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 | if (who->chosen_skill) |
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254 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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255 | |
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256 | if (!new_skill) |
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257 | { |
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258 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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259 | who->debug_desc ()); |
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260 | return 0; |
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261 | } |
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262 | |
256 | player *pl = who->contr; |
263 | player *pl = who->contr; |
257 | |
264 | |
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 |
265 | // move skill to front, so it will be prefered next time |
271 | new_skill->remove (); |
266 | new_skill->remove (); |
272 | who->insert (new_skill); |
267 | who->insert (new_skill); |
273 | |
268 | |
274 | if (apply_special (who, new_skill, AP_APPLY)) |
269 | if (apply_special (who, new_skill, AP_APPLY)) |
275 | return 0; |
270 | return 0; |
… | |
… | |
285 | { |
280 | { |
286 | who->chosen_skill = 0; |
281 | who->chosen_skill = 0; |
287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
282 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
288 | |
283 | |
289 | if (who->type == PLAYER) |
284 | if (who->type == PLAYER) |
290 | { |
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|
291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
285 | 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; |
286 | who->contr->ranged_ob = 0; |
295 | } |
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|
296 | } |
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297 | } |
287 | } |
298 | |
288 | |
299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
289 | /* 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. |
290 | * 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 |
291 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
695 | link_player_skills (pl); |
685 | link_player_skills (pl); |
696 | return 1; |
686 | return 1; |
697 | } |
687 | } |
698 | |
688 | |
699 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
689 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
700 | |
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|
701 | /* Probably belongs in some global utils-type file? */ |
690 | /* Probably belongs in some global utils-type file? */ |
702 | static int |
691 | static int |
703 | clipped_percent (sint64 a, sint64 b) |
692 | clipped_percent (sint64 a, sint64 b) |
704 | { |
693 | { |
705 | int rv; |
694 | int rv; |
… | |
… | |
798 | * direction that the user is facing. Returns false if we are unable to |
787 | * 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. |
788 | * 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 |
789 | * 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. |
790 | * our own find_skill_by_name so we can try to do better string matching. |
802 | */ |
791 | */ |
803 | |
|
|
804 | int |
792 | int |
805 | use_skill (object *op, const char *string) |
793 | use_skill (object *op, const char *string) |
806 | { |
794 | { |
807 | object *skop; |
795 | object *skop; |
808 | size_t len; |
796 | size_t len; |
… | |
… | |
892 | * is readied either then try to find a skill for the player to use. |
880 | * 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, |
881 | * 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 |
882 | * 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. |
883 | * through that code if skill is set to change to the skill. |
896 | */ |
884 | */ |
897 | if (op->type == PLAYER) |
885 | if (player *pl = op->contr) |
898 | { |
886 | { |
899 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
887 | if (!pl->combat_ob) |
900 | { |
888 | { |
901 | if (!skill) |
889 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
902 | { |
890 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
891 | for (tmp = op->inv; tmp; tmp = tmp->below) |
904 | * it if appropriate. |
892 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | */ |
893 | break; |
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
894 | |
907 | skill = op->chosen_skill; |
895 | if (!tmp) |
908 | else |
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|
909 | { |
896 | { |
910 | skill = find_player_hth_skill (op); |
897 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
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|
898 | return 0; |
|
|
899 | } |
911 | |
900 | |
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|
901 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
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|
902 | } |
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|
903 | else |
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|
904 | { |
912 | if (!skill) |
905 | if (!skill) |
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|
906 | { |
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|
907 | /* See if the players chosen skill is a combat skill, and use |
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|
908 | * it if appropriate. |
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|
909 | */ |
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910 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
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|
911 | skill = op->chosen_skill; |
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|
912 | else |
913 | { |
913 | { |
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|
914 | skill = find_player_hth_skill (op); |
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|
915 | |
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|
916 | if (!skill) |
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|
917 | { |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
918 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
919 | return 0; |
|
|
920 | } |
916 | } |
921 | } |
917 | } |
922 | } |
|
|
923 | |
|
|
924 | /* now try to ready the new skill */ |
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|
925 | if (!change_skill (op, skill, 0)) |
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|
926 | { /* oh oh, trouble! */ |
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|
927 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
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|
928 | return 0; |
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|
929 | } |
918 | } |
930 | } |
919 | |
931 | |
920 | /* now try to ready the new skill */ |
932 | if (!pl->combat_ob) |
921 | if (!change_skill (op, skill, 0)) |
933 | { |
922 | { /* oh oh, trouble! */ |
934 | 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); |
|
|
924 | return 0; |
935 | return 0; |
925 | } |
936 | } |
926 | } |
937 | } |
927 | else |
938 | |
|
|
939 | op->set_weapon (pl->combat_ob); |
|
|
940 | |
|
|
941 | /* lose invisiblity/hiding status for running attacks */ |
|
|
942 | if (pl->tmp_invis) |
928 | { |
943 | { |
929 | /* Seen some crashes below where current_weapon is not set, |
944 | pl->tmp_invis = 0; |
930 | * even though the flag says it is. So if current weapon isn't set, |
945 | op->invisible = 0; |
931 | * do some work in trying to find the object to use. |
946 | op->hide = 0; |
932 | */ |
947 | update_object (op, UP_OBJ_CHANGE); |
933 | if (!op->current_weapon) |
|
|
934 | { |
|
|
935 | object *tmp; |
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|
936 | |
|
|
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) |
|
|
939 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
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|
940 | break; |
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|
941 | |
|
|
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; |
|
|
947 | } |
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|
948 | else |
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|
949 | op->current_weapon = tmp; |
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|
950 | } |
|
|
951 | |
|
|
952 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
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|
953 | } |
948 | } |
954 | } |
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|
955 | |
|
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956 | /* lose invisiblity/hiding status for running attacks */ |
|
|
957 | |
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|
958 | if (op->type == PLAYER && op->contr->tmp_invis) |
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|
959 | { |
|
|
960 | op->contr->tmp_invis = 0; |
|
|
961 | op->invisible = 0; |
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|
962 | op->hide = 0; |
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|
963 | update_object (op, UP_OBJ_CHANGE); |
|
|
964 | } |
949 | } |
965 | |
950 | |
966 | int success = attack_ob (tmp, op); |
951 | int success = attack_ob (tmp, op); |
967 | |
952 | |
968 | /* print appropriate messages to the player */ |
953 | /* print appropriate messages to the player */ |
… | |
… | |
1039 | } |
1024 | } |
1040 | |
1025 | |
1041 | return do_skill_attack (tmp, pl, string, skill); |
1026 | return do_skill_attack (tmp, pl, string, skill); |
1042 | } |
1027 | } |
1043 | |
1028 | |
1044 | |
|
|
1045 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1029 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1046 | |
1030 | |
1047 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1031 | /* 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 |
1032 | * (attack_hth) we check for weapon use, etc in the second (the new |
1049 | * function skill_attack() we actually attack. |
1033 | * function skill_attack() we actually attack. |
1050 | */ |
1034 | */ |
1051 | |
|
|
1052 | static int |
1035 | static int |
1053 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1036 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1054 | { |
1037 | { |
1055 | object *enemy = NULL, *weapon; |
1038 | object *enemy = NULL, *weapon; |
1056 | |
1039 | |
… | |
… | |
1065 | if (pl->type == PLAYER) |
1048 | if (pl->type == PLAYER) |
1066 | { |
1049 | { |
1067 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1050 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1051 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1069 | } |
1052 | } |
|
|
1053 | |
1070 | break; |
1054 | break; |
1071 | } |
1055 | } |
1072 | } |
1056 | } |
1073 | |
1057 | |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
1058 | return skill_attack (enemy, pl, dir, string, skill); |