1 | /* |
1 | /* |
2 | * static char *rcsid_skill_util_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: skill_util.C,v 1.3 2006/08/26 08:44:07 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
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8 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
10 | |
7 | * |
11 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
12 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
14 | (at your option) any later version. |
11 | * option) any later version. |
15 | |
12 | * |
16 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
20 | |
17 | * |
21 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
22 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
24 | |
21 | * |
25 | The author can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | */ |
23 | */ |
27 | |
24 | |
28 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
29 | |
26 | |
30 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
31 | * categories. This is done solely through the init_new_exp_system() fctn. |
28 | * categories. This is done solely through the init_new_exp_system() fctn. |
… | |
… | |
38 | * experience. Calc_skill_exp() handles the gained experience using |
35 | * experience. Calc_skill_exp() handles the gained experience using |
39 | * modifications in the skills[] table. - b.t. |
36 | * modifications in the skills[] table. - b.t. |
40 | */ |
37 | */ |
41 | |
38 | |
42 | /* define the following for skills utility debuging */ |
39 | /* define the following for skills utility debuging */ |
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40 | |
43 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
44 | |
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45 | #define WANT_UNARMED_SKILLS |
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46 | |
42 | |
47 | #include <global.h> |
43 | #include <global.h> |
48 | #include <object.h> |
44 | #include <object.h> |
49 | #ifndef __CEXTRACT__ |
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50 | #include <sproto.h> |
45 | #include <sproto.h> |
51 | #endif |
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52 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
53 | #include <spells.h> |
47 | #include <spells.h> |
54 | |
48 | |
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49 | const uint8_t skill_flags[NUM_SKILLS] = { |
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50 | 0, // SK_NONE |
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51 | # define def(uc, flags) flags, |
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52 | # include "skillinc.h" |
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53 | # undef def |
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54 | }; |
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55 | |
55 | static int attack_hth(object *pl, int dir, const char *string, object *skill); |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
56 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
57 | |
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58 | const char *skill_names[NUM_SKILLS]; |
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59 | |
58 | |
60 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
61 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
62 | * subtypes. |
61 | * subtypes. |
63 | */ |
62 | */ |
64 | void init_skills(void) { |
63 | void |
65 | int i; |
64 | init_skills () |
66 | archetype *at; |
65 | { |
67 | |
66 | for_all_archetypes (at) |
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) { |
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72 | if (at->clone.type == SKILL) { |
67 | if (at->type == SKILL) |
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68 | { |
73 | if (skill_names[at->clone.subtype] != NULL) { |
69 | if (skill_names[at->subtype]) |
74 | LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
75 | at->clone.subtype, skill_names[at->clone.subtype], at->clone.skill); |
71 | at->subtype, &skill_names[at->subtype], &at->skill); |
76 | } else { |
72 | else |
77 | skill_names[at->clone.subtype] = add_refcount(at->clone.skill); |
73 | skill_names[at->subtype] = at->skill; |
78 | } |
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79 | } |
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80 | } |
74 | } |
81 | |
75 | |
82 | /* This isn't really an error if there is no skill subtype set, but |
76 | /* This isn't really an error if there is no skill subtype set, but |
83 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
84 | */ |
78 | */ |
85 | for (i=1; i<NUM_SKILLS; i++) { |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
86 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
87 | LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", |
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
88 | i); |
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89 | } |
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90 | } |
82 | } |
91 | |
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92 | |
83 | |
93 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
94 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
95 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
96 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
97 | */ |
88 | */ |
98 | void link_player_skills(object *op) |
89 | void |
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90 | player::link_skills () |
99 | { |
91 | { |
100 | object *tmp; |
92 | for (int i = 0; i < NUM_SKILLS; ++i) |
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93 | last_skill_ob [i] = 0; |
101 | |
94 | |
102 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
95 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
103 | if (tmp->type == SKILL) { |
96 | if (tmp->type == SKILL) |
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97 | { |
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98 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
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99 | |
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100 | if (last_skill_ob [tmp->subtype] != tmp) |
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101 | { |
104 | /* This is really a warning, hence no else below */ |
102 | /* 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) { |
103 | if (last_skill_ob [tmp->subtype]) |
106 | LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
104 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
107 | op->contr->last_skill_ob[tmp->subtype]->skill, tmp->skill); |
105 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
108 | } |
106 | |
109 | if (tmp->subtype >= NUM_SKILLS) { |
107 | last_skill_ob [tmp->subtype] = tmp; |
110 | LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
108 | if (ns) |
111 | tmp->subtype, NUM_SKILLS); |
109 | ns->last_skill_exp [tmp->subtype] = -1; |
112 | } else { |
110 | } |
113 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
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114 | op->contr->last_skill_exp[tmp->subtype] = -1; |
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115 | } |
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116 | } |
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117 | } |
111 | } |
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112 | } |
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113 | |
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114 | static object * |
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115 | find_skill (object *who, shstr_cmp name) |
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116 | { |
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117 | if (who->chosen_skill |
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118 | && who->chosen_skill->skill == name |
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119 | && who->chosen_skill->type == SKILL) |
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120 | return who->chosen_skill; |
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121 | |
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122 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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123 | if (tmp->skill == name && tmp->type == SKILL) |
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124 | return splay (tmp); |
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125 | |
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126 | return 0; |
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127 | } |
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128 | |
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129 | object *player::find_skill (shstr_cmp name) const |
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130 | { |
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131 | // might want to use last_skill_obj at one point, or maybe not |
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132 | return ::find_skill (ob, name); |
118 | } |
133 | } |
119 | |
134 | |
120 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
121 | * one that accumlates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
122 | * |
137 | * |
123 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
124 | * use the skill, so thus if use of the skill requires a skill |
139 | * use the skill, so thus if use of the skill requires a skill |
125 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
126 | */ |
141 | */ |
127 | object *find_skill_by_name(object *who, const char *name) |
142 | object * |
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143 | find_skill_by_name (object *who, shstr_cmp sh) |
128 | { |
144 | { |
129 | object *skill=NULL, *skill_tool=NULL, *tmp; |
145 | object *skill_tool = 0; |
130 | |
146 | |
131 | if (!name) return NULL; |
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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) { |
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
138 | if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && |
148 | if (tmp->skill == sh) |
139 | strlen(tmp->skill) >= strlen(name)) skill = tmp; |
149 | { |
140 | |
150 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
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151 | /* If this is a skill that can be used without applying tool, return it */ |
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152 | return splay (tmp); |
141 | /* Try to find appropriate skilltool. If the player has one already |
153 | /* Try to find appropriate skilltool. If the player has one already |
142 | * applied, we try to keep using that one. |
154 | * applied, we try to keep using that one. |
143 | */ |
155 | */ |
144 | else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && |
156 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
145 | strlen(tmp->skill) >= strlen(name)) { |
157 | skill_tool = tmp; |
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 | } |
158 | } |
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 | |
159 | |
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160 | if (!skill_tool) |
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161 | return 0; |
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162 | |
154 | /* Player has a tool to use the skill. IF not applied, apply it - |
163 | /* 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 |
164 | * if not successful, return null. If they do have the skill tool |
156 | * but not the skill itself, give it to them. |
165 | * but not the skill itself, give it to them. |
157 | */ |
166 | */ |
158 | if (skill_tool) { |
167 | object *skill = find_skill (who, skill_tool->skill); |
159 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
168 | |
160 | if (apply_special(who, skill_tool, 0)) return NULL; |
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161 | } |
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162 | if (!skill) { |
169 | if (!skill) |
163 | skill = give_skill_by_name(who, skill_tool->skill); |
170 | skill = give_skill_by_name (who, skill_tool->skill); |
164 | link_player_skills(who); |
171 | |
165 | } |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
166 | return skill; |
173 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
167 | } |
174 | return 0; |
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175 | |
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176 | return splay (skill); |
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177 | } |
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178 | |
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179 | object * |
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180 | find_skill_by_name_fuzzy (object *who, const char *name) |
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181 | { |
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182 | if (!name) |
168 | return NULL; |
183 | return 0; |
169 | } |
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170 | |
184 | |
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185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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187 | && tmp->skill.starts_with (name)) |
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188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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189 | return skop; |
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190 | |
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191 | return 0; |
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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 accumulates exp, has the level, etc). |
174 | * |
196 | * |
175 | * It is presumed that the player will be needing to actually |
197 | * It is presumed that the player will be needing to actually |
176 | * use the skill, so thus if use of the skill requires a skill |
198 | * use the skill, so thus if use of the skill requires a skill |
177 | * tool, this code will equip it. |
199 | * tool, this code will equip it. |
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; |
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186 | |
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187 | if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
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188 | |
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189 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
208 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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) { |
209 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
210 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
197 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
211 | return skop; |
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 | |
212 | |
204 | /* Player has a tool to use the skill. IF not applied, apply it - |
213 | return 0; |
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; |
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219 | } |
214 | } |
220 | |
215 | |
221 | /* This changes the objects skill to new_skill. |
216 | /* This changes the objects chosen_skill to new_skill. |
222 | * note that this function doesn't always need to get used - |
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223 | * you can now add skill exp to the player without the chosen_skill being |
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224 | * set. This function is of most interest to players to update |
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225 | * the various range information. |
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226 | * if new_skill is null, this just unapplies the skill. |
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227 | * flag has the current meaning: |
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228 | * 0x1: If set, don't update the range pointer. This is useful when we |
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229 | * need to ready a new skill, but don't want to clobber range. |
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230 | * return 1 on success, 0 on error |
217 | * return 1 on success, 0 on error |
231 | */ |
218 | */ |
232 | |
219 | bool |
233 | int change_skill (object *who, object *new_skill, int flag) |
220 | object::change_skill (object *new_skill) |
234 | { |
221 | { |
235 | int old_range; |
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236 | |
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237 | if ( who->type != PLAYER ) |
222 | if (type != PLAYER) |
238 | return 0; |
223 | return 0; |
239 | |
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240 | old_range = who->contr->shoottype; |
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241 | |
224 | |
242 | if (who->chosen_skill && who->chosen_skill == new_skill) |
225 | // optimise this supposedly common case |
243 | { |
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244 | /* optimization for changing skill to current skill */ |
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245 | if (who->type == PLAYER && !(flag & 0x1)) |
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246 | who->contr->shoottype = range_skill; |
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247 | return 1; |
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248 | } |
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249 | |
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250 | if (!new_skill || who->chosen_skill) |
226 | if (new_skill == chosen_skill) |
251 | if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
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252 | |
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253 | /* Only goal in this case was to unapply a skill */ |
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254 | if (!new_skill) return 0; |
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255 | |
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256 | if (apply_special (who, new_skill, AP_APPLY)) { |
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257 | return 0; |
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258 | } |
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259 | if (flag & 0x1) |
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260 | who->contr->shoottype = (rangetype) old_range; |
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261 | |
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262 | return 1; |
227 | return 1; |
263 | } |
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264 | |
228 | |
265 | /* This function just clears the chosen_skill and range_skill values |
229 | if (chosen_skill) |
266 | * inthe player. |
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267 | */ |
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268 | void clear_skill(object *who) |
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269 | { |
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270 | who->chosen_skill = NULL; |
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271 | CLEAR_FLAG(who, FLAG_READY_SKILL); |
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272 | if (who->type == PLAYER) { |
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273 | who->contr->ranges[range_skill] = NULL; |
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274 | if (who->contr->shoottype == range_skill) |
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275 | who->contr->shoottype = range_none; |
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276 | } |
230 | { |
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231 | chosen_skill->flag [FLAG_APPLIED] = false; |
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232 | change_abil (this, chosen_skill); |
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233 | } |
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234 | |
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235 | chosen_skill = new_skill; |
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236 | |
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237 | if (chosen_skill) |
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238 | { |
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239 | chosen_skill->flag [FLAG_APPLIED] = true; |
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240 | change_abil (this, chosen_skill); |
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241 | } |
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242 | |
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243 | // always clear current weapon, as the selected skill could |
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244 | // conflict with the current weapon skill, which would go |
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245 | // undetected and exp would be given to the wrong skill. |
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246 | current_weapon = 0; |
|
|
247 | |
|
|
248 | update_stats (); |
|
|
249 | return 1; |
277 | } |
250 | } |
278 | |
251 | |
279 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
252 | /* 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. |
253 | * We handle all requests for skill use outside of some combat here. |
281 | * We require a separate routine outside of fire() so as to allow monsters |
254 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
284 | * exp - no caller needed that info, but it also prevented the callers |
257 | * exp - no caller needed that info, but it also prevented the callers |
285 | * from know if a skill was actually used, as many skills don't |
258 | * from know if a skill was actually used, as many skills don't |
286 | * give any exp for their direct use (eg, throwing). |
259 | * give any exp for their direct use (eg, throwing). |
287 | * It returns 0 if no skill was used. |
260 | * It returns 0 if no skill was used. |
288 | */ |
261 | */ |
289 | |
262 | int |
290 | int do_skill (object *op, object *part, object *skill, int dir, const char *string) { |
263 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
|
|
264 | { |
291 | int success=0, exp=0; |
265 | int success = 0, exp = 0; |
292 | int did_alc = 0; |
|
|
293 | object *tmp, *next; |
|
|
294 | |
266 | |
295 | if (!skill) return 0; |
267 | if (!skill) |
|
|
268 | return 0; |
296 | |
269 | |
297 | /* The code below presumes that the skill points to the object that |
270 | /* 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 |
271 | * 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 |
272 | * 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. |
273 | * the player doesn't have a bucket for that, create one. |
301 | */ |
274 | */ |
302 | if (skill->type != SKILL && op->type == PLAYER) { |
275 | if (skill->type != SKILL && op->type == PLAYER) |
|
|
276 | { |
303 | for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
277 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
304 | if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
278 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
305 | } |
279 | { |
|
|
280 | skill = tmp; |
|
|
281 | goto found; |
|
|
282 | } |
|
|
283 | |
306 | if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
284 | skill = give_skill_by_name (op, skill->skill); |
307 | skill = tmp; |
285 | found: ; |
308 | } |
286 | } |
309 | |
287 | |
310 | // skill, by_whom, on_which_object, which direction, skill_argument |
288 | // 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))) |
289 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
312 | return 0; |
290 | return 0; |
313 | |
291 | |
314 | switch(skill->subtype) { |
292 | switch (skill->subtype) |
|
|
293 | { |
315 | case SK_LEVITATION: |
294 | case SK_LEVITATION: |
316 | /* Not 100% sure if this will work with new movement code - |
295 | /* Not 100% sure if this will work with new movement code - |
317 | * the levitation skill has move_type for flying, so when |
296 | * the levitation skill has move_type for flying, so when |
318 | * equipped, that should transfer to player, when not, |
297 | * equipped, that should transfer to player, when not, |
319 | * shouldn't. |
298 | * shouldn't. |
320 | */ |
299 | */ |
321 | if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
300 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
|
|
301 | { |
322 | CLEAR_FLAG(skill,FLAG_APPLIED); |
302 | CLEAR_FLAG (skill, FLAG_APPLIED); |
323 | new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
324 | } |
304 | } |
325 | else { |
305 | else |
|
|
306 | { |
326 | SET_FLAG(skill,FLAG_APPLIED); |
307 | SET_FLAG (skill, FLAG_APPLIED); |
327 | new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
328 | } |
309 | } |
329 | fix_player(op); |
310 | |
|
|
311 | op->update_stats (); |
330 | success=1; |
312 | success = 1; |
331 | break; |
313 | break; |
332 | |
314 | |
333 | case SK_STEALING: |
315 | case SK_STEALING: |
334 | exp = success = steal(op, dir, skill); |
316 | exp = success = steal (op, dir, skill); |
335 | break; |
317 | break; |
336 | |
318 | |
337 | case SK_LOCKPICKING: |
319 | case SK_LOCKPICKING: |
338 | exp = success = pick_lock(op, dir, skill); |
320 | exp = success = pick_lock (op, dir, skill); |
339 | break; |
321 | break; |
340 | |
322 | |
341 | case SK_HIDING: |
323 | case SK_HIDING: |
342 | exp = success = hide(op, skill); |
324 | exp = success = hide (op, skill); |
343 | break; |
325 | break; |
344 | |
326 | |
345 | case SK_JUMPING: |
327 | case SK_JUMPING: |
346 | success = jump(op, dir, skill); |
328 | exp = success = jump (op, dir, skill); |
347 | break; |
329 | break; |
348 | |
330 | |
349 | case SK_INSCRIPTION: |
331 | case SK_INSCRIPTION: |
350 | exp = success = write_on_item(op,string, skill); |
332 | exp = success = write_on_item (op, string, skill); |
351 | break; |
333 | break; |
352 | |
334 | |
353 | case SK_MEDITATION: |
335 | case SK_MEDITATION: |
354 | meditate(op, skill); |
336 | meditate (op, skill); |
355 | success=1; |
337 | success = 1; |
356 | break; |
338 | break; |
357 | /* note that the following 'attack' skills gain exp through hit_player() */ |
339 | /* note that the following 'attack' skills gain exp through hit_player() */ |
358 | |
340 | |
359 | case SK_KARATE: |
341 | case SK_KARATE: |
360 | (void) attack_hth(op,dir,"karate-chopped", skill); |
342 | attack_hth (op, dir, "karate-chopped", skill); |
361 | break; |
343 | break; |
362 | |
344 | |
363 | case SK_PUNCHING: |
345 | case SK_PUNCHING: |
364 | (void) attack_hth(op,dir,"punched", skill); |
346 | attack_hth (op, dir, "punched", skill); |
365 | break; |
347 | break; |
366 | |
348 | |
367 | case SK_FLAME_TOUCH: |
349 | case SK_FLAME_TOUCH: |
368 | (void) attack_hth(op,dir,"flamed", skill); |
350 | attack_hth (op, dir, "flamed", skill); |
369 | break; |
351 | break; |
370 | |
352 | |
371 | case SK_SPARK_TOUCH: |
353 | case SK_SPARK_TOUCH: |
372 | (void) attack_hth(op,dir,"zapped", skill); |
354 | attack_hth (op, dir, "zapped", skill); |
373 | break; |
355 | break; |
374 | |
356 | |
375 | case SK_SHIVER: |
357 | case SK_SHIVER: |
376 | (void) attack_hth(op,dir,"froze", skill); |
358 | attack_hth (op, dir, "froze", skill); |
377 | break; |
359 | break; |
378 | |
360 | |
379 | case SK_ACID_SPLASH: |
361 | case SK_ACID_SPLASH: |
380 | (void) attack_hth(op,dir,"dissolved", skill); |
362 | attack_hth (op, dir, "dissolved", skill); |
381 | break; |
363 | break; |
382 | |
364 | |
383 | case SK_POISON_NAIL: |
365 | case SK_POISON_NAIL: |
384 | (void) attack_hth(op,dir,"injected poison into", skill); |
366 | attack_hth (op, dir, "injected poison into", skill); |
385 | break; |
367 | break; |
386 | |
368 | |
387 | case SK_CLAWING: |
369 | case SK_CLAWING: |
388 | (void) attack_hth(op,dir,"clawed", skill); |
370 | attack_hth (op, dir, "clawed", skill); |
389 | break; |
371 | break; |
390 | |
372 | |
391 | case SK_ONE_HANDED_WEAPON: |
373 | case SK_ONE_HANDED_WEAPON: |
392 | case SK_TWO_HANDED_WEAPON: |
374 | case SK_TWO_HANDED_WEAPON: |
393 | (void) attack_melee_weapon(op,dir,NULL, skill); |
375 | attack_melee_weapon (op, dir, NULL, skill); |
394 | break; |
376 | break; |
395 | |
377 | |
396 | case SK_FIND_TRAPS: |
378 | case SK_FIND_TRAPS: |
397 | exp = success = find_traps(op, skill); |
379 | exp = success = find_traps (op, skill); |
398 | break; |
380 | break; |
399 | |
381 | |
400 | case SK_SINGING: |
382 | case SK_SINGING: |
401 | exp = success = singing(op,dir, skill); |
383 | exp = success = singing (op, dir, skill); |
402 | break; |
384 | break; |
403 | |
385 | |
404 | case SK_ORATORY: |
386 | case SK_ORATORY: |
405 | exp = success = use_oratory(op,dir, skill); |
387 | exp = success = use_oratory (op, dir, skill); |
406 | break; |
388 | break; |
407 | |
389 | |
408 | case SK_SMITHERY: |
390 | case SK_SMITHERY: |
409 | case SK_BOWYER: |
391 | case SK_BOWYER: |
410 | case SK_JEWELER: |
392 | case SK_JEWELER: |
411 | case SK_ALCHEMY: |
393 | case SK_ALCHEMY: |
412 | case SK_THAUMATURGY: |
394 | case SK_THAUMATURGY: |
413 | case SK_LITERACY: |
395 | case SK_LITERACY: |
414 | case SK_WOODSMAN: |
396 | case SK_WOODSMAN: |
415 | /* first, we try to find a cauldron, and do the alchemy thing. |
397 | /* first, we try to find a cauldron, and do the alchemy thing. |
416 | * failing that, we go and identify stuff. |
398 | * failing that, we go and identify stuff. |
417 | */ |
399 | */ |
418 | for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { |
400 | { |
419 | next=tmp->above; |
401 | bool found_cauldron = false; |
|
|
402 | |
|
|
403 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
|
|
404 | { |
|
|
405 | next = tmp->above; |
|
|
406 | |
420 | if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
407 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
421 | attempt_do_alchemy(op, tmp); |
408 | { |
|
|
409 | found_cauldron = true; |
|
|
410 | |
|
|
411 | if (tmp->skill != skill->skill) |
|
|
412 | { |
|
|
413 | op->failmsg (format ("You can't use the %s with the %s skill!", |
|
|
414 | query_name (tmp), |
|
|
415 | query_name (skill))); |
|
|
416 | break; |
|
|
417 | } |
|
|
418 | |
|
|
419 | attempt_do_alchemy (op, tmp, skill); |
|
|
420 | |
422 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
421 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
423 | esrv_send_inventory(op, tmp); |
422 | esrv_send_inventory (op, tmp); |
424 | did_alc=1; |
423 | } |
425 | } |
424 | } |
426 | } |
425 | |
427 | if (did_alc == 0) |
426 | if (!found_cauldron) |
428 | exp = success = skill_ident(op,skill); |
427 | exp = success = skill_ident (op, skill); |
|
|
428 | } |
429 | break; |
429 | break; |
430 | |
430 | |
431 | case SK_DET_MAGIC: |
431 | case SK_DET_MAGIC: |
432 | case SK_DET_CURSE: |
432 | case SK_DET_CURSE: |
433 | exp = success = skill_ident(op,skill); |
433 | exp = success = skill_ident (op, skill); |
434 | break; |
434 | break; |
435 | |
435 | |
436 | case SK_DISARM_TRAPS: |
436 | case SK_DISARM_TRAPS: |
437 | exp = success = remove_trap(op,dir, skill); |
437 | exp = success = remove_trap (op, dir, skill); |
438 | break; |
438 | break; |
439 | |
439 | |
440 | case SK_THROWING: |
440 | case SK_THROWING: |
441 | success = skill_throw(op,part,dir,string, skill); |
441 | success = skill_throw (op, part, dir, string, skill); |
442 | break; |
442 | break; |
443 | |
443 | |
444 | case SK_SET_TRAP: |
444 | case SK_SET_TRAP: |
445 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); |
445 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
446 | break; |
446 | break; |
447 | |
447 | |
448 | case SK_USE_MAGIC_ITEM: |
448 | case SK_USE_MAGIC_ITEM: |
449 | case SK_MISSILE_WEAPON: |
449 | case SK_MISSILE_WEAPON: |
450 | new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); |
450 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
451 | break; |
451 | break; |
452 | |
452 | |
453 | case SK_PRAYING: |
453 | case SK_PRAYING: |
454 | success = pray(op, skill); |
454 | success = pray (op, skill); |
455 | break; |
455 | break; |
456 | |
456 | |
457 | case SK_BARGAINING: |
457 | case SK_BARGAINING: |
458 | success = describe_shop(op); |
458 | success = describe_shop (op); |
459 | break; |
459 | break; |
460 | |
460 | |
461 | case SK_SORCERY: |
461 | case SK_SORCERY: |
462 | case SK_EVOCATION: |
462 | case SK_EVOCATION: |
463 | case SK_PYROMANCY: |
463 | case SK_PYROMANCY: |
464 | case SK_SUMMONING: |
464 | case SK_SUMMONING: |
465 | case SK_CLIMBING: |
465 | case SK_CLIMBING: |
466 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); |
466 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
467 | break; |
467 | break; |
468 | |
468 | |
469 | default: |
469 | default: |
470 | LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
470 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
471 | ,query_name(op), op->chosen_skill->stats.sp); |
|
|
472 | break; |
471 | break; |
473 | } |
472 | } |
474 | |
473 | |
475 | /* For players we now update the speed_left from using the skill. |
474 | /* 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 |
475 | * Monsters have no skill use time because of the random nature in |
477 | * which use_monster_skill is called already simulates this. |
476 | * which use_monster_skill is called already simulates this. |
478 | * If certain skills should take more/less time, that should be |
477 | * If certain skills should take more/less time, that should be |
479 | * in the code for the skill itself. |
478 | * in the code for the skill itself. |
480 | */ |
479 | */ |
481 | |
480 | if (op->type == PLAYER) |
482 | if(op->type==PLAYER) op->speed_left -= 1.0; |
481 | op->speed_left -= 1.f; |
483 | |
482 | |
484 | /* this is a good place to add experience for successfull use of skills. |
483 | /* this is a good place to add experience for successfull use of skills. |
485 | * Note that add_exp() will figure out player/monster experience |
484 | * Note that add_exp() will figure out player/monster experience |
486 | * gain problems. |
485 | * gain problems. |
487 | */ |
486 | */ |
488 | |
487 | |
|
|
488 | if (success && exp) |
489 | if(success && exp) change_exp(op,exp, skill->skill, 0); |
489 | change_exp (op, exp, skill->skill, 0); |
490 | |
490 | |
491 | return success; |
491 | return success; |
492 | } |
492 | } |
493 | |
493 | |
494 | /* calc_skill_exp() - calculates amount of experience can be gained for |
494 | /* calc_skill_exp() - calculates amount of experience can be gained for |
495 | * successfull use of a skill. Returns value of experience gain. |
495 | * successfull use of a skill. Returns value of experience gain. |
496 | * Here we take the view that a player must 'overcome an opponent' |
496 | * Here we take the view that a player must 'overcome an opponent' |
… | |
… | |
514 | * op is the object that was 'defeated'. |
514 | * op is the object that was 'defeated'. |
515 | * skill is the skill used. If no skill is used, it should just |
515 | * skill is the skill used. If no skill is used, it should just |
516 | * point back to who. |
516 | * point back to who. |
517 | * |
517 | * |
518 | */ |
518 | */ |
519 | |
519 | int |
520 | int calc_skill_exp(object *who, object *op, object *skill) { |
520 | calc_skill_exp (object *who, object *op, object *skill) |
|
|
521 | { |
521 | int op_exp=0,op_lvl= 0; |
522 | int op_exp = 0, op_lvl = 0; |
522 | float base,value,lvl_mult=0.0; |
523 | float base, value, lvl_mult = 0.0; |
523 | |
524 | |
524 | if (!skill) skill = who; |
525 | if (!skill) |
|
|
526 | skill = who; |
525 | |
527 | |
526 | /* Oct 95 - where we have an object, I expanded our treatment |
528 | /* Oct 95 - where we have an object, I expanded our treatment |
527 | * to 3 cases: |
529 | * to 3 cases: |
528 | * non-living magic obj, runes and everything else. |
530 | * non-living magic obj, runes and everything else. |
529 | * |
531 | * |
530 | * If an object is not alive and magical we set the base exp higher to |
532 | * 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 |
533 | * help out exp awards for skill_ident skills. Also, if |
532 | * an item is type RUNE, we give out exp based on stats.Cha |
534 | * an item is type RUNE, we give out exp based on stats.Cha |
533 | * and level (this was the old system) -b.t. |
535 | * and level (this was the old system) -b.t. |
534 | */ |
536 | */ |
535 | |
537 | if (!op) |
536 | if(!op) { /* no item/creature */ |
538 | { /* no item/creature */ |
537 | op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
539 | op_lvl = max (1, who->map->difficulty); |
538 | op_exp = 0; |
540 | op_exp = 0; |
539 | } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
541 | } |
540 | * for the amount of experience */ |
542 | else if (op->type == RUNE || op->type == TRAP) |
|
|
543 | { /* all traps. If stats.Cha > 1 we use that |
|
|
544 | * for the amount of experience */ |
541 | op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
545 | op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
542 | op_lvl = op->level; |
546 | op_lvl = op->level; |
543 | } else { /* all other items/living creatures */ |
547 | } |
|
|
548 | else |
|
|
549 | { /* all other items/living creatures */ |
544 | op_exp = op->stats.exp; |
550 | op_exp = op->stats.exp; |
545 | op_lvl = op->level; |
551 | op_lvl = op->level; |
546 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
552 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
547 | op_lvl += 5 * abs(op->magic); |
553 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
548 | } |
|
|
549 | } |
554 | } |
550 | |
555 | |
551 | if(op_lvl<1) op_lvl = 1; |
556 | if (op_lvl < 1) |
|
|
557 | op_lvl = 1; |
552 | |
558 | |
553 | if(who->type!=PLAYER) { /* for monsters only */ |
559 | if (who->type != PLAYER) |
|
|
560 | { /* for monsters only */ |
554 | return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
561 | return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
|
|
562 | } |
|
|
563 | else |
555 | } else { /* for players */ |
564 | { /* for players */ |
556 | base = op_exp; |
565 | base = op_exp; |
557 | /* if skill really is a skill, then we can look at the skill archetype for |
566 | /* if skill really is a skill, then we can look at the skill archetype for |
558 | * bse reward value (exp) and level multiplier factor. |
567 | * bse reward value (exp) and level multiplier factor. |
559 | */ |
568 | */ |
560 | if (skill->type == SKILL) { |
569 | if (skill->type == SKILL) |
|
|
570 | { |
561 | base += skill->arch->clone.stats.exp; |
571 | base += skill->arch->stats.exp; |
562 | if (settings.simple_exp) { |
572 | if (settings.simple_exp) |
563 | if (skill->arch->clone.level) |
573 | { |
|
|
574 | if (skill->arch->level) |
564 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
575 | lvl_mult = (float) skill->arch->level / 100.0; |
565 | else |
576 | else |
566 | lvl_mult = 1.0; /* no adjustment */ |
577 | lvl_mult = 1.0; /* no adjustment */ |
567 | } |
578 | } |
568 | else { |
579 | else |
569 | if (skill->level) |
580 | { |
|
|
581 | if (skill->level) |
570 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
582 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
571 | else |
583 | else |
572 | lvl_mult = 1.0; |
584 | lvl_mult = 1.0; |
573 | } |
585 | } |
574 | } else { |
586 | } |
|
|
587 | else |
|
|
588 | { |
575 | /* Don't divide by zero here! */ |
589 | /* Don't divide by zero here! */ |
576 | lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
590 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
577 | } |
591 | } |
578 | } |
592 | } |
579 | |
593 | |
580 | /* assemble the exp total, and return value */ |
594 | /* assemble the exp total, and return value */ |
581 | |
595 | |
582 | value = base * lvl_mult; |
596 | value = base * lvl_mult; |
|
|
597 | if (value < 1) |
583 | if (value < 1) value=1; /* Always give at least 1 exp point */ |
598 | value = 1; /* Always give at least 1 exp point */ |
584 | |
599 | |
585 | #ifdef SKILL_UTIL_DEBUG |
600 | #ifdef SKILL_UTIL_DEBUG |
586 | LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
601 | 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 |
602 | #endif |
589 | return ( (int) value); |
603 | return ((int) value); |
590 | } |
604 | } |
591 | |
605 | |
592 | /* Learn skill. This inserts the requested skill in the player's |
606 | /* Learn skill. This inserts the requested skill in the player's |
593 | * inventory. The skill field of the scroll should have the |
607 | * inventory. The skill field of the scroll should have the |
594 | * exact name of the requested skill. |
608 | * exact name of the requested skill. |
595 | * This one actually teaches the player the skill as something |
609 | * This one actually teaches the player the skill as something |
596 | * they can equip. |
610 | * they can equip. |
597 | * Return 0 if the player knows the skill, 1 if the |
611 | * Return 0 if the player knows the skill, 1 if the |
598 | * player learns the skill, 2 otherwise. |
612 | * player learns the skill, 2 otherwise. |
599 | */ |
613 | */ |
600 | |
|
|
601 | int |
614 | int |
602 | learn_skill (object *pl, object *scroll) { |
615 | learn_skill (object *pl, object *scroll) |
603 | object *tmp; |
616 | { |
604 | |
|
|
605 | if (!scroll->skill) { |
617 | if (!scroll->skill) |
|
|
618 | { |
606 | LOG(llevError,"skill scroll %s does not have skill pointer set.\n", scroll->name); |
619 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
607 | return 2; |
620 | return 2; |
608 | } |
621 | } |
609 | |
622 | |
610 | /* can't use find_skill_by_name because we want skills the player knows |
623 | object *tmp = find_skill (pl, scroll->skill); |
611 | * but can't use natively. |
|
|
612 | */ |
|
|
613 | |
624 | |
614 | for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
|
|
615 | if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
|
|
616 | |
|
|
617 | /* player already knows it */ |
625 | /* player already knows it */ |
618 | if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
626 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
627 | return 0; |
619 | |
628 | |
620 | |
|
|
621 | |
|
|
622 | /* now a random change to learn, based on player Int. |
629 | /* now a random change to learn, based on player Int. |
623 | * give bonus based on level - otherwise stupid characters |
630 | * give bonus based on level - otherwise stupid characters |
624 | * might never be able to learn anything. |
631 | * might never be able to learn anything. |
625 | */ |
632 | */ |
626 | if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
633 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
627 | return 2; /* failure :< */ |
634 | return 2; /* failure :< */ |
628 | |
635 | |
629 | if (!tmp) |
636 | if (!tmp) |
630 | tmp = give_skill_by_name(pl, scroll->skill); |
637 | tmp = give_skill_by_name (pl, scroll->skill); |
631 | |
638 | |
632 | if (!tmp) { |
639 | if (!tmp) |
|
|
640 | { |
633 | LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", scroll->name, scroll->skill); |
641 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
634 | return 2; |
642 | return 2; |
635 | } |
643 | } |
636 | |
644 | |
637 | SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
645 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
638 | link_player_skills(pl); |
646 | |
639 | return 1; |
647 | return 1; |
640 | } |
648 | } |
641 | |
649 | |
642 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
650 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
643 | /* Probably belongs in some global utils-type file? */ |
651 | /* Probably belongs in some global utils-type file? */ |
|
|
652 | static int |
644 | static int clipped_percent(sint64 a, sint64 b) |
653 | clipped_percent (sint64 a, sint64 b) |
645 | { |
654 | { |
646 | int rv; |
655 | int rv; |
647 | |
656 | |
648 | if (b <= 0) |
657 | if (b <= 0) |
649 | return 0; |
658 | return 0; |
650 | |
659 | |
651 | rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); |
660 | rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
652 | |
661 | |
653 | if (rv < 0) |
662 | if (rv < 0) |
654 | return 0; |
663 | return 0; |
655 | else if (rv > 100) |
664 | else if (rv > 100) |
656 | return 100; |
665 | return 100; |
657 | |
666 | |
658 | return rv; |
667 | return rv; |
659 | } |
668 | } |
660 | |
669 | |
661 | /* show_skills() - Meant to allow players to examine |
670 | /* show_skills() - Meant to allow players to examine |
662 | * their current skill list. |
671 | * their current skill list. |
… | |
… | |
666 | * Note this function is a bit more complicated becauase we |
675 | * Note this function is a bit more complicated becauase we |
667 | * we want ot sort the skills before printing them. If we |
676 | * we want ot sort the skills before printing them. If we |
668 | * just dumped this as we found it, this would be a bit |
677 | * just dumped this as we found it, this would be a bit |
669 | * simpler. |
678 | * simpler. |
670 | */ |
679 | */ |
671 | |
680 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
|
|
681 | void |
672 | void show_skills(object *op, const char* search) { |
682 | show_skills (object *pl, const char *search) |
673 | object *tmp=NULL; |
683 | { |
674 | char buf[MAX_BUF]; |
|
|
675 | const char *cp; |
684 | const char *cp; |
676 | int i,num_skills_found=0; |
685 | int i, num_skills_found = 0; |
677 | static const char *const periods = "........................................"; |
686 | const char *const periods = ".............................."; // 30 |
|
|
687 | |
678 | /* Need to have a pointer and use strdup for qsort to work properly */ |
688 | /* Need to have a pointer and use strdup for qsort to work properly */ |
679 | char skills[NUM_SKILLS][MAX_BUF]; |
689 | char skills[NUM_SKILLS][128]; // d'oh |
680 | |
690 | |
|
|
691 | object *op = pl->contr->ob; |
681 | |
692 | |
682 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
693 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
694 | { |
683 | if (tmp->type == SKILL) { |
695 | if (tmp->type == SKILL) |
684 | if ( search && strstr(tmp->name,search)==NULL ) continue; |
696 | { |
|
|
697 | if (search && !tmp->name.contains (search)) |
|
|
698 | continue; |
|
|
699 | |
|
|
700 | char buf[30]; |
|
|
701 | |
685 | /* Basically want to fill this out to 40 spaces with periods */ |
702 | /* Basically want to fill this out to 30 spaces with periods */ |
686 | sprintf(buf,"%s%s", tmp->name, periods); |
703 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
687 | buf[40] = 0; |
|
|
688 | |
704 | |
689 | if (settings.permanent_exp_ratio) { |
705 | if (settings.permanent_exp_ratio) |
690 | #ifdef WIN32 |
706 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
691 | sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%I64d/%I64d/%d%%)", |
707 | buf, tmp->level, tmp->stats.exp, |
692 | buf,tmp->level, |
708 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
693 | tmp->stats.exp, |
709 | else |
694 | level_exp(tmp->level+1, op->expmul), |
710 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
695 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
711 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
696 | #else |
712 | |
697 | sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", |
|
|
698 | buf,tmp->level, |
|
|
699 | tmp->stats.exp, |
|
|
700 | level_exp(tmp->level+1, op->expmul), |
|
|
701 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
|
|
702 | #endif |
|
|
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)", |
|
|
711 | buf,tmp->level, |
|
|
712 | tmp->stats.exp, |
|
|
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 |
713 | /* I don't know why some characters get a bunch of skills, but |
717 | * it sometimes happens (maybe a leftover from bugier earlier code |
714 | * it sometimes happens (maybe a leftover from bugier earlier code |
718 | * and those character are still about). In any case, lets handle |
715 | * and those character are still about). In any case, lets handle |
719 | * it so it doesn't crash the server - otherwise, one character may |
716 | * it so it doesn't crash the server - otherwise, one character may |
720 | * crash the server numerous times. |
717 | * crash the server numerous times. |
721 | */ |
718 | */ |
722 | if (num_skills_found >= NUM_SKILLS) { |
719 | if (num_skills_found >= NUM_SKILLS) |
|
|
720 | { |
723 | new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); |
721 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
724 | new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
722 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
725 | break; |
723 | break; |
|
|
724 | } |
|
|
725 | } |
726 | } |
726 | } |
727 | } |
|
|
728 | } |
|
|
729 | |
727 | |
730 | clear_win_info(op); |
728 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
731 | 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); |
|
|
733 | |
729 | |
|
|
730 | msg << "T<Player skills:>\n\n"; |
|
|
731 | if (num_skills_found > 1) |
|
|
732 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
|
|
733 | |
734 | for (i=0; i<num_skills_found; i++) { |
734 | for (i = 0; i < num_skills_found; i++) |
735 | new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
735 | msg << " C<" << skills [i] << ">\n"; |
736 | } |
|
|
737 | |
736 | |
738 | new_draw_info_format(NDI_UNIQUE, 0, op, |
737 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
739 | "You can handle %d weapon improvements.",op->level/5+5); |
|
|
740 | |
738 | |
741 | cp = determine_god(op); |
739 | cp = determine_god (op); |
742 | new_draw_info_format(NDI_UNIQUE, 0, op, |
740 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
743 | "You worship %s.", cp?cp:"no god at current time"); |
|
|
744 | |
741 | |
745 | new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", |
742 | msg << "Your equipped item power is " << (int)op->contr->item_power |
746 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
743 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
744 | << ".\n"; |
|
|
745 | |
|
|
746 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
747 | } |
747 | } |
748 | |
748 | |
749 | /* use_skill() - similar to invoke command, it executes the skill in the |
749 | /* 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 |
750 | * 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. |
751 | * 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 |
752 | * 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. |
753 | * our own find_skill_by_name so we can try to do better string matching. |
754 | */ |
754 | */ |
755 | |
755 | int |
756 | int use_skill(object *op, const char *string) { |
756 | use_skill (object *op, const char *string) |
|
|
757 | { |
757 | object *skop; |
758 | object *skop; |
758 | size_t len; |
759 | size_t len; |
759 | |
760 | |
760 | if (!string) return 0; |
761 | if (!string) |
|
|
762 | return 0; |
761 | |
763 | |
762 | for (skop = op->inv; skop != NULL; skop=skop->below) { |
764 | for (skop = op->inv; skop; skop = skop->below) |
763 | if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
765 | { |
|
|
766 | if (skop->type == SKILL |
|
|
767 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
764 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
768 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
765 | break; |
769 | break; |
766 | else if (skop->type == SKILL_TOOL && |
770 | else if (skop->type == SKILL_TOOL |
767 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
771 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
768 | break; |
772 | break; |
769 | } |
773 | } |
|
|
774 | |
770 | if (!skop) { |
775 | if (!skop) |
771 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
772 | "Unable to find skill %s", string); |
|
|
773 | return 0; |
|
|
774 | } |
776 | { |
|
|
777 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
|
|
778 | return 0; |
|
|
779 | } |
775 | |
780 | |
776 | len=strlen(skop->skill); |
781 | len = strlen (skop->skill); |
777 | |
782 | |
778 | /* All this logic goes and skips over the skill name to find any |
783 | /* All this logic goes and skips over the skill name to find any |
779 | * options given to the skill. Its pretty simple - if there |
784 | * options given to the skill. Its pretty simple - if there |
780 | * are extra parameters (as deteremined by string length), we |
785 | * are extra parameters (as deteremined by string length), we |
781 | * want to skip over any leading spaces. |
786 | * want to skip over any leading spaces. |
782 | */ |
787 | */ |
783 | if(len>=strlen(string)) { |
788 | if (len >= strlen (string)) |
784 | string=NULL; |
789 | string = NULL; |
785 | } else { |
790 | else |
786 | string += len; |
|
|
787 | while(*string==0x20) string++; |
|
|
788 | if(strlen(string)==0) string = NULL; |
|
|
789 | } |
791 | { |
|
|
792 | string += len; |
|
|
793 | while (*string == 0x20) |
|
|
794 | string++; |
|
|
795 | |
|
|
796 | if (strlen (string) == 0) |
|
|
797 | string = NULL; |
790 | |
798 | } |
|
|
799 | |
791 | #ifdef SKILL_UTIL_DEBUG |
800 | #ifdef SKILL_UTIL_DEBUG |
792 | LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); |
801 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
793 | #endif |
802 | #endif |
794 | |
803 | |
795 | /* Change to the new skill, then execute it. */ |
|
|
796 | if(do_skill(op,op,skop, op->facing,string)) return 1; |
804 | if (do_skill (op, op, skop, op->facing, string)) |
797 | |
|
|
798 | return 0; |
805 | return 1; |
799 | } |
|
|
800 | |
806 | |
|
|
807 | return 0; |
|
|
808 | } |
801 | |
809 | |
|
|
810 | static bool |
|
|
811 | hth_skill_p (object *skill) |
|
|
812 | { |
|
|
813 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
|
|
814 | } |
802 | |
815 | |
803 | /* This finds the best unarmed skill the player has, and returns |
816 | /* 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 | */ |
817 | */ |
|
|
818 | static object * |
817 | static object *find_best_player_hth_skill(object *op) |
819 | find_player_hth_skill (object *op) |
818 | { |
820 | { |
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) { |
821 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
823 | if (tmp->type == SKILL) { |
822 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
824 | if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
823 | return tmp; |
825 | |
824 | |
826 | /* The order in the array is preferred order. So basically, |
825 | 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 | } |
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 |
847 | * move_player_attack() or skill_attack(). In this part we get on with |
829 | * 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. |
830 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
850 | * tmp is the targetted monster. |
832 | * tmp is the targetted monster. |
851 | * op is what is attacking |
833 | * op is what is attacking |
852 | * string is passed along to describe what messages to describe |
834 | * string is passed along to describe what messages to describe |
853 | * the damage. |
835 | * the damage. |
854 | */ |
836 | */ |
855 | |
837 | static int |
856 | static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { |
838 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
857 | int success; |
839 | { |
|
|
840 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
|
|
841 | return RESULT_INT (0); |
858 | |
842 | |
859 | /* For Players only: if there is no ready weapon, and no "attack" skill |
843 | /* 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. |
844 | * 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, |
845 | * 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 |
846 | * 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. |
847 | * through that code if skill is set to change to the skill. |
864 | */ |
848 | */ |
865 | if(op->type==PLAYER) { |
849 | if (player *pl = op->contr) |
866 | if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
850 | { |
867 | size_t i; |
|
|
868 | |
|
|
869 | if (!skill) { |
851 | if (skill) |
|
|
852 | op->change_skill (skill); |
|
|
853 | else |
|
|
854 | { |
|
|
855 | if (!pl->combat_ob) |
|
|
856 | { |
|
|
857 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
858 | { |
|
|
859 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
860 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
861 | break; |
|
|
862 | |
|
|
863 | if (!tmp) |
|
|
864 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
865 | |
|
|
866 | pl->combat_ob = tmp; |
|
|
867 | } |
|
|
868 | |
|
|
869 | if (!pl->combat_ob) |
|
|
870 | { |
870 | /* See if the players chosen skill is a combat skill, and use |
871 | /* See if the players chosen skill is a combat skill, and use |
871 | * it if appropriate. |
872 | * it if appropriate. |
872 | */ |
873 | */ |
873 | if (op->chosen_skill) { |
874 | 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; |
875 | skill = op->chosen_skill; |
877 | break; |
876 | else |
878 | } |
877 | { |
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); |
878 | skill = find_player_hth_skill (op); |
883 | |
879 | |
884 | if (!skill) { |
880 | if (!skill) |
885 | new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
881 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
886 | return 0; |
882 | } |
887 | } |
|
|
888 | } |
|
|
889 | } |
|
|
890 | if (skill != op->chosen_skill) { |
|
|
891 | /* now try to ready the new skill */ |
|
|
892 | 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); |
|
|
894 | return 0; |
|
|
895 | } |
|
|
896 | } |
|
|
897 | } else { |
|
|
898 | /* 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, |
|
|
900 | * do some work in trying to find the object to use. |
|
|
901 | */ |
|
|
902 | if (!op->current_weapon) { |
|
|
903 | object *tmp; |
|
|
904 | |
883 | |
905 | LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
884 | if (skill) |
906 | op->name); |
885 | { |
907 | for (tmp=op->inv; tmp; tmp=tmp->below) |
886 | op->change_skill (0); |
908 | if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
887 | apply_special (op, skill, AP_APPLY); |
|
|
888 | } |
|
|
889 | } |
909 | |
890 | |
910 | if (op->current_weapon_script) |
891 | if (!pl->combat_ob) |
911 | FREE_AND_CLEAR_STR(op->current_weapon_script); |
892 | { |
912 | if (!tmp) { |
893 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
913 | LOG(llevError,"Could not find applied weapon on %s\n", |
894 | return 0; |
914 | op->name); |
895 | } |
915 | op->current_weapon=NULL; |
896 | } |
916 | return 0; |
|
|
917 | } else { |
|
|
918 | op->current_weapon = tmp; |
|
|
919 | op->current_weapon_script=add_string(query_name(tmp)); |
|
|
920 | } |
|
|
921 | } |
|
|
922 | |
897 | |
923 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
898 | if (!op->change_weapon (pl->combat_ob)) |
924 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { |
899 | return 0; |
925 | change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); |
900 | } |
926 | } |
|
|
927 | } |
|
|
928 | } |
|
|
929 | |
901 | |
930 | /* lose invisiblity/hiding status for running attacks */ |
902 | /* lose invisiblity/hiding status for running attacks */ |
931 | |
903 | if (pl->tmp_invis) |
932 | if(op->type==PLAYER && op->contr->tmp_invis) { |
904 | { |
933 | op->contr->tmp_invis=0; |
905 | pl->tmp_invis = 0; |
934 | op->invisible=0; |
906 | op->invisible = 0; |
935 | op->hide=0; |
907 | op->flag [FLAG_HIDDEN] = 0; |
936 | update_object(op,UP_OBJ_FACE); |
908 | update_object (op, UP_OBJ_CHANGE); |
|
|
909 | } |
937 | } |
910 | } |
938 | |
911 | |
939 | success = attack_ob(tmp,op); |
912 | int success = attack_ob (tmp, op); |
940 | |
913 | |
941 | /* print appropriate messages to the player */ |
914 | /* print appropriate messages to the player */ |
942 | |
915 | |
943 | if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
916 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
917 | { |
944 | if(op->type==PLAYER) |
918 | if (op->type == PLAYER) |
945 | new_draw_info_format(NDI_UNIQUE, 0,op, |
919 | 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) |
920 | else if (tmp->type == PLAYER) |
948 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
921 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
949 | "%s %s you!",query_name(op),string); |
|
|
950 | } |
922 | } |
|
|
923 | |
951 | return success; |
924 | return success; |
952 | } |
925 | } |
953 | |
|
|
954 | |
926 | |
955 | /* skill_attack() - Core routine for use when we attack using a skills |
927 | /* skill_attack() - Core routine for use when we attack using a skills |
956 | * system. In essence, this code handles |
928 | * system. In essence, this code handles |
957 | * all skill-based attacks, ie hth, missile and melee weapons should be |
929 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
958 | * treated here. If an opponent is already supplied by move_player(), |
930 | * treated here. If an opponent is already supplied by move_player(), |
959 | * we move right onto do_skill_attack(), otherwise we find if an |
931 | * we move right onto do_skill_attack(), otherwise we find if an |
960 | * appropriate opponent exists. |
932 | * appropriate opponent exists. |
961 | * |
933 | * |
962 | * This is called by move_player() and attack_hth() |
934 | * This is called by move_player() and attack_hth() |
963 | * |
935 | * |
964 | * Initial implementation by -bt thomas@astro.psu.edu |
936 | * Initial implementation by -bt thomas@astro.psu.edu |
965 | */ |
937 | */ |
966 | |
938 | int |
967 | int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { |
939 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
|
|
940 | { |
968 | sint16 tx,ty; |
941 | sint16 tx, ty; |
969 | mapstruct *m; |
942 | maptile *m; |
970 | int mflags; |
943 | int mflags; |
971 | |
944 | |
|
|
945 | if (!dir) |
972 | if(!dir) dir=pl->facing; |
946 | dir = pl->facing; |
|
|
947 | |
973 | tx=freearr_x[dir]; |
948 | tx = freearr_x[dir]; |
974 | ty=freearr_y[dir]; |
949 | ty = freearr_y[dir]; |
975 | |
950 | |
976 | /* If we don't yet have an opponent, find if one exists, and attack. |
951 | /* 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() |
952 | * Legal opponents are the same as outlined in move_player_attack() |
978 | */ |
953 | */ |
979 | |
954 | if (!tmp) |
980 | if(tmp==NULL) { |
955 | { |
981 | m = pl->map; |
956 | m = pl->map; |
982 | tx = pl->x + freearr_x[dir]; |
957 | tx = pl->x + freearr_x[dir]; |
983 | ty = pl->y + freearr_y[dir]; |
958 | ty = pl->y + freearr_y[dir]; |
984 | |
959 | |
985 | mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
960 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
986 | if (mflags & P_OUT_OF_MAP) return 0; |
961 | if (mflags & P_OUT_OF_MAP) |
|
|
962 | return 0; |
987 | |
963 | |
988 | /* space must be blocked for there to be anything interesting to do */ |
964 | /* 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; |
965 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
|
|
966 | return 0; |
990 | |
967 | |
991 | for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
968 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
992 | if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
969 | 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) |
970 | { |
994 | || tmp->type==LOCKED_DOOR ) { |
|
|
995 | /* Don't attack party members */ |
971 | /* Don't attack party members */ |
996 | if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
972 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
997 | && pl->contr->party==tmp->contr->party)) |
973 | return 0; |
998 | return 0; |
974 | |
999 | break; |
975 | break; |
|
|
976 | } |
1000 | } |
977 | } |
1001 | } |
978 | |
1002 | if (!tmp) { |
979 | if (!tmp) |
|
|
980 | { |
1003 | if(pl->type==PLAYER) |
981 | if (pl->type == PLAYER) |
1004 | new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
982 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
1005 | return 0; |
|
|
1006 | } |
|
|
1007 | |
983 | |
|
|
984 | return 0; |
|
|
985 | } |
|
|
986 | |
1008 | return do_skill_attack(tmp,pl,string, skill); |
987 | return do_skill_attack (tmp, pl, string, skill); |
1009 | } |
988 | } |
1010 | |
|
|
1011 | |
989 | |
1012 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
990 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
|
|
991 | |
1013 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
992 | /* 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 |
993 | * (attack_hth) we check for weapon use, etc in the second (the new |
1015 | * function skill_attack() we actually attack. |
994 | * function skill_attack() we actually attack. |
1016 | */ |
995 | */ |
1017 | |
996 | static int |
1018 | static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
997 | attack_hth (object *pl, int dir, const char *string, object *skill) |
|
|
998 | { |
1019 | object *enemy=NULL,*weapon; |
999 | object *enemy = NULL, *weapon; |
1020 | |
1000 | |
1021 | if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
1001 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1022 | for(weapon=pl->inv;weapon;weapon=weapon->below) { |
1002 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
|
|
1003 | { |
1023 | if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
1004 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
1005 | { |
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 | pl->update_stats (); |
1027 | if(pl->type==PLAYER) { |
1009 | if (pl->type == PLAYER) |
|
|
1010 | { |
1028 | new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); |
1011 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1029 | esrv_update_item(UPD_FLAGS, pl, weapon); |
1012 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1030 | } |
1013 | } |
1031 | break; |
1014 | |
|
|
1015 | break; |
|
|
1016 | } |
1032 | } |
1017 | } |
1033 | } |
1018 | |
1034 | return skill_attack(enemy,pl,dir,string, skill); |
1019 | return skill_attack (enemy, pl, dir, string, skill); |
1035 | } |
1020 | } |
1036 | |
|
|
1037 | |
1021 | |
1038 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1022 | /* 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. |
1023 | * For now we are just checking to see if we have a ready weapon here. |
1040 | * But there is a real neato possible feature of this scheme which |
1024 | * But there is a real neato possible feature of this scheme which |
1041 | * bears mentioning: |
1025 | * bears mentioning: |
1042 | * Since we are only calling this from do_skill() in the future |
1026 | * Since we are only calling this from do_skill() in the future |
1043 | * we may make this routine handle 'special' melee weapons attacks |
1027 | * we may make this routine handle 'special' melee weapons attacks |
1044 | * (like disarming manuever with sai) based on player SK_level and |
1028 | * (like disarming manuever with sai) based on player SK_level and |
1045 | * weapon type. |
1029 | * weapon type. |
1046 | */ |
1030 | */ |
1047 | |
1031 | static int |
1048 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { |
1032 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
|
|
1033 | { |
1049 | |
1034 | |
1050 | if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1035 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
1036 | { |
1051 | if(op->type==PLAYER) |
1037 | if (op->type == PLAYER) |
1052 | new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); |
1038 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1053 | return 0; |
1039 | |
|
|
1040 | return 0; |
1054 | } |
1041 | } |
|
|
1042 | |
1055 | return skill_attack(NULL,op,dir,string, skill); |
1043 | return skill_attack (NULL, op, dir, string, skill); |
1056 | |
|
|
1057 | } |
1044 | } |
|
|
1045 | |