1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
… | |
… | |
115 | * tool, this code will equip it. |
115 | * tool, this code will equip it. |
116 | */ |
116 | */ |
117 | object * |
117 | object * |
118 | find_skill_by_name (object *who, const char *name) |
118 | find_skill_by_name (object *who, const char *name) |
119 | { |
119 | { |
120 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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121 | |
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122 | if (!name) |
120 | if (!name) |
123 | return NULL; |
121 | return 0; |
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122 | |
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123 | object *skill = 0, *skill_tool = 0; |
124 | |
124 | |
125 | /* We make sure the length of the string in the object is greater |
125 | /* We make sure the length of the string in the object is greater |
126 | * in length than the passed string. Eg, if we have a skill called |
126 | * in length than the passed string. Eg, if we have a skill called |
127 | * 'hi', we don't want to match if the user passed 'high' |
127 | * 'hi', we don't want to match if the user passed 'high' |
128 | */ |
128 | */ |
129 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
130 | { |
130 | { |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
132 | skill = tmp; |
132 | skill = tmp; |
133 | |
133 | |
134 | /* Try to find appropriate skilltool. If the player has one already |
134 | /* Try to find appropriate skilltool. If the player has one already |
135 | * applied, we try to keep using that one. |
135 | * applied, we try to keep using that one. |
136 | */ |
136 | */ |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
138 | { |
138 | { |
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
140 | skill_tool = tmp; |
140 | skill_tool = tmp; |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
142 | skill_tool = tmp; |
142 | skill_tool = tmp; |
143 | } |
143 | } |
144 | } |
144 | } |
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145 | |
145 | /* If this is a skill that can be used without a tool, return it */ |
146 | /* If this is a skill that can be used without a tool, return it */ |
146 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
147 | return skill; |
148 | return skill; |
148 | |
149 | |
149 | /* Player has a tool to use the skill. IF not applied, apply it - |
150 | /* 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 |
151 | * if not successful, return null. If they do have the skill tool |
151 | * but not the skill itself, give it to them. |
152 | * but not the skill itself, give it to them. |
152 | */ |
153 | */ |
153 | if (skill_tool) |
154 | if (skill_tool) |
154 | { |
155 | { |
155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
156 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
156 | { |
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157 | if (apply_special (who, skill_tool, 0)) |
157 | if (apply_special (who, skill_tool, 0)) |
158 | return NULL; |
158 | return 0; |
159 | } |
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160 | |
159 | |
161 | if (!skill) |
160 | if (!skill) |
162 | { |
161 | { |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
162 | skill = give_skill_by_name (who, skill_tool->skill); |
164 | link_player_skills (who); |
163 | link_player_skills (who); |
165 | } |
164 | } |
166 | |
165 | |
167 | return skill; |
166 | return skill; |
168 | } |
167 | } |
169 | |
168 | |
170 | return NULL; |
169 | return 0; |
171 | } |
170 | } |
172 | |
171 | |
173 | |
172 | |
174 | /* This returns the skill pointer of the given name (the |
173 | /* This returns the skill pointer of the given name (the |
175 | * one that accumlates exp, has the level, etc). |
174 | * one that accumlates exp, has the level, etc). |
… | |
… | |
235 | } |
234 | } |
236 | |
235 | |
237 | /* This changes the objects skill to new_skill. |
236 | /* This changes the objects skill to new_skill. |
238 | * note that this function doesn't always need to get used - |
237 | * note that this function doesn't always need to get used - |
239 | * you can now add skill exp to the player without the chosen_skill being |
238 | * you can now add skill exp to the player without the chosen_skill being |
240 | * set. This function is of most interest to players to update |
239 | * set. This function is of most interest to players to update |
241 | * the various range information. |
240 | * the various range information. |
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 |
241 | * return 1 on success, 0 on error |
247 | */ |
242 | */ |
248 | int |
243 | int |
249 | change_skill (object *who, object *new_skill, int flag) |
244 | change_skill (object *who, object *new_skill, int flag) |
250 | { |
245 | { |
251 | int old_range; |
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252 | |
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253 | if (who->type != PLAYER) |
246 | if (who->type != PLAYER) |
254 | return 0; |
247 | return 0; |
255 | |
248 | |
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249 | // optimise this supposedly common case |
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250 | if (new_skill == who->chosen_skill) |
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251 | return 1; |
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252 | |
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253 | fprintf (stderr, "cs from %s to %s\n", who->chosen_skill ? &who->chosen_skill->name : 0, |
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254 | new_skill ? &new_skill->name : 0);//D//D//D |
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255 | |
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256 | if (who->chosen_skill) |
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257 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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258 | |
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259 | if (!new_skill) |
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260 | { |
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261 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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262 | who->debug_desc ()); |
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263 | return 0; |
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264 | } |
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265 | |
256 | player *pl = who->contr; |
266 | player *pl = who->contr; |
257 | |
267 | |
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 |
268 | // move skill to front, so it will be prefered next time |
271 | new_skill->remove (); |
269 | new_skill->remove (); |
272 | who->insert (new_skill); |
270 | who->insert (new_skill); |
273 | |
271 | |
274 | if (apply_special (who, new_skill, AP_APPLY)) |
272 | if (apply_special (who, new_skill, AP_APPLY)) |
275 | return 0; |
273 | return 0; |
… | |
… | |
285 | { |
283 | { |
286 | who->chosen_skill = 0; |
284 | who->chosen_skill = 0; |
287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
285 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
288 | |
286 | |
289 | if (who->type == PLAYER) |
287 | if (who->type == PLAYER) |
290 | { |
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291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
288 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
292 | { |
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293 | who->contr->ranged_skill = 0; |
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294 | who->contr->ranged_ob = 0; |
289 | who->contr->ranged_ob = 0; |
295 | } |
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296 | } |
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297 | } |
290 | } |
298 | |
291 | |
299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
292 | /* 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. |
293 | * 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 |
294 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
892 | * is readied either then try to find a skill for the player to use. |
885 | * 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, |
886 | * 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 |
887 | * 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. |
888 | * through that code if skill is set to change to the skill. |
896 | */ |
889 | */ |
897 | if (op->type == PLAYER) |
890 | if (player *pl = op->contr) |
898 | { |
891 | { |
899 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
892 | if (!pl->combat_ob) |
900 | { |
893 | { |
901 | if (!skill) |
894 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
902 | { |
895 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
896 | for (tmp = op->inv; tmp; tmp = tmp->below) |
904 | * it if appropriate. |
897 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | */ |
898 | break; |
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
899 | |
907 | skill = op->chosen_skill; |
900 | if (!tmp) |
908 | else |
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909 | { |
901 | { |
910 | skill = find_player_hth_skill (op); |
902 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
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903 | return 0; |
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904 | } |
911 | |
905 | |
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906 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
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907 | } |
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908 | else |
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909 | { |
912 | if (!skill) |
910 | if (!skill) |
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911 | { |
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912 | /* See if the players chosen skill is a combat skill, and use |
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913 | * it if appropriate. |
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|
914 | */ |
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915 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
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916 | skill = op->chosen_skill; |
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917 | else |
913 | { |
918 | { |
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919 | skill = find_player_hth_skill (op); |
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920 | |
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921 | if (!skill) |
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922 | { |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
923 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
924 | return 0; |
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|
925 | } |
916 | } |
926 | } |
917 | } |
927 | } |
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928 | |
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929 | /* now try to ready the new skill */ |
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930 | if (!change_skill (op, skill, 0)) |
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931 | { /* oh oh, trouble! */ |
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932 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
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933 | return 0; |
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934 | } |
918 | } |
935 | } |
919 | |
936 | |
920 | /* now try to ready the new skill */ |
937 | if (!pl->combat_ob) |
921 | if (!change_skill (op, skill, 0)) |
938 | { |
922 | { /* oh oh, trouble! */ |
939 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
923 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
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924 | return 0; |
940 | return 0; |
925 | } |
941 | } |
926 | } |
942 | } |
927 | else |
943 | |
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944 | op->set_weapon (pl->combat_ob); |
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945 | |
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946 | /* lose invisiblity/hiding status for running attacks */ |
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947 | if (pl->tmp_invis) |
928 | { |
948 | { |
929 | /* Seen some crashes below where current_weapon is not set, |
949 | pl->tmp_invis = 0; |
930 | * even though the flag says it is. So if current weapon isn't set, |
950 | op->invisible = 0; |
931 | * do some work in trying to find the object to use. |
951 | op->hide = 0; |
932 | */ |
952 | update_object (op, UP_OBJ_CHANGE); |
933 | if (!op->current_weapon) |
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934 | { |
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935 | object *tmp; |
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936 | |
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937 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
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938 | for (tmp = op->inv; tmp; tmp = tmp->below) |
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939 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
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940 | break; |
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941 | |
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942 | if (!tmp) |
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|
943 | { |
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944 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
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|
945 | op->current_weapon = NULL; |
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946 | return 0; |
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|
947 | } |
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948 | else |
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949 | op->current_weapon = tmp; |
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950 | } |
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951 | |
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952 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
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953 | } |
953 | } |
954 | } |
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955 | |
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956 | /* lose invisiblity/hiding status for running attacks */ |
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957 | |
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958 | if (op->type == PLAYER && op->contr->tmp_invis) |
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959 | { |
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960 | op->contr->tmp_invis = 0; |
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961 | op->invisible = 0; |
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962 | op->hide = 0; |
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963 | update_object (op, UP_OBJ_CHANGE); |
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|
964 | } |
954 | } |
965 | |
955 | |
966 | int success = attack_ob (tmp, op); |
956 | int success = attack_ob (tmp, op); |
967 | |
957 | |
968 | /* print appropriate messages to the player */ |
958 | /* print appropriate messages to the player */ |
… | |
… | |
1039 | } |
1029 | } |
1040 | |
1030 | |
1041 | return do_skill_attack (tmp, pl, string, skill); |
1031 | return do_skill_attack (tmp, pl, string, skill); |
1042 | } |
1032 | } |
1043 | |
1033 | |
1044 | |
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|
1045 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1034 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1046 | |
1035 | |
1047 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1036 | /* 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 |
1037 | * (attack_hth) we check for weapon use, etc in the second (the new |
1049 | * function skill_attack() we actually attack. |
1038 | * function skill_attack() we actually attack. |
1050 | */ |
1039 | */ |
1051 | |
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|
1052 | static int |
1040 | static int |
1053 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1041 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1054 | { |
1042 | { |
1055 | object *enemy = NULL, *weapon; |
1043 | object *enemy = NULL, *weapon; |
1056 | |
1044 | |
… | |
… | |
1065 | if (pl->type == PLAYER) |
1053 | if (pl->type == PLAYER) |
1066 | { |
1054 | { |
1067 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1055 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1056 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1069 | } |
1057 | } |
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|
1058 | |
1070 | break; |
1059 | break; |
1071 | } |
1060 | } |
1072 | } |
1061 | } |
1073 | |
1062 | |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
1063 | return skill_attack (enemy, pl, dir, string, skill); |