1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_skill_util_c = |
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4 | * "$Id: skill_util.C,v 1.11 2006/09/12 00:53:57 root Exp $"; |
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5 | */ |
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6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
9 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
14 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | * |
27 | The author can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
28 | */ |
23 | */ |
29 | |
24 | |
30 | /* 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. */ |
31 | |
26 | |
32 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
33 | * 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. |
… | |
… | |
45 | |
40 | |
46 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
47 | |
42 | |
48 | #include <global.h> |
43 | #include <global.h> |
49 | #include <object.h> |
44 | #include <object.h> |
50 | #ifndef __CEXTRACT__ |
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51 | # include <sproto.h> |
45 | #include <sproto.h> |
52 | #endif |
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53 | #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. */ |
54 | #include <spells.h> |
47 | #include <spells.h> |
55 | |
48 | |
56 | /* Table of unarmed attack skills. Terminated by -1. This |
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
57 | * is also the list that we should try to use skills when |
50 | 0, // SK_NONE |
58 | * automatically applying one for the player. |
51 | # define def(uc, flags) flags, |
59 | * Note it is hardcoded in the skill_util.c that dragons always |
52 | # include "skillinc.h" |
60 | * want clawing if possible. |
53 | # undef def |
61 | */ |
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62 | static uint8 unarmed_skills[] = { |
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63 | SK_KARATE, |
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64 | SK_CLAWING, |
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65 | SK_FLAME_TOUCH, |
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66 | SK_SPARK_TOUCH, |
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67 | SK_SHIVER, |
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68 | SK_ACID_SPLASH, |
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69 | SK_POISON_NAIL, |
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70 | SK_PUNCHING, |
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71 | (uint8)-1 |
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72 | }; |
54 | }; |
73 | |
55 | |
74 | 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); |
75 | 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); |
76 | |
58 | |
… | |
… | |
79 | * subtypes. |
61 | * subtypes. |
80 | */ |
62 | */ |
81 | void |
63 | void |
82 | init_skills (void) |
64 | init_skills (void) |
83 | { |
65 | { |
84 | int i; |
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85 | archetype *at; |
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86 | |
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87 | for (at = first_archetype; at != NULL; at = at->next) |
66 | for (archetype *at = first_archetype; at; at = at->next) |
88 | if (at->clone.type == SKILL) |
67 | if (at->clone.type == SKILL) |
89 | { |
68 | { |
90 | if (skill_names[at->clone.subtype] != NULL) |
69 | if (skill_names[at->clone.subtype]) |
91 | 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", |
92 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
93 | else |
72 | else |
94 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
95 | } |
74 | } |
96 | |
75 | |
97 | /* 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 |
98 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
99 | */ |
78 | */ |
100 | for (i = 1; i < NUM_SKILLS; i++) |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
101 | { |
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102 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
103 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
104 | } |
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105 | } |
82 | } |
106 | |
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107 | |
83 | |
108 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
109 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
110 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
111 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
112 | */ |
88 | */ |
113 | void |
89 | void |
114 | link_player_skills (object *op) |
90 | link_player_skills (object *op) |
115 | { |
91 | { |
116 | object *tmp; |
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117 | |
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118 | for (tmp = op->inv; tmp; tmp = tmp->below) |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
119 | { |
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120 | if (tmp->type == SKILL) |
93 | if (tmp->type == SKILL) |
121 | { |
94 | { |
122 | /* This is really a warning, hence no else below */ |
95 | /* This is really a warning, hence no else below */ |
123 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
124 | { |
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125 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
126 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
127 | } |
99 | |
128 | if (tmp->subtype >= NUM_SKILLS) |
100 | if (tmp->subtype >= NUM_SKILLS) |
129 | { |
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130 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
131 | } |
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132 | else |
102 | else |
133 | { |
103 | { |
134 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
135 | op->contr->last_skill_exp[tmp->subtype] = -1; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
136 | } |
106 | } |
137 | } |
107 | } |
138 | } |
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139 | } |
108 | } |
140 | |
109 | |
141 | /* This returns the skill pointer of the given name (the |
110 | /* This returns the skill pointer of the given name (the |
142 | * one that accumlates exp, has the level, etc). |
111 | * one that accumlates exp, has the level, etc). |
143 | * |
112 | * |
… | |
… | |
186 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
187 | { |
156 | { |
188 | if (apply_special (who, skill_tool, 0)) |
157 | if (apply_special (who, skill_tool, 0)) |
189 | return NULL; |
158 | return NULL; |
190 | } |
159 | } |
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160 | |
191 | if (!skill) |
161 | if (!skill) |
192 | { |
162 | { |
193 | skill = give_skill_by_name (who, skill_tool->skill); |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
194 | link_player_skills (who); |
164 | link_player_skills (who); |
195 | } |
165 | } |
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166 | |
196 | return skill; |
167 | return skill; |
197 | } |
168 | } |
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169 | |
198 | return NULL; |
170 | return NULL; |
199 | } |
171 | } |
200 | |
172 | |
201 | |
173 | |
202 | /* This returns the skill pointer of the given name (the |
174 | /* This returns the skill pointer of the given name (the |
… | |
… | |
247 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
248 | { |
220 | { |
249 | if (apply_special (who, skill_tool, 0)) |
221 | if (apply_special (who, skill_tool, 0)) |
250 | return NULL; |
222 | return NULL; |
251 | } |
223 | } |
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224 | |
252 | if (!skill) |
225 | if (!skill) |
253 | { |
226 | { |
254 | skill = give_skill_by_name (who, skill_tool->skill); |
227 | skill = give_skill_by_name (who, skill_tool->skill); |
255 | link_player_skills (who); |
228 | link_player_skills (who); |
256 | } |
229 | } |
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230 | |
257 | return skill; |
231 | return skill; |
258 | } |
232 | } |
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233 | |
259 | return NULL; |
234 | return NULL; |
260 | } |
235 | } |
261 | |
236 | |
262 | /* This changes the objects skill to new_skill. |
237 | /* This changes the objects skill to new_skill. |
263 | * note that this function doesn't always need to get used - |
238 | * note that this function doesn't always need to get used - |
… | |
… | |
268 | * flag has the current meaning: |
243 | * flag has the current meaning: |
269 | * 0x1: If set, don't update the range pointer. This is useful when we |
244 | * 0x1: If set, don't update the range pointer. This is useful when we |
270 | * need to ready a new skill, but don't want to clobber range. |
245 | * need to ready a new skill, but don't want to clobber range. |
271 | * return 1 on success, 0 on error |
246 | * return 1 on success, 0 on error |
272 | */ |
247 | */ |
273 | |
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274 | int |
248 | int |
275 | change_skill (object *who, object *new_skill, int flag) |
249 | change_skill (object *who, object *new_skill, int flag) |
276 | { |
250 | { |
277 | int old_range; |
251 | int old_range; |
278 | |
252 | |
279 | if (who->type != PLAYER) |
253 | if (who->type != PLAYER) |
280 | return 0; |
254 | return 0; |
281 | |
255 | |
282 | old_range = who->contr->shoottype; |
256 | player *pl = who->contr; |
283 | |
257 | |
284 | if (who->chosen_skill && who->chosen_skill == new_skill) |
258 | if (pl->ranged_skill && pl->ranged_skill == new_skill) |
285 | { |
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286 | /* optimization for changing skill to current skill */ |
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287 | if (who->type == PLAYER && !(flag & 0x1)) |
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288 | who->contr->shoottype = range_skill; |
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289 | return 1; |
259 | return 1; |
290 | } |
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291 | |
260 | |
292 | if (!new_skill || who->chosen_skill) |
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293 | if (who->chosen_skill) |
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294 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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295 | |
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296 | /* Only goal in this case was to unapply a skill */ |
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297 | if (!new_skill) |
261 | if (!new_skill) |
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262 | { |
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263 | if (pl->ranged_skill) |
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264 | apply_special (who, pl->ranged_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; |
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268 | } |
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269 | |
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270 | // move skill to front, so it will be preferred next time |
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271 | new_skill->remove (); |
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272 | who->insert (new_skill); |
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273 | |
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274 | if (apply_special (who, new_skill, AP_APPLY)) |
298 | return 0; |
275 | return 0; |
299 | |
276 | |
300 | if (apply_special (who, new_skill, AP_APPLY)) |
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301 | { |
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302 | return 0; |
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303 | } |
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304 | if (flag & 0x1) |
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305 | who->contr->shoottype = (rangetype) old_range; |
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306 | |
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307 | return 1; |
277 | return 1; |
308 | } |
278 | } |
309 | |
279 | |
310 | /* This function just clears the chosen_skill and range_skill values |
280 | /* This function just clears the chosen_skill and range_skill values |
311 | * inthe player. |
281 | * in the player. |
312 | */ |
282 | */ |
313 | void |
283 | void |
314 | clear_skill (object *who) |
284 | clear_skill (object *who) |
315 | { |
285 | { |
316 | who->chosen_skill = NULL; |
286 | who->chosen_skill = 0; |
317 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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288 | |
318 | if (who->type == PLAYER) |
289 | if (who->type == PLAYER) |
319 | { |
290 | { |
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291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
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292 | { |
320 | who->contr->ranges[range_skill] = NULL; |
293 | who->contr->ranged_skill = 0; |
321 | if (who->contr->shoottype == range_skill) |
294 | who->contr->ranged_ob = 0; |
322 | who->contr->shoottype = range_none; |
295 | } |
323 | } |
296 | } |
324 | } |
297 | } |
325 | |
298 | |
326 | /* 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(). |
327 | * 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. |
… | |
… | |
331 | * exp - no caller needed that info, but it also prevented the callers |
304 | * exp - no caller needed that info, but it also prevented the callers |
332 | * from know if a skill was actually used, as many skills don't |
305 | * from know if a skill was actually used, as many skills don't |
333 | * give any exp for their direct use (eg, throwing). |
306 | * give any exp for their direct use (eg, throwing). |
334 | * It returns 0 if no skill was used. |
307 | * It returns 0 if no skill was used. |
335 | */ |
308 | */ |
336 | |
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337 | int |
309 | int |
338 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
310 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
339 | { |
311 | { |
340 | int success = 0, exp = 0; |
312 | int success = 0, exp = 0; |
341 | int did_alc = 0; |
313 | int did_alc = 0; |
… | |
… | |
350 | * the player doesn't have a bucket for that, create one. |
322 | * the player doesn't have a bucket for that, create one. |
351 | */ |
323 | */ |
352 | if (skill->type != SKILL && op->type == PLAYER) |
324 | if (skill->type != SKILL && op->type == PLAYER) |
353 | { |
325 | { |
354 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
326 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
355 | { |
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356 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
327 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
357 | break; |
328 | break; |
358 | } |
329 | |
359 | if (!tmp) |
330 | if (!tmp) |
360 | tmp = give_skill_by_name (op, skill->skill); |
331 | tmp = give_skill_by_name (op, skill->skill); |
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332 | |
361 | skill = tmp; |
333 | skill = tmp; |
362 | } |
334 | } |
363 | |
335 | |
364 | // skill, by_whom, on_which_object, which direction, skill_argument |
336 | // skill, by_whom, on_which_object, which direction, skill_argument |
365 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
337 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
366 | return 0; |
338 | return 0; |
367 | |
339 | |
368 | switch (skill->subtype) |
340 | switch (skill->subtype) |
369 | { |
341 | { |
370 | case SK_LEVITATION: |
342 | case SK_LEVITATION: |
371 | /* Not 100% sure if this will work with new movement code - |
343 | /* Not 100% sure if this will work with new movement code - |
372 | * the levitation skill has move_type for flying, so when |
344 | * the levitation skill has move_type for flying, so when |
373 | * equipped, that should transfer to player, when not, |
345 | * equipped, that should transfer to player, when not, |
374 | * shouldn't. |
346 | * shouldn't. |
375 | */ |
347 | */ |
376 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
348 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
377 | { |
349 | { |
378 | CLEAR_FLAG (skill, FLAG_APPLIED); |
350 | CLEAR_FLAG (skill, FLAG_APPLIED); |
379 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
351 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
380 | } |
352 | } |
381 | else |
353 | else |
382 | { |
354 | { |
383 | SET_FLAG (skill, FLAG_APPLIED); |
355 | SET_FLAG (skill, FLAG_APPLIED); |
384 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
356 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
385 | } |
357 | } |
386 | fix_player (op); |
358 | |
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359 | op->update_stats (); |
387 | success = 1; |
360 | success = 1; |
388 | break; |
361 | break; |
389 | |
362 | |
390 | case SK_STEALING: |
363 | case SK_STEALING: |
391 | exp = success = steal (op, dir, skill); |
364 | exp = success = steal (op, dir, skill); |
392 | break; |
365 | break; |
393 | |
366 | |
394 | case SK_LOCKPICKING: |
367 | case SK_LOCKPICKING: |
395 | exp = success = pick_lock (op, dir, skill); |
368 | exp = success = pick_lock (op, dir, skill); |
396 | break; |
369 | break; |
397 | |
370 | |
398 | case SK_HIDING: |
371 | case SK_HIDING: |
399 | exp = success = hide (op, skill); |
372 | exp = success = hide (op, skill); |
400 | break; |
373 | break; |
401 | |
374 | |
402 | case SK_JUMPING: |
375 | case SK_JUMPING: |
403 | success = jump (op, dir, skill); |
376 | success = jump (op, dir, skill); |
404 | break; |
377 | break; |
405 | |
378 | |
406 | case SK_INSCRIPTION: |
379 | case SK_INSCRIPTION: |
407 | exp = success = write_on_item (op, string, skill); |
380 | exp = success = write_on_item (op, string, skill); |
408 | break; |
381 | break; |
409 | |
382 | |
410 | case SK_MEDITATION: |
383 | case SK_MEDITATION: |
411 | meditate (op, skill); |
384 | meditate (op, skill); |
412 | success = 1; |
385 | success = 1; |
413 | break; |
386 | break; |
414 | /* note that the following 'attack' skills gain exp through hit_player() */ |
387 | /* note that the following 'attack' skills gain exp through hit_player() */ |
415 | |
388 | |
416 | case SK_KARATE: |
389 | case SK_KARATE: |
417 | (void) attack_hth (op, dir, "karate-chopped", skill); |
390 | attack_hth (op, dir, "karate-chopped", skill); |
418 | break; |
391 | break; |
419 | |
392 | |
420 | case SK_PUNCHING: |
393 | case SK_PUNCHING: |
421 | (void) attack_hth (op, dir, "punched", skill); |
394 | attack_hth (op, dir, "punched", skill); |
422 | break; |
395 | break; |
423 | |
396 | |
424 | case SK_FLAME_TOUCH: |
397 | case SK_FLAME_TOUCH: |
425 | (void) attack_hth (op, dir, "flamed", skill); |
398 | attack_hth (op, dir, "flamed", skill); |
426 | break; |
399 | break; |
427 | |
400 | |
428 | case SK_SPARK_TOUCH: |
401 | case SK_SPARK_TOUCH: |
429 | (void) attack_hth (op, dir, "zapped", skill); |
402 | attack_hth (op, dir, "zapped", skill); |
430 | break; |
403 | break; |
431 | |
404 | |
432 | case SK_SHIVER: |
405 | case SK_SHIVER: |
433 | (void) attack_hth (op, dir, "froze", skill); |
406 | attack_hth (op, dir, "froze", skill); |
434 | break; |
407 | break; |
435 | |
408 | |
436 | case SK_ACID_SPLASH: |
409 | case SK_ACID_SPLASH: |
437 | (void) attack_hth (op, dir, "dissolved", skill); |
410 | attack_hth (op, dir, "dissolved", skill); |
438 | break; |
411 | break; |
439 | |
412 | |
440 | case SK_POISON_NAIL: |
413 | case SK_POISON_NAIL: |
441 | (void) attack_hth (op, dir, "injected poison into", skill); |
414 | attack_hth (op, dir, "injected poison into", skill); |
442 | break; |
415 | break; |
443 | |
416 | |
444 | case SK_CLAWING: |
417 | case SK_CLAWING: |
445 | (void) attack_hth (op, dir, "clawed", skill); |
418 | attack_hth (op, dir, "clawed", skill); |
446 | break; |
419 | break; |
447 | |
420 | |
448 | case SK_ONE_HANDED_WEAPON: |
421 | case SK_ONE_HANDED_WEAPON: |
449 | case SK_TWO_HANDED_WEAPON: |
422 | case SK_TWO_HANDED_WEAPON: |
450 | (void) attack_melee_weapon (op, dir, NULL, skill); |
423 | attack_melee_weapon (op, dir, NULL, skill); |
451 | break; |
424 | break; |
452 | |
425 | |
453 | case SK_FIND_TRAPS: |
426 | case SK_FIND_TRAPS: |
454 | exp = success = find_traps (op, skill); |
427 | exp = success = find_traps (op, skill); |
455 | break; |
428 | break; |
456 | |
429 | |
457 | case SK_SINGING: |
430 | case SK_SINGING: |
458 | exp = success = singing (op, dir, skill); |
431 | exp = success = singing (op, dir, skill); |
459 | break; |
432 | break; |
460 | |
433 | |
461 | case SK_ORATORY: |
434 | case SK_ORATORY: |
462 | exp = success = use_oratory (op, dir, skill); |
435 | exp = success = use_oratory (op, dir, skill); |
463 | break; |
436 | break; |
464 | |
437 | |
465 | case SK_SMITHERY: |
438 | case SK_SMITHERY: |
466 | case SK_BOWYER: |
439 | case SK_BOWYER: |
467 | case SK_JEWELER: |
440 | case SK_JEWELER: |
468 | case SK_ALCHEMY: |
441 | case SK_ALCHEMY: |
469 | case SK_THAUMATURGY: |
442 | case SK_THAUMATURGY: |
470 | case SK_LITERACY: |
443 | case SK_LITERACY: |
471 | case SK_WOODSMAN: |
444 | case SK_WOODSMAN: |
472 | /* first, we try to find a cauldron, and do the alchemy thing. |
445 | /* first, we try to find a cauldron, and do the alchemy thing. |
473 | * failing that, we go and identify stuff. |
446 | * failing that, we go and identify stuff. |
474 | */ |
447 | */ |
475 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
448 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
476 | { |
449 | { |
477 | next = tmp->above; |
450 | next = tmp->above; |
|
|
451 | |
478 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
452 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
479 | { |
453 | { |
480 | attempt_do_alchemy (op, tmp); |
454 | attempt_do_alchemy (op, tmp); |
|
|
455 | |
481 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
456 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
482 | esrv_send_inventory (op, tmp); |
457 | esrv_send_inventory (op, tmp); |
|
|
458 | |
483 | did_alc = 1; |
459 | did_alc = 1; |
484 | } |
460 | } |
485 | } |
461 | } |
|
|
462 | |
486 | if (did_alc == 0) |
463 | if (did_alc == 0) |
487 | exp = success = skill_ident (op, skill); |
|
|
488 | break; |
|
|
489 | |
|
|
490 | case SK_DET_MAGIC: |
|
|
491 | case SK_DET_CURSE: |
|
|
492 | exp = success = skill_ident (op, skill); |
464 | exp = success = skill_ident (op, skill); |
|
|
465 | |
493 | break; |
466 | break; |
494 | |
467 | |
|
|
468 | case SK_DET_MAGIC: |
|
|
469 | case SK_DET_CURSE: |
|
|
470 | exp = success = skill_ident (op, skill); |
|
|
471 | break; |
|
|
472 | |
495 | case SK_DISARM_TRAPS: |
473 | case SK_DISARM_TRAPS: |
496 | exp = success = remove_trap (op, dir, skill); |
474 | exp = success = remove_trap (op, dir, skill); |
497 | break; |
475 | break; |
498 | |
476 | |
499 | case SK_THROWING: |
477 | case SK_THROWING: |
500 | success = skill_throw (op, part, dir, string, skill); |
478 | success = skill_throw (op, part, dir, string, skill); |
501 | break; |
479 | break; |
502 | |
480 | |
503 | case SK_SET_TRAP: |
481 | case SK_SET_TRAP: |
504 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
482 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
505 | break; |
483 | break; |
506 | |
484 | |
507 | case SK_USE_MAGIC_ITEM: |
485 | case SK_USE_MAGIC_ITEM: |
508 | case SK_MISSILE_WEAPON: |
486 | case SK_MISSILE_WEAPON: |
509 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
487 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
510 | break; |
488 | break; |
511 | |
489 | |
512 | case SK_PRAYING: |
490 | case SK_PRAYING: |
513 | success = pray (op, skill); |
491 | success = pray (op, skill); |
514 | break; |
492 | break; |
515 | |
493 | |
516 | case SK_BARGAINING: |
494 | case SK_BARGAINING: |
517 | success = describe_shop (op); |
495 | success = describe_shop (op); |
518 | break; |
496 | break; |
519 | |
497 | |
520 | case SK_SORCERY: |
498 | case SK_SORCERY: |
521 | case SK_EVOCATION: |
499 | case SK_EVOCATION: |
522 | case SK_PYROMANCY: |
500 | case SK_PYROMANCY: |
523 | case SK_SUMMONING: |
501 | case SK_SUMMONING: |
524 | case SK_CLIMBING: |
502 | case SK_CLIMBING: |
525 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
503 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
526 | break; |
504 | break; |
527 | |
505 | |
528 | default: |
506 | default: |
529 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
507 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
530 | break; |
508 | break; |
531 | } |
509 | } |
532 | |
510 | |
533 | /* For players we now update the speed_left from using the skill. |
511 | /* For players we now update the speed_left from using the skill. |
534 | * Monsters have no skill use time because of the random nature in |
512 | * Monsters have no skill use time because of the random nature in |
535 | * which use_monster_skill is called already simulates this. |
513 | * which use_monster_skill is called already simulates this. |
… | |
… | |
574 | * op is the object that was 'defeated'. |
552 | * op is the object that was 'defeated'. |
575 | * 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 |
576 | * point back to who. |
554 | * point back to who. |
577 | * |
555 | * |
578 | */ |
556 | */ |
579 | |
|
|
580 | int |
557 | int |
581 | calc_skill_exp (object *who, object *op, object *skill) |
558 | calc_skill_exp (object *who, object *op, object *skill) |
582 | { |
559 | { |
583 | int op_exp = 0, op_lvl = 0; |
560 | int op_exp = 0, op_lvl = 0; |
584 | float base, value, lvl_mult = 0.0; |
561 | float base, value, lvl_mult = 0.0; |
… | |
… | |
673 | * This one actually teaches the player the skill as something |
650 | * This one actually teaches the player the skill as something |
674 | * they can equip. |
651 | * they can equip. |
675 | * Return 0 if the player knows the skill, 1 if the |
652 | * Return 0 if the player knows the skill, 1 if the |
676 | * player learns the skill, 2 otherwise. |
653 | * player learns the skill, 2 otherwise. |
677 | */ |
654 | */ |
678 | |
|
|
679 | int |
655 | int |
680 | learn_skill (object *pl, object *scroll) |
656 | learn_skill (object *pl, object *scroll) |
681 | { |
657 | { |
682 | object *tmp; |
658 | object *tmp; |
683 | |
659 | |
… | |
… | |
696 | break; |
672 | break; |
697 | |
673 | |
698 | /* player already knows it */ |
674 | /* player already knows it */ |
699 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
675 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
700 | return 0; |
676 | return 0; |
701 | |
|
|
702 | |
|
|
703 | |
677 | |
704 | /* now a random change to learn, based on player Int. |
678 | /* now a random change to learn, based on player Int. |
705 | * give bonus based on level - otherwise stupid characters |
679 | * give bonus based on level - otherwise stupid characters |
706 | * might never be able to learn anything. |
680 | * might never be able to learn anything. |
707 | */ |
681 | */ |
… | |
… | |
777 | sprintf (buf, "%s%s", &tmp->name, periods); |
751 | sprintf (buf, "%s%s", &tmp->name, periods); |
778 | buf[40] = 0; |
752 | buf[40] = 0; |
779 | |
753 | |
780 | if (settings.permanent_exp_ratio) |
754 | if (settings.permanent_exp_ratio) |
781 | { |
755 | { |
782 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
756 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
783 | buf, tmp->level, |
757 | buf, tmp->level, tmp->stats.exp, |
784 | (long long) tmp->stats.exp, |
|
|
785 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
758 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
786 | } |
759 | } |
787 | else |
760 | else |
788 | { |
761 | { |
789 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
762 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
790 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
763 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
791 | } |
764 | } |
792 | /* I don't know why some characters get a bunch of skills, but |
765 | /* I don't know why some characters get a bunch of skills, but |
793 | * it sometimes happens (maybe a leftover from bugier earlier code |
766 | * it sometimes happens (maybe a leftover from bugier earlier code |
794 | * and those character are still about). In any case, lets handle |
767 | * and those character are still about). In any case, lets handle |
795 | * it so it doesn't crash the server - otherwise, one character may |
768 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
805 | } |
778 | } |
806 | |
779 | |
807 | clear_win_info (op); |
780 | clear_win_info (op); |
808 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
781 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
809 | if (num_skills_found > 1) |
782 | if (num_skills_found > 1) |
810 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
783 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
811 | |
784 | |
812 | for (i = 0; i < num_skills_found; i++) |
785 | for (i = 0; i < num_skills_found; i++) |
813 | { |
|
|
814 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
786 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
815 | } |
|
|
816 | |
787 | |
817 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
788 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
818 | |
789 | |
819 | cp = determine_god (op); |
790 | cp = determine_god (op); |
820 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
791 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
… | |
… | |
882 | return 1; |
853 | return 1; |
883 | |
854 | |
884 | return 0; |
855 | return 0; |
885 | } |
856 | } |
886 | |
857 | |
|
|
858 | static bool |
|
|
859 | hth_skill_p (object *skill) |
|
|
860 | { |
|
|
861 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
|
|
862 | } |
887 | |
863 | |
888 | |
|
|
889 | /* This finds the best unarmed skill the player has, and returns |
864 | /* This finds the first unarmed skill the player has, and returns it. |
890 | * it. Best can vary a little - we consider clawing to always |
|
|
891 | * be the best for dragons. |
|
|
892 | * This could be more intelligent, eg, look at the skill level |
|
|
893 | * of the skill and go from there (eg, a level 40 puncher is |
|
|
894 | * is probably better than level 1 karate). OTOH, if you |
|
|
895 | * don't bother to set up your skill properly, that is the players |
|
|
896 | * problem (although, it might be nice to have a preferred skill |
|
|
897 | * field the player can set. |
|
|
898 | * Unlike the old code, we don't give out any skills - it is |
|
|
899 | * possible you just don't have any ability to get into unarmed |
|
|
900 | * combat. If everyone race/class should have one, this should |
|
|
901 | * be handled in the starting treasurelists, not in the code. |
|
|
902 | */ |
865 | */ |
903 | static object * |
866 | static object * |
904 | find_best_player_hth_skill (object *op) |
867 | find_player_hth_skill (object *op) |
905 | { |
868 | { |
906 | object *tmp, *best_skill = NULL; |
|
|
907 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
|
|
908 | |
|
|
909 | for (tmp = op->inv; tmp; tmp = tmp->below) |
869 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
910 | { |
870 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
911 | if (tmp->type == SKILL) |
|
|
912 | { |
|
|
913 | if (dragon && tmp->subtype == SK_CLAWING) |
|
|
914 | return tmp; |
871 | return tmp; |
915 | |
872 | |
916 | /* The order in the array is preferred order. So basically, |
873 | return 0; |
917 | * we just cut down the number to search - eg, if we find a skill |
|
|
918 | * early on in flame touch, then we only need to look into the unarmed_array |
|
|
919 | * to the entry before flame touch - don't care about the entries afterward, |
|
|
920 | * because they are infrerior skills. |
|
|
921 | * if we end up finding the best skill (i==0) might as well return |
|
|
922 | * right away - can't get any better than that. |
|
|
923 | */ |
|
|
924 | for (i = 0; i < last_skill; i++) |
|
|
925 | { |
|
|
926 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
927 | { |
|
|
928 | best_skill = tmp; |
|
|
929 | last_skill = i; |
|
|
930 | if (i == 0) |
|
|
931 | return best_skill; |
|
|
932 | } |
|
|
933 | } |
|
|
934 | } |
|
|
935 | } |
|
|
936 | return best_skill; |
|
|
937 | } |
874 | } |
938 | |
875 | |
939 | /* do_skill_attack() - We have got an appropriate opponent from either |
876 | /* do_skill_attack() - We have got an appropriate opponent from either |
940 | * move_player_attack() or skill_attack(). In this part we get on with |
877 | * move_player_attack() or skill_attack(). In this part we get on with |
941 | * attacking, take care of messages from the attack and changes in invisible. |
878 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
943 | * tmp is the targetted monster. |
880 | * tmp is the targetted monster. |
944 | * op is what is attacking |
881 | * op is what is attacking |
945 | * string is passed along to describe what messages to describe |
882 | * string is passed along to describe what messages to describe |
946 | * the damage. |
883 | * the damage. |
947 | */ |
884 | */ |
948 | |
|
|
949 | static int |
885 | static int |
950 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
886 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
951 | { |
887 | { |
952 | int success; |
|
|
953 | |
|
|
954 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
888 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
955 | return RESULT_INT (0); |
889 | return RESULT_INT (0); |
956 | |
890 | |
957 | /* For Players only: if there is no ready weapon, and no "attack" skill |
891 | /* For Players only: if there is no ready weapon, and no "attack" skill |
958 | * is readied either then try to find a skill for the player to use. |
892 | * is readied either then try to find a skill for the player to use. |
… | |
… | |
962 | */ |
896 | */ |
963 | if (op->type == PLAYER) |
897 | if (op->type == PLAYER) |
964 | { |
898 | { |
965 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
899 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
966 | { |
900 | { |
967 | size_t i; |
|
|
968 | |
|
|
969 | if (!skill) |
901 | if (!skill) |
970 | { |
902 | { |
971 | /* See if the players chosen skill is a combat skill, and use |
903 | /* See if the players chosen skill is a combat skill, and use |
972 | * it if appropriate. |
904 | * it if appropriate. |
973 | */ |
905 | */ |
|
|
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
974 | if (op->chosen_skill) |
907 | skill = op->chosen_skill; |
|
|
908 | else |
975 | { |
909 | { |
976 | for (i = 0; i < sizeof (unarmed_skills); i++) |
|
|
977 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
|
|
978 | { |
|
|
979 | skill = op->chosen_skill; |
|
|
980 | break; |
|
|
981 | } |
|
|
982 | } |
|
|
983 | /* If we didn't find a skill above, look harder for a good skill */ |
|
|
984 | if (!skill) |
|
|
985 | { |
|
|
986 | skill = find_best_player_hth_skill (op); |
910 | skill = find_player_hth_skill (op); |
987 | |
911 | |
988 | if (!skill) |
912 | if (!skill) |
989 | { |
913 | { |
990 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
991 | return 0; |
915 | return 0; |
992 | } |
916 | } |
993 | } |
917 | } |
994 | } |
918 | } |
995 | if (skill != op->chosen_skill) |
919 | |
996 | { |
|
|
997 | /* now try to ready the new skill */ |
920 | /* now try to ready the new skill */ |
998 | if (!change_skill (op, skill, 0)) |
921 | if (!change_skill (op, skill, 0)) |
999 | { /* oh oh, trouble! */ |
922 | { /* oh oh, trouble! */ |
1000 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
923 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
1001 | return 0; |
924 | return 0; |
1002 | } |
|
|
1003 | } |
925 | } |
1004 | } |
926 | } |
1005 | else |
927 | else |
1006 | { |
928 | { |
1007 | /* Seen some crashes below where current_weapon is not set, |
929 | /* Seen some crashes below where current_weapon is not set, |
… | |
… | |
1022 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
944 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
1023 | op->current_weapon = NULL; |
945 | op->current_weapon = NULL; |
1024 | return 0; |
946 | return 0; |
1025 | } |
947 | } |
1026 | else |
948 | else |
1027 | { |
|
|
1028 | op->current_weapon = tmp; |
949 | op->current_weapon = tmp; |
1029 | } |
|
|
1030 | } |
950 | } |
1031 | |
951 | |
1032 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
|
|
1033 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
|
|
1034 | { |
|
|
1035 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
952 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
1036 | } |
|
|
1037 | } |
953 | } |
1038 | } |
954 | } |
1039 | |
955 | |
1040 | /* lose invisiblity/hiding status for running attacks */ |
956 | /* lose invisiblity/hiding status for running attacks */ |
1041 | |
957 | |
1042 | if (op->type == PLAYER && op->contr->tmp_invis) |
958 | if (op->type == PLAYER && op->contr->tmp_invis) |
1043 | { |
959 | { |
1044 | op->contr->tmp_invis = 0; |
960 | op->contr->tmp_invis = 0; |
1045 | op->invisible = 0; |
961 | op->invisible = 0; |
1046 | op->hide = 0; |
962 | op->hide = 0; |
1047 | update_object (op, UP_OBJ_FACE); |
963 | update_object (op, UP_OBJ_CHANGE); |
1048 | } |
964 | } |
1049 | |
965 | |
1050 | success = attack_ob (tmp, op); |
966 | int success = attack_ob (tmp, op); |
1051 | |
967 | |
1052 | /* print appropriate messages to the player */ |
968 | /* print appropriate messages to the player */ |
1053 | |
969 | |
1054 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
970 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1055 | { |
971 | { |
1056 | if (op->type == PLAYER) |
972 | if (op->type == PLAYER) |
1057 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
973 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1058 | else if (tmp->type == PLAYER) |
974 | else if (tmp->type == PLAYER) |
1059 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
975 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1060 | } |
976 | } |
|
|
977 | |
1061 | return success; |
978 | return success; |
1062 | } |
979 | } |
1063 | |
|
|
1064 | |
980 | |
1065 | /* skill_attack() - Core routine for use when we attack using a skills |
981 | /* skill_attack() - Core routine for use when we attack using a skills |
1066 | * system. In essence, this code handles |
982 | * system. In essence, this code handles |
1067 | * all skill-based attacks, ie hth, missile and melee weapons should be |
983 | * all skill-based attacks, ie hth, missile and melee weapons should be |
1068 | * treated here. If an opponent is already supplied by move_player(), |
984 | * treated here. If an opponent is already supplied by move_player(), |
… | |
… | |
1071 | * |
987 | * |
1072 | * This is called by move_player() and attack_hth() |
988 | * This is called by move_player() and attack_hth() |
1073 | * |
989 | * |
1074 | * Initial implementation by -bt thomas@astro.psu.edu |
990 | * Initial implementation by -bt thomas@astro.psu.edu |
1075 | */ |
991 | */ |
1076 | |
|
|
1077 | int |
992 | int |
1078 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
993 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1079 | { |
994 | { |
1080 | sint16 tx, ty; |
995 | sint16 tx, ty; |
1081 | mapstruct *m; |
996 | maptile *m; |
1082 | int mflags; |
997 | int mflags; |
1083 | |
998 | |
1084 | if (!dir) |
999 | if (!dir) |
1085 | dir = pl->facing; |
1000 | dir = pl->facing; |
|
|
1001 | |
1086 | tx = freearr_x[dir]; |
1002 | tx = freearr_x[dir]; |
1087 | ty = freearr_y[dir]; |
1003 | ty = freearr_y[dir]; |
1088 | |
1004 | |
1089 | /* If we don't yet have an opponent, find if one exists, and attack. |
1005 | /* If we don't yet have an opponent, find if one exists, and attack. |
1090 | * Legal opponents are the same as outlined in move_player_attack() |
1006 | * Legal opponents are the same as outlined in move_player_attack() |
1091 | */ |
1007 | */ |
1092 | |
1008 | if (!tmp) |
1093 | if (tmp == NULL) |
|
|
1094 | { |
1009 | { |
1095 | m = pl->map; |
1010 | m = pl->map; |
1096 | tx = pl->x + freearr_x[dir]; |
1011 | tx = pl->x + freearr_x[dir]; |
1097 | ty = pl->y + freearr_y[dir]; |
1012 | ty = pl->y + freearr_y[dir]; |
1098 | |
1013 | |
… | |
… | |
1102 | |
1017 | |
1103 | /* space must be blocked for there to be anything interesting to do */ |
1018 | /* space must be blocked for there to be anything interesting to do */ |
1104 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1019 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1105 | return 0; |
1020 | return 0; |
1106 | |
1021 | |
1107 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
1022 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1108 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1023 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1109 | { |
1024 | { |
1110 | /* Don't attack party members */ |
1025 | /* Don't attack party members */ |
1111 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1026 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1112 | return 0; |
1027 | return 0; |
|
|
1028 | |
1113 | break; |
1029 | break; |
1114 | } |
1030 | } |
1115 | } |
1031 | } |
|
|
1032 | |
1116 | if (!tmp) |
1033 | if (!tmp) |
1117 | { |
1034 | { |
1118 | if (pl->type == PLAYER) |
1035 | if (pl->type == PLAYER) |
1119 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
1036 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
1037 | |
1120 | return 0; |
1038 | return 0; |
1121 | } |
1039 | } |
1122 | |
1040 | |
1123 | return do_skill_attack (tmp, pl, string, skill); |
1041 | return do_skill_attack (tmp, pl, string, skill); |
1124 | } |
1042 | } |
… | |
… | |
1141 | { |
1059 | { |
1142 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1060 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1143 | { |
1061 | { |
1144 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1062 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1145 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1063 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1146 | fix_player (pl); |
1064 | pl->update_stats (); |
1147 | if (pl->type == PLAYER) |
1065 | if (pl->type == PLAYER) |
1148 | { |
1066 | { |
1149 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1067 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1150 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1151 | } |
1069 | } |
1152 | break; |
1070 | break; |
1153 | } |
1071 | } |
1154 | } |
1072 | } |
|
|
1073 | |
1155 | return skill_attack (enemy, pl, dir, string, skill); |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
1156 | } |
1075 | } |
1157 | |
|
|
1158 | |
1076 | |
1159 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1077 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1160 | * For now we are just checking to see if we have a ready weapon here. |
1078 | * For now we are just checking to see if we have a ready weapon here. |
1161 | * But there is a real neato possible feature of this scheme which |
1079 | * But there is a real neato possible feature of this scheme which |
1162 | * bears mentioning: |
1080 | * bears mentioning: |
1163 | * Since we are only calling this from do_skill() in the future |
1081 | * Since we are only calling this from do_skill() in the future |
1164 | * we may make this routine handle 'special' melee weapons attacks |
1082 | * we may make this routine handle 'special' melee weapons attacks |
1165 | * (like disarming manuever with sai) based on player SK_level and |
1083 | * (like disarming manuever with sai) based on player SK_level and |
1166 | * weapon type. |
1084 | * weapon type. |
1167 | */ |
1085 | */ |
1168 | |
|
|
1169 | static int |
1086 | static int |
1170 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1087 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1171 | { |
1088 | { |
1172 | |
1089 | |
1173 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1090 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1174 | { |
1091 | { |
1175 | if (op->type == PLAYER) |
1092 | if (op->type == PLAYER) |
1176 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1093 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1094 | |
1177 | return 0; |
1095 | return 0; |
1178 | } |
1096 | } |
|
|
1097 | |
1179 | return skill_attack (NULL, op, dir, string, skill); |
1098 | return skill_attack (NULL, op, dir, string, skill); |
1180 | |
1099 | |
1181 | } |
1100 | } |