1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
27 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
28 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
51 | # define def(uc, flags) flags, |
52 | # define def(uc, flags) flags, |
52 | # include "skillinc.h" |
53 | # include "skillinc.h" |
53 | # undef def |
54 | # undef def |
54 | }; |
55 | }; |
55 | |
56 | |
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57 | vector<object_ptr> skillvec; |
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58 | |
56 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
59 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
57 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
60 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
58 | |
61 | |
59 | /* init_skills basically just sets up the skill_names table |
62 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
63 | * above. The index into the array is set up by the |
61 | * subtypes. |
64 | * subtypes. |
62 | */ |
65 | */ |
63 | void |
66 | void |
64 | init_skills (void) |
67 | init_skills () |
65 | { |
68 | { |
66 | for (archetype *at = first_archetype; at; at = at->next) |
69 | // nop |
67 | if (at->clone.type == SKILL) |
70 | } |
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71 | |
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72 | void |
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73 | add_skill_archetype (object *o) |
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74 | { |
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75 | assert (("skill name must equal skill skill", o->name == o->skill)); |
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76 | |
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77 | for (auto &&i = skillvec.begin (); i != skillvec.end (); ++i) |
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78 | if ((*i)->name == o->name) |
68 | { |
79 | { |
69 | if (skill_names[at->clone.subtype]) |
80 | // replace existing entry |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
81 | SKILL_INDEX (o) = i - skillvec.begin (); |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
82 | *i = o; |
72 | else |
83 | return; |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
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74 | } |
84 | } |
75 | |
85 | |
76 | /* This isn't really an error if there is no skill subtype set, but |
86 | // add new entry |
77 | * checking for this may catch some user errors. |
87 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
78 | */ |
88 | SKILL_INDEX (o) = skillvec.size (); |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
89 | skillvec.push_back (o); |
80 | if (!skill_names[i]) |
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81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
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82 | } |
90 | } |
83 | |
91 | |
84 | /* This function goes through the player inventory and sets |
92 | /* This function goes through the player inventory and sets |
85 | * up the last_skills[] array in the player object. |
93 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
94 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
95 | * mostly used for sending exp. |
88 | */ |
96 | */ |
89 | void |
97 | void |
90 | link_player_skills (object *op) |
98 | player::link_skills () |
91 | { |
99 | { |
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100 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
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101 | last_skill_ob [i] = 0; |
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102 | |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
103 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
93 | if (tmp->type == SKILL) |
104 | if (tmp->type == SKILL) |
94 | { |
105 | { |
95 | /* This is really a warning, hence no else below */ |
106 | int idx = SKILL_INDEX (tmp); |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
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98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
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99 | |
107 | |
100 | if (tmp->subtype >= NUM_SKILLS) |
108 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
109 | |
102 | else |
110 | if (last_skill_ob [idx] != tmp) |
103 | { |
111 | { |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
112 | last_skill_ob [idx] = tmp; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
113 | if (ns) |
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114 | ns->last_skill_exp [idx] = -1; |
106 | } |
115 | } |
107 | } |
116 | } |
108 | } |
117 | } |
109 | |
118 | |
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119 | static object * |
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120 | find_skill (object *who, shstr_cmp name) |
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121 | { |
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122 | if (who->chosen_skill |
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123 | && who->chosen_skill->skill == name |
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124 | && who->chosen_skill->type == SKILL) |
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125 | return who->chosen_skill; |
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126 | |
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127 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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128 | if (tmp->skill == name && tmp->type == SKILL) |
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129 | return splay (tmp); |
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130 | |
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131 | return 0; |
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132 | } |
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133 | |
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134 | object * |
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135 | player::find_skill (shstr_cmp name) const |
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136 | { |
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137 | // might want to use last_skill_obj at one point, or maybe not |
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138 | return ::find_skill (ob, name); |
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139 | } |
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140 | |
110 | /* This returns the skill pointer of the given name (the |
141 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
142 | * one that accumulates exp, has the level, etc). |
112 | * |
143 | * |
113 | * It is presumed that the player will be needing to actually |
144 | * It is presumed that the player will be needing to actually |
114 | * use the skill, so thus if use of the skill requires a skill |
145 | * use the skill, so thus if use of the skill requires a skill |
115 | * tool, this code will equip it. |
146 | * tool, this code will equip it. |
116 | */ |
147 | */ |
117 | object * |
148 | object * |
118 | find_skill_by_name (object *who, const char *name) |
149 | find_skill_by_name (object *who, shstr_cmp sh) |
119 | { |
150 | { |
120 | object *skill = NULL, *skill_tool = NULL, *tmp; |
151 | object *skill_tool = 0; |
121 | |
152 | |
122 | if (!name) |
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123 | return NULL; |
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124 | |
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125 | /* We make sure the length of the string in the object is greater |
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126 | * in length than the passed string. Eg, if we have a skill called |
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127 | * 'hi', we don't want to match if the user passed 'high' |
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128 | */ |
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129 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
153 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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154 | if (tmp->skill == sh) |
130 | { |
155 | { |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
156 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
132 | skill = tmp; |
157 | /* If this is a skill that can be used without applying tool, return it */ |
133 | |
158 | return splay (tmp); |
134 | /* Try to find appropriate skilltool. If the player has one already |
159 | /* Try to find appropriate skilltool. If the player has one already |
135 | * applied, we try to keep using that one. |
160 | * applied, we try to keep using that one. |
136 | */ |
161 | */ |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
162 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
138 | { |
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139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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140 | skill_tool = tmp; |
163 | skill_tool = tmp; |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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142 | skill_tool = tmp; |
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143 | } |
164 | } |
144 | } |
165 | |
145 | /* If this is a skill that can be used without a tool, return it */ |
166 | if (!skill_tool) |
146 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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147 | return skill; |
167 | return 0; |
148 | |
168 | |
149 | /* Player has a tool to use the skill. IF not applied, apply it - |
169 | /* Player has a tool to use the skill. If not applied, apply it - |
150 | * if not successful, return null. If they do have the skill tool |
170 | * if not successful, return null. If they do have the skill tool |
151 | * but not the skill itself, give it to them. |
171 | * but not the skill itself, give it to them. |
152 | */ |
172 | */ |
153 | if (skill_tool) |
173 | object *skill = who->give_skill (skill_tool->skill); |
154 | { |
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155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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156 | { |
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157 | if (apply_special (who, skill_tool, 0)) |
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158 | return NULL; |
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159 | } |
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160 | |
174 | |
161 | if (!skill) |
175 | if (!skill_tool->flag [FLAG_APPLIED]) |
162 | { |
176 | if (!who->apply (splay (skill_tool))) |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
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164 | link_player_skills (who); |
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165 | } |
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166 | |
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167 | return skill; |
177 | return 0; |
168 | } |
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169 | |
178 | |
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179 | return splay (skill); |
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180 | } |
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181 | |
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182 | object * |
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183 | find_skill_by_name_fuzzy (object *who, const char *name) |
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184 | { |
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185 | if (name) |
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186 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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187 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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188 | && tmp->skill.starts_with (name)) |
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189 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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190 | return skop; |
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191 | |
170 | return NULL; |
192 | return 0; |
171 | } |
193 | } |
172 | |
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173 | |
194 | |
174 | /* This returns the skill pointer of the given name (the |
195 | /* This returns the skill pointer of the given name (the |
175 | * one that accumlates exp, has the level, etc). |
196 | * one that accumulates exp, has the level, etc). |
176 | * |
197 | * |
177 | * It is presumed that the player will be needing to actually |
198 | * It is presumed that the player will be needing to actually |
178 | * use the skill, so thus if use of the skill requires a skill |
199 | * use the skill, so thus if use of the skill requires a skill |
179 | * tool, this code will equip it. |
200 | * tool, this code will equip it. |
180 | * |
201 | * |
181 | * This code is basically the same as find_skill_by_name() above, |
202 | * This code is basically the same as find_skill_by_name() above, |
182 | * but instead a skill name, we search by matching number. |
203 | * but instead a skill name, we search by matching number. |
183 | * this replaces find_skill. |
204 | * this replaces find_skill. |
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205 | * |
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206 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
184 | */ |
207 | */ |
185 | object * |
208 | object * |
186 | find_skill_by_number (object *who, int skillno) |
209 | find_skill_by_number (object *who, int skillno) |
187 | { |
210 | { |
188 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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189 | |
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190 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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191 | return NULL; |
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192 | |
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193 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
211 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
194 | { |
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195 | if (tmp->type == SKILL && tmp->subtype == skillno) |
212 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | skill = tmp; |
213 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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214 | return skop; |
197 | |
215 | |
198 | /* Try to find appropriate skilltool. If the player has one already |
216 | return 0; |
199 | * applied, we try to keep using that one. |
217 | } |
200 | */ |
218 | |
201 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
219 | object * |
202 | { |
220 | object::give_skill (shstr_cmp name, bool can_use) |
203 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
221 | { |
204 | skill_tool = tmp; |
222 | object *skill = find_skill (this, name); |
205 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
223 | |
206 | skill_tool = tmp; |
224 | if (!skill) |
207 | } |
225 | skill = give_skill_by_name (this, name); |
208 | } |
226 | |
209 | /* If this is a skill that can be used without a tool, return it */ |
227 | if (skill && can_use) |
210 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
228 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
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229 | |
211 | return skill; |
230 | return skill; |
212 | |
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213 | /* Player has a tool to use the skill. IF not applied, apply it - |
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214 | * if not successful, return null. If they do have the skill tool |
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215 | * but not the skill itself, give it to them. |
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216 | */ |
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217 | if (skill_tool) |
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218 | { |
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219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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220 | { |
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221 | if (apply_special (who, skill_tool, 0)) |
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222 | return NULL; |
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223 | } |
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224 | |
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225 | if (!skill) |
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226 | { |
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227 | skill = give_skill_by_name (who, skill_tool->skill); |
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228 | link_player_skills (who); |
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229 | } |
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230 | |
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231 | return skill; |
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232 | } |
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233 | |
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234 | return NULL; |
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235 | } |
231 | } |
236 | |
232 | |
237 | /* This changes the objects skill to new_skill. |
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238 | * note that this function doesn't always need to get used - |
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239 | * you can now add skill exp to the player without the chosen_skill being |
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240 | * set. This function is of most interest to players to update |
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241 | * the various range information. |
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242 | * if new_skill is null, this just unapplies the skill. |
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243 | * flag has the current meaning: |
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244 | * 0x1: If set, don't update the range pointer. This is useful when we |
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245 | * need to ready a new skill, but don't want to clobber range. |
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246 | * return 1 on success, 0 on error |
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247 | */ |
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248 | int |
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249 | change_skill (object *who, object *new_skill, int flag) |
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250 | { |
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251 | int old_range; |
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252 | |
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253 | if (who->type != PLAYER) |
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254 | return 0; |
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255 | |
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256 | player *pl = who->contr; |
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257 | |
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258 | if (pl->ranged_skill && pl->ranged_skill == new_skill) |
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259 | return 1; |
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260 | |
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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)) |
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275 | return 0; |
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276 | |
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277 | return 1; |
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278 | } |
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279 | |
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280 | /* This function just clears the chosen_skill and range_skill values |
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281 | * in the player. |
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282 | */ |
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283 | void |
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284 | clear_skill (object *who) |
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285 | { |
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286 | who->chosen_skill = 0; |
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287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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288 | |
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289 | if (who->type == PLAYER) |
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290 | { |
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291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
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292 | { |
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293 | who->contr->ranged_skill = 0; |
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294 | who->contr->ranged_ob = 0; |
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295 | } |
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296 | } |
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297 | } |
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298 | |
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299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
233 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
300 | * We handle all requests for skill use outside of some combat here. |
234 | * We handle all requests for skill use outside of some combat here. |
301 | * We require a separate routine outside of fire() so as to allow monsters |
235 | * We require a separate routine outside of fire() so as to allow monsters |
302 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
236 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
303 | * This is changed (2002-11-30) from the old method that returned |
237 | * This is changed (2002-11-30) from the old method that returned |
304 | * exp - no caller needed that info, but it also prevented the callers |
238 | * exp - no caller needed that info, but it also prevented the callers |
305 | * from know if a skill was actually used, as many skills don't |
239 | * from know if a skill was actually used, as many skills don't |
306 | * give any exp for their direct use (eg, throwing). |
240 | * give any exp for their direct use (eg, throwing). |
… | |
… | |
308 | */ |
242 | */ |
309 | int |
243 | int |
310 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
244 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
311 | { |
245 | { |
312 | int success = 0, exp = 0; |
246 | int success = 0, exp = 0; |
313 | int did_alc = 0; |
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314 | object *tmp, *next; |
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315 | |
247 | |
316 | if (!skill) |
248 | if (!skill) |
317 | return 0; |
249 | return 0; |
318 | |
250 | |
319 | /* The code below presumes that the skill points to the object that |
251 | /* The code below presumes that the skill points to the object that |
… | |
… | |
321 | * go and try to find the actual real skill pointer, and if the |
253 | * go and try to find the actual real skill pointer, and if the |
322 | * the player doesn't have a bucket for that, create one. |
254 | * the player doesn't have a bucket for that, create one. |
323 | */ |
255 | */ |
324 | if (skill->type != SKILL && op->type == PLAYER) |
256 | if (skill->type != SKILL && op->type == PLAYER) |
325 | { |
257 | { |
326 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
258 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
327 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
259 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
328 | break; |
260 | { |
|
|
261 | skill = tmp; |
|
|
262 | goto found; |
|
|
263 | } |
329 | |
264 | |
330 | if (!tmp) |
|
|
331 | tmp = give_skill_by_name (op, skill->skill); |
265 | skill = give_skill_by_name (op, skill->skill); |
332 | |
266 | found: ; |
333 | skill = tmp; |
|
|
334 | } |
267 | } |
335 | |
268 | |
336 | // skill, by_whom, on_which_object, which direction, skill_argument |
269 | // skill, by_whom, on_which_object, which direction, skill_argument |
337 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
270 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
338 | return 0; |
271 | return 0; |
… | |
… | |
343 | /* Not 100% sure if this will work with new movement code - |
276 | /* Not 100% sure if this will work with new movement code - |
344 | * the levitation skill has move_type for flying, so when |
277 | * the levitation skill has move_type for flying, so when |
345 | * equipped, that should transfer to player, when not, |
278 | * equipped, that should transfer to player, when not, |
346 | * shouldn't. |
279 | * shouldn't. |
347 | */ |
280 | */ |
348 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
281 | if (skill->flag [FLAG_APPLIED]) |
349 | { |
282 | { |
350 | CLEAR_FLAG (skill, FLAG_APPLIED); |
283 | skill->clr_flag (FLAG_APPLIED); |
351 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
284 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
352 | } |
285 | } |
353 | else |
286 | else |
354 | { |
287 | { |
355 | SET_FLAG (skill, FLAG_APPLIED); |
288 | skill->set_flag (FLAG_APPLIED); |
356 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
289 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
357 | } |
290 | } |
358 | |
291 | |
359 | op->update_stats (); |
292 | op->update_stats (); |
360 | success = 1; |
293 | success = 1; |
361 | break; |
294 | break; |
… | |
… | |
371 | case SK_HIDING: |
304 | case SK_HIDING: |
372 | exp = success = hide (op, skill); |
305 | exp = success = hide (op, skill); |
373 | break; |
306 | break; |
374 | |
307 | |
375 | case SK_JUMPING: |
308 | case SK_JUMPING: |
376 | success = jump (op, dir, skill); |
309 | exp = success = jump (op, dir, skill); |
377 | break; |
310 | break; |
378 | |
311 | |
379 | case SK_INSCRIPTION: |
312 | case SK_INSCRIPTION: |
380 | exp = success = write_on_item (op, string, skill); |
313 | exp = success = write_on_item (op, string, skill); |
381 | break; |
314 | break; |
… | |
… | |
441 | case SK_ALCHEMY: |
374 | case SK_ALCHEMY: |
442 | case SK_THAUMATURGY: |
375 | case SK_THAUMATURGY: |
443 | case SK_LITERACY: |
376 | case SK_LITERACY: |
444 | case SK_WOODSMAN: |
377 | case SK_WOODSMAN: |
445 | /* first, we try to find a cauldron, and do the alchemy thing. |
378 | /* first, we try to find a cauldron, and do the alchemy thing. |
446 | * failing that, we go and identify stuff. |
379 | * failing that, we go and identify stuff. |
447 | */ |
380 | */ |
|
|
381 | { |
|
|
382 | bool found_cauldron = false; |
|
|
383 | |
448 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
384 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
449 | { |
385 | { |
450 | next = tmp->above; |
386 | next = tmp->above; |
451 | |
387 | |
452 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
388 | if (tmp->flag [FLAG_IS_CAULDRON]) |
453 | { |
389 | { |
|
|
390 | found_cauldron = true; |
|
|
391 | |
|
|
392 | if (tmp->skill != skill->skill) |
|
|
393 | { |
|
|
394 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
|
395 | query_name (tmp), |
|
|
396 | query_name (skill)); |
|
|
397 | break; |
|
|
398 | } |
|
|
399 | |
454 | attempt_do_alchemy (op, tmp); |
400 | attempt_do_alchemy (op, tmp, skill); |
455 | |
401 | |
456 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
402 | if (tmp->flag [FLAG_APPLIED]) |
457 | esrv_send_inventory (op, tmp); |
403 | esrv_send_inventory (op, tmp); |
458 | |
|
|
459 | did_alc = 1; |
|
|
460 | } |
404 | } |
461 | } |
405 | } |
462 | |
406 | |
463 | if (did_alc == 0) |
407 | if (!found_cauldron) |
464 | exp = success = skill_ident (op, skill); |
408 | exp = success = skill_ident (op, skill); |
465 | |
409 | } |
466 | break; |
410 | break; |
467 | |
411 | |
468 | case SK_DET_MAGIC: |
412 | case SK_DET_MAGIC: |
469 | case SK_DET_CURSE: |
413 | case SK_DET_CURSE: |
470 | exp = success = skill_ident (op, skill); |
414 | exp = success = skill_ident (op, skill); |
… | |
… | |
501 | case SK_SUMMONING: |
445 | case SK_SUMMONING: |
502 | case SK_CLIMBING: |
446 | case SK_CLIMBING: |
503 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
447 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
504 | break; |
448 | break; |
505 | |
449 | |
|
|
450 | case SK_MINING: |
|
|
451 | success = skill_mining (op, part, skill, dir, string); |
|
|
452 | break; |
|
|
453 | |
506 | default: |
454 | default: |
507 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
455 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
508 | break; |
456 | break; |
509 | } |
457 | } |
510 | |
458 | |
511 | /* For players we now update the speed_left from using the skill. |
459 | /* For players we now update the speed_left from using the skill. |
512 | * Monsters have no skill use time because of the random nature in |
460 | * Monsters have no skill use time because of the random nature in |
513 | * which use_monster_skill is called already simulates this. |
461 | * which use_monster_skill is called already simulates this. |
514 | * If certain skills should take more/less time, that should be |
462 | * If certain skills should take more/less time, that should be |
515 | * in the code for the skill itself. |
463 | * in the code for the skill itself. |
516 | */ |
464 | */ |
517 | |
|
|
518 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
519 | op->speed_left -= 1.0; |
466 | op->speed_left -= 1.f; |
520 | |
467 | |
521 | /* this is a good place to add experience for successfull use of skills. |
468 | /* this is a good place to add experience for successfull use of skills. |
522 | * Note that add_exp() will figure out player/monster experience |
469 | * Note that add_exp() will figure out player/monster experience |
523 | * gain problems. |
470 | * gain problems. |
524 | */ |
471 | */ |
… | |
… | |
568 | * non-living magic obj, runes and everything else. |
515 | * non-living magic obj, runes and everything else. |
569 | * |
516 | * |
570 | * If an object is not alive and magical we set the base exp higher to |
517 | * If an object is not alive and magical we set the base exp higher to |
571 | * help out exp awards for skill_ident skills. Also, if |
518 | * help out exp awards for skill_ident skills. Also, if |
572 | * an item is type RUNE, we give out exp based on stats.Cha |
519 | * an item is type RUNE, we give out exp based on stats.Cha |
573 | * and level (this was the old system) -b.t. |
520 | * and level (this was the old system) -b.t. |
574 | */ |
521 | */ |
575 | |
|
|
576 | if (!op) |
522 | if (!op) |
577 | { /* no item/creature */ |
523 | { /* no item/creature */ |
578 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
524 | op_lvl = max (1, who->map->difficulty); |
579 | op_exp = 0; |
525 | op_exp = 0; |
580 | } |
526 | } |
581 | else if (op->type == RUNE || op->type == TRAP) |
527 | else if (op->type == RUNE || op->type == TRAP) |
582 | { /* all traps. If stats.Cha > 1 we use that |
528 | { /* all traps. If stats.Cha > 1 we use that |
583 | * for the amount of experience */ |
529 | * for the amount of experience */ |
… | |
… | |
586 | } |
532 | } |
587 | else |
533 | else |
588 | { /* all other items/living creatures */ |
534 | { /* all other items/living creatures */ |
589 | op_exp = op->stats.exp; |
535 | op_exp = op->stats.exp; |
590 | op_lvl = op->level; |
536 | op_lvl = op->level; |
591 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
537 | if (!op->flag [FLAG_ALIVE]) |
592 | { /* for ident/make items */ |
538 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
593 | op_lvl += 5 * abs (op->magic); |
|
|
594 | } |
|
|
595 | } |
539 | } |
596 | |
540 | |
597 | if (op_lvl < 1) |
541 | if (op_lvl < 1) |
598 | op_lvl = 1; |
542 | op_lvl = 1; |
599 | |
543 | |
… | |
… | |
607 | /* if skill really is a skill, then we can look at the skill archetype for |
551 | /* if skill really is a skill, then we can look at the skill archetype for |
608 | * bse reward value (exp) and level multiplier factor. |
552 | * bse reward value (exp) and level multiplier factor. |
609 | */ |
553 | */ |
610 | if (skill->type == SKILL) |
554 | if (skill->type == SKILL) |
611 | { |
555 | { |
612 | base += skill->arch->clone.stats.exp; |
556 | base += skill->arch->stats.exp; |
613 | if (settings.simple_exp) |
557 | if (settings.simple_exp) |
614 | { |
558 | { |
615 | if (skill->arch->clone.level) |
559 | if (skill->arch->level) |
616 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
560 | lvl_mult = (float) skill->arch->level / 100.0; |
617 | else |
561 | else |
618 | lvl_mult = 1.0; /* no adjustment */ |
562 | lvl_mult = 1.0; /* no adjustment */ |
619 | } |
563 | } |
620 | else |
564 | else |
621 | { |
565 | { |
622 | if (skill->level) |
566 | if (skill->level) |
623 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
567 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
624 | else |
568 | else |
625 | lvl_mult = 1.0; |
569 | lvl_mult = 1.0; |
626 | } |
570 | } |
627 | } |
571 | } |
628 | else |
572 | else |
629 | { |
573 | { |
630 | /* Don't divide by zero here! */ |
574 | /* Don't divide by zero here! */ |
631 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
575 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
632 | } |
576 | } |
633 | } |
577 | } |
634 | |
578 | |
635 | /* assemble the exp total, and return value */ |
579 | /* assemble the exp total, and return value */ |
636 | |
580 | |
… | |
… | |
645 | } |
589 | } |
646 | |
590 | |
647 | /* Learn skill. This inserts the requested skill in the player's |
591 | /* Learn skill. This inserts the requested skill in the player's |
648 | * inventory. The skill field of the scroll should have the |
592 | * inventory. The skill field of the scroll should have the |
649 | * exact name of the requested skill. |
593 | * exact name of the requested skill. |
650 | * This one actually teaches the player the skill as something |
594 | * This one actually teaches the player the skill as something |
651 | * they can equip. |
595 | * they can equip. |
652 | * Return 0 if the player knows the skill, 1 if the |
596 | * Return 0 if the player knows the skill, 1 if the |
653 | * player learns the skill, 2 otherwise. |
597 | * player learns the skill, 2 otherwise. |
654 | */ |
598 | */ |
655 | int |
599 | int |
656 | learn_skill (object *pl, object *scroll) |
600 | learn_skill (object *pl, object *scroll) |
657 | { |
601 | { |
658 | object *tmp; |
|
|
659 | |
|
|
660 | if (!scroll->skill) |
602 | if (!scroll->skill) |
661 | { |
603 | { |
662 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
604 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
663 | return 2; |
605 | return 2; |
664 | } |
606 | } |
665 | |
607 | |
666 | /* can't use find_skill_by_name because we want skills the player knows |
608 | object *tmp = find_skill (pl, scroll->skill); |
667 | * but can't use natively. |
|
|
668 | */ |
|
|
669 | |
|
|
670 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
671 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
672 | break; |
|
|
673 | |
609 | |
674 | /* player already knows it */ |
610 | /* player already knows it */ |
675 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
611 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
676 | return 0; |
612 | return 0; |
677 | |
613 | |
678 | /* now a random change to learn, based on player Int. |
614 | /* now a random change to learn, based on player Int. |
679 | * give bonus based on level - otherwise stupid characters |
615 | * give bonus based on level - otherwise stupid characters |
680 | * might never be able to learn anything. |
616 | * might never be able to learn anything. |
… | |
… | |
689 | { |
625 | { |
690 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
626 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
691 | return 2; |
627 | return 2; |
692 | } |
628 | } |
693 | |
629 | |
694 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
630 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
695 | link_player_skills (pl); |
631 | |
696 | return 1; |
632 | return 1; |
697 | } |
633 | } |
698 | |
634 | |
699 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
635 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
700 | |
|
|
701 | /* Probably belongs in some global utils-type file? */ |
636 | /* Probably belongs in some global utils-type file? */ |
702 | static int |
637 | static int |
703 | clipped_percent (sint64 a, sint64 b) |
638 | clipped_percent (sint64 a, sint64 b) |
704 | { |
639 | { |
705 | int rv; |
640 | int rv; |
… | |
… | |
713 | return 0; |
648 | return 0; |
714 | else if (rv > 100) |
649 | else if (rv > 100) |
715 | return 100; |
650 | return 100; |
716 | |
651 | |
717 | return rv; |
652 | return rv; |
|
|
653 | } |
|
|
654 | |
|
|
655 | static int |
|
|
656 | cmp_skillp (const void *sk1, const void *sk2) |
|
|
657 | { |
|
|
658 | return strcmp (&((*(const object **) sk1)->name), |
|
|
659 | &((*(const object **) sk2)->name)); |
718 | } |
660 | } |
719 | |
661 | |
720 | /* show_skills() - Meant to allow players to examine |
662 | /* show_skills() - Meant to allow players to examine |
721 | * their current skill list. |
663 | * their current skill list. |
722 | * This shows the amount of exp they have in the skills. |
664 | * This shows the amount of exp they have in the skills. |
723 | * we also include some other non skill related info (god, |
665 | * we also include some other non skill related info (god, |
724 | * max weapon improvments, item power). |
666 | * max weapon improvments, item power). |
725 | * Note this function is a bit more complicated becauase we |
667 | * Note this function is a bit more complicated because we |
726 | * we want ot sort the skills before printing them. If we |
668 | * we want to sort the skills before printing them. If we |
727 | * just dumped this as we found it, this would be a bit |
669 | * just dumped this as we found it, this would be a bit |
728 | * simpler. |
670 | * simpler. |
729 | */ |
671 | */ |
730 | |
|
|
731 | void |
672 | void |
732 | show_skills (object *op, const char *search) |
673 | show_skills (object *pl, const char *search) |
733 | { |
674 | { |
734 | object *tmp = NULL; |
|
|
735 | char buf[MAX_BUF]; |
|
|
736 | const char *cp; |
675 | const char *cp; |
737 | int i, num_skills_found = 0; |
676 | int i, num_skills_found = 0; |
738 | static const char *const periods = "........................................"; |
677 | object *skills[CS_NUM_SKILLS]; |
|
|
678 | object *op = pl->contr->ob; |
739 | |
679 | |
740 | /* Need to have a pointer and use strdup for qsort to work properly */ |
680 | /* find the skills */ |
741 | char skills[NUM_SKILLS][MAX_BUF]; |
|
|
742 | |
|
|
743 | |
|
|
744 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
681 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
745 | { |
682 | { |
746 | if (tmp->type == SKILL) |
683 | if (tmp->type == SKILL) |
747 | { |
684 | { |
748 | if (search && strstr (tmp->name, search) == NULL) |
685 | if (search && !tmp->name.contains (search)) |
749 | continue; |
686 | continue; |
750 | /* Basically want to fill this out to 40 spaces with periods */ |
|
|
751 | sprintf (buf, "%s%s", &tmp->name, periods); |
|
|
752 | buf[40] = 0; |
|
|
753 | |
687 | |
754 | if (settings.permanent_exp_ratio) |
688 | skills[num_skills_found++] = tmp; |
755 | { |
689 | |
756 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
|
|
757 | buf, tmp->level, tmp->stats.exp, |
|
|
758 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
759 | } |
|
|
760 | else |
|
|
761 | { |
|
|
762 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
763 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
764 | } |
|
|
765 | /* I don't know why some characters get a bunch of skills, but |
690 | /* I don't know why some characters get a bunch of skills, but |
766 | * it sometimes happens (maybe a leftover from bugier earlier code |
691 | * it sometimes happens (maybe a leftover from bugier earlier code |
767 | * and those character are still about). In any case, lets handle |
692 | * and those character are still about). In any case, lets handle |
768 | * it so it doesn't crash the server - otherwise, one character may |
693 | * it so it doesn't crash the server - otherwise, one character may |
769 | * crash the server numerous times. |
694 | * crash the server numerous times. |
770 | */ |
695 | */ |
771 | if (num_skills_found >= NUM_SKILLS) |
696 | if (num_skills_found >= CS_NUM_SKILLS) |
772 | { |
697 | { |
773 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
698 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
774 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
699 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
775 | break; |
700 | break; |
776 | } |
701 | } |
777 | } |
702 | } |
778 | } |
703 | } |
779 | |
704 | |
780 | clear_win_info (op); |
705 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
781 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
706 | |
|
|
707 | msg << "T<Player skills:>\n\n"; |
782 | if (num_skills_found > 1) |
708 | if (num_skills_found > 1) |
783 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
709 | qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp); |
784 | |
710 | |
|
|
711 | char buf[31]; /* +1 for '\0' */ |
|
|
712 | const char *const periods = ".............................."; // 30 |
|
|
713 | |
785 | for (i = 0; i < num_skills_found; i++) |
714 | for (i = 0; i < num_skills_found; i++) { |
786 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
715 | object *tmp = skills[i]; |
787 | |
716 | |
788 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
717 | /* Basically want to fill this out to 30 spaces with periods */ |
|
|
718 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
|
|
719 | |
|
|
720 | msg << " C<"; |
|
|
721 | |
|
|
722 | if (settings.permanent_exp_ratio) |
|
|
723 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
|
|
724 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul), |
|
|
725 | clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
726 | else |
|
|
727 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
728 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
729 | |
|
|
730 | msg << ">\n"; |
|
|
731 | } |
|
|
732 | |
|
|
733 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
789 | |
734 | |
790 | cp = determine_god (op); |
735 | cp = determine_god (op); |
791 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
736 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
792 | |
737 | |
793 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
738 | msg << "Your equipped item power is " << (int)op->contr->item_power |
794 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
739 | << " out of " << int (op->level * settings.item_power_factor) |
795 | } |
740 | << ".\n"; |
796 | |
741 | |
|
|
742 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
|
|
743 | } |
|
|
744 | |
797 | /* use_skill() - similar to invoke command, it executes the skill in the |
745 | /* use_skill() - similar to invoke command, it executes the skill in the |
798 | * direction that the user is facing. Returns false if we are unable to |
746 | * direction that the user is facing. Returns false if we are unable to |
799 | * change to the requested skill, or were unable to use the skill properly. |
747 | * change to the requested skill, or were unable to use the skill properly. |
800 | * This is tricky because skills can have spaces. We basically roll |
748 | * This is tricky because skills can have spaces. We basically roll |
801 | * our own find_skill_by_name so we can try to do better string matching. |
749 | * our own find_skill_by_name so we can try to do better string matching. |
802 | */ |
750 | */ |
803 | |
|
|
804 | int |
751 | int |
805 | use_skill (object *op, const char *string) |
752 | use_skill (object *op, const char *string) |
806 | { |
753 | { |
807 | object *skop; |
754 | object *skop; |
808 | size_t len; |
755 | size_t len; |
809 | |
756 | |
810 | if (!string) |
757 | if (!string) |
811 | return 0; |
758 | return 0; |
812 | |
759 | |
813 | for (skop = op->inv; skop != NULL; skop = skop->below) |
760 | for (skop = op->inv; skop; skop = skop->below) |
814 | { |
761 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
815 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
816 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
762 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
763 | { |
|
|
764 | skop = find_skill_by_name (op, skop->skill); |
817 | break; |
765 | break; |
818 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
819 | break; |
|
|
820 | } |
766 | } |
|
|
767 | |
821 | if (!skop) |
768 | if (!skop) |
822 | { |
769 | { |
823 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
770 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
771 | return 0; |
|
|
772 | } |
|
|
773 | |
|
|
774 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
775 | { |
|
|
776 | op->failmsgf ( |
|
|
777 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
778 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
779 | "use it with some item, or it's always active.>", |
|
|
780 | &skop->skill |
|
|
781 | ); |
824 | return 0; |
782 | return 0; |
825 | } |
783 | } |
826 | |
784 | |
827 | len = strlen (skop->skill); |
785 | len = strlen (skop->skill); |
828 | |
786 | |
… | |
… | |
830 | * options given to the skill. Its pretty simple - if there |
788 | * options given to the skill. Its pretty simple - if there |
831 | * are extra parameters (as deteremined by string length), we |
789 | * are extra parameters (as deteremined by string length), we |
832 | * want to skip over any leading spaces. |
790 | * want to skip over any leading spaces. |
833 | */ |
791 | */ |
834 | if (len >= strlen (string)) |
792 | if (len >= strlen (string)) |
835 | { |
|
|
836 | string = NULL; |
793 | string = NULL; |
837 | } |
|
|
838 | else |
794 | else |
839 | { |
795 | { |
840 | string += len; |
796 | string += len; |
841 | while (*string == 0x20) |
797 | while (*string == 0x20) |
842 | string++; |
798 | string++; |
|
|
799 | |
843 | if (strlen (string) == 0) |
800 | if (strlen (string) == 0) |
844 | string = NULL; |
801 | string = NULL; |
845 | } |
802 | } |
846 | |
803 | |
847 | #ifdef SKILL_UTIL_DEBUG |
804 | #ifdef SKILL_UTIL_DEBUG |
848 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
805 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
849 | #endif |
806 | #endif |
850 | |
807 | |
851 | /* Change to the new skill, then execute it. */ |
|
|
852 | if (do_skill (op, op, skop, op->facing, string)) |
808 | if (do_skill (op, op, skop, op->facing, string)) |
853 | return 1; |
809 | return 1; |
854 | |
810 | |
855 | return 0; |
811 | return 0; |
856 | } |
812 | } |
857 | |
813 | |
858 | static bool |
814 | static bool |
859 | hth_skill_p (object *skill) |
815 | hth_skill_p (object *skill) |
860 | { |
816 | { |
861 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
817 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
862 | } |
818 | } |
863 | |
819 | |
864 | /* This finds the first unarmed skill the player has, and returns it. |
820 | /* This finds the first unarmed skill the player has, and returns it. |
865 | */ |
821 | */ |
866 | static object * |
822 | static object * |
867 | find_player_hth_skill (object *op) |
823 | find_player_hth_skill (object *op) |
868 | { |
824 | { |
869 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
825 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
870 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
826 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
871 | return tmp; |
827 | return tmp; |
872 | |
828 | |
873 | return 0; |
829 | return 0; |
874 | } |
830 | } |
875 | |
831 | |
… | |
… | |
892 | * is readied either then try to find a skill for the player to use. |
848 | * is readied either then try to find a skill for the player to use. |
893 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
849 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
894 | * the caller should have set it appropriately). We still want to pass |
850 | * the caller should have set it appropriately). We still want to pass |
895 | * through that code if skill is set to change to the skill. |
851 | * through that code if skill is set to change to the skill. |
896 | */ |
852 | */ |
897 | if (op->type == PLAYER) |
853 | if (player *pl = op->contr) |
898 | { |
854 | { |
899 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
855 | if (skill) |
900 | { |
856 | { |
901 | if (!skill) |
857 | if (!op->apply (skill)) |
|
|
858 | return 0; |
|
|
859 | } |
|
|
860 | else |
|
|
861 | { |
|
|
862 | if (!pl->combat_ob) |
902 | { |
863 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
864 | if (op->flag [FLAG_READY_WEAPON]) |
904 | * it if appropriate. |
|
|
905 | */ |
|
|
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
907 | skill = op->chosen_skill; |
|
|
908 | else |
|
|
909 | { |
865 | { |
910 | skill = find_player_hth_skill (op); |
866 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
867 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
|
|
868 | break; |
911 | |
869 | |
912 | if (!skill) |
870 | if (!tmp) |
|
|
871 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
872 | |
|
|
873 | pl->combat_ob = tmp; |
|
|
874 | } |
|
|
875 | |
|
|
876 | if (!pl->combat_ob) |
|
|
877 | { |
|
|
878 | /* See if the players chosen skill is a combat skill, and use |
|
|
879 | * it if appropriate. |
|
|
880 | */ |
|
|
881 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
882 | skill = op->chosen_skill; |
|
|
883 | else |
913 | { |
884 | { |
|
|
885 | skill = find_player_hth_skill (op); |
|
|
886 | |
|
|
887 | if (!skill) |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
888 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
|
|
916 | } |
889 | } |
|
|
890 | |
|
|
891 | op->apply (skill); |
|
|
892 | } |
|
|
893 | |
|
|
894 | if (!pl->combat_ob) |
|
|
895 | { |
|
|
896 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
897 | return 0; |
917 | } |
898 | } |
918 | } |
899 | } |
919 | |
900 | |
920 | /* now try to ready the new skill */ |
901 | if (!op->apply (pl->combat_ob)) |
921 | if (!change_skill (op, skill, 0)) |
902 | return 0; |
922 | { /* oh oh, trouble! */ |
903 | |
923 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
904 | if (!op->chosen_skill) |
|
|
905 | { |
|
|
906 | LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ()); |
|
|
907 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!"); |
924 | return 0; |
908 | return 0; |
925 | } |
909 | } |
926 | } |
910 | } |
927 | else |
911 | |
|
|
912 | /* lose invisiblity/hiding status for running attacks */ |
|
|
913 | if (pl->tmp_invis) |
928 | { |
914 | { |
929 | /* Seen some crashes below where current_weapon is not set, |
915 | pl->tmp_invis = 0; |
930 | * even though the flag says it is. So if current weapon isn't set, |
916 | op->invisible = 0; |
931 | * do some work in trying to find the object to use. |
917 | op->flag [FLAG_HIDDEN] = 0; |
932 | */ |
918 | update_object (op, UP_OBJ_CHANGE); |
933 | if (!op->current_weapon) |
|
|
934 | { |
|
|
935 | object *tmp; |
|
|
936 | |
|
|
937 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
938 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
939 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
940 | break; |
|
|
941 | |
|
|
942 | if (!tmp) |
|
|
943 | { |
|
|
944 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
945 | op->current_weapon = NULL; |
|
|
946 | return 0; |
|
|
947 | } |
|
|
948 | else |
|
|
949 | op->current_weapon = tmp; |
|
|
950 | } |
|
|
951 | |
|
|
952 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
953 | } |
919 | } |
954 | } |
920 | } |
955 | |
921 | |
956 | /* lose invisiblity/hiding status for running attacks */ |
|
|
957 | |
|
|
958 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
959 | { |
|
|
960 | op->contr->tmp_invis = 0; |
|
|
961 | op->invisible = 0; |
|
|
962 | op->hide = 0; |
|
|
963 | update_object (op, UP_OBJ_CHANGE); |
|
|
964 | } |
|
|
965 | |
|
|
966 | int success = attack_ob (tmp, op); |
922 | int success = attack_ob (tmp, op); |
967 | |
923 | |
968 | /* print appropriate messages to the player */ |
924 | /* print appropriate messages to the player */ |
969 | |
925 | |
970 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
926 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
971 | { |
927 | { |
972 | if (op->type == PLAYER) |
928 | if (op->type == PLAYER) |
973 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
929 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
974 | else if (tmp->type == PLAYER) |
930 | else if (tmp->type == PLAYER) |
975 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
931 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
978 | return success; |
934 | return success; |
979 | } |
935 | } |
980 | |
936 | |
981 | /* skill_attack() - Core routine for use when we attack using a skills |
937 | /* skill_attack() - Core routine for use when we attack using a skills |
982 | * system. In essence, this code handles |
938 | * system. In essence, this code handles |
983 | * all skill-based attacks, ie hth, missile and melee weapons should be |
939 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
984 | * treated here. If an opponent is already supplied by move_player(), |
940 | * treated here. If an opponent is already supplied by move_player(), |
985 | * we move right onto do_skill_attack(), otherwise we find if an |
941 | * we move right onto do_skill_attack(), otherwise we find if an |
986 | * appropriate opponent exists. |
942 | * appropriate opponent exists. |
987 | * |
943 | * |
988 | * This is called by move_player() and attack_hth() |
944 | * This is called by move_player() and attack_hth() |
… | |
… | |
997 | int mflags; |
953 | int mflags; |
998 | |
954 | |
999 | if (!dir) |
955 | if (!dir) |
1000 | dir = pl->facing; |
956 | dir = pl->facing; |
1001 | |
957 | |
1002 | tx = freearr_x[dir]; |
958 | tx = DIRX (dir); |
1003 | ty = freearr_y[dir]; |
959 | ty = DIRY (dir); |
1004 | |
960 | |
1005 | /* If we don't yet have an opponent, find if one exists, and attack. |
961 | /* If we don't yet have an opponent, find if one exists, and attack. |
1006 | * Legal opponents are the same as outlined in move_player_attack() |
962 | * Legal opponents are the same as outlined in move_player_attack() |
1007 | */ |
963 | */ |
1008 | if (!tmp) |
964 | if (!tmp) |
1009 | { |
965 | { |
1010 | m = pl->map; |
966 | m = pl->map; |
1011 | tx = pl->x + freearr_x[dir]; |
967 | tx = pl->x + DIRX (dir); |
1012 | ty = pl->y + freearr_y[dir]; |
968 | ty = pl->y + DIRY (dir); |
1013 | |
969 | |
1014 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
970 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
1015 | if (mflags & P_OUT_OF_MAP) |
971 | if (mflags & P_OUT_OF_MAP) |
1016 | return 0; |
972 | return 0; |
1017 | |
973 | |
1018 | /* space must be blocked for there to be anything interesting to do */ |
974 | /* space must be blocked for there to be anything interesting to do */ |
1019 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
975 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1020 | return 0; |
976 | return 0; |
1021 | |
977 | |
1022 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
978 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1023 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
979 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
1024 | { |
980 | { |
1025 | /* Don't attack party members */ |
981 | /* Don't attack party members */ |
1026 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
982 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1027 | return 0; |
983 | return 0; |
1028 | |
984 | |
… | |
… | |
1039 | } |
995 | } |
1040 | |
996 | |
1041 | return do_skill_attack (tmp, pl, string, skill); |
997 | return do_skill_attack (tmp, pl, string, skill); |
1042 | } |
998 | } |
1043 | |
999 | |
1044 | |
|
|
1045 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1000 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1046 | |
1001 | |
1047 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1002 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1048 | * (attack_hth) we check for weapon use, etc in the second (the new |
1003 | * (attack_hth) we check for weapon use, etc in the second (the new |
1049 | * function skill_attack() we actually attack. |
1004 | * function skill_attack() we actually attack. |
1050 | */ |
1005 | */ |
1051 | |
|
|
1052 | static int |
1006 | static int |
1053 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1007 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1054 | { |
1008 | { |
1055 | object *enemy = NULL, *weapon; |
1009 | object *enemy = NULL, *weapon; |
1056 | |
1010 | |
1057 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1011 | if (pl->flag [FLAG_READY_WEAPON]) |
1058 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1012 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1059 | { |
1013 | { |
1060 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1014 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1061 | { |
1015 | { |
1062 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1016 | weapon->clr_flag (FLAG_APPLIED); |
1063 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1017 | pl->clr_flag (FLAG_READY_WEAPON); |
1064 | pl->update_stats (); |
1018 | pl->update_stats (); |
1065 | if (pl->type == PLAYER) |
1019 | if (pl->type == PLAYER) |
1066 | { |
1020 | { |
1067 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1021 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1022 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1069 | } |
1023 | } |
|
|
1024 | |
1070 | break; |
1025 | break; |
1071 | } |
1026 | } |
1072 | } |
1027 | } |
1073 | |
1028 | |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
1029 | return skill_attack (enemy, pl, dir, string, skill); |
… | |
… | |
1085 | */ |
1040 | */ |
1086 | static int |
1041 | static int |
1087 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1042 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1088 | { |
1043 | { |
1089 | |
1044 | |
1090 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1045 | if (!op->flag [FLAG_READY_WEAPON]) |
1091 | { |
1046 | { |
1092 | if (op->type == PLAYER) |
1047 | if (op->type == PLAYER) |
1093 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1048 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1094 | |
1049 | |
1095 | return 0; |
1050 | return 0; |
1096 | } |
1051 | } |
1097 | |
1052 | |
1098 | return skill_attack (NULL, op, dir, string, skill); |
1053 | return skill_attack (NULL, op, dir, string, skill); |
1099 | |
|
|
1100 | } |
1054 | } |
|
|
1055 | |