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44 | #include <object.h> |
44 | #include <object.h> |
45 | #include <sproto.h> |
45 | #include <sproto.h> |
46 | #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. */ |
47 | #include <spells.h> |
47 | #include <spells.h> |
48 | |
48 | |
49 | /* Table of unarmed attack skills. Terminated by -1. This |
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
50 | * is also the list that we should try to use skills when |
50 | # define def(uc, flags) flags, |
51 | * automatically applying one for the player. |
51 | # include "skillinc.h" |
52 | */ |
52 | # undef def |
53 | static uint8 unarmed_skills[] = { |
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54 | SK_KARATE, |
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55 | SK_CLAWING, |
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56 | SK_FLAME_TOUCH, |
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57 | SK_SPARK_TOUCH, |
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58 | SK_SHIVER, |
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59 | SK_ACID_SPLASH, |
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60 | SK_POISON_NAIL, |
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61 | SK_PUNCHING, |
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62 | (uint8)-1 |
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63 | }; |
53 | }; |
64 | |
54 | |
65 | 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); |
66 | 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); |
67 | |
57 | |
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70 | * subtypes. |
60 | * subtypes. |
71 | */ |
61 | */ |
72 | void |
62 | void |
73 | init_skills (void) |
63 | init_skills (void) |
74 | { |
64 | { |
75 | int i; |
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76 | archetype *at; |
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77 | |
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78 | for (at = first_archetype; at != NULL; at = at->next) |
65 | for (archetype *at = first_archetype; at; at = at->next) |
79 | if (at->clone.type == SKILL) |
66 | if (at->clone.type == SKILL) |
80 | { |
67 | { |
81 | if (skill_names[at->clone.subtype] != NULL) |
68 | if (skill_names[at->clone.subtype]) |
82 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
69 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
83 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
84 | else |
71 | else |
85 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->clone.subtype] = at->clone.skill; |
86 | } |
73 | } |
87 | |
74 | |
88 | /* This isn't really an error if there is no skill subtype set, but |
75 | /* This isn't really an error if there is no skill subtype set, but |
89 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
90 | */ |
77 | */ |
91 | for (i = 1; i < NUM_SKILLS; i++) |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
92 | { |
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93 | if (!skill_names[i]) |
79 | if (!skill_names[i]) |
94 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
80 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
95 | } |
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96 | } |
81 | } |
97 | |
82 | |
98 | /* This function goes through the player inventory and sets |
83 | /* This function goes through the player inventory and sets |
99 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
100 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
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169 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
154 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
170 | { |
155 | { |
171 | if (apply_special (who, skill_tool, 0)) |
156 | if (apply_special (who, skill_tool, 0)) |
172 | return NULL; |
157 | return NULL; |
173 | } |
158 | } |
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159 | |
174 | if (!skill) |
160 | if (!skill) |
175 | { |
161 | { |
176 | skill = give_skill_by_name (who, skill_tool->skill); |
162 | skill = give_skill_by_name (who, skill_tool->skill); |
177 | link_player_skills (who); |
163 | link_player_skills (who); |
178 | } |
164 | } |
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165 | |
179 | return skill; |
166 | return skill; |
180 | } |
167 | } |
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168 | |
181 | return NULL; |
169 | return NULL; |
182 | } |
170 | } |
183 | |
171 | |
184 | |
172 | |
185 | /* This returns the skill pointer of the given name (the |
173 | /* This returns the skill pointer of the given name (the |
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262 | int old_range; |
250 | int old_range; |
263 | |
251 | |
264 | if (who->type != PLAYER) |
252 | if (who->type != PLAYER) |
265 | return 0; |
253 | return 0; |
266 | |
254 | |
267 | old_range = who->contr->shoottype; |
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268 | |
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269 | if (who->chosen_skill && who->chosen_skill == new_skill) |
255 | if (who->chosen_skill && who->chosen_skill == new_skill) |
270 | { |
256 | { |
271 | /* optimization for changing skill to current skill */ |
257 | //who->contr->combat_skill = who->chosen_skill; |
272 | if (!(flag & 0x1)) |
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273 | who->contr->set_range (range_skill); |
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274 | |
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275 | return 1; |
258 | return 1; |
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259 | } |
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260 | |
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261 | if (!new_skill) |
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262 | { |
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263 | if (who->chosen_skill) |
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264 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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265 | |
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266 | /* Only goal in this case was to unapply a skill */ |
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267 | return 0; |
276 | } |
268 | } |
277 | |
269 | |
278 | // move skill to front, so it will be preferred next time |
270 | // move skill to front, so it will be preferred next time |
279 | new_skill->remove (); |
271 | new_skill->remove (); |
280 | who->insert (new_skill); |
272 | who->insert (new_skill); |
281 | |
273 | |
282 | if (!new_skill) |
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283 | { |
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284 | if (who->chosen_skill) |
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285 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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286 | |
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287 | /* Only goal in this case was to unapply a skill */ |
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288 | return 0; |
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289 | } |
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290 | |
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291 | if (apply_special (who, new_skill, AP_APPLY)) |
274 | if (apply_special (who, new_skill, AP_APPLY)) |
292 | return 0; |
275 | return 0; |
293 | |
276 | |
294 | if (!(flag & 0x1)) |
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295 | who->contr->set_range ((rangetype) old_range); |
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296 | |
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297 | return 1; |
277 | return 1; |
298 | } |
278 | } |
299 | |
279 | |
300 | /* This function just clears the chosen_skill and range_skill values |
280 | /* This function just clears the chosen_skill and range_skill values |
301 | * inthe player. |
281 | * in the player. |
302 | */ |
282 | */ |
303 | void |
283 | void |
304 | clear_skill (object *who) |
284 | clear_skill (object *who) |
305 | { |
285 | { |
306 | who->chosen_skill = NULL; |
286 | who->chosen_skill = 0; |
307 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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288 | |
308 | if (who->type == PLAYER) |
289 | if (who->type == PLAYER) |
309 | { |
290 | { |
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291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
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292 | { |
310 | who->contr->ranges[range_skill] = NULL; |
293 | who->contr->ranged_skill = 0; |
311 | if (who->contr->shoottype == range_skill) |
294 | who->contr->ranged_ob = 0; |
312 | who->contr->shoottype = range_none; |
295 | } |
313 | } |
296 | } |
314 | } |
297 | } |
315 | |
298 | |
316 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
317 | * We handle all requests for skill use outside of some combat here. |
300 | * We handle all requests for skill use outside of some combat here. |
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569 | * op is the object that was 'defeated'. |
552 | * op is the object that was 'defeated'. |
570 | * skill is the skill used. If no skill is used, it should just |
553 | * skill is the skill used. If no skill is used, it should just |
571 | * point back to who. |
554 | * point back to who. |
572 | * |
555 | * |
573 | */ |
556 | */ |
574 | |
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575 | int |
557 | int |
576 | calc_skill_exp (object *who, object *op, object *skill) |
558 | calc_skill_exp (object *who, object *op, object *skill) |
577 | { |
559 | { |
578 | int op_exp = 0, op_lvl = 0; |
560 | int op_exp = 0, op_lvl = 0; |
579 | float base, value, lvl_mult = 0.0; |
561 | float base, value, lvl_mult = 0.0; |
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668 | * This one actually teaches the player the skill as something |
650 | * This one actually teaches the player the skill as something |
669 | * they can equip. |
651 | * they can equip. |
670 | * Return 0 if the player knows the skill, 1 if the |
652 | * Return 0 if the player knows the skill, 1 if the |
671 | * player learns the skill, 2 otherwise. |
653 | * player learns the skill, 2 otherwise. |
672 | */ |
654 | */ |
673 | |
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674 | int |
655 | int |
675 | learn_skill (object *pl, object *scroll) |
656 | learn_skill (object *pl, object *scroll) |
676 | { |
657 | { |
677 | object *tmp; |
658 | object *tmp; |
678 | |
659 | |
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875 | } |
856 | } |
876 | |
857 | |
877 | static bool |
858 | static bool |
878 | hth_skill_p (object *skill) |
859 | hth_skill_p (object *skill) |
879 | { |
860 | { |
880 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
861 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
881 | if (skill->subtype == unarmed_skills[i]) |
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882 | return 1; |
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883 | |
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884 | return 0; |
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885 | } |
862 | } |
886 | |
863 | |
887 | /* This finds the first unarmed skill the player has, and returns it. |
864 | /* This finds the first unarmed skill the player has, and returns it. |
888 | */ |
865 | */ |
889 | static object * |
866 | static object * |