… | |
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44 | #include <object.h> |
44 | #include <object.h> |
45 | #include <sproto.h> |
45 | #include <sproto.h> |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
47 | #include <spells.h> |
47 | #include <spells.h> |
48 | |
48 | |
49 | /* Table of unarmed attack skills. Terminated by -1. This |
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
50 | * is also the list that we should try to use skills when |
50 | 0, // SK_NONE |
51 | * automatically applying one for the player. |
51 | # define def(uc, flags) flags, |
52 | */ |
52 | # include "skillinc.h" |
53 | static uint8 unarmed_skills[] = { |
53 | # undef def |
54 | SK_KARATE, |
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|
55 | SK_CLAWING, |
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|
56 | SK_FLAME_TOUCH, |
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|
57 | SK_SPARK_TOUCH, |
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|
58 | SK_SHIVER, |
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|
59 | SK_ACID_SPLASH, |
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|
60 | SK_POISON_NAIL, |
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|
61 | SK_PUNCHING, |
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|
62 | (uint8)-1 |
|
|
63 | }; |
54 | }; |
64 | |
55 | |
65 | 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); |
66 | 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); |
67 | |
58 | |
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… | |
70 | * subtypes. |
61 | * subtypes. |
71 | */ |
62 | */ |
72 | void |
63 | void |
73 | init_skills (void) |
64 | init_skills (void) |
74 | { |
65 | { |
75 | int i; |
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|
76 | archetype *at; |
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|
77 | |
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|
78 | for (at = first_archetype; at != NULL; at = at->next) |
66 | for (archetype *at = first_archetype; at; at = at->next) |
79 | if (at->clone.type == SKILL) |
67 | if (at->clone.type == SKILL) |
80 | { |
68 | { |
81 | if (skill_names[at->clone.subtype] != NULL) |
69 | if (skill_names[at->clone.subtype]) |
82 | 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", |
83 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
84 | else |
72 | else |
85 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
86 | } |
74 | } |
87 | |
75 | |
88 | /* 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 |
89 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
90 | */ |
78 | */ |
91 | for (i = 1; i < NUM_SKILLS; i++) |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
92 | { |
|
|
93 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
94 | 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); |
95 | } |
|
|
96 | } |
82 | } |
97 | |
83 | |
98 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
99 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
100 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
… | |
… | |
169 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
170 | { |
156 | { |
171 | if (apply_special (who, skill_tool, 0)) |
157 | if (apply_special (who, skill_tool, 0)) |
172 | return NULL; |
158 | return NULL; |
173 | } |
159 | } |
|
|
160 | |
174 | if (!skill) |
161 | if (!skill) |
175 | { |
162 | { |
176 | skill = give_skill_by_name (who, skill_tool->skill); |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
177 | link_player_skills (who); |
164 | link_player_skills (who); |
178 | } |
165 | } |
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|
166 | |
179 | return skill; |
167 | return skill; |
180 | } |
168 | } |
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|
169 | |
181 | return NULL; |
170 | return NULL; |
182 | } |
171 | } |
183 | |
172 | |
184 | |
173 | |
185 | /* This returns the skill pointer of the given name (the |
174 | /* This returns the skill pointer of the given name (the |
… | |
… | |
254 | * flag has the current meaning: |
243 | * flag has the current meaning: |
255 | * 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 |
256 | * 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. |
257 | * return 1 on success, 0 on error |
246 | * return 1 on success, 0 on error |
258 | */ |
247 | */ |
259 | |
|
|
260 | int |
248 | int |
261 | change_skill (object *who, object *new_skill, int flag) |
249 | change_skill (object *who, object *new_skill, int flag) |
262 | { |
250 | { |
263 | int old_range; |
251 | int old_range; |
264 | |
252 | |
265 | if (who->type != PLAYER) |
253 | if (who->type != PLAYER) |
266 | return 0; |
254 | return 0; |
267 | |
255 | |
268 | old_range = who->contr->shoottype; |
256 | player *pl = who->contr; |
269 | |
257 | |
270 | if (who->chosen_skill && who->chosen_skill == new_skill) |
258 | if (pl->ranged_skill && pl->ranged_skill == new_skill) |
271 | { |
259 | return 1; |
272 | /* optimization for changing skill to current skill */ |
|
|
273 | if (who->type == PLAYER && !(flag & 0x1)) |
|
|
274 | who->contr->shoottype = range_skill; |
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275 | |
260 | |
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261 | if (!new_skill) |
|
|
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 */ |
276 | return 1; |
267 | return 0; |
277 | } |
268 | } |
278 | |
269 | |
279 | // move skill to front, so it will be preferred next time |
270 | // move skill to front, so it will be preferred next time |
280 | new_skill->remove (); |
271 | new_skill->remove (); |
281 | who->insert (new_skill); |
272 | who->insert (new_skill); |
282 | |
273 | |
283 | if (!new_skill || who->chosen_skill) |
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284 | if (who->chosen_skill) |
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|
285 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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286 | |
|
|
287 | /* Only goal in this case was to unapply a skill */ |
|
|
288 | if (!new_skill) |
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|
289 | return 0; |
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290 | |
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291 | if (apply_special (who, new_skill, AP_APPLY)) |
274 | if (apply_special (who, new_skill, AP_APPLY)) |
292 | return 0; |
275 | return 0; |
293 | |
276 | |
294 | if (flag & 0x1) |
|
|
295 | who->contr->shoottype = (rangetype)old_range; |
|
|
296 | |
|
|
297 | return 1; |
277 | return 1; |
298 | } |
278 | } |
299 | |
279 | |
300 | /* This function just clears the chosen_skill and range_skill values |
280 | /* This function just clears the chosen_skill and range_skill values |
301 | * inthe player. |
281 | * in the player. |
302 | */ |
282 | */ |
303 | void |
283 | void |
304 | clear_skill (object *who) |
284 | clear_skill (object *who) |
305 | { |
285 | { |
306 | who->chosen_skill = NULL; |
286 | who->chosen_skill = 0; |
307 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
288 | |
308 | if (who->type == PLAYER) |
289 | if (who->type == PLAYER) |
309 | { |
290 | { |
|
|
291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
|
|
292 | { |
310 | who->contr->ranges[range_skill] = NULL; |
293 | who->contr->ranged_skill = 0; |
311 | if (who->contr->shoottype == range_skill) |
294 | who->contr->ranged_ob = 0; |
312 | who->contr->shoottype = range_none; |
295 | } |
313 | } |
296 | } |
314 | } |
297 | } |
315 | |
298 | |
316 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
317 | * We handle all requests for skill use outside of some combat here. |
300 | * We handle all requests for skill use outside of some combat here. |
… | |
… | |
321 | * 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 |
322 | * 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 |
323 | * give any exp for their direct use (eg, throwing). |
306 | * give any exp for their direct use (eg, throwing). |
324 | * It returns 0 if no skill was used. |
307 | * It returns 0 if no skill was used. |
325 | */ |
308 | */ |
326 | |
|
|
327 | int |
309 | int |
328 | 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) |
329 | { |
311 | { |
330 | int success = 0, exp = 0; |
312 | int success = 0, exp = 0; |
331 | int did_alc = 0; |
313 | int did_alc = 0; |
… | |
… | |
340 | * the player doesn't have a bucket for that, create one. |
322 | * the player doesn't have a bucket for that, create one. |
341 | */ |
323 | */ |
342 | if (skill->type != SKILL && op->type == PLAYER) |
324 | if (skill->type != SKILL && op->type == PLAYER) |
343 | { |
325 | { |
344 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
326 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
345 | { |
|
|
346 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
327 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
347 | break; |
328 | break; |
348 | } |
329 | |
349 | if (!tmp) |
330 | if (!tmp) |
350 | tmp = give_skill_by_name (op, skill->skill); |
331 | tmp = give_skill_by_name (op, skill->skill); |
|
|
332 | |
351 | skill = tmp; |
333 | skill = tmp; |
352 | } |
334 | } |
353 | |
335 | |
354 | // skill, by_whom, on_which_object, which direction, skill_argument |
336 | // skill, by_whom, on_which_object, which direction, skill_argument |
355 | 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))) |
356 | return 0; |
338 | return 0; |
357 | |
339 | |
358 | switch (skill->subtype) |
340 | switch (skill->subtype) |
359 | { |
341 | { |
360 | case SK_LEVITATION: |
342 | case SK_LEVITATION: |
361 | /* Not 100% sure if this will work with new movement code - |
343 | /* Not 100% sure if this will work with new movement code - |
362 | * the levitation skill has move_type for flying, so when |
344 | * the levitation skill has move_type for flying, so when |
363 | * equipped, that should transfer to player, when not, |
345 | * equipped, that should transfer to player, when not, |
364 | * shouldn't. |
346 | * shouldn't. |
365 | */ |
347 | */ |
366 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
348 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
367 | { |
349 | { |
368 | CLEAR_FLAG (skill, FLAG_APPLIED); |
350 | CLEAR_FLAG (skill, FLAG_APPLIED); |
369 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
351 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
370 | } |
352 | } |
371 | else |
353 | else |
372 | { |
354 | { |
373 | SET_FLAG (skill, FLAG_APPLIED); |
355 | SET_FLAG (skill, FLAG_APPLIED); |
374 | 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!."); |
375 | } |
357 | } |
|
|
358 | |
376 | op->update_stats (); |
359 | op->update_stats (); |
377 | success = 1; |
360 | success = 1; |
378 | break; |
361 | break; |
379 | |
362 | |
380 | case SK_STEALING: |
363 | case SK_STEALING: |
381 | exp = success = steal (op, dir, skill); |
364 | exp = success = steal (op, dir, skill); |
382 | break; |
365 | break; |
383 | |
366 | |
384 | case SK_LOCKPICKING: |
367 | case SK_LOCKPICKING: |
385 | exp = success = pick_lock (op, dir, skill); |
368 | exp = success = pick_lock (op, dir, skill); |
386 | break; |
369 | break; |
387 | |
370 | |
388 | case SK_HIDING: |
371 | case SK_HIDING: |
389 | exp = success = hide (op, skill); |
372 | exp = success = hide (op, skill); |
390 | break; |
373 | break; |
391 | |
374 | |
392 | case SK_JUMPING: |
375 | case SK_JUMPING: |
393 | success = jump (op, dir, skill); |
376 | success = jump (op, dir, skill); |
394 | break; |
377 | break; |
395 | |
378 | |
396 | case SK_INSCRIPTION: |
379 | case SK_INSCRIPTION: |
397 | exp = success = write_on_item (op, string, skill); |
380 | exp = success = write_on_item (op, string, skill); |
398 | break; |
381 | break; |
399 | |
382 | |
400 | case SK_MEDITATION: |
383 | case SK_MEDITATION: |
401 | meditate (op, skill); |
384 | meditate (op, skill); |
402 | success = 1; |
385 | success = 1; |
403 | break; |
386 | break; |
404 | /* note that the following 'attack' skills gain exp through hit_player() */ |
387 | /* note that the following 'attack' skills gain exp through hit_player() */ |
405 | |
388 | |
406 | case SK_KARATE: |
389 | case SK_KARATE: |
407 | (void) attack_hth (op, dir, "karate-chopped", skill); |
390 | attack_hth (op, dir, "karate-chopped", skill); |
408 | break; |
391 | break; |
409 | |
392 | |
410 | case SK_PUNCHING: |
393 | case SK_PUNCHING: |
411 | (void) attack_hth (op, dir, "punched", skill); |
394 | attack_hth (op, dir, "punched", skill); |
412 | break; |
395 | break; |
413 | |
396 | |
414 | case SK_FLAME_TOUCH: |
397 | case SK_FLAME_TOUCH: |
415 | (void) attack_hth (op, dir, "flamed", skill); |
398 | attack_hth (op, dir, "flamed", skill); |
416 | break; |
399 | break; |
417 | |
400 | |
418 | case SK_SPARK_TOUCH: |
401 | case SK_SPARK_TOUCH: |
419 | (void) attack_hth (op, dir, "zapped", skill); |
402 | attack_hth (op, dir, "zapped", skill); |
420 | break; |
403 | break; |
421 | |
404 | |
422 | case SK_SHIVER: |
405 | case SK_SHIVER: |
423 | (void) attack_hth (op, dir, "froze", skill); |
406 | attack_hth (op, dir, "froze", skill); |
424 | break; |
407 | break; |
425 | |
408 | |
426 | case SK_ACID_SPLASH: |
409 | case SK_ACID_SPLASH: |
427 | (void) attack_hth (op, dir, "dissolved", skill); |
410 | attack_hth (op, dir, "dissolved", skill); |
428 | break; |
411 | break; |
429 | |
412 | |
430 | case SK_POISON_NAIL: |
413 | case SK_POISON_NAIL: |
431 | (void) attack_hth (op, dir, "injected poison into", skill); |
414 | attack_hth (op, dir, "injected poison into", skill); |
432 | break; |
415 | break; |
433 | |
416 | |
434 | case SK_CLAWING: |
417 | case SK_CLAWING: |
435 | (void) attack_hth (op, dir, "clawed", skill); |
418 | attack_hth (op, dir, "clawed", skill); |
436 | break; |
419 | break; |
437 | |
420 | |
438 | case SK_ONE_HANDED_WEAPON: |
421 | case SK_ONE_HANDED_WEAPON: |
439 | case SK_TWO_HANDED_WEAPON: |
422 | case SK_TWO_HANDED_WEAPON: |
440 | (void) attack_melee_weapon (op, dir, NULL, skill); |
423 | attack_melee_weapon (op, dir, NULL, skill); |
441 | break; |
424 | break; |
442 | |
425 | |
443 | case SK_FIND_TRAPS: |
426 | case SK_FIND_TRAPS: |
444 | exp = success = find_traps (op, skill); |
427 | exp = success = find_traps (op, skill); |
445 | break; |
428 | break; |
446 | |
429 | |
447 | case SK_SINGING: |
430 | case SK_SINGING: |
448 | exp = success = singing (op, dir, skill); |
431 | exp = success = singing (op, dir, skill); |
449 | break; |
432 | break; |
450 | |
433 | |
451 | case SK_ORATORY: |
434 | case SK_ORATORY: |
452 | exp = success = use_oratory (op, dir, skill); |
435 | exp = success = use_oratory (op, dir, skill); |
453 | break; |
436 | break; |
454 | |
437 | |
455 | case SK_SMITHERY: |
438 | case SK_SMITHERY: |
456 | case SK_BOWYER: |
439 | case SK_BOWYER: |
457 | case SK_JEWELER: |
440 | case SK_JEWELER: |
458 | case SK_ALCHEMY: |
441 | case SK_ALCHEMY: |
459 | case SK_THAUMATURGY: |
442 | case SK_THAUMATURGY: |
460 | case SK_LITERACY: |
443 | case SK_LITERACY: |
461 | case SK_WOODSMAN: |
444 | case SK_WOODSMAN: |
462 | /* 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. |
463 | * failing that, we go and identify stuff. |
446 | * failing that, we go and identify stuff. |
464 | */ |
447 | */ |
465 | 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) |
466 | { |
449 | { |
467 | next = tmp->above; |
450 | next = tmp->above; |
468 | |
451 | |
469 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
452 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
470 | { |
453 | { |
471 | attempt_do_alchemy (op, tmp); |
454 | attempt_do_alchemy (op, tmp); |
472 | |
455 | |
473 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
456 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
474 | esrv_send_inventory (op, tmp); |
457 | esrv_send_inventory (op, tmp); |
475 | |
458 | |
476 | did_alc = 1; |
459 | did_alc = 1; |
477 | } |
460 | } |
478 | } |
461 | } |
479 | |
462 | |
480 | if (did_alc == 0) |
463 | if (did_alc == 0) |
481 | exp = success = skill_ident (op, skill); |
|
|
482 | |
|
|
483 | break; |
|
|
484 | |
|
|
485 | case SK_DET_MAGIC: |
|
|
486 | case SK_DET_CURSE: |
|
|
487 | exp = success = skill_ident (op, skill); |
464 | exp = success = skill_ident (op, skill); |
|
|
465 | |
488 | break; |
466 | break; |
489 | |
467 | |
|
|
468 | case SK_DET_MAGIC: |
|
|
469 | case SK_DET_CURSE: |
|
|
470 | exp = success = skill_ident (op, skill); |
|
|
471 | break; |
|
|
472 | |
490 | case SK_DISARM_TRAPS: |
473 | case SK_DISARM_TRAPS: |
491 | exp = success = remove_trap (op, dir, skill); |
474 | exp = success = remove_trap (op, dir, skill); |
492 | break; |
475 | break; |
493 | |
476 | |
494 | case SK_THROWING: |
477 | case SK_THROWING: |
495 | success = skill_throw (op, part, dir, string, skill); |
478 | success = skill_throw (op, part, dir, string, skill); |
496 | break; |
479 | break; |
497 | |
480 | |
498 | case SK_SET_TRAP: |
481 | case SK_SET_TRAP: |
499 | 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."); |
500 | break; |
483 | break; |
501 | |
484 | |
502 | case SK_USE_MAGIC_ITEM: |
485 | case SK_USE_MAGIC_ITEM: |
503 | case SK_MISSILE_WEAPON: |
486 | case SK_MISSILE_WEAPON: |
504 | 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."); |
505 | break; |
488 | break; |
506 | |
489 | |
507 | case SK_PRAYING: |
490 | case SK_PRAYING: |
508 | success = pray (op, skill); |
491 | success = pray (op, skill); |
509 | break; |
492 | break; |
510 | |
493 | |
511 | case SK_BARGAINING: |
494 | case SK_BARGAINING: |
512 | success = describe_shop (op); |
495 | success = describe_shop (op); |
513 | break; |
496 | break; |
514 | |
497 | |
515 | case SK_SORCERY: |
498 | case SK_SORCERY: |
516 | case SK_EVOCATION: |
499 | case SK_EVOCATION: |
517 | case SK_PYROMANCY: |
500 | case SK_PYROMANCY: |
518 | case SK_SUMMONING: |
501 | case SK_SUMMONING: |
519 | case SK_CLIMBING: |
502 | case SK_CLIMBING: |
520 | 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."); |
521 | break; |
504 | break; |
522 | |
505 | |
523 | default: |
506 | default: |
524 | 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); |
525 | break; |
508 | break; |
526 | } |
509 | } |
527 | |
510 | |
528 | /* 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. |
529 | * 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 |
530 | * which use_monster_skill is called already simulates this. |
513 | * which use_monster_skill is called already simulates this. |
… | |
… | |
569 | * op is the object that was 'defeated'. |
552 | * op is the object that was 'defeated'. |
570 | * skill is the skill used. If no skill is used, it should just |
553 | * skill is the skill used. If no skill is used, it should just |
571 | * point back to who. |
554 | * point back to who. |
572 | * |
555 | * |
573 | */ |
556 | */ |
574 | |
|
|
575 | int |
557 | int |
576 | calc_skill_exp (object *who, object *op, object *skill) |
558 | calc_skill_exp (object *who, object *op, object *skill) |
577 | { |
559 | { |
578 | int op_exp = 0, op_lvl = 0; |
560 | int op_exp = 0, op_lvl = 0; |
579 | float base, value, lvl_mult = 0.0; |
561 | float base, value, lvl_mult = 0.0; |
… | |
… | |
668 | * This one actually teaches the player the skill as something |
650 | * This one actually teaches the player the skill as something |
669 | * they can equip. |
651 | * they can equip. |
670 | * Return 0 if the player knows the skill, 1 if the |
652 | * Return 0 if the player knows the skill, 1 if the |
671 | * player learns the skill, 2 otherwise. |
653 | * player learns the skill, 2 otherwise. |
672 | */ |
654 | */ |
673 | |
|
|
674 | int |
655 | int |
675 | learn_skill (object *pl, object *scroll) |
656 | learn_skill (object *pl, object *scroll) |
676 | { |
657 | { |
677 | object *tmp; |
658 | object *tmp; |
678 | |
659 | |
… | |
… | |
797 | } |
778 | } |
798 | |
779 | |
799 | clear_win_info (op); |
780 | clear_win_info (op); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
781 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
801 | if (num_skills_found > 1) |
782 | if (num_skills_found > 1) |
802 | 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); |
803 | |
784 | |
804 | for (i = 0; i < num_skills_found; i++) |
785 | for (i = 0; i < num_skills_found; i++) |
805 | { |
|
|
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
786 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
807 | } |
|
|
808 | |
787 | |
809 | 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); |
810 | |
789 | |
811 | cp = determine_god (op); |
790 | cp = determine_god (op); |
812 | 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"); |
… | |
… | |
877 | } |
856 | } |
878 | |
857 | |
879 | static bool |
858 | static bool |
880 | hth_skill_p (object *skill) |
859 | hth_skill_p (object *skill) |
881 | { |
860 | { |
882 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
861 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
883 | if (skill->subtype == unarmed_skills[i]) |
|
|
884 | return 1; |
|
|
885 | |
|
|
886 | return 0; |
|
|
887 | } |
862 | } |
888 | |
863 | |
889 | /* This finds the first unarmed skill the player has, and returns it. |
864 | /* This finds the first unarmed skill the player has, and returns it. |
890 | */ |
865 | */ |
891 | static object * |
866 | static object * |
… | |
… | |
905 | * tmp is the targetted monster. |
880 | * tmp is the targetted monster. |
906 | * op is what is attacking |
881 | * op is what is attacking |
907 | * string is passed along to describe what messages to describe |
882 | * string is passed along to describe what messages to describe |
908 | * the damage. |
883 | * the damage. |
909 | */ |
884 | */ |
910 | |
|
|
911 | static int |
885 | static int |
912 | 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) |
913 | { |
887 | { |
914 | int success; |
|
|
915 | |
|
|
916 | 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))) |
917 | return RESULT_INT (0); |
889 | return RESULT_INT (0); |
918 | |
890 | |
919 | /* 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 |
920 | * 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. |
… | |
… | |
972 | 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); |
973 | op->current_weapon = NULL; |
945 | op->current_weapon = NULL; |
974 | return 0; |
946 | return 0; |
975 | } |
947 | } |
976 | else |
948 | else |
977 | { |
|
|
978 | op->current_weapon = tmp; |
949 | op->current_weapon = tmp; |
979 | } |
|
|
980 | } |
950 | } |
981 | |
951 | |
982 | 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); |
983 | } |
953 | } |
984 | } |
954 | } |
… | |
… | |
988 | if (op->type == PLAYER && op->contr->tmp_invis) |
958 | if (op->type == PLAYER && op->contr->tmp_invis) |
989 | { |
959 | { |
990 | op->contr->tmp_invis = 0; |
960 | op->contr->tmp_invis = 0; |
991 | op->invisible = 0; |
961 | op->invisible = 0; |
992 | op->hide = 0; |
962 | op->hide = 0; |
993 | update_object (op, UP_OBJ_FACE); |
963 | update_object (op, UP_OBJ_CHANGE); |
994 | } |
964 | } |
995 | |
965 | |
996 | success = attack_ob (tmp, op); |
966 | int success = attack_ob (tmp, op); |
997 | |
967 | |
998 | /* print appropriate messages to the player */ |
968 | /* print appropriate messages to the player */ |
999 | |
969 | |
1000 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
970 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1001 | { |
971 | { |
1002 | if (op->type == PLAYER) |
972 | if (op->type == PLAYER) |
1003 | 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)); |
1004 | else if (tmp->type == PLAYER) |
974 | else if (tmp->type == PLAYER) |
1005 | 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); |
1006 | } |
976 | } |
|
|
977 | |
1007 | return success; |
978 | return success; |
1008 | } |
979 | } |
1009 | |
|
|
1010 | |
980 | |
1011 | /* 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 |
1012 | * system. In essence, this code handles |
982 | * system. In essence, this code handles |
1013 | * 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 |
1014 | * treated here. If an opponent is already supplied by move_player(), |
984 | * treated here. If an opponent is already supplied by move_player(), |
… | |
… | |
1017 | * |
987 | * |
1018 | * This is called by move_player() and attack_hth() |
988 | * This is called by move_player() and attack_hth() |
1019 | * |
989 | * |
1020 | * Initial implementation by -bt thomas@astro.psu.edu |
990 | * Initial implementation by -bt thomas@astro.psu.edu |
1021 | */ |
991 | */ |
1022 | |
|
|
1023 | int |
992 | int |
1024 | 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) |
1025 | { |
994 | { |
1026 | sint16 tx, ty; |
995 | sint16 tx, ty; |
1027 | maptile *m; |
996 | maptile *m; |
… | |
… | |
1034 | ty = freearr_y[dir]; |
1003 | ty = freearr_y[dir]; |
1035 | |
1004 | |
1036 | /* 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. |
1037 | * Legal opponents are the same as outlined in move_player_attack() |
1006 | * Legal opponents are the same as outlined in move_player_attack() |
1038 | */ |
1007 | */ |
1039 | |
1008 | if (!tmp) |
1040 | if (tmp == NULL) |
|
|
1041 | { |
1009 | { |
1042 | m = pl->map; |
1010 | m = pl->map; |
1043 | tx = pl->x + freearr_x[dir]; |
1011 | tx = pl->x + freearr_x[dir]; |
1044 | ty = pl->y + freearr_y[dir]; |
1012 | ty = pl->y + freearr_y[dir]; |
1045 | |
1013 | |
… | |
… | |
1055 | 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) |
1056 | { |
1024 | { |
1057 | /* Don't attack party members */ |
1025 | /* Don't attack party members */ |
1058 | 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)) |
1059 | return 0; |
1027 | return 0; |
|
|
1028 | |
1060 | break; |
1029 | break; |
1061 | } |
1030 | } |
1062 | } |
1031 | } |
|
|
1032 | |
1063 | if (!tmp) |
1033 | if (!tmp) |
1064 | { |
1034 | { |
1065 | if (pl->type == PLAYER) |
1035 | if (pl->type == PLAYER) |
1066 | 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 | |
1067 | return 0; |
1038 | return 0; |
1068 | } |
1039 | } |
1069 | |
1040 | |
1070 | return do_skill_attack (tmp, pl, string, skill); |
1041 | return do_skill_attack (tmp, pl, string, skill); |
1071 | } |
1042 | } |
… | |
… | |
1097 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1098 | } |
1069 | } |
1099 | break; |
1070 | break; |
1100 | } |
1071 | } |
1101 | } |
1072 | } |
|
|
1073 | |
1102 | return skill_attack (enemy, pl, dir, string, skill); |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
1103 | } |
1075 | } |
1104 | |
|
|
1105 | |
1076 | |
1106 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1077 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1107 | * 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. |
1108 | * 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 |
1109 | * bears mentioning: |
1080 | * bears mentioning: |
1110 | * 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 |
1111 | * we may make this routine handle 'special' melee weapons attacks |
1082 | * we may make this routine handle 'special' melee weapons attacks |
1112 | * (like disarming manuever with sai) based on player SK_level and |
1083 | * (like disarming manuever with sai) based on player SK_level and |
1113 | * weapon type. |
1084 | * weapon type. |
1114 | */ |
1085 | */ |
1115 | |
|
|
1116 | static int |
1086 | static int |
1117 | 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) |
1118 | { |
1088 | { |
1119 | |
1089 | |
1120 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1090 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1121 | { |
1091 | { |
1122 | if (op->type == PLAYER) |
1092 | if (op->type == PLAYER) |
1123 | 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 | |
1124 | return 0; |
1095 | return 0; |
1125 | } |
1096 | } |
|
|
1097 | |
1126 | return skill_attack (NULL, op, dir, string, skill); |
1098 | return skill_attack (NULL, op, dir, string, skill); |
1127 | |
1099 | |
1128 | } |
1100 | } |