1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * any later version. |
12 | * |
12 | * |
13 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * for more details. |
17 | * |
17 | * |
18 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* 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. */ |
26 | |
26 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
106 | } |
106 | } |
107 | } |
107 | } |
108 | } |
108 | } |
109 | |
109 | |
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110 | static object * |
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111 | find_skill (object *who, const shstr &sh) |
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112 | { |
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113 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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114 | if (tmp->skill == sh && tmp->type == SKILL) |
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115 | return tmp; |
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116 | |
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117 | return 0; |
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118 | } |
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119 | |
110 | /* This returns the skill pointer of the given name (the |
120 | /* This returns the skill pointer of the given name (the |
111 | * one that accumlates exp, has the level, etc). |
121 | * one that accumulates exp, has the level, etc). |
112 | * |
122 | * |
113 | * It is presumed that the player will be needing to actually |
123 | * It is presumed that the player will be needing to actually |
114 | * use the skill, so thus if use of the skill requires a skill |
124 | * use the skill, so thus if use of the skill requires a skill |
115 | * tool, this code will equip it. |
125 | * tool, this code will equip it. |
116 | */ |
126 | */ |
117 | object * |
127 | object * |
118 | find_skill_by_name (object *who, const char *name) |
128 | find_skill_by_name (object *who, const shstr &sh) |
119 | { |
129 | { |
120 | object *skill = NULL, *skill_tool = NULL, *tmp; |
130 | object *skill_tool = 0; |
121 | |
131 | |
122 | if (!name) |
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123 | return NULL; |
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124 | |
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125 | /* We make sure the length of the string in the object is greater |
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126 | * in length than the passed string. Eg, if we have a skill called |
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127 | * 'hi', we don't want to match if the user passed 'high' |
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128 | */ |
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129 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
132 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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133 | if (tmp->skill == sh) |
130 | { |
134 | { |
131 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
135 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
132 | skill = tmp; |
136 | /* If this is a skill that can be used without applying tool, return it */ |
133 | |
137 | return splay (tmp); |
134 | /* Try to find appropriate skilltool. If the player has one already |
138 | /* Try to find appropriate skilltool. If the player has one already |
135 | * applied, we try to keep using that one. |
139 | * applied, we try to keep using that one. |
136 | */ |
140 | */ |
137 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
141 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
138 | { |
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139 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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140 | skill_tool = tmp; |
142 | skill_tool = tmp; |
141 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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142 | skill_tool = tmp; |
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143 | } |
143 | } |
144 | } |
144 | |
145 | /* If this is a skill that can be used without a tool, return it */ |
145 | if (!skill_tool) |
146 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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147 | return skill; |
146 | return 0; |
148 | |
147 | |
149 | /* Player has a tool to use the skill. IF not applied, apply it - |
148 | /* Player has a tool to use the skill. If not applied, apply it - |
150 | * if not successful, return null. If they do have the skill tool |
149 | * if not successful, return null. If they do have the skill tool |
151 | * but not the skill itself, give it to them. |
150 | * but not the skill itself, give it to them. |
152 | */ |
151 | */ |
153 | if (skill_tool) |
152 | object *skill = find_skill (who, skill_tool->skill); |
154 | { |
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155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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156 | { |
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157 | if (apply_special (who, skill_tool, 0)) |
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158 | return NULL; |
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159 | } |
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160 | |
153 | |
161 | if (!skill) |
154 | if (!skill) |
162 | { |
155 | { |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
156 | skill = give_skill_by_name (who, skill_tool->skill); |
164 | link_player_skills (who); |
157 | link_player_skills (who); |
165 | } |
158 | } |
166 | |
159 | |
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160 | if (!skill_tool->flag [FLAG_APPLIED]) |
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161 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
167 | return skill; |
162 | return 0; |
168 | } |
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169 | |
163 | |
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164 | return splay (skill); |
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165 | } |
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166 | |
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167 | object * |
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168 | find_skill_by_name (object *who, const char *name) |
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169 | { |
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170 | if (!name) |
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171 | return 0; |
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172 | |
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173 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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174 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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175 | && tmp->skill.begins_with (name)) |
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176 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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177 | return skop; |
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178 | |
170 | return NULL; |
179 | return 0; |
171 | } |
180 | } |
172 | |
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173 | |
181 | |
174 | /* This returns the skill pointer of the given name (the |
182 | /* This returns the skill pointer of the given name (the |
175 | * one that accumlates exp, has the level, etc). |
183 | * one that accumulates exp, has the level, etc). |
176 | * |
184 | * |
177 | * It is presumed that the player will be needing to actually |
185 | * It is presumed that the player will be needing to actually |
178 | * use the skill, so thus if use of the skill requires a skill |
186 | * use the skill, so thus if use of the skill requires a skill |
179 | * tool, this code will equip it. |
187 | * tool, this code will equip it. |
180 | * |
188 | * |
… | |
… | |
183 | * this replaces find_skill. |
191 | * this replaces find_skill. |
184 | */ |
192 | */ |
185 | object * |
193 | object * |
186 | find_skill_by_number (object *who, int skillno) |
194 | find_skill_by_number (object *who, int skillno) |
187 | { |
195 | { |
188 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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189 | |
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190 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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191 | return NULL; |
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192 | |
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193 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
196 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
194 | { |
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195 | if (tmp->type == SKILL && tmp->subtype == skillno) |
197 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | skill = tmp; |
198 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
197 | |
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198 | /* Try to find appropriate skilltool. If the player has one already |
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199 | * applied, we try to keep using that one. |
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200 | */ |
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201 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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202 | { |
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203 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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204 | skill_tool = tmp; |
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205 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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206 | skill_tool = tmp; |
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207 | } |
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208 | } |
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209 | /* If this is a skill that can be used without a tool, return it */ |
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210 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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211 | return skill; |
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212 | |
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213 | /* Player has a tool to use the skill. IF not applied, apply it - |
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214 | * if not successful, return null. If they do have the skill tool |
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215 | * but not the skill itself, give it to them. |
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216 | */ |
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217 | if (skill_tool) |
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218 | { |
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219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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220 | { |
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221 | if (apply_special (who, skill_tool, 0)) |
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222 | return NULL; |
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223 | } |
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224 | |
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225 | if (!skill) |
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226 | { |
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227 | skill = give_skill_by_name (who, skill_tool->skill); |
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228 | link_player_skills (who); |
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229 | } |
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230 | |
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231 | return skill; |
199 | return skop; |
232 | } |
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233 | |
200 | |
234 | return NULL; |
201 | return 0; |
235 | } |
202 | } |
236 | |
203 | |
237 | /* This changes the objects skill to new_skill. |
204 | /* This changes the objects chosen_skill to new_skill. |
238 | * note that this function doesn't always need to get used - |
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239 | * you can now add skill exp to the player without the chosen_skill being |
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240 | * set. This function is of most interest to players to update |
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241 | * the various range information. |
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242 | * if new_skill is null, this just unapplies the skill. |
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243 | * flag has the current meaning: |
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244 | * 0x1: If set, don't update the range pointer. This is useful when we |
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245 | * need to ready a new skill, but don't want to clobber range. |
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246 | * return 1 on success, 0 on error |
205 | * return 1 on success, 0 on error |
247 | */ |
206 | */ |
248 | int |
207 | bool |
249 | change_skill (object *who, object *new_skill, int flag) |
208 | object::change_skill (object *new_skill) |
250 | { |
209 | { |
251 | int old_range; |
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252 | |
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253 | if (who->type != PLAYER) |
210 | if (type != PLAYER) |
254 | return 0; |
211 | return 0; |
255 | |
212 | |
256 | player *pl = who->contr; |
213 | // optimise this supposedly common case |
257 | |
214 | if (new_skill == chosen_skill) |
258 | if (pl->ranged_skill && pl->ranged_skill == new_skill) |
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259 | return 1; |
215 | return 1; |
260 | |
216 | |
261 | if (!new_skill) |
217 | if (chosen_skill) |
262 | { |
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263 | if (pl->ranged_skill) |
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264 | apply_special (who, pl->ranged_skill, AP_UNAPPLY); |
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265 | |
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266 | /* Only goal in this case was to unapply a skill */ |
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267 | return 0; |
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268 | } |
218 | { |
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219 | chosen_skill->flag [FLAG_APPLIED] = false; |
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220 | change_abil (this, chosen_skill); |
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221 | } |
269 | |
222 | |
270 | // move skill to front, so it will be preferred next time |
223 | chosen_skill = new_skill; |
271 | new_skill->remove (); |
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272 | who->insert (new_skill); |
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273 | |
224 | |
274 | if (apply_special (who, new_skill, AP_APPLY)) |
225 | if (chosen_skill) |
275 | return 0; |
226 | { |
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227 | chosen_skill->flag [FLAG_APPLIED] = true; |
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228 | change_abil (this, chosen_skill); |
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229 | } |
276 | |
230 | |
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231 | // always clear current weapon, as the selected skill could |
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232 | // conflict with the current weapon skill, which would go |
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233 | // undetected and exp would be given to the wrong skill. |
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234 | current_weapon = 0; |
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235 | |
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236 | update_stats (); |
277 | return 1; |
237 | return 1; |
278 | } |
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279 | |
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280 | /* This function just clears the chosen_skill and range_skill values |
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281 | * in the player. |
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282 | */ |
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283 | void |
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284 | clear_skill (object *who) |
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285 | { |
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286 | who->chosen_skill = 0; |
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287 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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288 | |
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289 | if (who->type == PLAYER) |
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290 | { |
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291 | if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) |
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292 | { |
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293 | who->contr->ranged_skill = 0; |
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294 | who->contr->ranged_ob = 0; |
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295 | } |
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296 | } |
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297 | } |
238 | } |
298 | |
239 | |
299 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
240 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
300 | * We handle all requests for skill use outside of some combat here. |
241 | * We handle all requests for skill use outside of some combat here. |
301 | * We require a separate routine outside of fire() so as to allow monsters |
242 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
309 | int |
250 | int |
310 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
251 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
311 | { |
252 | { |
312 | int success = 0, exp = 0; |
253 | int success = 0, exp = 0; |
313 | int did_alc = 0; |
254 | int did_alc = 0; |
314 | object *tmp, *next; |
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315 | |
255 | |
316 | if (!skill) |
256 | if (!skill) |
317 | return 0; |
257 | return 0; |
318 | |
258 | |
319 | /* The code below presumes that the skill points to the object that |
259 | /* The code below presumes that the skill points to the object that |
… | |
… | |
321 | * go and try to find the actual real skill pointer, and if the |
261 | * go and try to find the actual real skill pointer, and if the |
322 | * the player doesn't have a bucket for that, create one. |
262 | * the player doesn't have a bucket for that, create one. |
323 | */ |
263 | */ |
324 | if (skill->type != SKILL && op->type == PLAYER) |
264 | if (skill->type != SKILL && op->type == PLAYER) |
325 | { |
265 | { |
326 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
266 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
327 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
267 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
328 | break; |
268 | { |
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269 | skill = tmp; |
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270 | goto found; |
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271 | } |
329 | |
272 | |
330 | if (!tmp) |
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331 | tmp = give_skill_by_name (op, skill->skill); |
273 | skill = give_skill_by_name (op, skill->skill); |
332 | |
274 | found: ; |
333 | skill = tmp; |
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334 | } |
275 | } |
335 | |
276 | |
336 | // skill, by_whom, on_which_object, which direction, skill_argument |
277 | // skill, by_whom, on_which_object, which direction, skill_argument |
337 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
278 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
338 | return 0; |
279 | return 0; |
… | |
… | |
443 | case SK_LITERACY: |
384 | case SK_LITERACY: |
444 | case SK_WOODSMAN: |
385 | case SK_WOODSMAN: |
445 | /* first, we try to find a cauldron, and do the alchemy thing. |
386 | /* first, we try to find a cauldron, and do the alchemy thing. |
446 | * failing that, we go and identify stuff. |
387 | * failing that, we go and identify stuff. |
447 | */ |
388 | */ |
448 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
389 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
449 | { |
390 | { |
450 | next = tmp->above; |
391 | next = tmp->above; |
451 | |
392 | |
452 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
393 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
453 | { |
394 | { |
… | |
… | |
514 | * If certain skills should take more/less time, that should be |
455 | * If certain skills should take more/less time, that should be |
515 | * in the code for the skill itself. |
456 | * in the code for the skill itself. |
516 | */ |
457 | */ |
517 | |
458 | |
518 | if (op->type == PLAYER) |
459 | if (op->type == PLAYER) |
519 | op->speed_left -= 1.0; |
460 | op->speed_left -= 1.f; |
520 | |
461 | |
521 | /* this is a good place to add experience for successfull use of skills. |
462 | /* this is a good place to add experience for successfull use of skills. |
522 | * Note that add_exp() will figure out player/monster experience |
463 | * Note that add_exp() will figure out player/monster experience |
523 | * gain problems. |
464 | * gain problems. |
524 | */ |
465 | */ |
… | |
… | |
653 | * player learns the skill, 2 otherwise. |
594 | * player learns the skill, 2 otherwise. |
654 | */ |
595 | */ |
655 | int |
596 | int |
656 | learn_skill (object *pl, object *scroll) |
597 | learn_skill (object *pl, object *scroll) |
657 | { |
598 | { |
658 | object *tmp; |
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659 | |
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660 | if (!scroll->skill) |
599 | if (!scroll->skill) |
661 | { |
600 | { |
662 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
601 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
663 | return 2; |
602 | return 2; |
664 | } |
603 | } |
665 | |
604 | |
666 | /* can't use find_skill_by_name because we want skills the player knows |
605 | object *tmp = find_skill (pl, scroll->skill); |
667 | * but can't use natively. |
|
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668 | */ |
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669 | |
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670 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
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671 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
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672 | break; |
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673 | |
606 | |
674 | /* player already knows it */ |
607 | /* player already knows it */ |
675 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
608 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
676 | return 0; |
609 | return 0; |
677 | |
610 | |
… | |
… | |
695 | link_player_skills (pl); |
628 | link_player_skills (pl); |
696 | return 1; |
629 | return 1; |
697 | } |
630 | } |
698 | |
631 | |
699 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
632 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
700 | |
|
|
701 | /* Probably belongs in some global utils-type file? */ |
633 | /* Probably belongs in some global utils-type file? */ |
702 | static int |
634 | static int |
703 | clipped_percent (sint64 a, sint64 b) |
635 | clipped_percent (sint64 a, sint64 b) |
704 | { |
636 | { |
705 | int rv; |
637 | int rv; |
… | |
… | |
798 | * direction that the user is facing. Returns false if we are unable to |
730 | * direction that the user is facing. Returns false if we are unable to |
799 | * change to the requested skill, or were unable to use the skill properly. |
731 | * change to the requested skill, or were unable to use the skill properly. |
800 | * This is tricky because skills can have spaces. We basically roll |
732 | * This is tricky because skills can have spaces. We basically roll |
801 | * our own find_skill_by_name so we can try to do better string matching. |
733 | * our own find_skill_by_name so we can try to do better string matching. |
802 | */ |
734 | */ |
803 | |
|
|
804 | int |
735 | int |
805 | use_skill (object *op, const char *string) |
736 | use_skill (object *op, const char *string) |
806 | { |
737 | { |
807 | object *skop; |
738 | object *skop; |
808 | size_t len; |
739 | size_t len; |
809 | |
740 | |
810 | if (!string) |
741 | if (!string) |
811 | return 0; |
742 | return 0; |
812 | |
743 | |
813 | for (skop = op->inv; skop != NULL; skop = skop->below) |
744 | for (skop = op->inv; skop; skop = skop->below) |
814 | { |
745 | { |
|
|
746 | if (skop->type == SKILL |
815 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
747 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
816 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
748 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
817 | break; |
749 | break; |
|
|
750 | else if (skop->type == SKILL_TOOL |
818 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
751 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
819 | break; |
752 | break; |
820 | } |
753 | } |
|
|
754 | |
821 | if (!skop) |
755 | if (!skop) |
822 | { |
756 | { |
823 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
757 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
824 | return 0; |
758 | return 0; |
825 | } |
759 | } |
… | |
… | |
830 | * options given to the skill. Its pretty simple - if there |
764 | * options given to the skill. Its pretty simple - if there |
831 | * are extra parameters (as deteremined by string length), we |
765 | * are extra parameters (as deteremined by string length), we |
832 | * want to skip over any leading spaces. |
766 | * want to skip over any leading spaces. |
833 | */ |
767 | */ |
834 | if (len >= strlen (string)) |
768 | if (len >= strlen (string)) |
835 | { |
|
|
836 | string = NULL; |
769 | string = NULL; |
837 | } |
|
|
838 | else |
770 | else |
839 | { |
771 | { |
840 | string += len; |
772 | string += len; |
841 | while (*string == 0x20) |
773 | while (*string == 0x20) |
842 | string++; |
774 | string++; |
|
|
775 | |
843 | if (strlen (string) == 0) |
776 | if (strlen (string) == 0) |
844 | string = NULL; |
777 | string = NULL; |
845 | } |
778 | } |
846 | |
779 | |
847 | #ifdef SKILL_UTIL_DEBUG |
780 | #ifdef SKILL_UTIL_DEBUG |
848 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
781 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
849 | #endif |
782 | #endif |
850 | |
783 | |
851 | /* Change to the new skill, then execute it. */ |
|
|
852 | if (do_skill (op, op, skop, op->facing, string)) |
784 | if (do_skill (op, op, skop, op->facing, string)) |
853 | return 1; |
785 | return 1; |
854 | |
786 | |
855 | return 0; |
787 | return 0; |
856 | } |
788 | } |
… | |
… | |
892 | * is readied either then try to find a skill for the player to use. |
824 | * is readied either then try to find a skill for the player to use. |
893 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
825 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
894 | * the caller should have set it appropriately). We still want to pass |
826 | * the caller should have set it appropriately). We still want to pass |
895 | * through that code if skill is set to change to the skill. |
827 | * through that code if skill is set to change to the skill. |
896 | */ |
828 | */ |
897 | if (op->type == PLAYER) |
829 | if (player *pl = op->contr) |
898 | { |
830 | { |
899 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
831 | if (!pl->combat_ob) |
900 | { |
832 | { |
901 | if (!skill) |
833 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
902 | { |
834 | { |
903 | /* See if the players chosen skill is a combat skill, and use |
835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
904 | * it if appropriate. |
836 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
837 | break; |
|
|
838 | |
|
|
839 | if (!tmp) |
|
|
840 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
841 | |
|
|
842 | pl->combat_ob = tmp; |
905 | */ |
843 | } |
906 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
844 | |
907 | skill = op->chosen_skill; |
845 | if (!pl->combat_ob) |
908 | else |
846 | { |
|
|
847 | if (!skill) |
909 | { |
848 | { |
910 | skill = find_player_hth_skill (op); |
849 | /* See if the players chosen skill is a combat skill, and use |
911 | |
850 | * it if appropriate. |
912 | if (!skill) |
851 | */ |
|
|
852 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
853 | skill = op->chosen_skill; |
|
|
854 | else |
913 | { |
855 | { |
|
|
856 | skill = find_player_hth_skill (op); |
|
|
857 | |
|
|
858 | if (!skill) |
914 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
859 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
915 | return 0; |
|
|
916 | } |
860 | } |
917 | } |
861 | } |
|
|
862 | |
|
|
863 | if (skill) |
|
|
864 | { |
|
|
865 | op->change_skill (0); |
|
|
866 | apply_special (op, skill, AP_APPLY); |
|
|
867 | } |
918 | } |
868 | } |
919 | |
869 | |
920 | /* now try to ready the new skill */ |
870 | if (!pl->combat_ob) |
921 | if (!change_skill (op, skill, 0)) |
871 | { |
922 | { /* oh oh, trouble! */ |
872 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
923 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
924 | return 0; |
873 | return 0; |
925 | } |
874 | } |
926 | } |
875 | } |
927 | else |
876 | |
|
|
877 | if (!op->change_weapon (pl->combat_ob)) |
|
|
878 | return 0; |
|
|
879 | |
|
|
880 | /* lose invisiblity/hiding status for running attacks */ |
|
|
881 | if (pl->tmp_invis) |
928 | { |
882 | { |
929 | /* Seen some crashes below where current_weapon is not set, |
883 | pl->tmp_invis = 0; |
930 | * even though the flag says it is. So if current weapon isn't set, |
884 | op->invisible = 0; |
931 | * do some work in trying to find the object to use. |
885 | op->hide = 0; |
932 | */ |
886 | update_object (op, UP_OBJ_CHANGE); |
933 | if (!op->current_weapon) |
|
|
934 | { |
|
|
935 | object *tmp; |
|
|
936 | |
|
|
937 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
938 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
939 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
940 | break; |
|
|
941 | |
|
|
942 | if (!tmp) |
|
|
943 | { |
|
|
944 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
945 | op->current_weapon = NULL; |
|
|
946 | return 0; |
|
|
947 | } |
|
|
948 | else |
|
|
949 | op->current_weapon = tmp; |
|
|
950 | } |
|
|
951 | |
|
|
952 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
953 | } |
887 | } |
954 | } |
|
|
955 | |
|
|
956 | /* lose invisiblity/hiding status for running attacks */ |
|
|
957 | |
|
|
958 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
959 | { |
|
|
960 | op->contr->tmp_invis = 0; |
|
|
961 | op->invisible = 0; |
|
|
962 | op->hide = 0; |
|
|
963 | update_object (op, UP_OBJ_CHANGE); |
|
|
964 | } |
888 | } |
965 | |
889 | |
966 | int success = attack_ob (tmp, op); |
890 | int success = attack_ob (tmp, op); |
967 | |
891 | |
968 | /* print appropriate messages to the player */ |
892 | /* print appropriate messages to the player */ |
… | |
… | |
1039 | } |
963 | } |
1040 | |
964 | |
1041 | return do_skill_attack (tmp, pl, string, skill); |
965 | return do_skill_attack (tmp, pl, string, skill); |
1042 | } |
966 | } |
1043 | |
967 | |
1044 | |
|
|
1045 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
968 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1046 | |
969 | |
1047 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
970 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1048 | * (attack_hth) we check for weapon use, etc in the second (the new |
971 | * (attack_hth) we check for weapon use, etc in the second (the new |
1049 | * function skill_attack() we actually attack. |
972 | * function skill_attack() we actually attack. |
1050 | */ |
973 | */ |
1051 | |
|
|
1052 | static int |
974 | static int |
1053 | attack_hth (object *pl, int dir, const char *string, object *skill) |
975 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1054 | { |
976 | { |
1055 | object *enemy = NULL, *weapon; |
977 | object *enemy = NULL, *weapon; |
1056 | |
978 | |
… | |
… | |
1065 | if (pl->type == PLAYER) |
987 | if (pl->type == PLAYER) |
1066 | { |
988 | { |
1067 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
989 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1068 | esrv_update_item (UPD_FLAGS, pl, weapon); |
990 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1069 | } |
991 | } |
|
|
992 | |
1070 | break; |
993 | break; |
1071 | } |
994 | } |
1072 | } |
995 | } |
1073 | |
996 | |
1074 | return skill_attack (enemy, pl, dir, string, skill); |
997 | return skill_attack (enemy, pl, dir, string, skill); |
… | |
… | |
1094 | |
1017 | |
1095 | return 0; |
1018 | return 0; |
1096 | } |
1019 | } |
1097 | |
1020 | |
1098 | return skill_attack (NULL, op, dir, string, skill); |
1021 | return skill_attack (NULL, op, dir, string, skill); |
1099 | |
|
|
1100 | } |
1022 | } |
|
|
1023 | |