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 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | |
26 | |
26 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | * categories. This is done solely through the init_new_exp_system() fctn. |
28 | * categories. This is done solely through the init_new_exp_system() fctn. |
… | |
… | |
39 | |
40 | |
40 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
41 | |
42 | |
42 | #include <global.h> |
43 | #include <global.h> |
43 | #include <object.h> |
44 | #include <object.h> |
44 | #ifndef __CEXTRACT__ |
|
|
45 | # include <sproto.h> |
45 | #include <sproto.h> |
46 | #endif |
|
|
47 | #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. */ |
48 | #include <spells.h> |
47 | #include <spells.h> |
49 | |
48 | |
50 | /* Table of unarmed attack skills. Terminated by -1. This |
49 | const uint8_t skill_flags[NUM_SKILLS] = { |
51 | * is also the list that we should try to use skills when |
50 | 0, // SK_NONE |
52 | * automatically applying one for the player. |
51 | # define def(uc, flags) flags, |
53 | */ |
52 | # include "skillinc.h" |
54 | static uint8 unarmed_skills[] = { |
53 | # undef def |
55 | SK_KARATE, |
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|
56 | SK_CLAWING, |
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|
57 | SK_FLAME_TOUCH, |
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|
58 | SK_SPARK_TOUCH, |
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|
59 | SK_SHIVER, |
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|
60 | SK_ACID_SPLASH, |
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|
61 | SK_POISON_NAIL, |
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|
62 | SK_PUNCHING, |
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|
63 | (uint8)-1 |
|
|
64 | }; |
54 | }; |
65 | |
55 | |
66 | 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); |
67 | 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); |
68 | |
58 | |
… | |
… | |
71 | * subtypes. |
61 | * subtypes. |
72 | */ |
62 | */ |
73 | void |
63 | void |
74 | init_skills (void) |
64 | init_skills (void) |
75 | { |
65 | { |
76 | int i; |
|
|
77 | archetype *at; |
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|
78 | |
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|
79 | for (at = first_archetype; at != NULL; at = at->next) |
66 | for (archetype *at = first_archetype; at; at = at->next) |
80 | if (at->clone.type == SKILL) |
67 | if (at->clone.type == SKILL) |
81 | { |
68 | { |
82 | if (skill_names[at->clone.subtype] != NULL) |
69 | if (skill_names[at->clone.subtype]) |
83 | 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", |
84 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
85 | else |
72 | else |
86 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
87 | } |
74 | } |
88 | |
75 | |
89 | /* 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 |
90 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
91 | */ |
78 | */ |
92 | for (i = 1; i < NUM_SKILLS; i++) |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
93 | { |
|
|
94 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
95 | 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); |
96 | } |
|
|
97 | } |
82 | } |
98 | |
|
|
99 | |
83 | |
100 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
101 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
102 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
103 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
104 | */ |
88 | */ |
105 | void |
89 | void |
106 | link_player_skills (object *op) |
90 | link_player_skills (object *op) |
107 | { |
91 | { |
108 | object *tmp; |
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109 | |
|
|
110 | for (tmp = op->inv; tmp; tmp = tmp->below) |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
111 | { |
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|
112 | if (tmp->type == SKILL) |
93 | if (tmp->type == SKILL) |
113 | { |
94 | { |
114 | /* This is really a warning, hence no else below */ |
95 | /* This is really a warning, hence no else below */ |
115 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
116 | { |
|
|
117 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
118 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
119 | } |
99 | |
120 | if (tmp->subtype >= NUM_SKILLS) |
100 | if (tmp->subtype >= NUM_SKILLS) |
121 | { |
|
|
122 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
123 | } |
|
|
124 | else |
102 | else |
125 | { |
103 | { |
126 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
127 | op->contr->last_skill_exp[tmp->subtype] = -1; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
128 | } |
106 | } |
129 | } |
107 | } |
130 | } |
|
|
131 | } |
108 | } |
132 | |
109 | |
133 | /* This returns the skill pointer of the given name (the |
110 | /* This returns the skill pointer of the given name (the |
134 | * one that accumlates exp, has the level, etc). |
111 | * one that accumlates exp, has the level, etc). |
135 | * |
112 | * |
… | |
… | |
138 | * tool, this code will equip it. |
115 | * tool, this code will equip it. |
139 | */ |
116 | */ |
140 | object * |
117 | object * |
141 | find_skill_by_name (object *who, const char *name) |
118 | find_skill_by_name (object *who, const char *name) |
142 | { |
119 | { |
143 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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144 | |
|
|
145 | if (!name) |
120 | if (!name) |
146 | return NULL; |
121 | return 0; |
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122 | |
|
|
123 | object *skill = 0, *skill_tool = 0; |
147 | |
124 | |
148 | /* 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 |
149 | * 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 |
150 | * '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' |
151 | */ |
128 | */ |
152 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
153 | { |
130 | { |
154 | 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)) |
155 | skill = tmp; |
132 | skill = tmp; |
156 | |
133 | |
157 | /* Try to find appropriate skilltool. If the player has one already |
134 | /* Try to find appropriate skilltool. If the player has one already |
158 | * applied, we try to keep using that one. |
135 | * applied, we try to keep using that one. |
159 | */ |
136 | */ |
160 | 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)) |
161 | { |
138 | { |
162 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
163 | skill_tool = tmp; |
140 | skill_tool = tmp; |
164 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
165 | skill_tool = tmp; |
142 | skill_tool = tmp; |
166 | } |
143 | } |
167 | } |
144 | } |
|
|
145 | |
168 | /* 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 */ |
169 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
170 | return skill; |
148 | return skill; |
171 | |
149 | |
172 | /* 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 - |
173 | * 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 |
174 | * but not the skill itself, give it to them. |
152 | * but not the skill itself, give it to them. |
175 | */ |
153 | */ |
176 | if (skill_tool) |
154 | if (skill_tool) |
177 | { |
155 | { |
178 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
156 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
179 | { |
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|
180 | if (apply_special (who, skill_tool, 0)) |
157 | if (apply_special (who, skill_tool, 0)) |
181 | return NULL; |
158 | return 0; |
182 | } |
159 | |
183 | if (!skill) |
160 | if (!skill) |
184 | { |
161 | { |
185 | skill = give_skill_by_name (who, skill_tool->skill); |
162 | skill = give_skill_by_name (who, skill_tool->skill); |
186 | link_player_skills (who); |
163 | link_player_skills (who); |
187 | } |
164 | } |
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165 | |
188 | return skill; |
166 | return skill; |
189 | } |
167 | } |
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168 | |
190 | return NULL; |
169 | return 0; |
191 | } |
170 | } |
192 | |
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|
193 | |
171 | |
194 | /* This returns the skill pointer of the given name (the |
172 | /* This returns the skill pointer of the given name (the |
195 | * one that accumlates exp, has the level, etc). |
173 | * one that accumlates exp, has the level, etc). |
196 | * |
174 | * |
197 | * It is presumed that the player will be needing to actually |
175 | * It is presumed that the player will be needing to actually |
… | |
… | |
203 | * this replaces find_skill. |
181 | * this replaces find_skill. |
204 | */ |
182 | */ |
205 | object * |
183 | object * |
206 | find_skill_by_number (object *who, int skillno) |
184 | find_skill_by_number (object *who, int skillno) |
207 | { |
185 | { |
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186 | if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) |
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187 | return 0; |
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188 | |
208 | object *skill = NULL, *skill_tool = NULL, *tmp; |
189 | object *skill = NULL, *skill_tool = NULL; |
209 | |
190 | |
210 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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211 | return NULL; |
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212 | |
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213 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
191 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
214 | { |
192 | { |
215 | if (tmp->type == SKILL && tmp->subtype == skillno) |
193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
216 | skill = tmp; |
194 | skill = tmp; |
217 | |
195 | |
218 | /* Try to find appropriate skilltool. If the player has one already |
196 | /* Try to find appropriate skilltool. If the player has one already |
… | |
… | |
224 | skill_tool = tmp; |
202 | skill_tool = tmp; |
225 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
203 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
226 | skill_tool = tmp; |
204 | skill_tool = tmp; |
227 | } |
205 | } |
228 | } |
206 | } |
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|
207 | |
229 | /* If this is a skill that can be used without a tool, return it */ |
208 | /* If this is a skill that can be used without a tool, return it */ |
230 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
209 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
231 | return skill; |
210 | return skill; |
232 | |
211 | |
233 | /* Player has a tool to use the skill. IF not applied, apply it - |
212 | /* Player has a tool to use the skill. If not applied, apply it - |
234 | * if not successful, return null. If they do have the skill tool |
213 | * if not successful, return null. If they do have the skill tool |
235 | * but not the skill itself, give it to them. |
214 | * but not the skill itself, give it to them. |
236 | */ |
215 | */ |
237 | if (skill_tool) |
216 | if (skill_tool) |
238 | { |
217 | { |
239 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
218 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
… | |
… | |
255 | } |
234 | } |
256 | |
235 | |
257 | /* This changes the objects skill to new_skill. |
236 | /* This changes the objects skill to new_skill. |
258 | * note that this function doesn't always need to get used - |
237 | * note that this function doesn't always need to get used - |
259 | * 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 |
260 | * set. This function is of most interest to players to update |
239 | * set. This function is of most interest to players to update |
261 | * the various range information. |
240 | * the various range information. |
262 | * if new_skill is null, this just unapplies the skill. |
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263 | * flag has the current meaning: |
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264 | * 0x1: If set, don't update the range pointer. This is useful when we |
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265 | * need to ready a new skill, but don't want to clobber range. |
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266 | * return 1 on success, 0 on error |
241 | * return 1 on success, 0 on error |
267 | */ |
242 | */ |
268 | |
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269 | int |
243 | int |
270 | change_skill (object *who, object *new_skill, int flag) |
244 | change_skill (object *who, object *new_skill, int flag) |
271 | { |
245 | { |
272 | int old_range; |
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273 | |
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274 | if (who->type != PLAYER) |
246 | if (who->type != PLAYER) |
275 | return 0; |
247 | return 0; |
276 | |
248 | |
277 | old_range = who->contr->shoottype; |
249 | #if 0 |
278 | |
250 | // optimise this supposedly common case |
279 | if (who->chosen_skill && who->chosen_skill == new_skill) |
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280 | { |
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281 | /* optimization for changing skill to current skill */ |
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282 | if (who->type == PLAYER && !(flag & 0x1)) |
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283 | who->contr->shoottype = range_skill; |
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284 | |
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285 | return 1; |
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286 | } |
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287 | |
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288 | // move skill to front, so it will be preferred next time |
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289 | new_skill->remove (); |
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290 | who->insert (new_skill); |
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291 | |
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292 | if (!new_skill || who->chosen_skill) |
251 | if (new_skill == who->chosen_skill) |
293 | if (who->chosen_skill) |
252 | return 1; |
294 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
253 | #endif |
295 | |
254 | |
296 | /* Only goal in this case was to unapply a skill */ |
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297 | if (!new_skill) |
255 | if (!new_skill) |
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256 | { |
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257 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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258 | who->debug_desc ()); |
298 | return 0; |
259 | return 0; |
|
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260 | } |
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261 | |
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262 | // the skill could be readied already because it is used by a weapon. |
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263 | who->change_weapon (0); |
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264 | new_skill->inv_splay (); |
299 | |
265 | |
300 | if (apply_special (who, new_skill, AP_APPLY)) |
266 | if (apply_special (who, new_skill, AP_APPLY)) |
301 | return 0; |
267 | return 0; |
302 | |
268 | |
303 | if (flag & 0x1) |
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304 | who->contr->shoottype = (rangetype)old_range; |
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305 | |
|
|
306 | return 1; |
269 | return 1; |
307 | } |
270 | } |
308 | |
271 | |
309 | /* This function just clears the chosen_skill and range_skill values |
272 | /* This function just clears the chosen_skill and range_skill values |
310 | * inthe player. |
273 | * in the player. |
311 | */ |
274 | */ |
312 | void |
275 | void |
313 | clear_skill (object *who) |
276 | clear_skill (object *who) |
314 | { |
277 | { |
315 | who->chosen_skill = NULL; |
278 | who->chosen_skill = 0; |
316 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
279 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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|
280 | |
317 | if (who->type == PLAYER) |
281 | if (who->type == PLAYER) |
318 | { |
282 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
319 | who->contr->ranges[range_skill] = NULL; |
283 | who->contr->ranged_ob = 0; |
320 | if (who->contr->shoottype == range_skill) |
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321 | who->contr->shoottype = range_none; |
|
|
322 | } |
|
|
323 | } |
284 | } |
324 | |
285 | |
325 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
286 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
326 | * We handle all requests for skill use outside of some combat here. |
287 | * We handle all requests for skill use outside of some combat here. |
327 | * We require a separate routine outside of fire() so as to allow monsters |
288 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
330 | * exp - no caller needed that info, but it also prevented the callers |
291 | * exp - no caller needed that info, but it also prevented the callers |
331 | * from know if a skill was actually used, as many skills don't |
292 | * from know if a skill was actually used, as many skills don't |
332 | * give any exp for their direct use (eg, throwing). |
293 | * give any exp for their direct use (eg, throwing). |
333 | * It returns 0 if no skill was used. |
294 | * It returns 0 if no skill was used. |
334 | */ |
295 | */ |
335 | |
|
|
336 | int |
296 | int |
337 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
297 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
338 | { |
298 | { |
339 | int success = 0, exp = 0; |
299 | int success = 0, exp = 0; |
340 | int did_alc = 0; |
300 | int did_alc = 0; |
341 | object *tmp, *next; |
|
|
342 | |
301 | |
343 | if (!skill) |
302 | if (!skill) |
344 | return 0; |
303 | return 0; |
345 | |
304 | |
346 | /* The code below presumes that the skill points to the object that |
305 | /* The code below presumes that the skill points to the object that |
… | |
… | |
348 | * go and try to find the actual real skill pointer, and if the |
307 | * go and try to find the actual real skill pointer, and if the |
349 | * the player doesn't have a bucket for that, create one. |
308 | * the player doesn't have a bucket for that, create one. |
350 | */ |
309 | */ |
351 | if (skill->type != SKILL && op->type == PLAYER) |
310 | if (skill->type != SKILL && op->type == PLAYER) |
352 | { |
311 | { |
353 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
312 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
354 | { |
|
|
355 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
313 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
356 | break; |
314 | { |
|
|
315 | skill = tmp; |
|
|
316 | goto found; |
357 | } |
317 | } |
358 | if (!tmp) |
318 | |
359 | tmp = give_skill_by_name (op, skill->skill); |
319 | skill = give_skill_by_name (op, skill->skill); |
360 | skill = tmp; |
320 | found: ; |
361 | } |
321 | } |
362 | |
322 | |
363 | // skill, by_whom, on_which_object, which direction, skill_argument |
323 | // skill, by_whom, on_which_object, which direction, skill_argument |
364 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
324 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
365 | return 0; |
325 | return 0; |
366 | |
326 | |
367 | switch (skill->subtype) |
327 | switch (skill->subtype) |
368 | { |
328 | { |
369 | case SK_LEVITATION: |
329 | case SK_LEVITATION: |
370 | /* Not 100% sure if this will work with new movement code - |
330 | /* Not 100% sure if this will work with new movement code - |
371 | * the levitation skill has move_type for flying, so when |
331 | * the levitation skill has move_type for flying, so when |
372 | * equipped, that should transfer to player, when not, |
332 | * equipped, that should transfer to player, when not, |
373 | * shouldn't. |
333 | * shouldn't. |
374 | */ |
334 | */ |
375 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
335 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
376 | { |
336 | { |
377 | CLEAR_FLAG (skill, FLAG_APPLIED); |
337 | CLEAR_FLAG (skill, FLAG_APPLIED); |
378 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
338 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
379 | } |
339 | } |
380 | else |
340 | else |
381 | { |
341 | { |
382 | SET_FLAG (skill, FLAG_APPLIED); |
342 | SET_FLAG (skill, FLAG_APPLIED); |
383 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
343 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
384 | } |
344 | } |
385 | fix_player (op); |
345 | |
|
|
346 | op->update_stats (); |
386 | success = 1; |
347 | success = 1; |
387 | break; |
348 | break; |
388 | |
349 | |
389 | case SK_STEALING: |
350 | case SK_STEALING: |
390 | exp = success = steal (op, dir, skill); |
351 | exp = success = steal (op, dir, skill); |
391 | break; |
352 | break; |
392 | |
353 | |
393 | case SK_LOCKPICKING: |
354 | case SK_LOCKPICKING: |
394 | exp = success = pick_lock (op, dir, skill); |
355 | exp = success = pick_lock (op, dir, skill); |
395 | break; |
356 | break; |
396 | |
357 | |
397 | case SK_HIDING: |
358 | case SK_HIDING: |
398 | exp = success = hide (op, skill); |
359 | exp = success = hide (op, skill); |
399 | break; |
360 | break; |
400 | |
361 | |
401 | case SK_JUMPING: |
362 | case SK_JUMPING: |
402 | success = jump (op, dir, skill); |
363 | success = jump (op, dir, skill); |
403 | break; |
364 | break; |
404 | |
365 | |
405 | case SK_INSCRIPTION: |
366 | case SK_INSCRIPTION: |
406 | exp = success = write_on_item (op, string, skill); |
367 | exp = success = write_on_item (op, string, skill); |
407 | break; |
368 | break; |
408 | |
369 | |
409 | case SK_MEDITATION: |
370 | case SK_MEDITATION: |
410 | meditate (op, skill); |
371 | meditate (op, skill); |
411 | success = 1; |
372 | success = 1; |
412 | break; |
373 | break; |
413 | /* note that the following 'attack' skills gain exp through hit_player() */ |
374 | /* note that the following 'attack' skills gain exp through hit_player() */ |
414 | |
375 | |
415 | case SK_KARATE: |
376 | case SK_KARATE: |
416 | (void) attack_hth (op, dir, "karate-chopped", skill); |
377 | attack_hth (op, dir, "karate-chopped", skill); |
417 | break; |
378 | break; |
418 | |
379 | |
419 | case SK_PUNCHING: |
380 | case SK_PUNCHING: |
420 | (void) attack_hth (op, dir, "punched", skill); |
381 | attack_hth (op, dir, "punched", skill); |
421 | break; |
382 | break; |
422 | |
383 | |
423 | case SK_FLAME_TOUCH: |
384 | case SK_FLAME_TOUCH: |
424 | (void) attack_hth (op, dir, "flamed", skill); |
385 | attack_hth (op, dir, "flamed", skill); |
425 | break; |
386 | break; |
426 | |
387 | |
427 | case SK_SPARK_TOUCH: |
388 | case SK_SPARK_TOUCH: |
428 | (void) attack_hth (op, dir, "zapped", skill); |
389 | attack_hth (op, dir, "zapped", skill); |
429 | break; |
390 | break; |
430 | |
391 | |
431 | case SK_SHIVER: |
392 | case SK_SHIVER: |
432 | (void) attack_hth (op, dir, "froze", skill); |
393 | attack_hth (op, dir, "froze", skill); |
433 | break; |
394 | break; |
434 | |
395 | |
435 | case SK_ACID_SPLASH: |
396 | case SK_ACID_SPLASH: |
436 | (void) attack_hth (op, dir, "dissolved", skill); |
397 | attack_hth (op, dir, "dissolved", skill); |
437 | break; |
398 | break; |
438 | |
399 | |
439 | case SK_POISON_NAIL: |
400 | case SK_POISON_NAIL: |
440 | (void) attack_hth (op, dir, "injected poison into", skill); |
401 | attack_hth (op, dir, "injected poison into", skill); |
441 | break; |
402 | break; |
442 | |
403 | |
443 | case SK_CLAWING: |
404 | case SK_CLAWING: |
444 | (void) attack_hth (op, dir, "clawed", skill); |
405 | attack_hth (op, dir, "clawed", skill); |
445 | break; |
406 | break; |
446 | |
407 | |
447 | case SK_ONE_HANDED_WEAPON: |
408 | case SK_ONE_HANDED_WEAPON: |
448 | case SK_TWO_HANDED_WEAPON: |
409 | case SK_TWO_HANDED_WEAPON: |
449 | (void) attack_melee_weapon (op, dir, NULL, skill); |
410 | attack_melee_weapon (op, dir, NULL, skill); |
450 | break; |
411 | break; |
451 | |
412 | |
452 | case SK_FIND_TRAPS: |
413 | case SK_FIND_TRAPS: |
453 | exp = success = find_traps (op, skill); |
414 | exp = success = find_traps (op, skill); |
454 | break; |
415 | break; |
455 | |
416 | |
456 | case SK_SINGING: |
417 | case SK_SINGING: |
457 | exp = success = singing (op, dir, skill); |
418 | exp = success = singing (op, dir, skill); |
458 | break; |
419 | break; |
459 | |
420 | |
460 | case SK_ORATORY: |
421 | case SK_ORATORY: |
461 | exp = success = use_oratory (op, dir, skill); |
422 | exp = success = use_oratory (op, dir, skill); |
462 | break; |
423 | break; |
463 | |
424 | |
464 | case SK_SMITHERY: |
425 | case SK_SMITHERY: |
465 | case SK_BOWYER: |
426 | case SK_BOWYER: |
466 | case SK_JEWELER: |
427 | case SK_JEWELER: |
467 | case SK_ALCHEMY: |
428 | case SK_ALCHEMY: |
468 | case SK_THAUMATURGY: |
429 | case SK_THAUMATURGY: |
469 | case SK_LITERACY: |
430 | case SK_LITERACY: |
470 | case SK_WOODSMAN: |
431 | case SK_WOODSMAN: |
471 | /* first, we try to find a cauldron, and do the alchemy thing. |
432 | /* first, we try to find a cauldron, and do the alchemy thing. |
472 | * failing that, we go and identify stuff. |
433 | * failing that, we go and identify stuff. |
473 | */ |
434 | */ |
474 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
435 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
475 | { |
436 | { |
476 | next = tmp->above; |
437 | next = tmp->above; |
477 | |
438 | |
478 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
439 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
479 | { |
440 | { |
480 | attempt_do_alchemy (op, tmp); |
441 | attempt_do_alchemy (op, tmp); |
481 | |
442 | |
482 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
443 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
483 | esrv_send_inventory (op, tmp); |
444 | esrv_send_inventory (op, tmp); |
484 | |
445 | |
485 | did_alc = 1; |
446 | did_alc = 1; |
486 | } |
447 | } |
487 | } |
448 | } |
488 | |
449 | |
489 | if (did_alc == 0) |
450 | if (did_alc == 0) |
490 | exp = success = skill_ident (op, skill); |
|
|
491 | |
|
|
492 | break; |
|
|
493 | |
|
|
494 | case SK_DET_MAGIC: |
|
|
495 | case SK_DET_CURSE: |
|
|
496 | exp = success = skill_ident (op, skill); |
451 | exp = success = skill_ident (op, skill); |
|
|
452 | |
497 | break; |
453 | break; |
498 | |
454 | |
|
|
455 | case SK_DET_MAGIC: |
|
|
456 | case SK_DET_CURSE: |
|
|
457 | exp = success = skill_ident (op, skill); |
|
|
458 | break; |
|
|
459 | |
499 | case SK_DISARM_TRAPS: |
460 | case SK_DISARM_TRAPS: |
500 | exp = success = remove_trap (op, dir, skill); |
461 | exp = success = remove_trap (op, dir, skill); |
501 | break; |
462 | break; |
502 | |
463 | |
503 | case SK_THROWING: |
464 | case SK_THROWING: |
504 | success = skill_throw (op, part, dir, string, skill); |
465 | success = skill_throw (op, part, dir, string, skill); |
505 | break; |
466 | break; |
506 | |
467 | |
507 | case SK_SET_TRAP: |
468 | case SK_SET_TRAP: |
508 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
469 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
509 | break; |
470 | break; |
510 | |
471 | |
511 | case SK_USE_MAGIC_ITEM: |
472 | case SK_USE_MAGIC_ITEM: |
512 | case SK_MISSILE_WEAPON: |
473 | case SK_MISSILE_WEAPON: |
513 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
474 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
514 | break; |
475 | break; |
515 | |
476 | |
516 | case SK_PRAYING: |
477 | case SK_PRAYING: |
517 | success = pray (op, skill); |
478 | success = pray (op, skill); |
518 | break; |
479 | break; |
519 | |
480 | |
520 | case SK_BARGAINING: |
481 | case SK_BARGAINING: |
521 | success = describe_shop (op); |
482 | success = describe_shop (op); |
522 | break; |
483 | break; |
523 | |
484 | |
524 | case SK_SORCERY: |
485 | case SK_SORCERY: |
525 | case SK_EVOCATION: |
486 | case SK_EVOCATION: |
526 | case SK_PYROMANCY: |
487 | case SK_PYROMANCY: |
527 | case SK_SUMMONING: |
488 | case SK_SUMMONING: |
528 | case SK_CLIMBING: |
489 | case SK_CLIMBING: |
529 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
490 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
530 | break; |
491 | break; |
531 | |
492 | |
532 | default: |
493 | default: |
533 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
494 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
534 | break; |
495 | break; |
535 | } |
496 | } |
536 | |
497 | |
537 | /* For players we now update the speed_left from using the skill. |
498 | /* For players we now update the speed_left from using the skill. |
538 | * Monsters have no skill use time because of the random nature in |
499 | * Monsters have no skill use time because of the random nature in |
539 | * which use_monster_skill is called already simulates this. |
500 | * which use_monster_skill is called already simulates this. |
540 | * If certain skills should take more/less time, that should be |
501 | * If certain skills should take more/less time, that should be |
541 | * in the code for the skill itself. |
502 | * in the code for the skill itself. |
542 | */ |
503 | */ |
543 | |
504 | |
544 | if (op->type == PLAYER) |
505 | if (op->type == PLAYER) |
545 | op->speed_left -= 1.0; |
506 | op->speed_left -= 1.f; |
546 | |
507 | |
547 | /* this is a good place to add experience for successfull use of skills. |
508 | /* this is a good place to add experience for successfull use of skills. |
548 | * Note that add_exp() will figure out player/monster experience |
509 | * Note that add_exp() will figure out player/monster experience |
549 | * gain problems. |
510 | * gain problems. |
550 | */ |
511 | */ |
… | |
… | |
578 | * op is the object that was 'defeated'. |
539 | * op is the object that was 'defeated'. |
579 | * skill is the skill used. If no skill is used, it should just |
540 | * skill is the skill used. If no skill is used, it should just |
580 | * point back to who. |
541 | * point back to who. |
581 | * |
542 | * |
582 | */ |
543 | */ |
583 | |
|
|
584 | int |
544 | int |
585 | calc_skill_exp (object *who, object *op, object *skill) |
545 | calc_skill_exp (object *who, object *op, object *skill) |
586 | { |
546 | { |
587 | int op_exp = 0, op_lvl = 0; |
547 | int op_exp = 0, op_lvl = 0; |
588 | float base, value, lvl_mult = 0.0; |
548 | float base, value, lvl_mult = 0.0; |
… | |
… | |
677 | * This one actually teaches the player the skill as something |
637 | * This one actually teaches the player the skill as something |
678 | * they can equip. |
638 | * they can equip. |
679 | * Return 0 if the player knows the skill, 1 if the |
639 | * Return 0 if the player knows the skill, 1 if the |
680 | * player learns the skill, 2 otherwise. |
640 | * player learns the skill, 2 otherwise. |
681 | */ |
641 | */ |
682 | |
|
|
683 | int |
642 | int |
684 | learn_skill (object *pl, object *scroll) |
643 | learn_skill (object *pl, object *scroll) |
685 | { |
644 | { |
686 | object *tmp; |
645 | object *tmp; |
687 | |
646 | |
… | |
… | |
723 | link_player_skills (pl); |
682 | link_player_skills (pl); |
724 | return 1; |
683 | return 1; |
725 | } |
684 | } |
726 | |
685 | |
727 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
686 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
728 | |
|
|
729 | /* Probably belongs in some global utils-type file? */ |
687 | /* Probably belongs in some global utils-type file? */ |
730 | static int |
688 | static int |
731 | clipped_percent (sint64 a, sint64 b) |
689 | clipped_percent (sint64 a, sint64 b) |
732 | { |
690 | { |
733 | int rv; |
691 | int rv; |
… | |
… | |
806 | } |
764 | } |
807 | |
765 | |
808 | clear_win_info (op); |
766 | clear_win_info (op); |
809 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
767 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
810 | if (num_skills_found > 1) |
768 | if (num_skills_found > 1) |
811 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
769 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
812 | |
770 | |
813 | for (i = 0; i < num_skills_found; i++) |
771 | for (i = 0; i < num_skills_found; i++) |
814 | { |
|
|
815 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
772 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
816 | } |
|
|
817 | |
773 | |
818 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
774 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
819 | |
775 | |
820 | cp = determine_god (op); |
776 | cp = determine_god (op); |
821 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
777 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
… | |
… | |
828 | * direction that the user is facing. Returns false if we are unable to |
784 | * direction that the user is facing. Returns false if we are unable to |
829 | * change to the requested skill, or were unable to use the skill properly. |
785 | * change to the requested skill, or were unable to use the skill properly. |
830 | * This is tricky because skills can have spaces. We basically roll |
786 | * This is tricky because skills can have spaces. We basically roll |
831 | * our own find_skill_by_name so we can try to do better string matching. |
787 | * our own find_skill_by_name so we can try to do better string matching. |
832 | */ |
788 | */ |
833 | |
|
|
834 | int |
789 | int |
835 | use_skill (object *op, const char *string) |
790 | use_skill (object *op, const char *string) |
836 | { |
791 | { |
837 | object *skop; |
792 | object *skop; |
838 | size_t len; |
793 | size_t len; |
… | |
… | |
886 | } |
841 | } |
887 | |
842 | |
888 | static bool |
843 | static bool |
889 | hth_skill_p (object *skill) |
844 | hth_skill_p (object *skill) |
890 | { |
845 | { |
891 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
846 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
892 | if (skill->subtype == unarmed_skills[i]) |
|
|
893 | return 1; |
|
|
894 | |
|
|
895 | return 0; |
|
|
896 | } |
847 | } |
897 | |
848 | |
898 | /* This finds the first unarmed skill the player has, and returns it. |
849 | /* This finds the first unarmed skill the player has, and returns it. |
899 | */ |
850 | */ |
900 | static object * |
851 | static object * |
… | |
… | |
914 | * tmp is the targetted monster. |
865 | * tmp is the targetted monster. |
915 | * op is what is attacking |
866 | * op is what is attacking |
916 | * string is passed along to describe what messages to describe |
867 | * string is passed along to describe what messages to describe |
917 | * the damage. |
868 | * the damage. |
918 | */ |
869 | */ |
919 | |
|
|
920 | static int |
870 | static int |
921 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
871 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
922 | { |
872 | { |
923 | int success; |
|
|
924 | |
|
|
925 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
873 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
926 | return RESULT_INT (0); |
874 | return RESULT_INT (0); |
927 | |
875 | |
928 | /* For Players only: if there is no ready weapon, and no "attack" skill |
876 | /* For Players only: if there is no ready weapon, and no "attack" skill |
929 | * is readied either then try to find a skill for the player to use. |
877 | * is readied either then try to find a skill for the player to use. |
930 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
878 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
931 | * the caller should have set it appropriately). We still want to pass |
879 | * the caller should have set it appropriately). We still want to pass |
932 | * through that code if skill is set to change to the skill. |
880 | * through that code if skill is set to change to the skill. |
933 | */ |
881 | */ |
934 | if (op->type == PLAYER) |
882 | if (player *pl = op->contr) |
935 | { |
883 | { |
936 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
884 | if (!pl->combat_ob) |
937 | { |
885 | { |
938 | if (!skill) |
886 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
939 | { |
887 | { |
940 | /* See if the players chosen skill is a combat skill, and use |
888 | for (tmp = op->inv; tmp; tmp = tmp->below) |
941 | * it if appropriate. |
889 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
942 | */ |
890 | break; |
943 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
891 | |
944 | skill = op->chosen_skill; |
892 | if (!tmp) |
945 | else |
|
|
946 | { |
893 | { |
947 | skill = find_player_hth_skill (op); |
894 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
895 | return 0; |
|
|
896 | } |
948 | |
897 | |
|
|
898 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
|
|
899 | } |
|
|
900 | else |
|
|
901 | { |
949 | if (!skill) |
902 | if (!skill) |
|
|
903 | { |
|
|
904 | /* See if the players chosen skill is a combat skill, and use |
|
|
905 | * it if appropriate. |
|
|
906 | */ |
|
|
907 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
908 | skill = op->chosen_skill; |
|
|
909 | else |
950 | { |
910 | { |
|
|
911 | skill = find_player_hth_skill (op); |
|
|
912 | |
|
|
913 | if (!skill) |
|
|
914 | { |
951 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
952 | return 0; |
916 | return 0; |
|
|
917 | } |
953 | } |
918 | } |
954 | } |
919 | } |
|
|
920 | |
|
|
921 | /* now try to ready the new skill */ |
|
|
922 | if (!change_skill (op, skill, 0)) |
|
|
923 | { /* oh oh, trouble! */ |
|
|
924 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
|
|
925 | return 0; |
|
|
926 | } |
955 | } |
927 | } |
956 | |
928 | |
957 | /* now try to ready the new skill */ |
929 | if (!pl->combat_ob) |
958 | if (!change_skill (op, skill, 0)) |
930 | { |
959 | { /* oh oh, trouble! */ |
931 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
960 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
961 | return 0; |
932 | return 0; |
962 | } |
933 | } |
963 | } |
934 | } |
964 | else |
935 | |
|
|
936 | if (!op->change_weapon (pl->combat_ob)) |
|
|
937 | return 0; |
|
|
938 | |
|
|
939 | /* lose invisiblity/hiding status for running attacks */ |
|
|
940 | if (pl->tmp_invis) |
965 | { |
941 | { |
966 | /* Seen some crashes below where current_weapon is not set, |
942 | pl->tmp_invis = 0; |
967 | * even though the flag says it is. So if current weapon isn't set, |
943 | op->invisible = 0; |
968 | * do some work in trying to find the object to use. |
944 | op->hide = 0; |
969 | */ |
945 | update_object (op, UP_OBJ_CHANGE); |
970 | if (!op->current_weapon) |
|
|
971 | { |
|
|
972 | object *tmp; |
|
|
973 | |
|
|
974 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
975 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
976 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
977 | break; |
|
|
978 | |
|
|
979 | if (!tmp) |
|
|
980 | { |
|
|
981 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
982 | op->current_weapon = NULL; |
|
|
983 | return 0; |
|
|
984 | } |
|
|
985 | else |
|
|
986 | { |
|
|
987 | op->current_weapon = tmp; |
|
|
988 | } |
|
|
989 | } |
|
|
990 | |
|
|
991 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
992 | } |
946 | } |
993 | } |
947 | } |
994 | |
948 | |
995 | /* lose invisiblity/hiding status for running attacks */ |
|
|
996 | |
|
|
997 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
998 | { |
|
|
999 | op->contr->tmp_invis = 0; |
|
|
1000 | op->invisible = 0; |
|
|
1001 | op->hide = 0; |
|
|
1002 | update_object (op, UP_OBJ_FACE); |
|
|
1003 | } |
|
|
1004 | |
|
|
1005 | success = attack_ob (tmp, op); |
949 | int success = attack_ob (tmp, op); |
1006 | |
950 | |
1007 | /* print appropriate messages to the player */ |
951 | /* print appropriate messages to the player */ |
1008 | |
952 | |
1009 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
953 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1010 | { |
954 | { |
1011 | if (op->type == PLAYER) |
955 | if (op->type == PLAYER) |
1012 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
956 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1013 | else if (tmp->type == PLAYER) |
957 | else if (tmp->type == PLAYER) |
1014 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
958 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1015 | } |
959 | } |
|
|
960 | |
1016 | return success; |
961 | return success; |
1017 | } |
962 | } |
1018 | |
|
|
1019 | |
963 | |
1020 | /* skill_attack() - Core routine for use when we attack using a skills |
964 | /* skill_attack() - Core routine for use when we attack using a skills |
1021 | * system. In essence, this code handles |
965 | * system. In essence, this code handles |
1022 | * all skill-based attacks, ie hth, missile and melee weapons should be |
966 | * all skill-based attacks, ie hth, missile and melee weapons should be |
1023 | * treated here. If an opponent is already supplied by move_player(), |
967 | * treated here. If an opponent is already supplied by move_player(), |
… | |
… | |
1026 | * |
970 | * |
1027 | * This is called by move_player() and attack_hth() |
971 | * This is called by move_player() and attack_hth() |
1028 | * |
972 | * |
1029 | * Initial implementation by -bt thomas@astro.psu.edu |
973 | * Initial implementation by -bt thomas@astro.psu.edu |
1030 | */ |
974 | */ |
1031 | |
|
|
1032 | int |
975 | int |
1033 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
976 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1034 | { |
977 | { |
1035 | sint16 tx, ty; |
978 | sint16 tx, ty; |
1036 | maptile *m; |
979 | maptile *m; |
… | |
… | |
1043 | ty = freearr_y[dir]; |
986 | ty = freearr_y[dir]; |
1044 | |
987 | |
1045 | /* If we don't yet have an opponent, find if one exists, and attack. |
988 | /* If we don't yet have an opponent, find if one exists, and attack. |
1046 | * Legal opponents are the same as outlined in move_player_attack() |
989 | * Legal opponents are the same as outlined in move_player_attack() |
1047 | */ |
990 | */ |
1048 | |
991 | if (!tmp) |
1049 | if (tmp == NULL) |
|
|
1050 | { |
992 | { |
1051 | m = pl->map; |
993 | m = pl->map; |
1052 | tx = pl->x + freearr_x[dir]; |
994 | tx = pl->x + freearr_x[dir]; |
1053 | ty = pl->y + freearr_y[dir]; |
995 | ty = pl->y + freearr_y[dir]; |
1054 | |
996 | |
… | |
… | |
1064 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1006 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1065 | { |
1007 | { |
1066 | /* Don't attack party members */ |
1008 | /* Don't attack party members */ |
1067 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1009 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1068 | return 0; |
1010 | return 0; |
|
|
1011 | |
1069 | break; |
1012 | break; |
1070 | } |
1013 | } |
1071 | } |
1014 | } |
|
|
1015 | |
1072 | if (!tmp) |
1016 | if (!tmp) |
1073 | { |
1017 | { |
1074 | if (pl->type == PLAYER) |
1018 | if (pl->type == PLAYER) |
1075 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
1019 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
1020 | |
1076 | return 0; |
1021 | return 0; |
1077 | } |
1022 | } |
1078 | |
1023 | |
1079 | return do_skill_attack (tmp, pl, string, skill); |
1024 | return do_skill_attack (tmp, pl, string, skill); |
1080 | } |
1025 | } |
1081 | |
|
|
1082 | |
1026 | |
1083 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1027 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1084 | |
1028 | |
1085 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1029 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1086 | * (attack_hth) we check for weapon use, etc in the second (the new |
1030 | * (attack_hth) we check for weapon use, etc in the second (the new |
1087 | * function skill_attack() we actually attack. |
1031 | * function skill_attack() we actually attack. |
1088 | */ |
1032 | */ |
1089 | |
|
|
1090 | static int |
1033 | static int |
1091 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1034 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1092 | { |
1035 | { |
1093 | object *enemy = NULL, *weapon; |
1036 | object *enemy = NULL, *weapon; |
1094 | |
1037 | |
… | |
… | |
1097 | { |
1040 | { |
1098 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1041 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1099 | { |
1042 | { |
1100 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1043 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1101 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1044 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1102 | fix_player (pl); |
1045 | pl->update_stats (); |
1103 | if (pl->type == PLAYER) |
1046 | if (pl->type == PLAYER) |
1104 | { |
1047 | { |
1105 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1048 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1106 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1049 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1107 | } |
1050 | } |
|
|
1051 | |
1108 | break; |
1052 | break; |
1109 | } |
1053 | } |
1110 | } |
1054 | } |
|
|
1055 | |
1111 | return skill_attack (enemy, pl, dir, string, skill); |
1056 | return skill_attack (enemy, pl, dir, string, skill); |
1112 | } |
1057 | } |
1113 | |
|
|
1114 | |
1058 | |
1115 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1059 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1116 | * For now we are just checking to see if we have a ready weapon here. |
1060 | * For now we are just checking to see if we have a ready weapon here. |
1117 | * But there is a real neato possible feature of this scheme which |
1061 | * But there is a real neato possible feature of this scheme which |
1118 | * bears mentioning: |
1062 | * bears mentioning: |
1119 | * Since we are only calling this from do_skill() in the future |
1063 | * Since we are only calling this from do_skill() in the future |
1120 | * we may make this routine handle 'special' melee weapons attacks |
1064 | * we may make this routine handle 'special' melee weapons attacks |
1121 | * (like disarming manuever with sai) based on player SK_level and |
1065 | * (like disarming manuever with sai) based on player SK_level and |
1122 | * weapon type. |
1066 | * weapon type. |
1123 | */ |
1067 | */ |
1124 | |
|
|
1125 | static int |
1068 | static int |
1126 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1069 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1127 | { |
1070 | { |
1128 | |
1071 | |
1129 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1072 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1130 | { |
1073 | { |
1131 | if (op->type == PLAYER) |
1074 | if (op->type == PLAYER) |
1132 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1075 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1076 | |
1133 | return 0; |
1077 | return 0; |
1134 | } |
1078 | } |
|
|
1079 | |
1135 | return skill_attack (NULL, op, dir, string, skill); |
1080 | return skill_attack (NULL, op, dir, string, skill); |
1136 | |
1081 | |
1137 | } |
1082 | } |