1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
25 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
44 | #include <object.h> |
43 | #include <object.h> |
45 | #include <sproto.h> |
44 | #include <sproto.h> |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
45 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
47 | #include <spells.h> |
46 | #include <spells.h> |
48 | |
47 | |
49 | /* Table of unarmed attack skills. Terminated by -1. This |
48 | const uint8_t skill_flags[NUM_SKILLS] = { |
50 | * is also the list that we should try to use skills when |
49 | 0, // SK_NONE |
51 | * automatically applying one for the player. |
50 | # define def(uc, flags) flags, |
52 | */ |
51 | # include "skillinc.h" |
53 | static uint8 unarmed_skills[] = { |
52 | # undef def |
54 | SK_KARATE, |
|
|
55 | SK_CLAWING, |
|
|
56 | SK_FLAME_TOUCH, |
|
|
57 | SK_SPARK_TOUCH, |
|
|
58 | SK_SHIVER, |
|
|
59 | SK_ACID_SPLASH, |
|
|
60 | SK_POISON_NAIL, |
|
|
61 | SK_PUNCHING, |
|
|
62 | (uint8)-1 |
|
|
63 | }; |
53 | }; |
64 | |
54 | |
65 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
55 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
66 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
56 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
67 | |
57 | |
… | |
… | |
70 | * subtypes. |
60 | * subtypes. |
71 | */ |
61 | */ |
72 | void |
62 | void |
73 | init_skills (void) |
63 | init_skills (void) |
74 | { |
64 | { |
75 | int i; |
65 | for_all_archetypes (at) |
76 | archetype *at; |
|
|
77 | |
|
|
78 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
79 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
80 | { |
67 | { |
81 | if (skill_names[at->clone.subtype] != NULL) |
68 | if (skill_names[at->subtype]) |
82 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
69 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
83 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
84 | else |
71 | else |
85 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
86 | } |
73 | } |
87 | |
74 | |
88 | /* This isn't really an error if there is no skill subtype set, but |
75 | /* This isn't really an error if there is no skill subtype set, but |
89 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
90 | */ |
77 | */ |
91 | for (i = 1; i < NUM_SKILLS; i++) |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
92 | { |
|
|
93 | if (!skill_names[i]) |
79 | if (!skill_names[i]) |
94 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
80 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
95 | } |
|
|
96 | } |
81 | } |
97 | |
82 | |
98 | /* This function goes through the player inventory and sets |
83 | /* This function goes through the player inventory and sets |
99 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
100 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
… | |
… | |
119 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
104 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
120 | } |
105 | } |
121 | } |
106 | } |
122 | } |
107 | } |
123 | |
108 | |
|
|
109 | static object * |
|
|
110 | find_skill (object *who, const shstr &sh) |
|
|
111 | { |
|
|
112 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
113 | if (tmp->skill == sh && tmp->type == SKILL) |
|
|
114 | return tmp; |
|
|
115 | |
|
|
116 | return 0; |
|
|
117 | } |
|
|
118 | |
124 | /* This returns the skill pointer of the given name (the |
119 | /* This returns the skill pointer of the given name (the |
125 | * one that accumlates exp, has the level, etc). |
120 | * one that accumulates exp, has the level, etc). |
126 | * |
121 | * |
127 | * It is presumed that the player will be needing to actually |
122 | * It is presumed that the player will be needing to actually |
128 | * use the skill, so thus if use of the skill requires a skill |
123 | * use the skill, so thus if use of the skill requires a skill |
129 | * tool, this code will equip it. |
124 | * tool, this code will equip it. |
130 | */ |
125 | */ |
131 | object * |
126 | object * |
132 | find_skill_by_name (object *who, const char *name) |
127 | find_skill_by_name (object *who, const shstr &sh) |
133 | { |
128 | { |
134 | object *skill = NULL, *skill_tool = NULL, *tmp; |
129 | object *skill_tool = 0; |
135 | |
130 | |
136 | if (!name) |
|
|
137 | return NULL; |
|
|
138 | |
|
|
139 | /* We make sure the length of the string in the object is greater |
|
|
140 | * in length than the passed string. Eg, if we have a skill called |
|
|
141 | * 'hi', we don't want to match if the user passed 'high' |
|
|
142 | */ |
|
|
143 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
131 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
132 | if (tmp->skill == sh) |
144 | { |
133 | { |
145 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
134 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
146 | skill = tmp; |
135 | /* If this is a skill that can be used without applying tool, return it */ |
147 | |
136 | return splay (tmp); |
148 | /* Try to find appropriate skilltool. If the player has one already |
137 | /* Try to find appropriate skilltool. If the player has one already |
149 | * applied, we try to keep using that one. |
138 | * applied, we try to keep using that one. |
150 | */ |
139 | */ |
151 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
140 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
152 | { |
|
|
153 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
154 | skill_tool = tmp; |
141 | skill_tool = tmp; |
155 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
156 | skill_tool = tmp; |
|
|
157 | } |
142 | } |
158 | } |
143 | |
159 | /* If this is a skill that can be used without a tool, return it */ |
144 | if (!skill_tool) |
160 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
161 | return skill; |
145 | return 0; |
162 | |
146 | |
163 | /* Player has a tool to use the skill. IF not applied, apply it - |
147 | /* Player has a tool to use the skill. If not applied, apply it - |
164 | * if not successful, return null. If they do have the skill tool |
148 | * if not successful, return null. If they do have the skill tool |
165 | * but not the skill itself, give it to them. |
149 | * but not the skill itself, give it to them. |
166 | */ |
150 | */ |
167 | if (skill_tool) |
151 | object *skill = find_skill (who, skill_tool->skill); |
168 | { |
152 | |
169 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
170 | { |
|
|
171 | if (apply_special (who, skill_tool, 0)) |
|
|
172 | return NULL; |
|
|
173 | } |
|
|
174 | if (!skill) |
153 | if (!skill) |
175 | { |
154 | { |
176 | skill = give_skill_by_name (who, skill_tool->skill); |
155 | skill = give_skill_by_name (who, skill_tool->skill); |
177 | link_player_skills (who); |
156 | link_player_skills (who); |
178 | } |
157 | } |
|
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158 | |
|
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159 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
|
160 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
179 | return skill; |
161 | return 0; |
180 | } |
162 | |
|
|
163 | return splay (skill); |
|
|
164 | } |
|
|
165 | |
|
|
166 | object * |
|
|
167 | find_skill_by_name (object *who, const char *name) |
|
|
168 | { |
|
|
169 | if (!name) |
|
|
170 | return 0; |
|
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171 | |
|
|
172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
173 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
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174 | && tmp->skill.begins_with (name)) |
|
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175 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
176 | return skop; |
|
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177 | |
181 | return NULL; |
178 | return 0; |
182 | } |
179 | } |
183 | |
|
|
184 | |
180 | |
185 | /* This returns the skill pointer of the given name (the |
181 | /* This returns the skill pointer of the given name (the |
186 | * one that accumlates exp, has the level, etc). |
182 | * one that accumulates exp, has the level, etc). |
187 | * |
183 | * |
188 | * It is presumed that the player will be needing to actually |
184 | * It is presumed that the player will be needing to actually |
189 | * use the skill, so thus if use of the skill requires a skill |
185 | * use the skill, so thus if use of the skill requires a skill |
190 | * tool, this code will equip it. |
186 | * tool, this code will equip it. |
191 | * |
187 | * |
… | |
… | |
194 | * this replaces find_skill. |
190 | * this replaces find_skill. |
195 | */ |
191 | */ |
196 | object * |
192 | object * |
197 | find_skill_by_number (object *who, int skillno) |
193 | find_skill_by_number (object *who, int skillno) |
198 | { |
194 | { |
199 | object *skill = NULL, *skill_tool = NULL, *tmp; |
|
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200 | |
|
|
201 | if (skillno < 1 || skillno >= NUM_SKILLS) |
|
|
202 | return NULL; |
|
|
203 | |
|
|
204 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
195 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
205 | { |
|
|
206 | if (tmp->type == SKILL && tmp->subtype == skillno) |
196 | if (tmp->type == SKILL && tmp->subtype == skillno) |
207 | skill = tmp; |
197 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
208 | |
|
|
209 | /* Try to find appropriate skilltool. If the player has one already |
|
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210 | * applied, we try to keep using that one. |
|
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211 | */ |
|
|
212 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
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213 | { |
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214 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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215 | skill_tool = tmp; |
|
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216 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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217 | skill_tool = tmp; |
|
|
218 | } |
|
|
219 | } |
|
|
220 | /* If this is a skill that can be used without a tool, return it */ |
|
|
221 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
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222 | return skill; |
|
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223 | |
|
|
224 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
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225 | * if not successful, return null. If they do have the skill tool |
|
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226 | * but not the skill itself, give it to them. |
|
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227 | */ |
|
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228 | if (skill_tool) |
|
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229 | { |
|
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230 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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231 | { |
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232 | if (apply_special (who, skill_tool, 0)) |
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233 | return NULL; |
|
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234 | } |
|
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235 | |
|
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236 | if (!skill) |
|
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237 | { |
|
|
238 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
239 | link_player_skills (who); |
|
|
240 | } |
|
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241 | |
|
|
242 | return skill; |
198 | return skop; |
243 | } |
|
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244 | |
199 | |
245 | return NULL; |
200 | return 0; |
246 | } |
201 | } |
247 | |
202 | |
248 | /* This changes the objects skill to new_skill. |
203 | /* This changes the objects chosen_skill to new_skill. |
249 | * note that this function doesn't always need to get used - |
|
|
250 | * you can now add skill exp to the player without the chosen_skill being |
|
|
251 | * set. This function is of most interest to players to update |
|
|
252 | * the various range information. |
|
|
253 | * if new_skill is null, this just unapplies the skill. |
|
|
254 | * flag has the current meaning: |
|
|
255 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
|
256 | * need to ready a new skill, but don't want to clobber range. |
|
|
257 | * return 1 on success, 0 on error |
204 | * return 1 on success, 0 on error |
258 | */ |
205 | */ |
259 | |
206 | bool |
260 | int |
207 | object::change_skill (object *new_skill) |
261 | change_skill (object *who, object *new_skill, int flag) |
|
|
262 | { |
208 | { |
263 | int old_range; |
|
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264 | |
|
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265 | if (who->type != PLAYER) |
209 | if (type != PLAYER) |
266 | return 0; |
210 | return 0; |
267 | |
211 | |
268 | old_range = who->contr->shoottype; |
212 | // optimise this supposedly common case |
269 | |
213 | if (new_skill == chosen_skill) |
270 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
|
271 | { |
|
|
272 | /* optimization for changing skill to current skill */ |
|
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273 | if (who->type == PLAYER && !(flag & 0x1)) |
|
|
274 | who->contr->shoottype = range_skill; |
|
|
275 | |
|
|
276 | return 1; |
214 | return 1; |
277 | } |
|
|
278 | |
215 | |
279 | // move skill to front, so it will be preferred next time |
|
|
280 | new_skill->remove (); |
|
|
281 | who->insert (new_skill); |
|
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282 | |
|
|
283 | if (!new_skill || who->chosen_skill) |
|
|
284 | if (who->chosen_skill) |
216 | if (chosen_skill) |
285 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
217 | { |
|
|
218 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
219 | change_abil (this, chosen_skill); |
|
|
220 | } |
286 | |
221 | |
287 | /* Only goal in this case was to unapply a skill */ |
222 | chosen_skill = new_skill; |
|
|
223 | |
288 | if (!new_skill) |
224 | if (chosen_skill) |
289 | return 0; |
225 | { |
|
|
226 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
227 | change_abil (this, chosen_skill); |
|
|
228 | } |
290 | |
229 | |
291 | if (apply_special (who, new_skill, AP_APPLY)) |
230 | // always clear current weapon, as the selected skill could |
292 | return 0; |
231 | // conflict with the current weapon skill, which would go |
|
|
232 | // undetected and exp would be given to the wrong skill. |
|
|
233 | current_weapon = 0; |
293 | |
234 | |
294 | if (flag & 0x1) |
235 | update_stats (); |
295 | who->contr->shoottype = (rangetype)old_range; |
|
|
296 | |
|
|
297 | return 1; |
236 | return 1; |
298 | } |
|
|
299 | |
|
|
300 | /* This function just clears the chosen_skill and range_skill values |
|
|
301 | * inthe player. |
|
|
302 | */ |
|
|
303 | void |
|
|
304 | clear_skill (object *who) |
|
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305 | { |
|
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306 | who->chosen_skill = NULL; |
|
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307 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
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308 | if (who->type == PLAYER) |
|
|
309 | { |
|
|
310 | who->contr->ranges[range_skill] = NULL; |
|
|
311 | if (who->contr->shoottype == range_skill) |
|
|
312 | who->contr->shoottype = range_none; |
|
|
313 | } |
|
|
314 | } |
237 | } |
315 | |
238 | |
316 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
239 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
317 | * We handle all requests for skill use outside of some combat here. |
240 | * We handle all requests for skill use outside of some combat here. |
318 | * We require a separate routine outside of fire() so as to allow monsters |
241 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
321 | * exp - no caller needed that info, but it also prevented the callers |
244 | * exp - no caller needed that info, but it also prevented the callers |
322 | * from know if a skill was actually used, as many skills don't |
245 | * from know if a skill was actually used, as many skills don't |
323 | * give any exp for their direct use (eg, throwing). |
246 | * give any exp for their direct use (eg, throwing). |
324 | * It returns 0 if no skill was used. |
247 | * It returns 0 if no skill was used. |
325 | */ |
248 | */ |
326 | |
|
|
327 | int |
249 | int |
328 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
250 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
329 | { |
251 | { |
330 | int success = 0, exp = 0; |
252 | int success = 0, exp = 0; |
331 | int did_alc = 0; |
253 | int did_alc = 0; |
332 | object *tmp, *next; |
|
|
333 | |
254 | |
334 | if (!skill) |
255 | if (!skill) |
335 | return 0; |
256 | return 0; |
336 | |
257 | |
337 | /* The code below presumes that the skill points to the object that |
258 | /* The code below presumes that the skill points to the object that |
… | |
… | |
339 | * go and try to find the actual real skill pointer, and if the |
260 | * go and try to find the actual real skill pointer, and if the |
340 | * the player doesn't have a bucket for that, create one. |
261 | * the player doesn't have a bucket for that, create one. |
341 | */ |
262 | */ |
342 | if (skill->type != SKILL && op->type == PLAYER) |
263 | if (skill->type != SKILL && op->type == PLAYER) |
343 | { |
264 | { |
344 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
265 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
345 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
266 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
346 | break; |
267 | { |
|
|
268 | skill = tmp; |
|
|
269 | goto found; |
|
|
270 | } |
347 | |
271 | |
348 | if (!tmp) |
|
|
349 | tmp = give_skill_by_name (op, skill->skill); |
272 | skill = give_skill_by_name (op, skill->skill); |
350 | |
273 | found: ; |
351 | skill = tmp; |
|
|
352 | } |
274 | } |
353 | |
275 | |
354 | // skill, by_whom, on_which_object, which direction, skill_argument |
276 | // skill, by_whom, on_which_object, which direction, skill_argument |
355 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
277 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
356 | return 0; |
278 | return 0; |
… | |
… | |
403 | success = 1; |
325 | success = 1; |
404 | break; |
326 | break; |
405 | /* note that the following 'attack' skills gain exp through hit_player() */ |
327 | /* note that the following 'attack' skills gain exp through hit_player() */ |
406 | |
328 | |
407 | case SK_KARATE: |
329 | case SK_KARATE: |
408 | (void) attack_hth (op, dir, "karate-chopped", skill); |
330 | attack_hth (op, dir, "karate-chopped", skill); |
409 | break; |
331 | break; |
410 | |
332 | |
411 | case SK_PUNCHING: |
333 | case SK_PUNCHING: |
412 | (void) attack_hth (op, dir, "punched", skill); |
334 | attack_hth (op, dir, "punched", skill); |
413 | break; |
335 | break; |
414 | |
336 | |
415 | case SK_FLAME_TOUCH: |
337 | case SK_FLAME_TOUCH: |
416 | (void) attack_hth (op, dir, "flamed", skill); |
338 | attack_hth (op, dir, "flamed", skill); |
417 | break; |
339 | break; |
418 | |
340 | |
419 | case SK_SPARK_TOUCH: |
341 | case SK_SPARK_TOUCH: |
420 | (void) attack_hth (op, dir, "zapped", skill); |
342 | attack_hth (op, dir, "zapped", skill); |
421 | break; |
343 | break; |
422 | |
344 | |
423 | case SK_SHIVER: |
345 | case SK_SHIVER: |
424 | (void) attack_hth (op, dir, "froze", skill); |
346 | attack_hth (op, dir, "froze", skill); |
425 | break; |
347 | break; |
426 | |
348 | |
427 | case SK_ACID_SPLASH: |
349 | case SK_ACID_SPLASH: |
428 | (void) attack_hth (op, dir, "dissolved", skill); |
350 | attack_hth (op, dir, "dissolved", skill); |
429 | break; |
351 | break; |
430 | |
352 | |
431 | case SK_POISON_NAIL: |
353 | case SK_POISON_NAIL: |
432 | (void) attack_hth (op, dir, "injected poison into", skill); |
354 | attack_hth (op, dir, "injected poison into", skill); |
433 | break; |
355 | break; |
434 | |
356 | |
435 | case SK_CLAWING: |
357 | case SK_CLAWING: |
436 | (void) attack_hth (op, dir, "clawed", skill); |
358 | attack_hth (op, dir, "clawed", skill); |
437 | break; |
359 | break; |
438 | |
360 | |
439 | case SK_ONE_HANDED_WEAPON: |
361 | case SK_ONE_HANDED_WEAPON: |
440 | case SK_TWO_HANDED_WEAPON: |
362 | case SK_TWO_HANDED_WEAPON: |
441 | (void) attack_melee_weapon (op, dir, NULL, skill); |
363 | attack_melee_weapon (op, dir, NULL, skill); |
442 | break; |
364 | break; |
443 | |
365 | |
444 | case SK_FIND_TRAPS: |
366 | case SK_FIND_TRAPS: |
445 | exp = success = find_traps (op, skill); |
367 | exp = success = find_traps (op, skill); |
446 | break; |
368 | break; |
… | |
… | |
461 | case SK_LITERACY: |
383 | case SK_LITERACY: |
462 | case SK_WOODSMAN: |
384 | case SK_WOODSMAN: |
463 | /* first, we try to find a cauldron, and do the alchemy thing. |
385 | /* first, we try to find a cauldron, and do the alchemy thing. |
464 | * failing that, we go and identify stuff. |
386 | * failing that, we go and identify stuff. |
465 | */ |
387 | */ |
466 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
388 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
467 | { |
389 | { |
468 | next = tmp->above; |
390 | next = tmp->above; |
469 | |
391 | |
470 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
392 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
471 | { |
393 | { |
… | |
… | |
532 | * If certain skills should take more/less time, that should be |
454 | * If certain skills should take more/less time, that should be |
533 | * in the code for the skill itself. |
455 | * in the code for the skill itself. |
534 | */ |
456 | */ |
535 | |
457 | |
536 | if (op->type == PLAYER) |
458 | if (op->type == PLAYER) |
537 | op->speed_left -= 1.0; |
459 | op->speed_left -= 1.f; |
538 | |
460 | |
539 | /* this is a good place to add experience for successfull use of skills. |
461 | /* this is a good place to add experience for successfull use of skills. |
540 | * Note that add_exp() will figure out player/monster experience |
462 | * Note that add_exp() will figure out player/monster experience |
541 | * gain problems. |
463 | * gain problems. |
542 | */ |
464 | */ |
… | |
… | |
570 | * op is the object that was 'defeated'. |
492 | * op is the object that was 'defeated'. |
571 | * skill is the skill used. If no skill is used, it should just |
493 | * skill is the skill used. If no skill is used, it should just |
572 | * point back to who. |
494 | * point back to who. |
573 | * |
495 | * |
574 | */ |
496 | */ |
575 | |
|
|
576 | int |
497 | int |
577 | calc_skill_exp (object *who, object *op, object *skill) |
498 | calc_skill_exp (object *who, object *op, object *skill) |
578 | { |
499 | { |
579 | int op_exp = 0, op_lvl = 0; |
500 | int op_exp = 0, op_lvl = 0; |
580 | float base, value, lvl_mult = 0.0; |
501 | float base, value, lvl_mult = 0.0; |
… | |
… | |
626 | /* if skill really is a skill, then we can look at the skill archetype for |
547 | /* if skill really is a skill, then we can look at the skill archetype for |
627 | * bse reward value (exp) and level multiplier factor. |
548 | * bse reward value (exp) and level multiplier factor. |
628 | */ |
549 | */ |
629 | if (skill->type == SKILL) |
550 | if (skill->type == SKILL) |
630 | { |
551 | { |
631 | base += skill->arch->clone.stats.exp; |
552 | base += skill->arch->stats.exp; |
632 | if (settings.simple_exp) |
553 | if (settings.simple_exp) |
633 | { |
554 | { |
634 | if (skill->arch->clone.level) |
555 | if (skill->arch->level) |
635 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
556 | lvl_mult = (float) skill->arch->level / 100.0; |
636 | else |
557 | else |
637 | lvl_mult = 1.0; /* no adjustment */ |
558 | lvl_mult = 1.0; /* no adjustment */ |
638 | } |
559 | } |
639 | else |
560 | else |
640 | { |
561 | { |
641 | if (skill->level) |
562 | if (skill->level) |
642 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
563 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
643 | else |
564 | else |
644 | lvl_mult = 1.0; |
565 | lvl_mult = 1.0; |
645 | } |
566 | } |
646 | } |
567 | } |
647 | else |
568 | else |
… | |
… | |
669 | * This one actually teaches the player the skill as something |
590 | * This one actually teaches the player the skill as something |
670 | * they can equip. |
591 | * they can equip. |
671 | * Return 0 if the player knows the skill, 1 if the |
592 | * Return 0 if the player knows the skill, 1 if the |
672 | * player learns the skill, 2 otherwise. |
593 | * player learns the skill, 2 otherwise. |
673 | */ |
594 | */ |
674 | |
|
|
675 | int |
595 | int |
676 | learn_skill (object *pl, object *scroll) |
596 | learn_skill (object *pl, object *scroll) |
677 | { |
597 | { |
678 | object *tmp; |
|
|
679 | |
|
|
680 | if (!scroll->skill) |
598 | if (!scroll->skill) |
681 | { |
599 | { |
682 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
600 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
683 | return 2; |
601 | return 2; |
684 | } |
602 | } |
685 | |
603 | |
686 | /* can't use find_skill_by_name because we want skills the player knows |
604 | object *tmp = find_skill (pl, scroll->skill); |
687 | * but can't use natively. |
|
|
688 | */ |
|
|
689 | |
|
|
690 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
691 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
692 | break; |
|
|
693 | |
605 | |
694 | /* player already knows it */ |
606 | /* player already knows it */ |
695 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
607 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
696 | return 0; |
608 | return 0; |
697 | |
609 | |
… | |
… | |
715 | link_player_skills (pl); |
627 | link_player_skills (pl); |
716 | return 1; |
628 | return 1; |
717 | } |
629 | } |
718 | |
630 | |
719 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
631 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
720 | |
|
|
721 | /* Probably belongs in some global utils-type file? */ |
632 | /* Probably belongs in some global utils-type file? */ |
722 | static int |
633 | static int |
723 | clipped_percent (sint64 a, sint64 b) |
634 | clipped_percent (sint64 a, sint64 b) |
724 | { |
635 | { |
725 | int rv; |
636 | int rv; |
… | |
… | |
745 | * Note this function is a bit more complicated becauase we |
656 | * Note this function is a bit more complicated becauase we |
746 | * we want ot sort the skills before printing them. If we |
657 | * we want ot sort the skills before printing them. If we |
747 | * just dumped this as we found it, this would be a bit |
658 | * just dumped this as we found it, this would be a bit |
748 | * simpler. |
659 | * simpler. |
749 | */ |
660 | */ |
750 | |
661 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
751 | void |
662 | void |
752 | show_skills (object *op, const char *search) |
663 | show_skills (object *op, const char *search) |
753 | { |
664 | { |
754 | object *tmp = NULL; |
665 | object *tmp = NULL; |
755 | char buf[MAX_BUF]; |
666 | char buf[MAX_BUF]; |
… | |
… | |
757 | int i, num_skills_found = 0; |
668 | int i, num_skills_found = 0; |
758 | static const char *const periods = "........................................"; |
669 | static const char *const periods = "........................................"; |
759 | |
670 | |
760 | /* Need to have a pointer and use strdup for qsort to work properly */ |
671 | /* Need to have a pointer and use strdup for qsort to work properly */ |
761 | char skills[NUM_SKILLS][MAX_BUF]; |
672 | char skills[NUM_SKILLS][MAX_BUF]; |
762 | |
|
|
763 | |
673 | |
764 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
674 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
765 | { |
675 | { |
766 | if (tmp->type == SKILL) |
676 | if (tmp->type == SKILL) |
767 | { |
677 | { |
… | |
… | |
770 | /* Basically want to fill this out to 40 spaces with periods */ |
680 | /* Basically want to fill this out to 40 spaces with periods */ |
771 | sprintf (buf, "%s%s", &tmp->name, periods); |
681 | sprintf (buf, "%s%s", &tmp->name, periods); |
772 | buf[40] = 0; |
682 | buf[40] = 0; |
773 | |
683 | |
774 | if (settings.permanent_exp_ratio) |
684 | if (settings.permanent_exp_ratio) |
775 | { |
|
|
776 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
685 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
777 | buf, tmp->level, tmp->stats.exp, |
686 | buf, tmp->level, tmp->stats.exp, |
778 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
687 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
779 | } |
|
|
780 | else |
688 | else |
781 | { |
|
|
782 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
689 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
783 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
690 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
784 | } |
691 | |
785 | /* I don't know why some characters get a bunch of skills, but |
692 | /* I don't know why some characters get a bunch of skills, but |
786 | * it sometimes happens (maybe a leftover from bugier earlier code |
693 | * it sometimes happens (maybe a leftover from bugier earlier code |
787 | * and those character are still about). In any case, lets handle |
694 | * and those character are still about). In any case, lets handle |
788 | * it so it doesn't crash the server - otherwise, one character may |
695 | * it so it doesn't crash the server - otherwise, one character may |
789 | * crash the server numerous times. |
696 | * crash the server numerous times. |
… | |
… | |
795 | break; |
702 | break; |
796 | } |
703 | } |
797 | } |
704 | } |
798 | } |
705 | } |
799 | |
706 | |
800 | clear_win_info (op); |
|
|
801 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
707 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
802 | if (num_skills_found > 1) |
708 | if (num_skills_found > 1) |
803 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
709 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
804 | |
710 | |
805 | for (i = 0; i < num_skills_found; i++) |
711 | for (i = 0; i < num_skills_found; i++) |
… | |
… | |
818 | * direction that the user is facing. Returns false if we are unable to |
724 | * direction that the user is facing. Returns false if we are unable to |
819 | * change to the requested skill, or were unable to use the skill properly. |
725 | * change to the requested skill, or were unable to use the skill properly. |
820 | * This is tricky because skills can have spaces. We basically roll |
726 | * This is tricky because skills can have spaces. We basically roll |
821 | * our own find_skill_by_name so we can try to do better string matching. |
727 | * our own find_skill_by_name so we can try to do better string matching. |
822 | */ |
728 | */ |
823 | |
|
|
824 | int |
729 | int |
825 | use_skill (object *op, const char *string) |
730 | use_skill (object *op, const char *string) |
826 | { |
731 | { |
827 | object *skop; |
732 | object *skop; |
828 | size_t len; |
733 | size_t len; |
829 | |
734 | |
830 | if (!string) |
735 | if (!string) |
831 | return 0; |
736 | return 0; |
832 | |
737 | |
833 | for (skop = op->inv; skop != NULL; skop = skop->below) |
738 | for (skop = op->inv; skop; skop = skop->below) |
834 | { |
739 | { |
|
|
740 | if (skop->type == SKILL |
835 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
741 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
836 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
742 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
837 | break; |
743 | break; |
|
|
744 | else if (skop->type == SKILL_TOOL |
838 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
745 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
839 | break; |
746 | break; |
840 | } |
747 | } |
|
|
748 | |
841 | if (!skop) |
749 | if (!skop) |
842 | { |
750 | { |
843 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
751 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
844 | return 0; |
752 | return 0; |
845 | } |
753 | } |
… | |
… | |
850 | * options given to the skill. Its pretty simple - if there |
758 | * options given to the skill. Its pretty simple - if there |
851 | * are extra parameters (as deteremined by string length), we |
759 | * are extra parameters (as deteremined by string length), we |
852 | * want to skip over any leading spaces. |
760 | * want to skip over any leading spaces. |
853 | */ |
761 | */ |
854 | if (len >= strlen (string)) |
762 | if (len >= strlen (string)) |
855 | { |
|
|
856 | string = NULL; |
763 | string = NULL; |
857 | } |
|
|
858 | else |
764 | else |
859 | { |
765 | { |
860 | string += len; |
766 | string += len; |
861 | while (*string == 0x20) |
767 | while (*string == 0x20) |
862 | string++; |
768 | string++; |
|
|
769 | |
863 | if (strlen (string) == 0) |
770 | if (strlen (string) == 0) |
864 | string = NULL; |
771 | string = NULL; |
865 | } |
772 | } |
866 | |
773 | |
867 | #ifdef SKILL_UTIL_DEBUG |
774 | #ifdef SKILL_UTIL_DEBUG |
868 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
775 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
869 | #endif |
776 | #endif |
870 | |
777 | |
871 | /* Change to the new skill, then execute it. */ |
|
|
872 | if (do_skill (op, op, skop, op->facing, string)) |
778 | if (do_skill (op, op, skop, op->facing, string)) |
873 | return 1; |
779 | return 1; |
874 | |
780 | |
875 | return 0; |
781 | return 0; |
876 | } |
782 | } |
877 | |
783 | |
878 | static bool |
784 | static bool |
879 | hth_skill_p (object *skill) |
785 | hth_skill_p (object *skill) |
880 | { |
786 | { |
881 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
787 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
882 | if (skill->subtype == unarmed_skills[i]) |
|
|
883 | return 1; |
|
|
884 | |
|
|
885 | return 0; |
|
|
886 | } |
788 | } |
887 | |
789 | |
888 | /* This finds the first unarmed skill the player has, and returns it. |
790 | /* This finds the first unarmed skill the player has, and returns it. |
889 | */ |
791 | */ |
890 | static object * |
792 | static object * |
… | |
… | |
904 | * tmp is the targetted monster. |
806 | * tmp is the targetted monster. |
905 | * op is what is attacking |
807 | * op is what is attacking |
906 | * string is passed along to describe what messages to describe |
808 | * string is passed along to describe what messages to describe |
907 | * the damage. |
809 | * the damage. |
908 | */ |
810 | */ |
909 | |
|
|
910 | static int |
811 | static int |
911 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
812 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
912 | { |
813 | { |
913 | int success; |
|
|
914 | |
|
|
915 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
814 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
916 | return RESULT_INT (0); |
815 | return RESULT_INT (0); |
917 | |
816 | |
918 | /* For Players only: if there is no ready weapon, and no "attack" skill |
817 | /* For Players only: if there is no ready weapon, and no "attack" skill |
919 | * is readied either then try to find a skill for the player to use. |
818 | * is readied either then try to find a skill for the player to use. |
920 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
819 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
921 | * the caller should have set it appropriately). We still want to pass |
820 | * the caller should have set it appropriately). We still want to pass |
922 | * through that code if skill is set to change to the skill. |
821 | * through that code if skill is set to change to the skill. |
923 | */ |
822 | */ |
924 | if (op->type == PLAYER) |
823 | if (player *pl = op->contr) |
925 | { |
824 | { |
926 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
825 | if (!pl->combat_ob) |
927 | { |
826 | { |
928 | if (!skill) |
827 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
929 | { |
828 | { |
930 | /* See if the players chosen skill is a combat skill, and use |
829 | for (tmp = op->inv; tmp; tmp = tmp->below) |
931 | * it if appropriate. |
830 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
831 | break; |
|
|
832 | |
|
|
833 | if (!tmp) |
|
|
834 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
835 | |
|
|
836 | pl->combat_ob = tmp; |
932 | */ |
837 | } |
933 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
838 | |
934 | skill = op->chosen_skill; |
839 | if (!pl->combat_ob) |
935 | else |
840 | { |
|
|
841 | if (!skill) |
936 | { |
842 | { |
937 | skill = find_player_hth_skill (op); |
843 | /* See if the players chosen skill is a combat skill, and use |
938 | |
844 | * it if appropriate. |
939 | if (!skill) |
845 | */ |
|
|
846 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
847 | skill = op->chosen_skill; |
|
|
848 | else |
940 | { |
849 | { |
|
|
850 | skill = find_player_hth_skill (op); |
|
|
851 | |
|
|
852 | if (!skill) |
941 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
853 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
942 | return 0; |
|
|
943 | } |
854 | } |
944 | } |
855 | } |
|
|
856 | |
|
|
857 | if (skill) |
|
|
858 | { |
|
|
859 | op->change_skill (0); |
|
|
860 | apply_special (op, skill, AP_APPLY); |
|
|
861 | } |
945 | } |
862 | } |
946 | |
863 | |
947 | /* now try to ready the new skill */ |
864 | if (!pl->combat_ob) |
948 | if (!change_skill (op, skill, 0)) |
865 | { |
949 | { /* oh oh, trouble! */ |
866 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
950 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
951 | return 0; |
867 | return 0; |
952 | } |
868 | } |
953 | } |
869 | } |
954 | else |
870 | |
|
|
871 | if (!op->change_weapon (pl->combat_ob)) |
|
|
872 | return 0; |
|
|
873 | |
|
|
874 | /* lose invisiblity/hiding status for running attacks */ |
|
|
875 | if (pl->tmp_invis) |
955 | { |
876 | { |
956 | /* Seen some crashes below where current_weapon is not set, |
877 | pl->tmp_invis = 0; |
957 | * even though the flag says it is. So if current weapon isn't set, |
878 | op->invisible = 0; |
958 | * do some work in trying to find the object to use. |
879 | op->hide = 0; |
959 | */ |
880 | update_object (op, UP_OBJ_CHANGE); |
960 | if (!op->current_weapon) |
|
|
961 | { |
|
|
962 | object *tmp; |
|
|
963 | |
|
|
964 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
965 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
966 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
967 | break; |
|
|
968 | |
|
|
969 | if (!tmp) |
|
|
970 | { |
|
|
971 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
972 | op->current_weapon = NULL; |
|
|
973 | return 0; |
|
|
974 | } |
|
|
975 | else |
|
|
976 | { |
|
|
977 | op->current_weapon = tmp; |
|
|
978 | } |
|
|
979 | } |
|
|
980 | |
|
|
981 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
982 | } |
881 | } |
983 | } |
882 | } |
984 | |
883 | |
985 | /* lose invisiblity/hiding status for running attacks */ |
|
|
986 | |
|
|
987 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
988 | { |
|
|
989 | op->contr->tmp_invis = 0; |
|
|
990 | op->invisible = 0; |
|
|
991 | op->hide = 0; |
|
|
992 | update_object (op, UP_OBJ_FACE); |
|
|
993 | } |
|
|
994 | |
|
|
995 | success = attack_ob (tmp, op); |
884 | int success = attack_ob (tmp, op); |
996 | |
885 | |
997 | /* print appropriate messages to the player */ |
886 | /* print appropriate messages to the player */ |
998 | |
887 | |
999 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
888 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1000 | { |
889 | { |
1001 | if (op->type == PLAYER) |
890 | if (op->type == PLAYER) |
1002 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
891 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1003 | else if (tmp->type == PLAYER) |
892 | else if (tmp->type == PLAYER) |
1004 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
893 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1005 | } |
894 | } |
|
|
895 | |
1006 | return success; |
896 | return success; |
1007 | } |
897 | } |
1008 | |
|
|
1009 | |
898 | |
1010 | /* skill_attack() - Core routine for use when we attack using a skills |
899 | /* skill_attack() - Core routine for use when we attack using a skills |
1011 | * system. In essence, this code handles |
900 | * system. In essence, this code handles |
1012 | * all skill-based attacks, ie hth, missile and melee weapons should be |
901 | * all skill-based attacks, ie hth, missile and melee weapons should be |
1013 | * treated here. If an opponent is already supplied by move_player(), |
902 | * treated here. If an opponent is already supplied by move_player(), |
… | |
… | |
1016 | * |
905 | * |
1017 | * This is called by move_player() and attack_hth() |
906 | * This is called by move_player() and attack_hth() |
1018 | * |
907 | * |
1019 | * Initial implementation by -bt thomas@astro.psu.edu |
908 | * Initial implementation by -bt thomas@astro.psu.edu |
1020 | */ |
909 | */ |
1021 | |
|
|
1022 | int |
910 | int |
1023 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
911 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1024 | { |
912 | { |
1025 | sint16 tx, ty; |
913 | sint16 tx, ty; |
1026 | maptile *m; |
914 | maptile *m; |
… | |
… | |
1033 | ty = freearr_y[dir]; |
921 | ty = freearr_y[dir]; |
1034 | |
922 | |
1035 | /* If we don't yet have an opponent, find if one exists, and attack. |
923 | /* If we don't yet have an opponent, find if one exists, and attack. |
1036 | * Legal opponents are the same as outlined in move_player_attack() |
924 | * Legal opponents are the same as outlined in move_player_attack() |
1037 | */ |
925 | */ |
1038 | |
926 | if (!tmp) |
1039 | if (tmp == NULL) |
|
|
1040 | { |
927 | { |
1041 | m = pl->map; |
928 | m = pl->map; |
1042 | tx = pl->x + freearr_x[dir]; |
929 | tx = pl->x + freearr_x[dir]; |
1043 | ty = pl->y + freearr_y[dir]; |
930 | ty = pl->y + freearr_y[dir]; |
1044 | |
931 | |
… | |
… | |
1054 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
941 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1055 | { |
942 | { |
1056 | /* Don't attack party members */ |
943 | /* Don't attack party members */ |
1057 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
944 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1058 | return 0; |
945 | return 0; |
|
|
946 | |
1059 | break; |
947 | break; |
1060 | } |
948 | } |
1061 | } |
949 | } |
|
|
950 | |
1062 | if (!tmp) |
951 | if (!tmp) |
1063 | { |
952 | { |
1064 | if (pl->type == PLAYER) |
953 | if (pl->type == PLAYER) |
1065 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
954 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
955 | |
1066 | return 0; |
956 | return 0; |
1067 | } |
957 | } |
1068 | |
958 | |
1069 | return do_skill_attack (tmp, pl, string, skill); |
959 | return do_skill_attack (tmp, pl, string, skill); |
1070 | } |
960 | } |
1071 | |
|
|
1072 | |
961 | |
1073 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
962 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1074 | |
963 | |
1075 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
964 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1076 | * (attack_hth) we check for weapon use, etc in the second (the new |
965 | * (attack_hth) we check for weapon use, etc in the second (the new |
1077 | * function skill_attack() we actually attack. |
966 | * function skill_attack() we actually attack. |
1078 | */ |
967 | */ |
1079 | |
|
|
1080 | static int |
968 | static int |
1081 | attack_hth (object *pl, int dir, const char *string, object *skill) |
969 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1082 | { |
970 | { |
1083 | object *enemy = NULL, *weapon; |
971 | object *enemy = NULL, *weapon; |
1084 | |
972 | |
… | |
… | |
1093 | if (pl->type == PLAYER) |
981 | if (pl->type == PLAYER) |
1094 | { |
982 | { |
1095 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
983 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1096 | esrv_update_item (UPD_FLAGS, pl, weapon); |
984 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1097 | } |
985 | } |
|
|
986 | |
1098 | break; |
987 | break; |
1099 | } |
988 | } |
1100 | } |
989 | } |
|
|
990 | |
1101 | return skill_attack (enemy, pl, dir, string, skill); |
991 | return skill_attack (enemy, pl, dir, string, skill); |
1102 | } |
992 | } |
1103 | |
|
|
1104 | |
993 | |
1105 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
994 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1106 | * For now we are just checking to see if we have a ready weapon here. |
995 | * For now we are just checking to see if we have a ready weapon here. |
1107 | * But there is a real neato possible feature of this scheme which |
996 | * But there is a real neato possible feature of this scheme which |
1108 | * bears mentioning: |
997 | * bears mentioning: |
1109 | * Since we are only calling this from do_skill() in the future |
998 | * Since we are only calling this from do_skill() in the future |
1110 | * we may make this routine handle 'special' melee weapons attacks |
999 | * we may make this routine handle 'special' melee weapons attacks |
1111 | * (like disarming manuever with sai) based on player SK_level and |
1000 | * (like disarming manuever with sai) based on player SK_level and |
1112 | * weapon type. |
1001 | * weapon type. |
1113 | */ |
1002 | */ |
1114 | |
|
|
1115 | static int |
1003 | static int |
1116 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1004 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1117 | { |
1005 | { |
1118 | |
1006 | |
1119 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1007 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1120 | { |
1008 | { |
1121 | if (op->type == PLAYER) |
1009 | if (op->type == PLAYER) |
1122 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1010 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1011 | |
1123 | return 0; |
1012 | return 0; |
1124 | } |
1013 | } |
|
|
1014 | |
1125 | return skill_attack (NULL, op, dir, string, skill); |
1015 | return skill_attack (NULL, op, dir, string, skill); |
1126 | |
|
|
1127 | } |
1016 | } |
|
|
1017 | |