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 | * |
… | |
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105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
106 | } |
106 | } |
107 | } |
107 | } |
108 | } |
108 | } |
109 | |
109 | |
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110 | static object * |
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111 | find_skill (object *who, const shstr &sh) |
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112 | { |
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113 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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114 | if (tmp->skill == sh && tmp->type == SKILL) |
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115 | return tmp; |
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116 | |
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117 | return 0; |
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118 | } |
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119 | |
110 | /* This returns the skill pointer of the given name (the |
120 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
121 | * one that accumulates exp, has the level, etc). |
112 | * |
122 | * |
113 | * It is presumed that the player will be needing to actually |
123 | * 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 |
124 | * use the skill, so thus if use of the skill requires a skill |
115 | * tool, this code will equip it. |
125 | * tool, this code will equip it. |
116 | */ |
126 | */ |
117 | object * |
127 | object * |
118 | find_skill_by_name (object *who, const char *name) |
128 | find_skill_by_name (object *who, const shstr &sh) |
119 | { |
129 | { |
120 | object *skill = NULL, *skill_tool = NULL, *tmp; |
130 | object *skill_tool = 0; |
121 | |
131 | |
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) |
132 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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133 | if (tmp->skill == sh) |
130 | { |
134 | { |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
135 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
132 | skill = tmp; |
136 | /* If this is a skill that can be used without applying tool, return it */ |
133 | |
137 | return tmp->inv_splay (); |
134 | /* Try to find appropriate skilltool. If the player has one already |
138 | /* Try to find appropriate skilltool. If the player has one already |
135 | * applied, we try to keep using that one. |
139 | * applied, we try to keep using that one. |
136 | */ |
140 | */ |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
141 | 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; |
142 | 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 | } |
143 | } |
144 | } |
144 | |
145 | /* If this is a skill that can be used without a tool, return it */ |
145 | if (!skill_tool) |
146 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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147 | return skill; |
146 | return 0; |
148 | |
147 | |
149 | /* Player has a tool to use the skill. IF not applied, apply it - |
148 | /* 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 |
149 | * if not successful, return null. If they do have the skill tool |
151 | * but not the skill itself, give it to them. |
150 | * but not the skill itself, give it to them. |
152 | */ |
151 | */ |
153 | if (skill_tool) |
152 | object *skill = find_skill (who, 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 | |
153 | |
161 | if (!skill) |
154 | if (!skill) |
162 | { |
155 | { |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
156 | skill = give_skill_by_name (who, skill_tool->skill); |
164 | link_player_skills (who); |
157 | link_player_skills (who); |
165 | } |
158 | } |
166 | |
159 | |
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160 | skill->inv_splay (); |
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161 | |
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162 | if (!skill_tool->flag [FLAG_APPLIED]) |
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163 | if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY)) |
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164 | return 0; |
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165 | |
167 | return skill; |
166 | return skill; |
168 | } |
167 | } |
169 | |
168 | |
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169 | object * |
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170 | find_skill_by_name (object *who, const char *name) |
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171 | { |
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172 | if (!name) |
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173 | return 0; |
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174 | |
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175 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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176 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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177 | && tmp->skill.begins_with (name)) |
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178 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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179 | return skop; |
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180 | |
170 | return NULL; |
181 | return 0; |
171 | } |
182 | } |
172 | |
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173 | |
183 | |
174 | /* This returns the skill pointer of the given name (the |
184 | /* This returns the skill pointer of the given name (the |
175 | * one that accumlates exp, has the level, etc). |
185 | * one that accumulates exp, has the level, etc). |
176 | * |
186 | * |
177 | * It is presumed that the player will be needing to actually |
187 | * 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 |
188 | * use the skill, so thus if use of the skill requires a skill |
179 | * tool, this code will equip it. |
189 | * tool, this code will equip it. |
180 | * |
190 | * |
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183 | * this replaces find_skill. |
193 | * this replaces find_skill. |
184 | */ |
194 | */ |
185 | object * |
195 | object * |
186 | find_skill_by_number (object *who, int skillno) |
196 | find_skill_by_number (object *who, int skillno) |
187 | { |
197 | { |
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) |
198 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
194 | { |
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195 | if (tmp->type == SKILL && tmp->subtype == skillno) |
199 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | skill = tmp; |
200 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
197 | |
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198 | /* Try to find appropriate skilltool. If the player has one already |
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199 | * applied, we try to keep using that one. |
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200 | */ |
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201 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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202 | { |
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203 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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204 | skill_tool = tmp; |
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205 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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206 | skill_tool = tmp; |
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207 | } |
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208 | } |
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209 | /* If this is a skill that can be used without a tool, return it */ |
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210 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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211 | return skill; |
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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; |
201 | return skop; |
232 | } |
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233 | |
202 | |
234 | return NULL; |
203 | return 0; |
235 | } |
204 | } |
236 | |
205 | |
237 | /* This changes the objects skill to new_skill. |
206 | /* This changes the objects chosen_skill to new_skill. |
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 |
207 | * return 1 on success, 0 on error |
247 | */ |
208 | */ |
248 | int |
209 | bool |
249 | change_skill (object *who, object *new_skill, int flag) |
210 | object::change_skill (object *new_skill) |
250 | { |
211 | { |
251 | int old_range; |
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252 | |
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253 | if (who->type != PLAYER) |
212 | if (type != PLAYER) |
254 | return 0; |
213 | return 0; |
255 | |
214 | |
256 | player *pl = who->contr; |
215 | // optimise this supposedly common case |
257 | |
216 | if (new_skill == chosen_skill) |
258 | if (pl->ranged_skill && pl->ranged_skill == new_skill) |
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259 | return 1; |
217 | return 1; |
260 | |
218 | |
261 | if (!new_skill) |
219 | if (chosen_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 */ |
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267 | return 0; |
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268 | } |
220 | { |
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221 | chosen_skill->flag [FLAG_APPLIED] = false; |
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222 | change_abil (this, chosen_skill); |
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223 | } |
269 | |
224 | |
270 | // move skill to front, so it will be preferred next time |
225 | chosen_skill = new_skill; |
271 | new_skill->remove (); |
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272 | who->insert (new_skill); |
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273 | |
226 | |
274 | if (apply_special (who, new_skill, AP_APPLY)) |
227 | if (chosen_skill) |
275 | return 0; |
228 | { |
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229 | chosen_skill->flag [FLAG_APPLIED] = true; |
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230 | change_abil (this, chosen_skill); |
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231 | chosen_skill->inv_splay (); |
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232 | } |
276 | |
233 | |
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234 | update_stats (); |
277 | return 1; |
235 | return 1; |
278 | } |
236 | } |
279 | |
237 | |
280 | /* This function just clears the chosen_skill and range_skill values |
238 | /* This function just clears the chosen_skill and range_skill values |
281 | * in the player. |
239 | * in the player. |
282 | */ |
240 | */ |
283 | void |
241 | void |
284 | clear_skill (object *who) |
242 | clear_skill (object *who) |
285 | { |
243 | { |
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244 | if (who->chosen_skill) |
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245 | { |
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246 | who->chosen_skill->flag [FLAG_APPLIED] = false; |
286 | who->chosen_skill = 0; |
247 | who->chosen_skill = 0; |
287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
248 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
288 | |
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289 | if (who->type == PLAYER) |
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290 | { |
249 | } |
291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
250 | |
292 | { |
251 | if (player *pl = who->contr) |
293 | who->contr->ranged_skill = 0; |
252 | if (pl->ranged_ob && pl->ranged_ob->type == SKILL) |
294 | who->contr->ranged_ob = 0; |
253 | pl->ranged_ob = 0; |
295 | } |
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296 | } |
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297 | } |
254 | } |
298 | |
255 | |
299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
256 | /* 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. |
257 | * 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 |
258 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
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309 | int |
266 | int |
310 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
267 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
311 | { |
268 | { |
312 | int success = 0, exp = 0; |
269 | int success = 0, exp = 0; |
313 | int did_alc = 0; |
270 | int did_alc = 0; |
314 | object *tmp, *next; |
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315 | |
271 | |
316 | if (!skill) |
272 | if (!skill) |
317 | return 0; |
273 | return 0; |
318 | |
274 | |
319 | /* The code below presumes that the skill points to the object that |
275 | /* The code below presumes that the skill points to the object that |
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321 | * go and try to find the actual real skill pointer, and if the |
277 | * 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. |
278 | * the player doesn't have a bucket for that, create one. |
323 | */ |
279 | */ |
324 | if (skill->type != SKILL && op->type == PLAYER) |
280 | if (skill->type != SKILL && op->type == PLAYER) |
325 | { |
281 | { |
326 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
282 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
327 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
283 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
328 | break; |
284 | { |
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285 | skill = tmp; |
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286 | goto found; |
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287 | } |
329 | |
288 | |
330 | if (!tmp) |
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331 | tmp = give_skill_by_name (op, skill->skill); |
289 | skill = give_skill_by_name (op, skill->skill); |
332 | |
290 | found: ; |
333 | skill = tmp; |
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334 | } |
291 | } |
335 | |
292 | |
336 | // skill, by_whom, on_which_object, which direction, skill_argument |
293 | // 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))) |
294 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
338 | return 0; |
295 | return 0; |
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443 | case SK_LITERACY: |
400 | case SK_LITERACY: |
444 | case SK_WOODSMAN: |
401 | case SK_WOODSMAN: |
445 | /* first, we try to find a cauldron, and do the alchemy thing. |
402 | /* first, we try to find a cauldron, and do the alchemy thing. |
446 | * failing that, we go and identify stuff. |
403 | * failing that, we go and identify stuff. |
447 | */ |
404 | */ |
448 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
405 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
449 | { |
406 | { |
450 | next = tmp->above; |
407 | next = tmp->above; |
451 | |
408 | |
452 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
409 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
453 | { |
410 | { |
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514 | * If certain skills should take more/less time, that should be |
471 | * If certain skills should take more/less time, that should be |
515 | * in the code for the skill itself. |
472 | * in the code for the skill itself. |
516 | */ |
473 | */ |
517 | |
474 | |
518 | if (op->type == PLAYER) |
475 | if (op->type == PLAYER) |
519 | op->speed_left -= 1.0; |
476 | op->speed_left -= 1.f; |
520 | |
477 | |
521 | /* this is a good place to add experience for successfull use of skills. |
478 | /* this is a good place to add experience for successfull use of skills. |
522 | * Note that add_exp() will figure out player/monster experience |
479 | * Note that add_exp() will figure out player/monster experience |
523 | * gain problems. |
480 | * gain problems. |
524 | */ |
481 | */ |
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653 | * player learns the skill, 2 otherwise. |
610 | * player learns the skill, 2 otherwise. |
654 | */ |
611 | */ |
655 | int |
612 | int |
656 | learn_skill (object *pl, object *scroll) |
613 | learn_skill (object *pl, object *scroll) |
657 | { |
614 | { |
658 | object *tmp; |
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659 | |
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660 | if (!scroll->skill) |
615 | if (!scroll->skill) |
661 | { |
616 | { |
662 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
617 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
663 | return 2; |
618 | return 2; |
664 | } |
619 | } |
665 | |
620 | |
666 | /* can't use find_skill_by_name because we want skills the player knows |
621 | object *tmp = find_skill (pl, scroll->skill); |
667 | * but can't use natively. |
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668 | */ |
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669 | |
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670 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
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671 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
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672 | break; |
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673 | |
622 | |
674 | /* player already knows it */ |
623 | /* player already knows it */ |
675 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
624 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
676 | return 0; |
625 | return 0; |
677 | |
626 | |
… | |
… | |
695 | link_player_skills (pl); |
644 | link_player_skills (pl); |
696 | return 1; |
645 | return 1; |
697 | } |
646 | } |
698 | |
647 | |
699 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
648 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
700 | |
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701 | /* Probably belongs in some global utils-type file? */ |
649 | /* Probably belongs in some global utils-type file? */ |
702 | static int |
650 | static int |
703 | clipped_percent (sint64 a, sint64 b) |
651 | clipped_percent (sint64 a, sint64 b) |
704 | { |
652 | { |
705 | int rv; |
653 | int rv; |
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… | |
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 | |
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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 | { |
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762 | if (skop->type == SKILL |
815 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
763 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
816 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
764 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
817 | break; |
765 | break; |
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|
766 | else if (skop->type == SKILL_TOOL |
818 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
767 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
819 | break; |
768 | break; |
820 | } |
769 | } |
|
|
770 | |
821 | if (!skop) |
771 | if (!skop) |
822 | { |
772 | { |
823 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
773 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
824 | return 0; |
774 | return 0; |
825 | } |
775 | } |
… | |
… | |
830 | * options given to the skill. Its pretty simple - if there |
780 | * options given to the skill. Its pretty simple - if there |
831 | * are extra parameters (as deteremined by string length), we |
781 | * are extra parameters (as deteremined by string length), we |
832 | * want to skip over any leading spaces. |
782 | * want to skip over any leading spaces. |
833 | */ |
783 | */ |
834 | if (len >= strlen (string)) |
784 | if (len >= strlen (string)) |
835 | { |
|
|
836 | string = NULL; |
785 | string = NULL; |
837 | } |
|
|
838 | else |
786 | else |
839 | { |
787 | { |
840 | string += len; |
788 | string += len; |
841 | while (*string == 0x20) |
789 | while (*string == 0x20) |
842 | string++; |
790 | string++; |
|
|
791 | |
843 | if (strlen (string) == 0) |
792 | if (strlen (string) == 0) |
844 | string = NULL; |
793 | string = NULL; |
845 | } |
794 | } |
846 | |
795 | |
847 | #ifdef SKILL_UTIL_DEBUG |
796 | #ifdef SKILL_UTIL_DEBUG |
848 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
797 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
849 | #endif |
798 | #endif |
850 | |
799 | |
851 | /* Change to the new skill, then execute it. */ |
|
|
852 | if (do_skill (op, op, skop, op->facing, string)) |
800 | if (do_skill (op, op, skop, op->facing, string)) |
853 | return 1; |
801 | return 1; |
854 | |
802 | |
855 | return 0; |
803 | return 0; |
856 | } |
804 | } |
… | |
… | |
892 | * is readied either then try to find a skill for the player to use. |
840 | * 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, |
841 | * 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 |
842 | * 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. |
843 | * through that code if skill is set to change to the skill. |
896 | */ |
844 | */ |
897 | if (op->type == PLAYER) |
845 | if (player *pl = op->contr) |
898 | { |
846 | { |
899 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
847 | if (!pl->combat_ob) |
900 | { |
848 | { |
901 | if (!skill) |
849 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
902 | { |
850 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
851 | for (tmp = op->inv; tmp; tmp = tmp->below) |
904 | * it if appropriate. |
852 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
905 | */ |
853 | break; |
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
854 | |
907 | skill = op->chosen_skill; |
855 | if (!tmp) |
908 | else |
|
|
909 | { |
856 | { |
910 | skill = find_player_hth_skill (op); |
857 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
858 | return 0; |
|
|
859 | } |
911 | |
860 | |
|
|
861 | pl->combat_ob = tmp; |
|
|
862 | } |
|
|
863 | else |
|
|
864 | { |
912 | if (!skill) |
865 | if (!skill) |
|
|
866 | { |
|
|
867 | /* See if the players chosen skill is a combat skill, and use |
|
|
868 | * it if appropriate. |
|
|
869 | */ |
|
|
870 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
871 | skill = op->chosen_skill; |
|
|
872 | else |
913 | { |
873 | { |
|
|
874 | skill = find_player_hth_skill (op); |
|
|
875 | |
|
|
876 | if (!skill) |
|
|
877 | { |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
878 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
879 | return 0; |
|
|
880 | } |
916 | } |
881 | } |
917 | } |
882 | } |
|
|
883 | |
|
|
884 | pl->combat_ob = skill; |
|
|
885 | apply_special (op, skill, AP_APPLY); |
918 | } |
886 | } |
919 | |
887 | |
920 | /* now try to ready the new skill */ |
888 | if (!pl->combat_ob) |
921 | if (!change_skill (op, skill, 0)) |
889 | { |
922 | { /* oh oh, trouble! */ |
890 | 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; |
891 | return 0; |
925 | } |
892 | } |
926 | } |
893 | } |
927 | else |
894 | |
|
|
895 | if (!op->change_weapon (pl->combat_ob)) |
|
|
896 | return 0; |
|
|
897 | |
|
|
898 | /* lose invisiblity/hiding status for running attacks */ |
|
|
899 | if (pl->tmp_invis) |
928 | { |
900 | { |
929 | /* Seen some crashes below where current_weapon is not set, |
901 | pl->tmp_invis = 0; |
930 | * even though the flag says it is. So if current weapon isn't set, |
902 | op->invisible = 0; |
931 | * do some work in trying to find the object to use. |
903 | op->hide = 0; |
932 | */ |
904 | 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 | } |
905 | } |
954 | } |
|
|
955 | |
|
|
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 | } |
906 | } |
965 | |
907 | |
966 | int success = attack_ob (tmp, op); |
908 | int success = attack_ob (tmp, op); |
967 | |
909 | |
968 | /* print appropriate messages to the player */ |
910 | /* print appropriate messages to the player */ |
… | |
… | |
1039 | } |
981 | } |
1040 | |
982 | |
1041 | return do_skill_attack (tmp, pl, string, skill); |
983 | return do_skill_attack (tmp, pl, string, skill); |
1042 | } |
984 | } |
1043 | |
985 | |
1044 | |
|
|
1045 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
986 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1046 | |
987 | |
1047 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
988 | /* 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 |
989 | * (attack_hth) we check for weapon use, etc in the second (the new |
1049 | * function skill_attack() we actually attack. |
990 | * function skill_attack() we actually attack. |
1050 | */ |
991 | */ |
1051 | |
|
|
1052 | static int |
992 | static int |
1053 | attack_hth (object *pl, int dir, const char *string, object *skill) |
993 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1054 | { |
994 | { |
1055 | object *enemy = NULL, *weapon; |
995 | object *enemy = NULL, *weapon; |
1056 | |
996 | |
… | |
… | |
1065 | if (pl->type == PLAYER) |
1005 | if (pl->type == PLAYER) |
1066 | { |
1006 | { |
1067 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1007 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1008 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1069 | } |
1009 | } |
|
|
1010 | |
1070 | break; |
1011 | break; |
1071 | } |
1012 | } |
1072 | } |
1013 | } |
1073 | |
1014 | |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
1015 | return skill_attack (enemy, pl, dir, string, skill); |
… | |
… | |
1094 | |
1035 | |
1095 | return 0; |
1036 | return 0; |
1096 | } |
1037 | } |
1097 | |
1038 | |
1098 | return skill_attack (NULL, op, dir, string, skill); |
1039 | return skill_attack (NULL, op, dir, string, skill); |
1099 | |
|
|
1100 | } |
1040 | } |
|
|
1041 | |