576 | lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
573 | lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
577 | } |
574 | } |
578 | } |
575 | } |
579 | |
576 | |
580 | /* assemble the exp total, and return value */ |
577 | /* assemble the exp total, and return value */ |
581 | |
578 | |
582 | value = base * lvl_mult; |
579 | value = base * lvl_mult; |
583 | if (value < 1) value=1; /* Always give at least 1 exp point */ |
580 | if (value < 1) value=1; /* Always give at least 1 exp point */ |
584 | |
581 | |
585 | #ifdef SKILL_UTIL_DEBUG |
582 | #ifdef SKILL_UTIL_DEBUG |
586 | LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
583 | LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
587 | who->name,skill->level,op->name,op_lvl); |
584 | who->name,skill->level,op->name,op_lvl); |
588 | #endif |
585 | #endif |
589 | return ( (int) value); |
586 | return ( (int) value); |
590 | } |
587 | } |
591 | |
588 | |
592 | /* Learn skill. This inserts the requested skill in the player's |
589 | /* Learn skill. This inserts the requested skill in the player's |
… | |
… | |
601 | int |
598 | int |
602 | learn_skill (object *pl, object *scroll) { |
599 | learn_skill (object *pl, object *scroll) { |
603 | object *tmp; |
600 | object *tmp; |
604 | |
601 | |
605 | if (!scroll->skill) { |
602 | if (!scroll->skill) { |
606 | LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); |
603 | LOG(llevError,"skill scroll %s does not have skill pointer set.\n", &scroll->name); |
607 | return 2; |
604 | return 2; |
608 | } |
605 | } |
609 | |
606 | |
610 | /* can't use find_skill_by_name because we want skills the player knows |
607 | /* can't use find_skill_by_name because we want skills the player knows |
611 | * but can't use natively. |
608 | * but can't use natively. |
612 | */ |
609 | */ |
613 | |
610 | |
614 | for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
611 | for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
615 | if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
612 | if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
616 | |
613 | |
617 | /* player already knows it */ |
614 | /* player already knows it */ |
618 | if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
615 | if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
619 | |
616 | |
620 | |
617 | |
… | |
… | |
622 | /* now a random change to learn, based on player Int. |
619 | /* now a random change to learn, based on player Int. |
623 | * give bonus based on level - otherwise stupid characters |
620 | * give bonus based on level - otherwise stupid characters |
624 | * might never be able to learn anything. |
621 | * might never be able to learn anything. |
625 | */ |
622 | */ |
626 | if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
623 | if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
627 | return 2; /* failure :< */ |
624 | return 2; /* failure :< */ |
628 | |
625 | |
629 | if (!tmp) |
626 | if (!tmp) |
630 | tmp = give_skill_by_name(pl, scroll->skill); |
627 | tmp = give_skill_by_name(pl, scroll->skill); |
631 | |
628 | |
632 | if (!tmp) { |
629 | if (!tmp) { |
633 | LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); |
630 | LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
634 | return 2; |
631 | return 2; |
635 | } |
632 | } |
636 | |
633 | |
637 | SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
634 | SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
638 | link_player_skills(pl); |
635 | link_player_skills(pl); |
639 | return 1; |
636 | return 1; |
… | |
… | |
678 | /* Need to have a pointer and use strdup for qsort to work properly */ |
675 | /* Need to have a pointer and use strdup for qsort to work properly */ |
679 | char skills[NUM_SKILLS][MAX_BUF]; |
676 | char skills[NUM_SKILLS][MAX_BUF]; |
680 | |
677 | |
681 | |
678 | |
682 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
679 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
683 | if (tmp->type == SKILL) { |
680 | if (tmp->type == SKILL) { |
684 | if ( search && strstr(tmp->name,search)==NULL ) continue; |
681 | if ( search && strstr(tmp->name,search)==NULL ) continue; |
685 | /* Basically want to fill this out to 40 spaces with periods */ |
682 | /* Basically want to fill this out to 40 spaces with periods */ |
686 | sprintf(buf,"%s%s", tmp->name, periods); |
683 | sprintf(buf,"%s%s", &tmp->name, periods); |
687 | buf[40] = 0; |
684 | buf[40] = 0; |
688 | |
685 | |
689 | if (settings.permanent_exp_ratio) { |
686 | if (settings.permanent_exp_ratio) { |
690 | #ifdef WIN32 |
|
|
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%%)", |
687 | sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", |
698 | buf,tmp->level, |
688 | buf,tmp->level, |
699 | tmp->stats.exp, |
689 | (long long)tmp->stats.exp, |
700 | level_exp(tmp->level+1, op->expmul), |
690 | (long long)level_exp(tmp->level+1, op->expmul), |
701 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
691 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
702 | #endif |
692 | } else { |
703 | } else { |
|
|
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)", |
693 | sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
711 | buf,tmp->level, |
694 | buf,tmp->level, |
712 | tmp->stats.exp, |
695 | (long long)tmp->stats.exp, |
713 | level_exp(tmp->level+1, op->expmul)); |
696 | (long long)level_exp(tmp->level+1, op->expmul)); |
714 | #endif |
697 | } |
715 | } |
|
|
716 | /* I don't know why some characters get a bunch of skills, but |
698 | /* I don't know why some characters get a bunch of skills, but |
717 | * it sometimes happens (maybe a leftover from bugier earlier code |
699 | * it sometimes happens (maybe a leftover from bugier earlier code |
718 | * and those character are still about). In any case, lets handle |
700 | * and those character are still about). In any case, lets handle |
719 | * it so it doesn't crash the server - otherwise, one character may |
701 | * it so it doesn't crash the server - otherwise, one character may |
720 | * crash the server numerous times. |
702 | * crash the server numerous times. |
721 | */ |
703 | */ |
722 | if (num_skills_found >= NUM_SKILLS) { |
704 | if (num_skills_found >= NUM_SKILLS) { |
723 | new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); |
705 | 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"); |
706 | new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
725 | break; |
707 | break; |
726 | } |
708 | } |
727 | } |
709 | } |
728 | } |
710 | } |
729 | |
711 | |
730 | clear_win_info(op); |
712 | clear_win_info(op); |
731 | new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); |
713 | new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); |
732 | if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); |
714 | if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); |
733 | |
715 | |
734 | for (i=0; i<num_skills_found; i++) { |
716 | for (i=0; i<num_skills_found; i++) { |
735 | new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
717 | new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
736 | } |
718 | } |
737 | |
719 | |
738 | new_draw_info_format(NDI_UNIQUE, 0, op, |
720 | new_draw_info_format(NDI_UNIQUE, 0, op, |
739 | "You can handle %d weapon improvements.",op->level/5+5); |
721 | "You can handle %d weapon improvements.",op->level/5+5); |
740 | |
722 | |
741 | cp = determine_god(op); |
723 | cp = determine_god(op); |
742 | new_draw_info_format(NDI_UNIQUE, 0, op, |
724 | new_draw_info_format(NDI_UNIQUE, 0, op, |
743 | "You worship %s.", cp?cp:"no god at current time"); |
725 | "You worship %s.", cp?cp:"no god at current time"); |
744 | |
726 | |
745 | new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", |
727 | 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)); |
728 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
747 | } |
729 | } |
748 | |
730 | |
749 | /* use_skill() - similar to invoke command, it executes the skill in the |
731 | /* 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 |
732 | * 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. |
733 | * change to the requested skill, or were unable to use the skill properly. |
… | |
… | |
758 | size_t len; |
740 | size_t len; |
759 | |
741 | |
760 | if (!string) return 0; |
742 | if (!string) return 0; |
761 | |
743 | |
762 | for (skop = op->inv; skop != NULL; skop=skop->below) { |
744 | for (skop = op->inv; skop != NULL; skop=skop->below) { |
763 | if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
745 | if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
764 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
746 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
765 | break; |
747 | break; |
766 | else if (skop->type == SKILL_TOOL && |
748 | else if (skop->type == SKILL_TOOL && |
767 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
749 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
768 | break; |
750 | break; |
769 | } |
751 | } |
770 | if (!skop) { |
752 | if (!skop) { |
771 | new_draw_info_format(NDI_UNIQUE, 0, op, |
753 | new_draw_info_format(NDI_UNIQUE, 0, op, |
772 | "Unable to find skill %s", string); |
754 | "Unable to find skill %s", string); |
773 | return 0; |
755 | return 0; |
774 | } |
756 | } |
775 | |
757 | |
776 | len=strlen(skop->skill); |
758 | len=strlen(skop->skill); |
777 | |
759 | |
778 | /* All this logic goes and skips over the skill name to find any |
760 | /* All this logic goes and skips over the skill name to find any |
779 | * options given to the skill. Its pretty simple - if there |
761 | * options given to the skill. Its pretty simple - if there |
780 | * are extra parameters (as deteremined by string length), we |
762 | * are extra parameters (as deteremined by string length), we |
781 | * want to skip over any leading spaces. |
763 | * want to skip over any leading spaces. |
782 | */ |
764 | */ |
783 | if(len>=strlen(string)) { |
765 | if(len>=strlen(string)) { |
784 | string=NULL; |
766 | string=NULL; |
785 | } else { |
767 | } else { |
786 | string += len; |
768 | string += len; |
787 | while(*string==0x20) string++; |
769 | while(*string==0x20) string++; |
788 | if(strlen(string)==0) string = NULL; |
770 | if(strlen(string)==0) string = NULL; |
789 | } |
771 | } |
790 | |
772 | |
791 | #ifdef SKILL_UTIL_DEBUG |
773 | #ifdef SKILL_UTIL_DEBUG |
792 | LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); |
774 | LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); |
793 | #endif |
775 | #endif |
… | |
… | |
818 | { |
800 | { |
819 | object *tmp, *best_skill=NULL; |
801 | object *tmp, *best_skill=NULL; |
820 | int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; |
802 | int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; |
821 | |
803 | |
822 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
804 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
823 | if (tmp->type == SKILL) { |
805 | if (tmp->type == SKILL) { |
824 | if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
806 | if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
825 | |
807 | |
826 | /* The order in the array is preferred order. So basically, |
808 | /* The order in the array is preferred order. So basically, |
827 | * we just cut down the number to search - eg, if we find a skill |
809 | * 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 |
810 | * 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, |
811 | * to the entry before flame touch - don't care about the entries afterward, |
830 | * because they are infrerior skills. |
812 | * because they are infrerior skills. |
831 | * if we end up finding the best skill (i==0) might as well return |
813 | * if we end up finding the best skill (i==0) might as well return |
832 | * right away - can't get any better than that. |
814 | * right away - can't get any better than that. |
833 | */ |
815 | */ |
834 | for (i=0; i<last_skill; i++) { |
816 | for (i=0; i<last_skill; i++) { |
835 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { |
817 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { |
836 | best_skill = tmp; |
818 | best_skill = tmp; |
837 | last_skill = i; |
819 | last_skill = i; |
838 | if (i==0) return best_skill; |
820 | if (i==0) return best_skill; |
839 | } |
821 | } |
840 | } |
822 | } |
841 | } |
823 | } |
842 | } |
824 | } |
843 | return best_skill; |
825 | return best_skill; |
844 | } |
826 | } |
845 | |
827 | |
846 | /* do_skill_attack() - We have got an appropriate opponent from either |
828 | /* do_skill_attack() - We have got an appropriate opponent from either |
… | |
… | |
854 | */ |
836 | */ |
855 | |
837 | |
856 | static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { |
838 | static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { |
857 | int success; |
839 | int success; |
858 | |
840 | |
|
|
841 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
|
|
842 | return RESULT_INT (0); |
|
|
843 | |
859 | /* For Players only: if there is no ready weapon, and no "attack" skill |
844 | /* 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. |
845 | * 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, |
846 | * 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 |
847 | * 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. |
848 | * through that code if skill is set to change to the skill. |
864 | */ |
849 | */ |
865 | if(op->type==PLAYER) { |
850 | if(op->type==PLAYER) { |
866 | if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
851 | if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
867 | size_t i; |
852 | size_t i; |
868 | |
853 | |
869 | if (!skill) { |
854 | if (!skill) { |
870 | /* See if the players chosen skill is a combat skill, and use |
855 | /* See if the players chosen skill is a combat skill, and use |
871 | * it if appropriate. |
856 | * it if appropriate. |
872 | */ |
857 | */ |
873 | if (op->chosen_skill) { |
858 | if (op->chosen_skill) { |
874 | for (i=0; i<sizeof(unarmed_skills); i++) |
859 | for (i=0; i<sizeof(unarmed_skills); i++) |
875 | if (op->chosen_skill->subtype == unarmed_skills[i]) { |
860 | if (op->chosen_skill->subtype == unarmed_skills[i]) { |
876 | skill = op->chosen_skill; |
861 | skill = op->chosen_skill; |
877 | break; |
862 | break; |
878 | } |
863 | } |
879 | } |
864 | } |
880 | /* If we didn't find a skill above, look harder for a good skill */ |
865 | /* If we didn't find a skill above, look harder for a good skill */ |
881 | if (!skill) { |
866 | if (!skill) { |
882 | skill = find_best_player_hth_skill(op); |
867 | skill = find_best_player_hth_skill(op); |
883 | |
868 | |
884 | if (!skill) { |
869 | if (!skill) { |
885 | new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
870 | new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
886 | return 0; |
871 | return 0; |
887 | } |
872 | } |
888 | } |
873 | } |
889 | } |
874 | } |
890 | if (skill != op->chosen_skill) { |
875 | if (skill != op->chosen_skill) { |
891 | /* now try to ready the new skill */ |
876 | /* now try to ready the new skill */ |
892 | if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ |
877 | if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ |
893 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", skill->name); |
878 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
894 | return 0; |
879 | return 0; |
895 | } |
880 | } |
896 | } |
881 | } |
897 | } else { |
882 | } else { |
898 | /* Seen some crashes below where current_weapon is not set, |
883 | /* 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, |
884 | * 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. |
885 | * do some work in trying to find the object to use. |
901 | */ |
886 | */ |
902 | if (!op->current_weapon) { |
887 | if (!op->current_weapon) { |
903 | object *tmp; |
888 | object *tmp; |
904 | |
889 | |
905 | LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
890 | LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
906 | op->name); |
891 | &op->name); |
907 | for (tmp=op->inv; tmp; tmp=tmp->below) |
892 | for (tmp=op->inv; tmp; tmp=tmp->below) |
908 | if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
893 | if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
909 | |
894 | |
910 | if (op->current_weapon_script) |
895 | if (!tmp) { |
911 | FREE_AND_CLEAR_STR(op->current_weapon_script); |
|
|
912 | if (!tmp) { |
|
|
913 | LOG(llevError,"Could not find applied weapon on %s\n", |
896 | LOG(llevError,"Could not find applied weapon on %s\n", |
914 | op->name); |
897 | &op->name); |
915 | op->current_weapon=NULL; |
898 | op->current_weapon=NULL; |
916 | return 0; |
899 | return 0; |
917 | } else { |
900 | } else { |
918 | op->current_weapon = tmp; |
901 | op->current_weapon = tmp; |
919 | op->current_weapon_script=add_string(query_name(tmp)); |
902 | } |
920 | } |
903 | } |
921 | } |
|
|
922 | |
904 | |
923 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
905 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
924 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { |
906 | 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); |
907 | change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); |
926 | } |
908 | } |
927 | } |
909 | } |
928 | } |
910 | } |
929 | |
911 | |
930 | /* lose invisiblity/hiding status for running attacks */ |
912 | /* lose invisiblity/hiding status for running attacks */ |
931 | |
913 | |
932 | if(op->type==PLAYER && op->contr->tmp_invis) { |
914 | if(op->type==PLAYER && op->contr->tmp_invis) { |
933 | op->contr->tmp_invis=0; |
915 | op->contr->tmp_invis=0; |
934 | op->invisible=0; |
916 | op->invisible=0; |
935 | op->hide=0; |
917 | op->hide=0; |
936 | update_object(op,UP_OBJ_FACE); |
918 | update_object(op,UP_OBJ_FACE); |
937 | } |
919 | } |
938 | |
920 | |
939 | success = attack_ob(tmp,op); |
921 | success = attack_ob(tmp,op); |
940 | |
922 | |
941 | /* print appropriate messages to the player */ |
923 | /* print appropriate messages to the player */ |
942 | |
924 | |
943 | if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
925 | if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
944 | if(op->type==PLAYER) |
926 | if(op->type==PLAYER) |
945 | new_draw_info_format(NDI_UNIQUE, 0,op, |
927 | new_draw_info_format(NDI_UNIQUE, 0,op, |
946 | "You %s %s!",string,query_name(tmp)); |
928 | "You %s %s!",string,query_name(tmp)); |
947 | else if(tmp->type==PLAYER) |
929 | else if(tmp->type==PLAYER) |
948 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
930 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
949 | "%s %s you!",query_name(op),string); |
931 | "%s %s you!",query_name(op),string); |
950 | } |
932 | } |
951 | return success; |
933 | return success; |
952 | } |
934 | } |
953 | |
935 | |
954 | |
936 | |
… | |
… | |
976 | /* If we don't yet have an opponent, find if one exists, and attack. |
958 | /* 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() |
959 | * Legal opponents are the same as outlined in move_player_attack() |
978 | */ |
960 | */ |
979 | |
961 | |
980 | if(tmp==NULL) { |
962 | if(tmp==NULL) { |
981 | m = pl->map; |
963 | m = pl->map; |
982 | tx = pl->x + freearr_x[dir]; |
964 | tx = pl->x + freearr_x[dir]; |
983 | ty = pl->y + freearr_y[dir]; |
965 | ty = pl->y + freearr_y[dir]; |
984 | |
966 | |
985 | mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
967 | mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
986 | if (mflags & P_OUT_OF_MAP) return 0; |
968 | if (mflags & P_OUT_OF_MAP) return 0; |
987 | |
969 | |
988 | /* space must be blocked for there to be anything interesting to do */ |
970 | /* 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; |
971 | if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; |
990 | |
972 | |
991 | for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
973 | for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
992 | if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
974 | if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
993 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
975 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
994 | || tmp->type==LOCKED_DOOR ) { |
976 | || tmp->type==LOCKED_DOOR ) { |
995 | /* Don't attack party members */ |
977 | /* Don't attack party members */ |
996 | if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
978 | if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
997 | && pl->contr->party==tmp->contr->party)) |
979 | && pl->contr->party==tmp->contr->party)) |
998 | return 0; |
980 | return 0; |
999 | break; |
981 | break; |
1000 | } |
982 | } |
1001 | } |
983 | } |
1002 | if (!tmp) { |
984 | if (!tmp) { |
1003 | if(pl->type==PLAYER) |
985 | if(pl->type==PLAYER) |
1004 | new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
986 | new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
1005 | return 0; |
987 | return 0; |
1006 | } |
988 | } |
1007 | |
989 | |
1008 | return do_skill_attack(tmp,pl,string, skill); |
990 | return do_skill_attack(tmp,pl,string, skill); |
1009 | } |
991 | } |
1010 | |
992 | |
… | |
… | |
1017 | |
999 | |
1018 | static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
1000 | static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
1019 | object *enemy=NULL,*weapon; |
1001 | object *enemy=NULL,*weapon; |
1020 | |
1002 | |
1021 | if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
1003 | if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
1022 | for(weapon=pl->inv;weapon;weapon=weapon->below) { |
1004 | for(weapon=pl->inv;weapon;weapon=weapon->below) { |
1023 | if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
1005 | if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
1024 | CLEAR_FLAG(weapon,FLAG_APPLIED); |
1006 | CLEAR_FLAG(weapon,FLAG_APPLIED); |
1025 | CLEAR_FLAG(pl,FLAG_READY_WEAPON); |
1007 | CLEAR_FLAG(pl,FLAG_READY_WEAPON); |
1026 | fix_player(pl); |
1008 | fix_player(pl); |
1027 | if(pl->type==PLAYER) { |
1009 | if(pl->type==PLAYER) { |
1028 | new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); |
1010 | new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); |
1029 | esrv_update_item(UPD_FLAGS, pl, weapon); |
1011 | esrv_update_item(UPD_FLAGS, pl, weapon); |
1030 | } |
1012 | } |
1031 | break; |
1013 | break; |
1032 | } |
1014 | } |
1033 | } |
1015 | } |
1034 | return skill_attack(enemy,pl,dir,string, skill); |
1016 | return skill_attack(enemy,pl,dir,string, skill); |
1035 | } |
1017 | } |
1036 | |
1018 | |
1037 | |
1019 | |
1038 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1020 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
… | |
… | |
1046 | */ |
1028 | */ |
1047 | |
1029 | |
1048 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { |
1030 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { |
1049 | |
1031 | |
1050 | if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1032 | if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1051 | if(op->type==PLAYER) |
1033 | if(op->type==PLAYER) |
1052 | new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); |
1034 | new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); |
1053 | return 0; |
1035 | return 0; |
1054 | } |
1036 | } |
1055 | return skill_attack(NULL,op,dir,string, skill); |
1037 | return skill_attack(NULL,op,dir,string, skill); |
1056 | |
1038 | |
1057 | } |
1039 | } |