1 | /* |
1 | /* |
2 | * static char *rcsid_skill_util_c = |
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3 | * "$Id: skill_util.C,v 1.7 2006/09/03 00:18:42 root Exp $"; |
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4 | */ |
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5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
7 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
8 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
10 | |
7 | * |
11 | 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 |
12 | 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 |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
14 | (at your option) any later version. |
11 | * (at your option) any later version. |
15 | |
12 | * |
16 | 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, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
20 | |
17 | * |
21 | 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 |
22 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
24 | |
21 | * |
25 | The author can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
26 | */ |
23 | */ |
27 | |
24 | |
28 | /* 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. */ |
29 | |
26 | |
30 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
31 | * 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. |
… | |
… | |
38 | * experience. Calc_skill_exp() handles the gained experience using |
35 | * experience. Calc_skill_exp() handles the gained experience using |
39 | * modifications in the skills[] table. - b.t. |
36 | * modifications in the skills[] table. - b.t. |
40 | */ |
37 | */ |
41 | |
38 | |
42 | /* define the following for skills utility debuging */ |
39 | /* define the following for skills utility debuging */ |
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40 | |
43 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
44 | |
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45 | #define WANT_UNARMED_SKILLS |
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46 | |
42 | |
47 | #include <global.h> |
43 | #include <global.h> |
48 | #include <object.h> |
44 | #include <object.h> |
49 | #ifndef __CEXTRACT__ |
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50 | #include <sproto.h> |
45 | #include <sproto.h> |
51 | #endif |
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52 | #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. */ |
53 | #include <spells.h> |
47 | #include <spells.h> |
54 | |
48 | |
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49 | const uint8_t skill_flags[NUM_SKILLS] = { |
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50 | 0, // SK_NONE |
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51 | # define def(uc, flags) flags, |
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52 | # include "skillinc.h" |
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53 | # undef def |
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54 | }; |
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55 | |
55 | 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); |
56 | 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); |
57 | |
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58 | shstr skill_names[NUM_SKILLS]; |
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59 | |
58 | |
60 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
61 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
62 | * subtypes. |
61 | * subtypes. |
63 | */ |
62 | */ |
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63 | void |
64 | void init_skills(void) { |
64 | init_skills (void) |
65 | int i; |
65 | { |
66 | archetype *at; |
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67 | |
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68 | for(at = first_archetype;at!=NULL;at=at->next) { |
66 | for (archetype *at = first_archetype; at; at = at->next) |
69 | if (at->clone.type == SKILL) { |
67 | if (at->clone.type == SKILL) |
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68 | { |
70 | if (skill_names[at->clone.subtype] != NULL) { |
69 | if (skill_names[at->clone.subtype]) |
71 | 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", |
72 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
73 | } else { |
72 | else |
74 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
75 | } |
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76 | } |
74 | } |
77 | } |
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78 | |
75 | |
79 | /* 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 |
80 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
81 | */ |
78 | */ |
82 | for (i=1; i<NUM_SKILLS; i++) { |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
83 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
84 | LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", |
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
85 | i); |
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86 | } |
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87 | } |
82 | } |
88 | |
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89 | |
83 | |
90 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
91 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
92 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
93 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
94 | */ |
88 | */ |
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89 | void |
95 | void link_player_skills(object *op) |
90 | link_player_skills (object *op) |
96 | { |
91 | { |
97 | object *tmp; |
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98 | |
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99 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
100 | if (tmp->type == SKILL) { |
93 | if (tmp->type == SKILL) |
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94 | { |
101 | /* This is really a warning, hence no else below */ |
95 | /* This is really a warning, hence no else below */ |
102 | 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) |
103 | LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
104 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
105 | } |
99 | |
106 | if (tmp->subtype >= NUM_SKILLS) { |
100 | if (tmp->subtype >= NUM_SKILLS) |
107 | LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
108 | tmp->subtype, NUM_SKILLS); |
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109 | } else { |
102 | else |
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103 | { |
110 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
111 | op->contr->last_skill_exp[tmp->subtype] = -1; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
112 | } |
106 | } |
113 | } |
107 | } |
114 | } |
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115 | } |
108 | } |
116 | |
109 | |
117 | /* This returns the skill pointer of the given name (the |
110 | /* This returns the skill pointer of the given name (the |
118 | * one that accumlates exp, has the level, etc). |
111 | * one that accumlates exp, has the level, etc). |
119 | * |
112 | * |
120 | * It is presumed that the player will be needing to actually |
113 | * It is presumed that the player will be needing to actually |
121 | * use the skill, so thus if use of the skill requires a skill |
114 | * use the skill, so thus if use of the skill requires a skill |
122 | * tool, this code will equip it. |
115 | * tool, this code will equip it. |
123 | */ |
116 | */ |
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117 | object * |
124 | object *find_skill_by_name(object *who, const char *name) |
118 | find_skill_by_name (object *who, const char *name) |
125 | { |
119 | { |
126 | object *skill=NULL, *skill_tool=NULL, *tmp; |
120 | if (!name) |
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121 | return 0; |
127 | |
122 | |
128 | if (!name) return NULL; |
123 | object *skill = 0, *skill_tool = 0; |
129 | |
124 | |
130 | /* 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 |
131 | * 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 |
132 | * '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' |
133 | */ |
128 | */ |
134 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
129 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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130 | { |
135 | if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
136 | strlen(tmp->skill) >= strlen(name)) skill = tmp; |
132 | skill = tmp; |
137 | |
133 | |
138 | /* Try to find appropriate skilltool. If the player has one already |
134 | /* Try to find appropriate skilltool. If the player has one already |
139 | * applied, we try to keep using that one. |
135 | * applied, we try to keep using that one. |
140 | */ |
136 | */ |
141 | else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name)) |
142 | strlen(tmp->skill) >= strlen(name)) { |
138 | { |
143 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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140 | skill_tool = tmp; |
144 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
145 | skill_tool = tmp; |
142 | skill_tool = tmp; |
146 | } |
143 | } |
147 | } |
144 | } |
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145 | |
148 | /* 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 */ |
149 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
147 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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148 | return skill; |
150 | |
149 | |
151 | /* 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 - |
152 | * 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 |
153 | * but not the skill itself, give it to them. |
152 | * but not the skill itself, give it to them. |
154 | */ |
153 | */ |
155 | if (skill_tool) { |
154 | if (skill_tool) |
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155 | { |
156 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
156 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
157 | if (apply_special(who, skill_tool, 0)) return NULL; |
157 | if (apply_special (who, skill_tool, 0)) |
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158 | return 0; |
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159 | |
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160 | if (!skill) |
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161 | { |
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162 | skill = give_skill_by_name (who, skill_tool->skill); |
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163 | link_player_skills (who); |
158 | } |
164 | } |
159 | if (!skill) { |
165 | |
160 | skill = give_skill_by_name(who, skill_tool->skill); |
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161 | link_player_skills(who); |
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162 | } |
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163 | return skill; |
166 | return skill; |
164 | } |
167 | } |
165 | return NULL; |
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166 | } |
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167 | |
168 | |
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169 | return 0; |
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170 | } |
168 | |
171 | |
169 | /* This returns the skill pointer of the given name (the |
172 | /* This returns the skill pointer of the given name (the |
170 | * one that accumlates exp, has the level, etc). |
173 | * one that accumlates exp, has the level, etc). |
171 | * |
174 | * |
172 | * It is presumed that the player will be needing to actually |
175 | * It is presumed that the player will be needing to actually |
… | |
… | |
175 | * |
178 | * |
176 | * This code is basically the same as find_skill_by_name() above, |
179 | * This code is basically the same as find_skill_by_name() above, |
177 | * but instead a skill name, we search by matching number. |
180 | * but instead a skill name, we search by matching number. |
178 | * this replaces find_skill. |
181 | * this replaces find_skill. |
179 | */ |
182 | */ |
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183 | object * |
180 | object *find_skill_by_number(object *who, int skillno) |
184 | find_skill_by_number (object *who, int skillno) |
181 | { |
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 | |
182 | object *skill=NULL, *skill_tool=NULL, *tmp; |
189 | object *skill = NULL, *skill_tool = NULL; |
183 | |
190 | |
184 | if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
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185 | |
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186 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
191 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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192 | { |
187 | if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; |
193 | if (tmp->type == SKILL && tmp->subtype == skillno) |
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194 | skill = tmp; |
188 | |
195 | |
189 | /* Try to find appropriate skilltool. If the player has one already |
196 | /* Try to find appropriate skilltool. If the player has one already |
190 | * applied, we try to keep using that one. |
197 | * applied, we try to keep using that one. |
191 | */ |
198 | */ |
192 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { |
199 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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200 | { |
193 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
201 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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202 | skill_tool = tmp; |
194 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
203 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
195 | skill_tool = tmp; |
204 | skill_tool = tmp; |
196 | } |
205 | } |
197 | } |
206 | } |
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207 | |
198 | /* 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 */ |
199 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
209 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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210 | return skill; |
200 | |
211 | |
201 | /* 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 - |
202 | * 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 |
203 | * but not the skill itself, give it to them. |
214 | * but not the skill itself, give it to them. |
204 | */ |
215 | */ |
205 | if (skill_tool) { |
216 | if (skill_tool) |
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217 | { |
206 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
218 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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219 | { |
207 | if (apply_special(who, skill_tool, 0)) return NULL; |
220 | if (apply_special (who, skill_tool, 0)) |
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221 | return NULL; |
208 | } |
222 | } |
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223 | |
209 | if (!skill) { |
224 | if (!skill) |
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225 | { |
210 | skill = give_skill_by_name(who, skill_tool->skill); |
226 | skill = give_skill_by_name (who, skill_tool->skill); |
211 | link_player_skills(who); |
227 | link_player_skills (who); |
212 | } |
228 | } |
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229 | |
213 | return skill; |
230 | return skill; |
214 | } |
231 | } |
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232 | |
215 | return NULL; |
233 | return NULL; |
216 | } |
234 | } |
217 | |
235 | |
218 | /* This changes the objects skill to new_skill. |
236 | /* This changes the objects skill to new_skill. |
219 | * note that this function doesn't always need to get used - |
237 | * note that this function doesn't always need to get used - |
220 | * 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 |
221 | * set. This function is of most interest to players to update |
239 | * set. This function is of most interest to players to update |
222 | * the various range information. |
240 | * the various range information. |
223 | * if new_skill is null, this just unapplies the skill. |
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224 | * flag has the current meaning: |
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225 | * 0x1: If set, don't update the range pointer. This is useful when we |
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226 | * need to ready a new skill, but don't want to clobber range. |
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227 | * return 1 on success, 0 on error |
241 | * return 1 on success, 0 on error |
228 | */ |
242 | */ |
229 | |
243 | int |
230 | int change_skill (object *who, object *new_skill, int flag) |
244 | change_skill (object *who, object *new_skill, int flag) |
231 | { |
245 | { |
232 | int old_range; |
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233 | |
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234 | if ( who->type != PLAYER ) |
246 | if (who->type != PLAYER) |
235 | return 0; |
247 | return 0; |
236 | |
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237 | old_range = who->contr->shoottype; |
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238 | |
248 | |
239 | if (who->chosen_skill && who->chosen_skill == new_skill) |
249 | #if 0 |
240 | { |
250 | // optimise this supposedly common case |
241 | /* optimization for changing skill to current skill */ |
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242 | if (who->type == PLAYER && !(flag & 0x1)) |
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243 | who->contr->shoottype = range_skill; |
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244 | return 1; |
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245 | } |
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246 | |
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247 | if (!new_skill || who->chosen_skill) |
251 | if (new_skill == who->chosen_skill) |
248 | if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
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249 | |
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250 | /* Only goal in this case was to unapply a skill */ |
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251 | if (!new_skill) return 0; |
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252 | |
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253 | if (apply_special (who, new_skill, AP_APPLY)) { |
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254 | return 0; |
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255 | } |
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256 | if (flag & 0x1) |
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257 | who->contr->shoottype = (rangetype) old_range; |
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258 | |
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259 | return 1; |
252 | return 1; |
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253 | #endif |
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254 | |
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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 ()); |
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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 (); |
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265 | |
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266 | if (apply_special (who, new_skill, AP_APPLY)) |
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267 | return 0; |
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268 | |
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269 | return 1; |
260 | } |
270 | } |
261 | |
271 | |
262 | /* This function just clears the chosen_skill and range_skill values |
272 | /* This function just clears the chosen_skill and range_skill values |
263 | * inthe player. |
273 | * in the player. |
264 | */ |
274 | */ |
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275 | void |
265 | void clear_skill(object *who) |
276 | clear_skill (object *who) |
266 | { |
277 | { |
267 | who->chosen_skill = NULL; |
278 | who->chosen_skill = 0; |
268 | CLEAR_FLAG(who, FLAG_READY_SKILL); |
279 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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280 | |
269 | if (who->type == PLAYER) { |
281 | if (who->type == PLAYER) |
270 | who->contr->ranges[range_skill] = NULL; |
282 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
271 | if (who->contr->shoottype == range_skill) |
283 | who->contr->ranged_ob = 0; |
272 | who->contr->shoottype = range_none; |
|
|
273 | } |
|
|
274 | } |
284 | } |
275 | |
285 | |
276 | /* 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(). |
277 | * 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. |
278 | * 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 |
… | |
… | |
281 | * 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 |
282 | * 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 |
283 | * give any exp for their direct use (eg, throwing). |
293 | * give any exp for their direct use (eg, throwing). |
284 | * It returns 0 if no skill was used. |
294 | * It returns 0 if no skill was used. |
285 | */ |
295 | */ |
286 | |
296 | int |
287 | int 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) |
|
|
298 | { |
288 | int success=0, exp=0; |
299 | int success = 0, exp = 0; |
289 | int did_alc = 0; |
300 | int did_alc = 0; |
290 | object *tmp, *next; |
|
|
291 | |
301 | |
292 | if (!skill) return 0; |
302 | if (!skill) |
|
|
303 | return 0; |
293 | |
304 | |
294 | /* 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 |
295 | * holds the exp, level, etc of the skill. So if this is a player |
306 | * holds the exp, level, etc of the skill. So if this is a player |
296 | * 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 |
297 | * the player doesn't have a bucket for that, create one. |
308 | * the player doesn't have a bucket for that, create one. |
298 | */ |
309 | */ |
299 | if (skill->type != SKILL && op->type == PLAYER) { |
310 | if (skill->type != SKILL && op->type == PLAYER) |
|
|
311 | { |
300 | for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
312 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
301 | if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
313 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
302 | } |
314 | { |
303 | if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
|
|
304 | skill = tmp; |
315 | skill = tmp; |
305 | } |
316 | goto found; |
|
|
317 | } |
306 | |
318 | |
|
|
319 | skill = give_skill_by_name (op, skill->skill); |
|
|
320 | found: ; |
|
|
321 | } |
|
|
322 | |
307 | // skill, by_whom, on_which_object, which direction, skill_argument |
323 | // skill, by_whom, on_which_object, which direction, skill_argument |
308 | 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))) |
309 | return 0; |
325 | return 0; |
310 | |
326 | |
311 | switch(skill->subtype) { |
327 | switch (skill->subtype) |
|
|
328 | { |
312 | case SK_LEVITATION: |
329 | case SK_LEVITATION: |
313 | /* Not 100% sure if this will work with new movement code - |
330 | /* Not 100% sure if this will work with new movement code - |
314 | * the levitation skill has move_type for flying, so when |
331 | * the levitation skill has move_type for flying, so when |
315 | * equipped, that should transfer to player, when not, |
332 | * equipped, that should transfer to player, when not, |
316 | * shouldn't. |
333 | * shouldn't. |
317 | */ |
334 | */ |
318 | if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
335 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
|
|
336 | { |
319 | CLEAR_FLAG(skill,FLAG_APPLIED); |
337 | CLEAR_FLAG (skill, FLAG_APPLIED); |
320 | new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
338 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
321 | } |
339 | } |
322 | else { |
340 | else |
|
|
341 | { |
323 | SET_FLAG(skill,FLAG_APPLIED); |
342 | SET_FLAG (skill, FLAG_APPLIED); |
324 | 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!."); |
325 | } |
344 | } |
326 | fix_player(op); |
345 | |
|
|
346 | op->update_stats (); |
327 | success=1; |
347 | success = 1; |
328 | break; |
348 | break; |
329 | |
349 | |
330 | case SK_STEALING: |
350 | case SK_STEALING: |
331 | exp = success = steal(op, dir, skill); |
351 | exp = success = steal (op, dir, skill); |
332 | break; |
352 | break; |
333 | |
353 | |
334 | case SK_LOCKPICKING: |
354 | case SK_LOCKPICKING: |
335 | exp = success = pick_lock(op, dir, skill); |
355 | exp = success = pick_lock (op, dir, skill); |
336 | break; |
356 | break; |
337 | |
357 | |
338 | case SK_HIDING: |
358 | case SK_HIDING: |
339 | exp = success = hide(op, skill); |
359 | exp = success = hide (op, skill); |
340 | break; |
360 | break; |
341 | |
361 | |
342 | case SK_JUMPING: |
362 | case SK_JUMPING: |
343 | success = jump(op, dir, skill); |
363 | success = jump (op, dir, skill); |
344 | break; |
364 | break; |
345 | |
365 | |
346 | case SK_INSCRIPTION: |
366 | case SK_INSCRIPTION: |
347 | exp = success = write_on_item(op,string, skill); |
367 | exp = success = write_on_item (op, string, skill); |
348 | break; |
368 | break; |
349 | |
369 | |
350 | case SK_MEDITATION: |
370 | case SK_MEDITATION: |
351 | meditate(op, skill); |
371 | meditate (op, skill); |
352 | success=1; |
372 | success = 1; |
353 | break; |
373 | break; |
354 | /* note that the following 'attack' skills gain exp through hit_player() */ |
374 | /* note that the following 'attack' skills gain exp through hit_player() */ |
355 | |
375 | |
356 | case SK_KARATE: |
376 | case SK_KARATE: |
357 | (void) attack_hth(op,dir,"karate-chopped", skill); |
377 | attack_hth (op, dir, "karate-chopped", skill); |
358 | break; |
378 | break; |
359 | |
379 | |
360 | case SK_PUNCHING: |
380 | case SK_PUNCHING: |
361 | (void) attack_hth(op,dir,"punched", skill); |
381 | attack_hth (op, dir, "punched", skill); |
362 | break; |
382 | break; |
363 | |
383 | |
364 | case SK_FLAME_TOUCH: |
384 | case SK_FLAME_TOUCH: |
365 | (void) attack_hth(op,dir,"flamed", skill); |
385 | attack_hth (op, dir, "flamed", skill); |
366 | break; |
386 | break; |
367 | |
387 | |
368 | case SK_SPARK_TOUCH: |
388 | case SK_SPARK_TOUCH: |
369 | (void) attack_hth(op,dir,"zapped", skill); |
389 | attack_hth (op, dir, "zapped", skill); |
370 | break; |
390 | break; |
371 | |
391 | |
372 | case SK_SHIVER: |
392 | case SK_SHIVER: |
373 | (void) attack_hth(op,dir,"froze", skill); |
393 | attack_hth (op, dir, "froze", skill); |
374 | break; |
394 | break; |
375 | |
395 | |
376 | case SK_ACID_SPLASH: |
396 | case SK_ACID_SPLASH: |
377 | (void) attack_hth(op,dir,"dissolved", skill); |
397 | attack_hth (op, dir, "dissolved", skill); |
378 | break; |
398 | break; |
379 | |
399 | |
380 | case SK_POISON_NAIL: |
400 | case SK_POISON_NAIL: |
381 | (void) attack_hth(op,dir,"injected poison into", skill); |
401 | attack_hth (op, dir, "injected poison into", skill); |
382 | break; |
402 | break; |
383 | |
403 | |
384 | case SK_CLAWING: |
404 | case SK_CLAWING: |
385 | (void) attack_hth(op,dir,"clawed", skill); |
405 | attack_hth (op, dir, "clawed", skill); |
386 | break; |
406 | break; |
387 | |
407 | |
388 | case SK_ONE_HANDED_WEAPON: |
408 | case SK_ONE_HANDED_WEAPON: |
389 | case SK_TWO_HANDED_WEAPON: |
409 | case SK_TWO_HANDED_WEAPON: |
390 | (void) attack_melee_weapon(op,dir,NULL, skill); |
410 | attack_melee_weapon (op, dir, NULL, skill); |
391 | break; |
411 | break; |
392 | |
412 | |
393 | case SK_FIND_TRAPS: |
413 | case SK_FIND_TRAPS: |
394 | exp = success = find_traps(op, skill); |
414 | exp = success = find_traps (op, skill); |
395 | break; |
415 | break; |
396 | |
416 | |
397 | case SK_SINGING: |
417 | case SK_SINGING: |
398 | exp = success = singing(op,dir, skill); |
418 | exp = success = singing (op, dir, skill); |
399 | break; |
419 | break; |
400 | |
420 | |
401 | case SK_ORATORY: |
421 | case SK_ORATORY: |
402 | exp = success = use_oratory(op,dir, skill); |
422 | exp = success = use_oratory (op, dir, skill); |
403 | break; |
423 | break; |
404 | |
424 | |
405 | case SK_SMITHERY: |
425 | case SK_SMITHERY: |
406 | case SK_BOWYER: |
426 | case SK_BOWYER: |
407 | case SK_JEWELER: |
427 | case SK_JEWELER: |
408 | case SK_ALCHEMY: |
428 | case SK_ALCHEMY: |
409 | case SK_THAUMATURGY: |
429 | case SK_THAUMATURGY: |
410 | case SK_LITERACY: |
430 | case SK_LITERACY: |
411 | case SK_WOODSMAN: |
431 | case SK_WOODSMAN: |
412 | /* 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. |
413 | * failing that, we go and identify stuff. |
433 | * failing that, we go and identify stuff. |
414 | */ |
434 | */ |
415 | 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) |
|
|
436 | { |
416 | next=tmp->above; |
437 | next = tmp->above; |
|
|
438 | |
417 | if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
439 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
|
|
440 | { |
418 | attempt_do_alchemy(op, tmp); |
441 | attempt_do_alchemy (op, tmp); |
|
|
442 | |
419 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
443 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
420 | esrv_send_inventory(op, tmp); |
444 | esrv_send_inventory (op, tmp); |
|
|
445 | |
421 | did_alc=1; |
446 | did_alc = 1; |
422 | } |
447 | } |
423 | } |
448 | } |
|
|
449 | |
424 | if (did_alc == 0) |
450 | if (did_alc == 0) |
425 | exp = success = skill_ident(op,skill); |
|
|
426 | break; |
|
|
427 | |
|
|
428 | case SK_DET_MAGIC: |
|
|
429 | case SK_DET_CURSE: |
|
|
430 | exp = success = skill_ident(op,skill); |
451 | exp = success = skill_ident (op, skill); |
|
|
452 | |
431 | break; |
453 | break; |
432 | |
454 | |
|
|
455 | case SK_DET_MAGIC: |
|
|
456 | case SK_DET_CURSE: |
|
|
457 | exp = success = skill_ident (op, skill); |
|
|
458 | break; |
|
|
459 | |
433 | case SK_DISARM_TRAPS: |
460 | case SK_DISARM_TRAPS: |
434 | exp = success = remove_trap(op,dir, skill); |
461 | exp = success = remove_trap (op, dir, skill); |
435 | break; |
462 | break; |
436 | |
463 | |
437 | case SK_THROWING: |
464 | case SK_THROWING: |
438 | success = skill_throw(op,part,dir,string, skill); |
465 | success = skill_throw (op, part, dir, string, skill); |
439 | break; |
466 | break; |
440 | |
467 | |
441 | case SK_SET_TRAP: |
468 | case SK_SET_TRAP: |
442 | 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."); |
443 | break; |
470 | break; |
444 | |
471 | |
445 | case SK_USE_MAGIC_ITEM: |
472 | case SK_USE_MAGIC_ITEM: |
446 | case SK_MISSILE_WEAPON: |
473 | case SK_MISSILE_WEAPON: |
447 | 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."); |
448 | break; |
475 | break; |
449 | |
476 | |
450 | case SK_PRAYING: |
477 | case SK_PRAYING: |
451 | success = pray(op, skill); |
478 | success = pray (op, skill); |
452 | break; |
479 | break; |
453 | |
480 | |
454 | case SK_BARGAINING: |
481 | case SK_BARGAINING: |
455 | success = describe_shop(op); |
482 | success = describe_shop (op); |
456 | break; |
483 | break; |
457 | |
484 | |
458 | case SK_SORCERY: |
485 | case SK_SORCERY: |
459 | case SK_EVOCATION: |
486 | case SK_EVOCATION: |
460 | case SK_PYROMANCY: |
487 | case SK_PYROMANCY: |
461 | case SK_SUMMONING: |
488 | case SK_SUMMONING: |
462 | case SK_CLIMBING: |
489 | case SK_CLIMBING: |
463 | 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."); |
464 | break; |
491 | break; |
465 | |
492 | |
466 | default: |
493 | default: |
467 | LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
494 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
468 | ,query_name(op), op->chosen_skill->stats.sp); |
|
|
469 | break; |
495 | break; |
470 | } |
496 | } |
471 | |
497 | |
472 | /* 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. |
473 | * 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 |
474 | * which use_monster_skill is called already simulates this. |
500 | * which use_monster_skill is called already simulates this. |
475 | * If certain skills should take more/less time, that should be |
501 | * If certain skills should take more/less time, that should be |
476 | * in the code for the skill itself. |
502 | * in the code for the skill itself. |
477 | */ |
503 | */ |
478 | |
|
|
479 | if(op->type==PLAYER) op->speed_left -= 1.0; |
|
|
480 | |
504 | |
|
|
505 | if (op->type == PLAYER) |
|
|
506 | op->speed_left -= 1.f; |
|
|
507 | |
481 | /* 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. |
482 | * Note that add_exp() will figure out player/monster experience |
509 | * Note that add_exp() will figure out player/monster experience |
483 | * gain problems. |
510 | * gain problems. |
484 | */ |
511 | */ |
485 | |
512 | |
|
|
513 | if (success && exp) |
486 | if(success && exp) change_exp(op,exp, skill->skill, 0); |
514 | change_exp (op, exp, skill->skill, 0); |
487 | |
515 | |
488 | return success; |
516 | return success; |
489 | } |
517 | } |
490 | |
518 | |
491 | /* calc_skill_exp() - calculates amount of experience can be gained for |
519 | /* calc_skill_exp() - calculates amount of experience can be gained for |
492 | * successfull use of a skill. Returns value of experience gain. |
520 | * successfull use of a skill. Returns value of experience gain. |
493 | * Here we take the view that a player must 'overcome an opponent' |
521 | * Here we take the view that a player must 'overcome an opponent' |
… | |
… | |
511 | * op is the object that was 'defeated'. |
539 | * op is the object that was 'defeated'. |
512 | * 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 |
513 | * point back to who. |
541 | * point back to who. |
514 | * |
542 | * |
515 | */ |
543 | */ |
516 | |
544 | int |
517 | int calc_skill_exp(object *who, object *op, object *skill) { |
545 | calc_skill_exp (object *who, object *op, object *skill) |
|
|
546 | { |
518 | int op_exp=0,op_lvl= 0; |
547 | int op_exp = 0, op_lvl = 0; |
519 | float base,value,lvl_mult=0.0; |
548 | float base, value, lvl_mult = 0.0; |
520 | |
549 | |
521 | if (!skill) skill = who; |
550 | if (!skill) |
|
|
551 | skill = who; |
522 | |
552 | |
523 | /* Oct 95 - where we have an object, I expanded our treatment |
553 | /* Oct 95 - where we have an object, I expanded our treatment |
524 | * to 3 cases: |
554 | * to 3 cases: |
525 | * non-living magic obj, runes and everything else. |
555 | * non-living magic obj, runes and everything else. |
526 | * |
556 | * |
527 | * If an object is not alive and magical we set the base exp higher to |
557 | * If an object is not alive and magical we set the base exp higher to |
528 | * help out exp awards for skill_ident skills. Also, if |
558 | * help out exp awards for skill_ident skills. Also, if |
529 | * an item is type RUNE, we give out exp based on stats.Cha |
559 | * an item is type RUNE, we give out exp based on stats.Cha |
530 | * and level (this was the old system) -b.t. |
560 | * and level (this was the old system) -b.t. |
531 | */ |
561 | */ |
532 | |
562 | |
533 | if(!op) { /* no item/creature */ |
563 | if (!op) |
|
|
564 | { /* no item/creature */ |
534 | op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
565 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
535 | op_exp = 0; |
566 | op_exp = 0; |
536 | } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
567 | } |
|
|
568 | else if (op->type == RUNE || op->type == TRAP) |
|
|
569 | { /* all traps. If stats.Cha > 1 we use that |
537 | * for the amount of experience */ |
570 | * for the amount of experience */ |
538 | op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
571 | op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
539 | op_lvl = op->level; |
572 | op_lvl = op->level; |
540 | } else { /* all other items/living creatures */ |
573 | } |
|
|
574 | else |
|
|
575 | { /* all other items/living creatures */ |
541 | op_exp = op->stats.exp; |
576 | op_exp = op->stats.exp; |
542 | op_lvl = op->level; |
577 | op_lvl = op->level; |
543 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
578 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
579 | { /* for ident/make items */ |
544 | op_lvl += 5 * abs(op->magic); |
580 | op_lvl += 5 * abs (op->magic); |
545 | } |
581 | } |
546 | } |
582 | } |
547 | |
583 | |
548 | if(op_lvl<1) op_lvl = 1; |
584 | if (op_lvl < 1) |
|
|
585 | op_lvl = 1; |
549 | |
586 | |
550 | if(who->type!=PLAYER) { /* for monsters only */ |
587 | if (who->type != PLAYER) |
|
|
588 | { /* for monsters only */ |
551 | return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
589 | return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
|
|
590 | } |
|
|
591 | else |
552 | } else { /* for players */ |
592 | { /* for players */ |
553 | base = op_exp; |
593 | base = op_exp; |
554 | /* if skill really is a skill, then we can look at the skill archetype for |
594 | /* if skill really is a skill, then we can look at the skill archetype for |
555 | * bse reward value (exp) and level multiplier factor. |
595 | * bse reward value (exp) and level multiplier factor. |
556 | */ |
596 | */ |
557 | if (skill->type == SKILL) { |
597 | if (skill->type == SKILL) |
|
|
598 | { |
558 | base += skill->arch->clone.stats.exp; |
599 | base += skill->arch->clone.stats.exp; |
559 | if (settings.simple_exp) { |
600 | if (settings.simple_exp) |
|
|
601 | { |
560 | if (skill->arch->clone.level) |
602 | if (skill->arch->clone.level) |
561 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
603 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
562 | else |
604 | else |
563 | lvl_mult = 1.0; /* no adjustment */ |
605 | lvl_mult = 1.0; /* no adjustment */ |
564 | } |
606 | } |
565 | else { |
607 | else |
|
|
608 | { |
566 | if (skill->level) |
609 | if (skill->level) |
567 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
610 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
568 | else |
611 | else |
569 | lvl_mult = 1.0; |
612 | lvl_mult = 1.0; |
570 | } |
613 | } |
571 | } else { |
|
|
572 | /* Don't divide by zero here! */ |
|
|
573 | lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
|
|
574 | } |
614 | } |
|
|
615 | else |
|
|
616 | { |
|
|
617 | /* Don't divide by zero here! */ |
|
|
618 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
|
|
619 | } |
575 | } |
620 | } |
576 | |
621 | |
577 | /* assemble the exp total, and return value */ |
622 | /* assemble the exp total, and return value */ |
578 | |
623 | |
579 | value = base * lvl_mult; |
624 | value = base * lvl_mult; |
|
|
625 | if (value < 1) |
580 | if (value < 1) value=1; /* Always give at least 1 exp point */ |
626 | value = 1; /* Always give at least 1 exp point */ |
581 | |
627 | |
582 | #ifdef SKILL_UTIL_DEBUG |
628 | #ifdef SKILL_UTIL_DEBUG |
583 | LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
629 | LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); |
584 | who->name,skill->level,op->name,op_lvl); |
|
|
585 | #endif |
630 | #endif |
586 | return ( (int) value); |
631 | return ((int) value); |
587 | } |
632 | } |
588 | |
633 | |
589 | /* Learn skill. This inserts the requested skill in the player's |
634 | /* Learn skill. This inserts the requested skill in the player's |
590 | * inventory. The skill field of the scroll should have the |
635 | * inventory. The skill field of the scroll should have the |
591 | * exact name of the requested skill. |
636 | * exact name of the requested skill. |
592 | * This one actually teaches the player the skill as something |
637 | * This one actually teaches the player the skill as something |
593 | * they can equip. |
638 | * they can equip. |
594 | * Return 0 if the player knows the skill, 1 if the |
639 | * Return 0 if the player knows the skill, 1 if the |
595 | * player learns the skill, 2 otherwise. |
640 | * player learns the skill, 2 otherwise. |
596 | */ |
641 | */ |
597 | |
|
|
598 | int |
642 | int |
599 | learn_skill (object *pl, object *scroll) { |
643 | learn_skill (object *pl, object *scroll) |
|
|
644 | { |
600 | object *tmp; |
645 | object *tmp; |
601 | |
646 | |
602 | if (!scroll->skill) { |
647 | if (!scroll->skill) |
|
|
648 | { |
603 | LOG(llevError,"skill scroll %s does not have skill pointer set.\n", &scroll->name); |
649 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
604 | return 2; |
650 | return 2; |
605 | } |
651 | } |
606 | |
652 | |
607 | /* can't use find_skill_by_name because we want skills the player knows |
653 | /* can't use find_skill_by_name because we want skills the player knows |
608 | * but can't use natively. |
654 | * but can't use natively. |
609 | */ |
655 | */ |
610 | |
656 | |
611 | for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
657 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
612 | if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
658 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
659 | break; |
613 | |
660 | |
614 | /* player already knows it */ |
661 | /* player already knows it */ |
615 | if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
662 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
663 | return 0; |
616 | |
664 | |
617 | |
|
|
618 | |
|
|
619 | /* now a random change to learn, based on player Int. |
665 | /* now a random change to learn, based on player Int. |
620 | * give bonus based on level - otherwise stupid characters |
666 | * give bonus based on level - otherwise stupid characters |
621 | * might never be able to learn anything. |
667 | * might never be able to learn anything. |
622 | */ |
668 | */ |
623 | if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
669 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
624 | return 2; /* failure :< */ |
670 | return 2; /* failure :< */ |
625 | |
671 | |
626 | if (!tmp) |
672 | if (!tmp) |
627 | tmp = give_skill_by_name(pl, scroll->skill); |
673 | tmp = give_skill_by_name (pl, scroll->skill); |
628 | |
674 | |
629 | if (!tmp) { |
675 | if (!tmp) |
|
|
676 | { |
630 | LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
677 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
631 | return 2; |
678 | return 2; |
632 | } |
679 | } |
633 | |
680 | |
634 | SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
681 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
635 | link_player_skills(pl); |
682 | link_player_skills (pl); |
636 | return 1; |
683 | return 1; |
637 | } |
684 | } |
638 | |
685 | |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
686 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
640 | /* Probably belongs in some global utils-type file? */ |
687 | /* Probably belongs in some global utils-type file? */ |
|
|
688 | static int |
641 | static int clipped_percent(sint64 a, sint64 b) |
689 | clipped_percent (sint64 a, sint64 b) |
642 | { |
690 | { |
643 | int rv; |
691 | int rv; |
644 | |
692 | |
645 | if (b <= 0) |
693 | if (b <= 0) |
646 | return 0; |
694 | return 0; |
647 | |
695 | |
648 | rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); |
696 | rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
649 | |
697 | |
650 | if (rv < 0) |
698 | if (rv < 0) |
651 | return 0; |
699 | return 0; |
652 | else if (rv > 100) |
700 | else if (rv > 100) |
653 | return 100; |
701 | return 100; |
654 | |
702 | |
655 | return rv; |
703 | return rv; |
656 | } |
704 | } |
657 | |
705 | |
658 | /* show_skills() - Meant to allow players to examine |
706 | /* show_skills() - Meant to allow players to examine |
659 | * their current skill list. |
707 | * their current skill list. |
… | |
… | |
663 | * Note this function is a bit more complicated becauase we |
711 | * Note this function is a bit more complicated becauase we |
664 | * we want ot sort the skills before printing them. If we |
712 | * we want ot sort the skills before printing them. If we |
665 | * just dumped this as we found it, this would be a bit |
713 | * just dumped this as we found it, this would be a bit |
666 | * simpler. |
714 | * simpler. |
667 | */ |
715 | */ |
668 | |
716 | |
|
|
717 | void |
669 | void show_skills(object *op, const char* search) { |
718 | show_skills (object *op, const char *search) |
|
|
719 | { |
670 | object *tmp=NULL; |
720 | object *tmp = NULL; |
671 | char buf[MAX_BUF]; |
721 | char buf[MAX_BUF]; |
672 | const char *cp; |
722 | const char *cp; |
673 | int i,num_skills_found=0; |
723 | int i, num_skills_found = 0; |
674 | static const char *const periods = "........................................"; |
724 | static const char *const periods = "........................................"; |
|
|
725 | |
675 | /* Need to have a pointer and use strdup for qsort to work properly */ |
726 | /* Need to have a pointer and use strdup for qsort to work properly */ |
676 | char skills[NUM_SKILLS][MAX_BUF]; |
727 | char skills[NUM_SKILLS][MAX_BUF]; |
677 | |
728 | |
678 | |
729 | |
679 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
730 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
731 | { |
680 | if (tmp->type == SKILL) { |
732 | if (tmp->type == SKILL) |
|
|
733 | { |
681 | if ( search && strstr(tmp->name,search)==NULL ) continue; |
734 | if (search && strstr (tmp->name, search) == NULL) |
|
|
735 | continue; |
682 | /* Basically want to fill this out to 40 spaces with periods */ |
736 | /* Basically want to fill this out to 40 spaces with periods */ |
683 | sprintf(buf,"%s%s", &tmp->name, periods); |
737 | sprintf (buf, "%s%s", &tmp->name, periods); |
684 | buf[40] = 0; |
738 | buf[40] = 0; |
685 | |
739 | |
686 | if (settings.permanent_exp_ratio) { |
740 | if (settings.permanent_exp_ratio) |
|
|
741 | { |
687 | sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", |
742 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
688 | buf,tmp->level, |
743 | buf, tmp->level, tmp->stats.exp, |
689 | (long long)tmp->stats.exp, |
|
|
690 | (long long)level_exp(tmp->level+1, op->expmul), |
|
|
691 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
744 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
692 | } else { |
|
|
693 | sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
|
|
694 | buf,tmp->level, |
|
|
695 | (long long)tmp->stats.exp, |
|
|
696 | (long long)level_exp(tmp->level+1, op->expmul)); |
|
|
697 | } |
745 | } |
|
|
746 | else |
|
|
747 | { |
|
|
748 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
749 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
750 | } |
698 | /* I don't know why some characters get a bunch of skills, but |
751 | /* I don't know why some characters get a bunch of skills, but |
699 | * it sometimes happens (maybe a leftover from bugier earlier code |
752 | * it sometimes happens (maybe a leftover from bugier earlier code |
700 | * and those character are still about). In any case, lets handle |
753 | * and those character are still about). In any case, lets handle |
701 | * it so it doesn't crash the server - otherwise, one character may |
754 | * it so it doesn't crash the server - otherwise, one character may |
702 | * crash the server numerous times. |
755 | * crash the server numerous times. |
703 | */ |
756 | */ |
704 | if (num_skills_found >= NUM_SKILLS) { |
757 | if (num_skills_found >= NUM_SKILLS) |
|
|
758 | { |
705 | new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); |
759 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
706 | new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
760 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
707 | break; |
761 | break; |
708 | } |
762 | } |
709 | } |
763 | } |
710 | } |
764 | } |
711 | |
765 | |
712 | clear_win_info(op); |
766 | clear_win_info (op); |
713 | new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); |
767 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
|
|
768 | if (num_skills_found > 1) |
714 | if (num_skills_found > 1) 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); |
715 | |
770 | |
716 | for (i=0; i<num_skills_found; i++) { |
771 | for (i = 0; i < num_skills_found; i++) |
717 | new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
772 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
718 | } |
|
|
719 | |
773 | |
720 | new_draw_info_format(NDI_UNIQUE, 0, op, |
774 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
721 | "You can handle %d weapon improvements.",op->level/5+5); |
|
|
722 | |
775 | |
723 | cp = determine_god(op); |
776 | cp = determine_god (op); |
724 | new_draw_info_format(NDI_UNIQUE, 0, op, |
777 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
725 | "You worship %s.", cp?cp:"no god at current time"); |
|
|
726 | |
778 | |
727 | new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", |
779 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
728 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
780 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
729 | } |
781 | } |
730 | |
782 | |
731 | /* use_skill() - similar to invoke command, it executes the skill in the |
783 | /* use_skill() - similar to invoke command, it executes the skill in the |
732 | * 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 |
733 | * 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. |
734 | * This is tricky because skills can have spaces. We basically roll |
786 | * This is tricky because skills can have spaces. We basically roll |
735 | * 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. |
736 | */ |
788 | */ |
737 | |
789 | int |
738 | int use_skill(object *op, const char *string) { |
790 | use_skill (object *op, const char *string) |
|
|
791 | { |
739 | object *skop; |
792 | object *skop; |
740 | size_t len; |
793 | size_t len; |
741 | |
794 | |
742 | if (!string) return 0; |
795 | if (!string) |
|
|
796 | return 0; |
743 | |
797 | |
744 | for (skop = op->inv; skop != NULL; skop=skop->below) { |
798 | for (skop = op->inv; skop != NULL; skop = skop->below) |
|
|
799 | { |
745 | if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
800 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
746 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
801 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
747 | break; |
802 | break; |
748 | else if (skop->type == SKILL_TOOL && |
|
|
749 | !strncasecmp(string, skop->skill, MIN(strlen(string), strlen(skop->skill)))) |
803 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
750 | break; |
804 | break; |
751 | } |
805 | } |
752 | if (!skop) { |
806 | if (!skop) |
753 | new_draw_info_format(NDI_UNIQUE, 0, op, |
807 | { |
754 | "Unable to find skill %s", string); |
808 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
755 | return 0; |
809 | return 0; |
756 | } |
810 | } |
757 | |
811 | |
758 | len=strlen(skop->skill); |
812 | len = strlen (skop->skill); |
759 | |
813 | |
760 | /* All this logic goes and skips over the skill name to find any |
814 | /* All this logic goes and skips over the skill name to find any |
761 | * options given to the skill. Its pretty simple - if there |
815 | * options given to the skill. Its pretty simple - if there |
762 | * are extra parameters (as deteremined by string length), we |
816 | * are extra parameters (as deteremined by string length), we |
763 | * want to skip over any leading spaces. |
817 | * want to skip over any leading spaces. |
764 | */ |
818 | */ |
765 | if(len>=strlen(string)) { |
819 | if (len >= strlen (string)) |
|
|
820 | { |
766 | string=NULL; |
821 | string = NULL; |
767 | } else { |
822 | } |
|
|
823 | else |
|
|
824 | { |
768 | string += len; |
825 | string += len; |
769 | while(*string==0x20) string++; |
826 | while (*string == 0x20) |
770 | if(strlen(string)==0) string = NULL; |
827 | string++; |
771 | } |
828 | if (strlen (string) == 0) |
|
|
829 | string = NULL; |
772 | |
830 | } |
|
|
831 | |
773 | #ifdef SKILL_UTIL_DEBUG |
832 | #ifdef SKILL_UTIL_DEBUG |
774 | LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); |
833 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
775 | #endif |
834 | #endif |
776 | |
835 | |
777 | /* Change to the new skill, then execute it. */ |
836 | /* Change to the new skill, then execute it. */ |
778 | if(do_skill(op,op,skop, op->facing,string)) return 1; |
837 | if (do_skill (op, op, skop, op->facing, string)) |
779 | |
|
|
780 | return 0; |
838 | return 1; |
781 | } |
|
|
782 | |
839 | |
|
|
840 | return 0; |
|
|
841 | } |
783 | |
842 | |
|
|
843 | static bool |
|
|
844 | hth_skill_p (object *skill) |
|
|
845 | { |
|
|
846 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
|
|
847 | } |
784 | |
848 | |
785 | /* This finds the best unarmed skill the player has, and returns |
849 | /* This finds the first unarmed skill the player has, and returns it. |
786 | * it. Best can vary a little - we consider clawing to always |
|
|
787 | * be the best for dragons. |
|
|
788 | * This could be more intelligent, eg, look at the skill level |
|
|
789 | * of the skill and go from there (eg, a level 40 puncher is |
|
|
790 | * is probably better than level 1 karate). OTOH, if you |
|
|
791 | * don't bother to set up your skill properly, that is the players |
|
|
792 | * problem (although, it might be nice to have a preferred skill |
|
|
793 | * field the player can set. |
|
|
794 | * Unlike the old code, we don't give out any skills - it is |
|
|
795 | * possible you just don't have any ability to get into unarmed |
|
|
796 | * combat. If everyone race/class should have one, this should |
|
|
797 | * be handled in the starting treasurelists, not in the code. |
|
|
798 | */ |
850 | */ |
|
|
851 | static object * |
799 | static object *find_best_player_hth_skill(object *op) |
852 | find_player_hth_skill (object *op) |
800 | { |
853 | { |
801 | object *tmp, *best_skill=NULL; |
|
|
802 | int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; |
|
|
803 | |
|
|
804 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
854 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
805 | if (tmp->type == SKILL) { |
855 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
806 | if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
856 | return tmp; |
807 | |
857 | |
808 | /* The order in the array is preferred order. So basically, |
858 | return 0; |
809 | * we just cut down the number to search - eg, if we find a skill |
|
|
810 | * early on in flame touch, then we only need to look into the unarmed_array |
|
|
811 | * to the entry before flame touch - don't care about the entries afterward, |
|
|
812 | * because they are infrerior skills. |
|
|
813 | * if we end up finding the best skill (i==0) might as well return |
|
|
814 | * right away - can't get any better than that. |
|
|
815 | */ |
|
|
816 | for (i=0; i<last_skill; i++) { |
|
|
817 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { |
|
|
818 | best_skill = tmp; |
|
|
819 | last_skill = i; |
|
|
820 | if (i==0) return best_skill; |
|
|
821 | } |
|
|
822 | } |
|
|
823 | } |
|
|
824 | } |
|
|
825 | return best_skill; |
|
|
826 | } |
859 | } |
827 | |
860 | |
828 | /* do_skill_attack() - We have got an appropriate opponent from either |
861 | /* do_skill_attack() - We have got an appropriate opponent from either |
829 | * move_player_attack() or skill_attack(). In this part we get on with |
862 | * move_player_attack() or skill_attack(). In this part we get on with |
830 | * attacking, take care of messages from the attack and changes in invisible. |
863 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
832 | * tmp is the targetted monster. |
865 | * tmp is the targetted monster. |
833 | * op is what is attacking |
866 | * op is what is attacking |
834 | * string is passed along to describe what messages to describe |
867 | * string is passed along to describe what messages to describe |
835 | * the damage. |
868 | * the damage. |
836 | */ |
869 | */ |
837 | |
870 | static int |
838 | static int 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) |
839 | int success; |
872 | { |
840 | |
|
|
841 | 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))) |
842 | return RESULT_INT (0); |
874 | return RESULT_INT (0); |
843 | |
875 | |
844 | /* 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 |
845 | * 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. |
846 | * 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, |
847 | * 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 |
848 | * 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. |
849 | */ |
881 | */ |
850 | if(op->type==PLAYER) { |
882 | if (player *pl = op->contr) |
|
|
883 | { |
|
|
884 | if (!pl->combat_ob) |
|
|
885 | { |
851 | if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
886 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
852 | size_t i; |
887 | { |
|
|
888 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
889 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
890 | break; |
853 | |
891 | |
|
|
892 | if (!tmp) |
|
|
893 | { |
|
|
894 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
895 | return 0; |
|
|
896 | } |
|
|
897 | |
|
|
898 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
|
|
899 | } |
|
|
900 | else |
|
|
901 | { |
854 | if (!skill) { |
902 | if (!skill) |
|
|
903 | { |
855 | /* See if the players chosen skill is a combat skill, and use |
904 | /* See if the players chosen skill is a combat skill, and use |
856 | * it if appropriate. |
905 | * it if appropriate. |
857 | */ |
906 | */ |
858 | if (op->chosen_skill) { |
907 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
859 | for (i=0; i<sizeof(unarmed_skills); i++) |
|
|
860 | if (op->chosen_skill->subtype == unarmed_skills[i]) { |
|
|
861 | skill = op->chosen_skill; |
908 | skill = op->chosen_skill; |
|
|
909 | else |
|
|
910 | { |
|
|
911 | skill = find_player_hth_skill (op); |
|
|
912 | |
|
|
913 | if (!skill) |
|
|
914 | { |
|
|
915 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
862 | break; |
916 | return 0; |
863 | } |
917 | } |
864 | } |
|
|
865 | /* If we didn't find a skill above, look harder for a good skill */ |
|
|
866 | if (!skill) { |
|
|
867 | skill = find_best_player_hth_skill(op); |
|
|
868 | |
|
|
869 | if (!skill) { |
|
|
870 | new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
|
|
871 | return 0; |
|
|
872 | } |
918 | } |
873 | } |
919 | } |
874 | } |
920 | |
875 | if (skill != op->chosen_skill) { |
|
|
876 | /* now try to ready the new skill */ |
921 | /* now try to ready the new skill */ |
877 | if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ |
922 | if (!change_skill (op, skill, 0)) |
|
|
923 | { /* oh oh, trouble! */ |
878 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
924 | new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); |
879 | return 0; |
925 | return 0; |
880 | } |
926 | } |
881 | } |
927 | } |
882 | } else { |
|
|
883 | /* Seen some crashes below where current_weapon is not set, |
|
|
884 | * even though the flag says it is. So if current weapon isn't set, |
|
|
885 | * do some work in trying to find the object to use. |
|
|
886 | */ |
|
|
887 | if (!op->current_weapon) { |
|
|
888 | object *tmp; |
|
|
889 | |
928 | |
890 | LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
929 | if (!pl->combat_ob) |
891 | &op->name); |
|
|
892 | for (tmp=op->inv; tmp; tmp=tmp->below) |
|
|
893 | if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
|
|
894 | |
|
|
895 | if (!tmp) { |
|
|
896 | LOG(llevError,"Could not find applied weapon on %s\n", |
|
|
897 | &op->name); |
|
|
898 | op->current_weapon=NULL; |
|
|
899 | return 0; |
|
|
900 | } else { |
|
|
901 | op->current_weapon = tmp; |
|
|
902 | } |
|
|
903 | } |
930 | { |
904 | |
931 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
905 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
932 | return 0; |
906 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { |
|
|
907 | change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); |
|
|
908 | } |
933 | } |
909 | } |
934 | } |
910 | } |
|
|
911 | |
935 | |
|
|
936 | if (!op->change_weapon (pl->combat_ob)) |
|
|
937 | return 0; |
|
|
938 | |
912 | /* lose invisiblity/hiding status for running attacks */ |
939 | /* lose invisiblity/hiding status for running attacks */ |
913 | |
940 | if (pl->tmp_invis) |
914 | if(op->type==PLAYER && op->contr->tmp_invis) { |
941 | { |
915 | op->contr->tmp_invis=0; |
942 | pl->tmp_invis = 0; |
916 | op->invisible=0; |
943 | op->invisible = 0; |
917 | op->hide=0; |
944 | op->hide = 0; |
918 | update_object(op,UP_OBJ_FACE); |
945 | update_object (op, UP_OBJ_CHANGE); |
|
|
946 | } |
919 | } |
947 | } |
920 | |
948 | |
921 | success = attack_ob(tmp,op); |
949 | int success = attack_ob (tmp, op); |
922 | |
950 | |
923 | /* print appropriate messages to the player */ |
951 | /* print appropriate messages to the player */ |
924 | |
952 | |
925 | if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
953 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
954 | { |
926 | if(op->type==PLAYER) |
955 | if (op->type == PLAYER) |
927 | new_draw_info_format(NDI_UNIQUE, 0,op, |
956 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
928 | "You %s %s!",string,query_name(tmp)); |
|
|
929 | else if(tmp->type==PLAYER) |
957 | else if (tmp->type == PLAYER) |
930 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
958 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
931 | "%s %s you!",query_name(op),string); |
|
|
932 | } |
959 | } |
|
|
960 | |
933 | return success; |
961 | return success; |
934 | } |
962 | } |
935 | |
|
|
936 | |
963 | |
937 | /* 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 |
938 | * system. In essence, this code handles |
965 | * system. In essence, this code handles |
939 | * 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 |
940 | * treated here. If an opponent is already supplied by move_player(), |
967 | * treated here. If an opponent is already supplied by move_player(), |
… | |
… | |
943 | * |
970 | * |
944 | * This is called by move_player() and attack_hth() |
971 | * This is called by move_player() and attack_hth() |
945 | * |
972 | * |
946 | * Initial implementation by -bt thomas@astro.psu.edu |
973 | * Initial implementation by -bt thomas@astro.psu.edu |
947 | */ |
974 | */ |
948 | |
975 | int |
949 | int 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) |
|
|
977 | { |
950 | sint16 tx,ty; |
978 | sint16 tx, ty; |
951 | mapstruct *m; |
979 | maptile *m; |
952 | int mflags; |
980 | int mflags; |
953 | |
981 | |
|
|
982 | if (!dir) |
954 | if(!dir) dir=pl->facing; |
983 | dir = pl->facing; |
|
|
984 | |
955 | tx=freearr_x[dir]; |
985 | tx = freearr_x[dir]; |
956 | ty=freearr_y[dir]; |
986 | ty = freearr_y[dir]; |
957 | |
987 | |
958 | /* 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. |
959 | * Legal opponents are the same as outlined in move_player_attack() |
989 | * Legal opponents are the same as outlined in move_player_attack() |
960 | */ |
990 | */ |
961 | |
991 | if (!tmp) |
962 | if(tmp==NULL) { |
992 | { |
963 | m = pl->map; |
993 | m = pl->map; |
964 | tx = pl->x + freearr_x[dir]; |
994 | tx = pl->x + freearr_x[dir]; |
965 | ty = pl->y + freearr_y[dir]; |
995 | ty = pl->y + freearr_y[dir]; |
966 | |
996 | |
967 | mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
997 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
968 | if (mflags & P_OUT_OF_MAP) return 0; |
998 | if (mflags & P_OUT_OF_MAP) |
969 | |
|
|
970 | /* space must be blocked for there to be anything interesting to do */ |
|
|
971 | if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; |
|
|
972 | |
|
|
973 | for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
|
|
974 | if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
|
|
975 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
|
|
976 | || tmp->type==LOCKED_DOOR ) { |
|
|
977 | /* Don't attack party members */ |
|
|
978 | if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
|
|
979 | && pl->contr->party==tmp->contr->party)) |
|
|
980 | return 0; |
|
|
981 | break; |
|
|
982 | } |
|
|
983 | } |
|
|
984 | if (!tmp) { |
|
|
985 | if(pl->type==PLAYER) |
|
|
986 | new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
|
|
987 | return 0; |
999 | return 0; |
|
|
1000 | |
|
|
1001 | /* space must be blocked for there to be anything interesting to do */ |
|
|
1002 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
|
|
1003 | return 0; |
|
|
1004 | |
|
|
1005 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
|
|
1006 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
|
|
1007 | { |
|
|
1008 | /* Don't attack party members */ |
|
|
1009 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
|
|
1010 | return 0; |
|
|
1011 | |
|
|
1012 | break; |
|
|
1013 | } |
|
|
1014 | } |
|
|
1015 | |
|
|
1016 | if (!tmp) |
988 | } |
1017 | { |
|
|
1018 | if (pl->type == PLAYER) |
|
|
1019 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
989 | |
1020 | |
|
|
1021 | return 0; |
|
|
1022 | } |
|
|
1023 | |
990 | return do_skill_attack(tmp,pl,string, skill); |
1024 | return do_skill_attack (tmp, pl, string, skill); |
991 | } |
1025 | } |
992 | |
|
|
993 | |
1026 | |
994 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1027 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
|
|
1028 | |
995 | /* 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 |
996 | * (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 |
997 | * function skill_attack() we actually attack. |
1031 | * function skill_attack() we actually attack. |
998 | */ |
1032 | */ |
999 | |
1033 | static int |
1000 | static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
1034 | attack_hth (object *pl, int dir, const char *string, object *skill) |
|
|
1035 | { |
1001 | object *enemy=NULL,*weapon; |
1036 | object *enemy = NULL, *weapon; |
1002 | |
1037 | |
1003 | if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
1038 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1004 | for(weapon=pl->inv;weapon;weapon=weapon->below) { |
1039 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
|
|
1040 | { |
1005 | if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
1041 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
1042 | { |
1006 | CLEAR_FLAG(weapon,FLAG_APPLIED); |
1043 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1007 | CLEAR_FLAG(pl,FLAG_READY_WEAPON); |
1044 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1008 | fix_player(pl); |
1045 | pl->update_stats (); |
1009 | if(pl->type==PLAYER) { |
1046 | if (pl->type == PLAYER) |
|
|
1047 | { |
1010 | 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."); |
1011 | esrv_update_item(UPD_FLAGS, pl, weapon); |
1049 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1012 | } |
1050 | } |
|
|
1051 | |
1013 | break; |
1052 | break; |
1014 | } |
1053 | } |
1015 | } |
1054 | } |
|
|
1055 | |
1016 | return skill_attack(enemy,pl,dir,string, skill); |
1056 | return skill_attack (enemy, pl, dir, string, skill); |
1017 | } |
1057 | } |
1018 | |
|
|
1019 | |
1058 | |
1020 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1059 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1021 | * 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. |
1022 | * 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 |
1023 | * bears mentioning: |
1062 | * bears mentioning: |
1024 | * 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 |
1025 | * we may make this routine handle 'special' melee weapons attacks |
1064 | * we may make this routine handle 'special' melee weapons attacks |
1026 | * (like disarming manuever with sai) based on player SK_level and |
1065 | * (like disarming manuever with sai) based on player SK_level and |
1027 | * weapon type. |
1066 | * weapon type. |
1028 | */ |
1067 | */ |
1029 | |
1068 | static int |
1030 | static int 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) |
|
|
1070 | { |
1031 | |
1071 | |
1032 | if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1072 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
1073 | { |
1033 | if(op->type==PLAYER) |
1074 | if (op->type == PLAYER) |
1034 | 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 | |
1035 | return 0; |
1077 | return 0; |
1036 | } |
1078 | } |
|
|
1079 | |
1037 | return skill_attack(NULL,op,dir,string, skill); |
1080 | return skill_attack (NULL, op, dir, string, skill); |
1038 | |
1081 | |
1039 | } |
1082 | } |