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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* 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. */ |
25 | |
25 | |
26 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
27 | * categories. This is done solely through the init_new_exp_system() fctn. |
27 | * categories. This is done solely through the init_new_exp_system() fctn. |
… | |
… | |
39 | |
39 | |
40 | /* #define SKILL_UTIL_DEBUG */ |
40 | /* #define SKILL_UTIL_DEBUG */ |
41 | |
41 | |
42 | #include <global.h> |
42 | #include <global.h> |
43 | #include <object.h> |
43 | #include <object.h> |
44 | #ifndef __CEXTRACT__ |
|
|
45 | # include <sproto.h> |
44 | #include <sproto.h> |
46 | #endif |
|
|
47 | #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. */ |
48 | #include <spells.h> |
46 | #include <spells.h> |
49 | |
47 | |
50 | /* Table of unarmed attack skills. Terminated by -1. This |
48 | const uint8_t skill_flags[NUM_SKILLS] = { |
51 | * is also the list that we should try to use skills when |
49 | 0, // SK_NONE |
52 | * automatically applying one for the player. |
50 | # define def(uc, flags) flags, |
53 | * Note it is hardcoded in the skill_util.c that dragons always |
51 | # include "skillinc.h" |
54 | * want clawing if possible. |
52 | # undef def |
55 | */ |
|
|
56 | static uint8 unarmed_skills[] = { |
|
|
57 | SK_KARATE, |
|
|
58 | SK_CLAWING, |
|
|
59 | SK_FLAME_TOUCH, |
|
|
60 | SK_SPARK_TOUCH, |
|
|
61 | SK_SHIVER, |
|
|
62 | SK_ACID_SPLASH, |
|
|
63 | SK_POISON_NAIL, |
|
|
64 | SK_PUNCHING, |
|
|
65 | (uint8)-1 |
|
|
66 | }; |
53 | }; |
67 | |
54 | |
68 | 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); |
69 | 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); |
70 | |
57 | |
… | |
… | |
73 | * subtypes. |
60 | * subtypes. |
74 | */ |
61 | */ |
75 | void |
62 | void |
76 | init_skills (void) |
63 | init_skills (void) |
77 | { |
64 | { |
78 | int i; |
65 | for_all_archetypes (at) |
79 | archetype *at; |
|
|
80 | |
|
|
81 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
82 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
83 | { |
67 | { |
84 | if (skill_names[at->clone.subtype] != NULL) |
68 | if (skill_names[at->subtype]) |
85 | 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", |
86 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
87 | else |
71 | else |
88 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
89 | } |
73 | } |
90 | |
74 | |
91 | /* 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 |
92 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
93 | */ |
77 | */ |
94 | for (i = 1; i < NUM_SKILLS; i++) |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
95 | { |
|
|
96 | if (!skill_names[i]) |
79 | if (!skill_names[i]) |
97 | 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); |
98 | } |
|
|
99 | } |
81 | } |
100 | |
|
|
101 | |
82 | |
102 | /* This function goes through the player inventory and sets |
83 | /* This function goes through the player inventory and sets |
103 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
104 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
105 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
106 | */ |
87 | */ |
107 | void |
88 | void |
108 | link_player_skills (object *op) |
89 | player::link_skills () |
109 | { |
90 | { |
110 | object *tmp; |
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
111 | |
93 | |
112 | for (tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
113 | { |
|
|
114 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
|
|
96 | { |
|
|
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
|
|
98 | |
|
|
99 | if (last_skill_ob [tmp->subtype] != tmp) |
115 | { |
100 | { |
116 | /* This is really a warning, hence no else below */ |
101 | /* This is really a warning, hence no else below */ |
117 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
102 | if (last_skill_ob [tmp->subtype]) |
118 | { |
|
|
119 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
103 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
120 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
104 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
105 | |
|
|
106 | last_skill_ob [tmp->subtype] = tmp; |
|
|
107 | if (ns) |
|
|
108 | ns->last_skill_exp [tmp->subtype] = -1; |
121 | } |
109 | } |
122 | if (tmp->subtype >= NUM_SKILLS) |
|
|
123 | { |
|
|
124 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
125 | } |
|
|
126 | else |
|
|
127 | { |
|
|
128 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
|
|
129 | op->contr->last_skill_exp[tmp->subtype] = -1; |
|
|
130 | } |
|
|
131 | } |
110 | } |
132 | } |
111 | } |
|
|
112 | |
|
|
113 | static object * |
|
|
114 | find_skill (object *who, shstr_cmp name) |
|
|
115 | { |
|
|
116 | if (who->chosen_skill |
|
|
117 | && who->chosen_skill->skill == name |
|
|
118 | && who->chosen_skill->type == SKILL) |
|
|
119 | return who->chosen_skill; |
|
|
120 | |
|
|
121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
122 | if (tmp->skill == name && tmp->type == SKILL) |
|
|
123 | return splay (tmp); |
|
|
124 | |
|
|
125 | return 0; |
|
|
126 | } |
|
|
127 | |
|
|
128 | object *player::find_skill (shstr_cmp name) const |
|
|
129 | { |
|
|
130 | // might want to use last_skill_obj at one point, or maybe not |
|
|
131 | return ::find_skill (ob, name); |
133 | } |
132 | } |
134 | |
133 | |
135 | /* This returns the skill pointer of the given name (the |
134 | /* This returns the skill pointer of the given name (the |
136 | * one that accumlates exp, has the level, etc). |
135 | * one that accumulates exp, has the level, etc). |
137 | * |
136 | * |
138 | * It is presumed that the player will be needing to actually |
137 | * It is presumed that the player will be needing to actually |
139 | * use the skill, so thus if use of the skill requires a skill |
138 | * use the skill, so thus if use of the skill requires a skill |
140 | * tool, this code will equip it. |
139 | * tool, this code will equip it. |
141 | */ |
140 | */ |
142 | object * |
141 | object * |
143 | find_skill_by_name (object *who, const char *name) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
144 | { |
143 | { |
145 | object *skill = NULL, *skill_tool = NULL, *tmp; |
144 | object *skill_tool = 0; |
146 | |
145 | |
147 | if (!name) |
|
|
148 | return NULL; |
|
|
149 | |
|
|
150 | /* We make sure the length of the string in the object is greater |
|
|
151 | * in length than the passed string. Eg, if we have a skill called |
|
|
152 | * 'hi', we don't want to match if the user passed 'high' |
|
|
153 | */ |
|
|
154 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
147 | if (tmp->skill == sh) |
155 | { |
148 | { |
156 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
149 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
157 | skill = tmp; |
150 | /* If this is a skill that can be used without applying tool, return it */ |
158 | |
151 | return splay (tmp); |
159 | /* Try to find appropriate skilltool. If the player has one already |
152 | /* Try to find appropriate skilltool. If the player has one already |
160 | * applied, we try to keep using that one. |
153 | * applied, we try to keep using that one. |
161 | */ |
154 | */ |
162 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
155 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
163 | { |
|
|
164 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
165 | skill_tool = tmp; |
156 | skill_tool = tmp; |
166 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
167 | skill_tool = tmp; |
|
|
168 | } |
157 | } |
169 | } |
158 | |
170 | /* If this is a skill that can be used without a tool, return it */ |
159 | if (!skill_tool) |
171 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
172 | return skill; |
160 | return 0; |
173 | |
161 | |
174 | /* Player has a tool to use the skill. IF not applied, apply it - |
162 | /* Player has a tool to use the skill. If not applied, apply it - |
175 | * if not successful, return null. If they do have the skill tool |
163 | * if not successful, return null. If they do have the skill tool |
176 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
177 | */ |
165 | */ |
178 | if (skill_tool) |
166 | object *skill = find_skill (who, skill_tool->skill); |
179 | { |
167 | |
180 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
181 | { |
|
|
182 | if (apply_special (who, skill_tool, 0)) |
|
|
183 | return NULL; |
|
|
184 | } |
|
|
185 | if (!skill) |
168 | if (!skill) |
186 | { |
|
|
187 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
188 | link_player_skills (who); |
170 | |
189 | } |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
|
|
172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
190 | return skill; |
173 | return 0; |
191 | } |
174 | |
|
|
175 | return splay (skill); |
|
|
176 | } |
|
|
177 | |
|
|
178 | object * |
|
|
179 | find_skill_by_name_fuzzy (object *who, const char *name) |
|
|
180 | { |
|
|
181 | if (!name) |
|
|
182 | return 0; |
|
|
183 | |
|
|
184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
|
|
186 | && tmp->skill.starts_with (name)) |
|
|
187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
|
|
188 | return skop; |
|
|
189 | |
192 | return NULL; |
190 | return 0; |
193 | } |
191 | } |
194 | |
|
|
195 | |
192 | |
196 | /* This returns the skill pointer of the given name (the |
193 | /* This returns the skill pointer of the given name (the |
197 | * one that accumlates exp, has the level, etc). |
194 | * one that accumulates exp, has the level, etc). |
198 | * |
195 | * |
199 | * It is presumed that the player will be needing to actually |
196 | * It is presumed that the player will be needing to actually |
200 | * use the skill, so thus if use of the skill requires a skill |
197 | * use the skill, so thus if use of the skill requires a skill |
201 | * tool, this code will equip it. |
198 | * tool, this code will equip it. |
202 | * |
199 | * |
… | |
… | |
205 | * this replaces find_skill. |
202 | * this replaces find_skill. |
206 | */ |
203 | */ |
207 | object * |
204 | object * |
208 | find_skill_by_number (object *who, int skillno) |
205 | find_skill_by_number (object *who, int skillno) |
209 | { |
206 | { |
210 | object *skill = NULL, *skill_tool = NULL, *tmp; |
|
|
211 | |
|
|
212 | if (skillno < 1 || skillno >= NUM_SKILLS) |
|
|
213 | return NULL; |
|
|
214 | |
|
|
215 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
207 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
216 | { |
|
|
217 | if (tmp->type == SKILL && tmp->subtype == skillno) |
208 | if (tmp->type == SKILL && tmp->subtype == skillno) |
218 | skill = tmp; |
209 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
219 | |
|
|
220 | /* Try to find appropriate skilltool. If the player has one already |
|
|
221 | * applied, we try to keep using that one. |
|
|
222 | */ |
|
|
223 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
|
224 | { |
|
|
225 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
226 | skill_tool = tmp; |
|
|
227 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
228 | skill_tool = tmp; |
|
|
229 | } |
|
|
230 | } |
|
|
231 | /* If this is a skill that can be used without a tool, return it */ |
|
|
232 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
233 | return skill; |
|
|
234 | |
|
|
235 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
|
236 | * if not successful, return null. If they do have the skill tool |
|
|
237 | * but not the skill itself, give it to them. |
|
|
238 | */ |
|
|
239 | if (skill_tool) |
|
|
240 | { |
|
|
241 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
|
242 | { |
|
|
243 | if (apply_special (who, skill_tool, 0)) |
|
|
244 | return NULL; |
|
|
245 | } |
|
|
246 | if (!skill) |
|
|
247 | { |
|
|
248 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
249 | link_player_skills (who); |
|
|
250 | } |
|
|
251 | return skill; |
210 | return skop; |
252 | } |
211 | |
253 | return NULL; |
212 | return 0; |
254 | } |
213 | } |
255 | |
214 | |
256 | /* This changes the objects skill to new_skill. |
215 | /* This changes the objects chosen_skill to new_skill. |
257 | * note that this function doesn't always need to get used - |
|
|
258 | * you can now add skill exp to the player without the chosen_skill being |
|
|
259 | * set. This function is of most interest to players to update |
|
|
260 | * the various range information. |
|
|
261 | * if new_skill is null, this just unapplies the skill. |
|
|
262 | * flag has the current meaning: |
|
|
263 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
|
264 | * need to ready a new skill, but don't want to clobber range. |
|
|
265 | * return 1 on success, 0 on error |
216 | * return 1 on success, 0 on error |
266 | */ |
217 | */ |
267 | |
218 | bool |
268 | int |
219 | object::change_skill (object *new_skill) |
269 | change_skill (object *who, object *new_skill, int flag) |
|
|
270 | { |
220 | { |
271 | int old_range; |
|
|
272 | |
|
|
273 | if (who->type != PLAYER) |
221 | if (type != PLAYER) |
274 | return 0; |
222 | return 0; |
275 | |
223 | |
276 | old_range = who->contr->shoottype; |
224 | // optimise this supposedly common case |
277 | |
225 | if (new_skill == chosen_skill) |
278 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
|
279 | { |
|
|
280 | /* optimization for changing skill to current skill */ |
|
|
281 | if (who->type == PLAYER && !(flag & 0x1)) |
|
|
282 | who->contr->shoottype = range_skill; |
|
|
283 | return 1; |
226 | return 1; |
284 | } |
|
|
285 | |
227 | |
286 | if (!new_skill || who->chosen_skill) |
|
|
287 | if (who->chosen_skill) |
228 | if (chosen_skill) |
288 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
|
|
289 | |
|
|
290 | /* Only goal in this case was to unapply a skill */ |
|
|
291 | if (!new_skill) |
|
|
292 | return 0; |
|
|
293 | |
|
|
294 | if (apply_special (who, new_skill, AP_APPLY)) |
|
|
295 | { |
|
|
296 | return 0; |
|
|
297 | } |
229 | { |
298 | if (flag & 0x1) |
230 | chosen_skill->flag [FLAG_APPLIED] = false; |
299 | who->contr->shoottype = (rangetype) old_range; |
231 | change_abil (this, chosen_skill); |
|
|
232 | } |
300 | |
233 | |
|
|
234 | chosen_skill = new_skill; |
|
|
235 | |
|
|
236 | if (chosen_skill) |
|
|
237 | { |
|
|
238 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
239 | change_abil (this, chosen_skill); |
|
|
240 | } |
|
|
241 | |
|
|
242 | // always clear current weapon, as the selected skill could |
|
|
243 | // conflict with the current weapon skill, which would go |
|
|
244 | // undetected and exp would be given to the wrong skill. |
|
|
245 | current_weapon = 0; |
|
|
246 | |
|
|
247 | update_stats (); |
301 | return 1; |
248 | return 1; |
302 | } |
|
|
303 | |
|
|
304 | /* This function just clears the chosen_skill and range_skill values |
|
|
305 | * inthe player. |
|
|
306 | */ |
|
|
307 | void |
|
|
308 | clear_skill (object *who) |
|
|
309 | { |
|
|
310 | who->chosen_skill = NULL; |
|
|
311 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
312 | if (who->type == PLAYER) |
|
|
313 | { |
|
|
314 | who->contr->ranges[range_skill] = NULL; |
|
|
315 | if (who->contr->shoottype == range_skill) |
|
|
316 | who->contr->shoottype = range_none; |
|
|
317 | } |
|
|
318 | } |
249 | } |
319 | |
250 | |
320 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
251 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
321 | * We handle all requests for skill use outside of some combat here. |
252 | * We handle all requests for skill use outside of some combat here. |
322 | * We require a separate routine outside of fire() so as to allow monsters |
253 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
325 | * exp - no caller needed that info, but it also prevented the callers |
256 | * exp - no caller needed that info, but it also prevented the callers |
326 | * from know if a skill was actually used, as many skills don't |
257 | * from know if a skill was actually used, as many skills don't |
327 | * give any exp for their direct use (eg, throwing). |
258 | * give any exp for their direct use (eg, throwing). |
328 | * It returns 0 if no skill was used. |
259 | * It returns 0 if no skill was used. |
329 | */ |
260 | */ |
330 | |
|
|
331 | int |
261 | int |
332 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
262 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
333 | { |
263 | { |
334 | int success = 0, exp = 0; |
264 | int success = 0, exp = 0; |
335 | int did_alc = 0; |
265 | int did_alc = 0; |
336 | object *tmp, *next; |
|
|
337 | |
266 | |
338 | if (!skill) |
267 | if (!skill) |
339 | return 0; |
268 | return 0; |
340 | |
269 | |
341 | /* The code below presumes that the skill points to the object that |
270 | /* The code below presumes that the skill points to the object that |
… | |
… | |
343 | * go and try to find the actual real skill pointer, and if the |
272 | * go and try to find the actual real skill pointer, and if the |
344 | * the player doesn't have a bucket for that, create one. |
273 | * the player doesn't have a bucket for that, create one. |
345 | */ |
274 | */ |
346 | if (skill->type != SKILL && op->type == PLAYER) |
275 | if (skill->type != SKILL && op->type == PLAYER) |
347 | { |
276 | { |
348 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
277 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
349 | { |
|
|
350 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
278 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
351 | break; |
279 | { |
|
|
280 | skill = tmp; |
|
|
281 | goto found; |
352 | } |
282 | } |
353 | if (!tmp) |
283 | |
354 | tmp = give_skill_by_name (op, skill->skill); |
284 | skill = give_skill_by_name (op, skill->skill); |
355 | skill = tmp; |
285 | found: ; |
356 | } |
286 | } |
357 | |
287 | |
358 | // skill, by_whom, on_which_object, which direction, skill_argument |
288 | // skill, by_whom, on_which_object, which direction, skill_argument |
359 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
289 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
360 | return 0; |
290 | return 0; |
361 | |
291 | |
362 | switch (skill->subtype) |
292 | switch (skill->subtype) |
363 | { |
293 | { |
364 | case SK_LEVITATION: |
294 | case SK_LEVITATION: |
365 | /* Not 100% sure if this will work with new movement code - |
295 | /* Not 100% sure if this will work with new movement code - |
366 | * the levitation skill has move_type for flying, so when |
296 | * the levitation skill has move_type for flying, so when |
367 | * equipped, that should transfer to player, when not, |
297 | * equipped, that should transfer to player, when not, |
368 | * shouldn't. |
298 | * shouldn't. |
369 | */ |
299 | */ |
370 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
300 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
371 | { |
301 | { |
372 | CLEAR_FLAG (skill, FLAG_APPLIED); |
302 | CLEAR_FLAG (skill, FLAG_APPLIED); |
373 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
374 | } |
304 | } |
375 | else |
305 | else |
376 | { |
306 | { |
377 | SET_FLAG (skill, FLAG_APPLIED); |
307 | SET_FLAG (skill, FLAG_APPLIED); |
378 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
379 | } |
309 | } |
380 | fix_player (op); |
310 | |
|
|
311 | op->update_stats (); |
381 | success = 1; |
312 | success = 1; |
382 | break; |
313 | break; |
383 | |
314 | |
384 | case SK_STEALING: |
315 | case SK_STEALING: |
385 | exp = success = steal (op, dir, skill); |
316 | exp = success = steal (op, dir, skill); |
386 | break; |
317 | break; |
387 | |
318 | |
388 | case SK_LOCKPICKING: |
319 | case SK_LOCKPICKING: |
389 | exp = success = pick_lock (op, dir, skill); |
320 | exp = success = pick_lock (op, dir, skill); |
390 | break; |
321 | break; |
391 | |
322 | |
392 | case SK_HIDING: |
323 | case SK_HIDING: |
393 | exp = success = hide (op, skill); |
324 | exp = success = hide (op, skill); |
394 | break; |
325 | break; |
395 | |
326 | |
396 | case SK_JUMPING: |
327 | case SK_JUMPING: |
397 | success = jump (op, dir, skill); |
328 | exp = success = jump (op, dir, skill); |
398 | break; |
329 | break; |
399 | |
330 | |
400 | case SK_INSCRIPTION: |
331 | case SK_INSCRIPTION: |
401 | exp = success = write_on_item (op, string, skill); |
332 | exp = success = write_on_item (op, string, skill); |
402 | break; |
333 | break; |
403 | |
334 | |
404 | case SK_MEDITATION: |
335 | case SK_MEDITATION: |
405 | meditate (op, skill); |
336 | meditate (op, skill); |
406 | success = 1; |
337 | success = 1; |
407 | break; |
338 | break; |
408 | /* note that the following 'attack' skills gain exp through hit_player() */ |
339 | /* note that the following 'attack' skills gain exp through hit_player() */ |
409 | |
340 | |
410 | case SK_KARATE: |
341 | case SK_KARATE: |
411 | (void) attack_hth (op, dir, "karate-chopped", skill); |
342 | attack_hth (op, dir, "karate-chopped", skill); |
412 | break; |
343 | break; |
413 | |
344 | |
414 | case SK_PUNCHING: |
345 | case SK_PUNCHING: |
415 | (void) attack_hth (op, dir, "punched", skill); |
346 | attack_hth (op, dir, "punched", skill); |
416 | break; |
347 | break; |
417 | |
348 | |
418 | case SK_FLAME_TOUCH: |
349 | case SK_FLAME_TOUCH: |
419 | (void) attack_hth (op, dir, "flamed", skill); |
350 | attack_hth (op, dir, "flamed", skill); |
420 | break; |
351 | break; |
421 | |
352 | |
422 | case SK_SPARK_TOUCH: |
353 | case SK_SPARK_TOUCH: |
423 | (void) attack_hth (op, dir, "zapped", skill); |
354 | attack_hth (op, dir, "zapped", skill); |
424 | break; |
355 | break; |
425 | |
356 | |
426 | case SK_SHIVER: |
357 | case SK_SHIVER: |
427 | (void) attack_hth (op, dir, "froze", skill); |
358 | attack_hth (op, dir, "froze", skill); |
428 | break; |
359 | break; |
429 | |
360 | |
430 | case SK_ACID_SPLASH: |
361 | case SK_ACID_SPLASH: |
431 | (void) attack_hth (op, dir, "dissolved", skill); |
362 | attack_hth (op, dir, "dissolved", skill); |
432 | break; |
363 | break; |
433 | |
364 | |
434 | case SK_POISON_NAIL: |
365 | case SK_POISON_NAIL: |
435 | (void) attack_hth (op, dir, "injected poison into", skill); |
366 | attack_hth (op, dir, "injected poison into", skill); |
436 | break; |
367 | break; |
437 | |
368 | |
438 | case SK_CLAWING: |
369 | case SK_CLAWING: |
439 | (void) attack_hth (op, dir, "clawed", skill); |
370 | attack_hth (op, dir, "clawed", skill); |
440 | break; |
371 | break; |
441 | |
372 | |
442 | case SK_ONE_HANDED_WEAPON: |
373 | case SK_ONE_HANDED_WEAPON: |
443 | case SK_TWO_HANDED_WEAPON: |
374 | case SK_TWO_HANDED_WEAPON: |
444 | (void) attack_melee_weapon (op, dir, NULL, skill); |
375 | attack_melee_weapon (op, dir, NULL, skill); |
445 | break; |
376 | break; |
446 | |
377 | |
447 | case SK_FIND_TRAPS: |
378 | case SK_FIND_TRAPS: |
448 | exp = success = find_traps (op, skill); |
379 | exp = success = find_traps (op, skill); |
449 | break; |
380 | break; |
450 | |
381 | |
451 | case SK_SINGING: |
382 | case SK_SINGING: |
452 | exp = success = singing (op, dir, skill); |
383 | exp = success = singing (op, dir, skill); |
453 | break; |
384 | break; |
454 | |
385 | |
455 | case SK_ORATORY: |
386 | case SK_ORATORY: |
456 | exp = success = use_oratory (op, dir, skill); |
387 | exp = success = use_oratory (op, dir, skill); |
457 | break; |
388 | break; |
458 | |
389 | |
459 | case SK_SMITHERY: |
390 | case SK_SMITHERY: |
460 | case SK_BOWYER: |
391 | case SK_BOWYER: |
461 | case SK_JEWELER: |
392 | case SK_JEWELER: |
462 | case SK_ALCHEMY: |
393 | case SK_ALCHEMY: |
463 | case SK_THAUMATURGY: |
394 | case SK_THAUMATURGY: |
464 | case SK_LITERACY: |
395 | case SK_LITERACY: |
465 | case SK_WOODSMAN: |
396 | case SK_WOODSMAN: |
466 | /* first, we try to find a cauldron, and do the alchemy thing. |
397 | /* first, we try to find a cauldron, and do the alchemy thing. |
467 | * failing that, we go and identify stuff. |
398 | * failing that, we go and identify stuff. |
468 | */ |
399 | */ |
469 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
400 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
470 | { |
401 | { |
471 | next = tmp->above; |
402 | next = tmp->above; |
|
|
403 | |
472 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
404 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
473 | { |
405 | { |
474 | attempt_do_alchemy (op, tmp); |
406 | attempt_do_alchemy (op, tmp); |
|
|
407 | |
475 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
408 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
476 | esrv_send_inventory (op, tmp); |
409 | esrv_send_inventory (op, tmp); |
|
|
410 | |
477 | did_alc = 1; |
411 | did_alc = 1; |
478 | } |
412 | } |
479 | } |
413 | } |
|
|
414 | |
480 | if (did_alc == 0) |
415 | if (did_alc == 0) |
481 | exp = success = skill_ident (op, skill); |
|
|
482 | break; |
|
|
483 | |
|
|
484 | case SK_DET_MAGIC: |
|
|
485 | case SK_DET_CURSE: |
|
|
486 | exp = success = skill_ident (op, skill); |
416 | exp = success = skill_ident (op, skill); |
|
|
417 | |
487 | break; |
418 | break; |
488 | |
419 | |
|
|
420 | case SK_DET_MAGIC: |
|
|
421 | case SK_DET_CURSE: |
|
|
422 | exp = success = skill_ident (op, skill); |
|
|
423 | break; |
|
|
424 | |
489 | case SK_DISARM_TRAPS: |
425 | case SK_DISARM_TRAPS: |
490 | exp = success = remove_trap (op, dir, skill); |
426 | exp = success = remove_trap (op, dir, skill); |
491 | break; |
427 | break; |
492 | |
428 | |
493 | case SK_THROWING: |
429 | case SK_THROWING: |
494 | success = skill_throw (op, part, dir, string, skill); |
430 | success = skill_throw (op, part, dir, string, skill); |
495 | break; |
431 | break; |
496 | |
432 | |
497 | case SK_SET_TRAP: |
433 | case SK_SET_TRAP: |
498 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
434 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
499 | break; |
435 | break; |
500 | |
436 | |
501 | case SK_USE_MAGIC_ITEM: |
437 | case SK_USE_MAGIC_ITEM: |
502 | case SK_MISSILE_WEAPON: |
438 | case SK_MISSILE_WEAPON: |
503 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
439 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
504 | break; |
440 | break; |
505 | |
441 | |
506 | case SK_PRAYING: |
442 | case SK_PRAYING: |
507 | success = pray (op, skill); |
443 | success = pray (op, skill); |
508 | break; |
444 | break; |
509 | |
445 | |
510 | case SK_BARGAINING: |
446 | case SK_BARGAINING: |
511 | success = describe_shop (op); |
447 | success = describe_shop (op); |
512 | break; |
448 | break; |
513 | |
449 | |
514 | case SK_SORCERY: |
450 | case SK_SORCERY: |
515 | case SK_EVOCATION: |
451 | case SK_EVOCATION: |
516 | case SK_PYROMANCY: |
452 | case SK_PYROMANCY: |
517 | case SK_SUMMONING: |
453 | case SK_SUMMONING: |
518 | case SK_CLIMBING: |
454 | case SK_CLIMBING: |
519 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
455 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
520 | break; |
456 | break; |
521 | |
457 | |
522 | default: |
458 | default: |
523 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
459 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
524 | break; |
460 | break; |
525 | } |
461 | } |
526 | |
462 | |
527 | /* For players we now update the speed_left from using the skill. |
463 | /* For players we now update the speed_left from using the skill. |
528 | * Monsters have no skill use time because of the random nature in |
464 | * Monsters have no skill use time because of the random nature in |
529 | * which use_monster_skill is called already simulates this. |
465 | * which use_monster_skill is called already simulates this. |
530 | * If certain skills should take more/less time, that should be |
466 | * If certain skills should take more/less time, that should be |
531 | * in the code for the skill itself. |
467 | * in the code for the skill itself. |
532 | */ |
468 | */ |
533 | |
|
|
534 | if (op->type == PLAYER) |
469 | if (op->type == PLAYER) |
535 | op->speed_left -= 1.0; |
470 | op->speed_left -= 1.f; |
536 | |
471 | |
537 | /* this is a good place to add experience for successfull use of skills. |
472 | /* this is a good place to add experience for successfull use of skills. |
538 | * Note that add_exp() will figure out player/monster experience |
473 | * Note that add_exp() will figure out player/monster experience |
539 | * gain problems. |
474 | * gain problems. |
540 | */ |
475 | */ |
… | |
… | |
568 | * op is the object that was 'defeated'. |
503 | * op is the object that was 'defeated'. |
569 | * skill is the skill used. If no skill is used, it should just |
504 | * skill is the skill used. If no skill is used, it should just |
570 | * point back to who. |
505 | * point back to who. |
571 | * |
506 | * |
572 | */ |
507 | */ |
573 | |
|
|
574 | int |
508 | int |
575 | calc_skill_exp (object *who, object *op, object *skill) |
509 | calc_skill_exp (object *who, object *op, object *skill) |
576 | { |
510 | { |
577 | int op_exp = 0, op_lvl = 0; |
511 | int op_exp = 0, op_lvl = 0; |
578 | float base, value, lvl_mult = 0.0; |
512 | float base, value, lvl_mult = 0.0; |
… | |
… | |
587 | * If an object is not alive and magical we set the base exp higher to |
521 | * If an object is not alive and magical we set the base exp higher to |
588 | * help out exp awards for skill_ident skills. Also, if |
522 | * help out exp awards for skill_ident skills. Also, if |
589 | * an item is type RUNE, we give out exp based on stats.Cha |
523 | * an item is type RUNE, we give out exp based on stats.Cha |
590 | * and level (this was the old system) -b.t. |
524 | * and level (this was the old system) -b.t. |
591 | */ |
525 | */ |
592 | |
|
|
593 | if (!op) |
526 | if (!op) |
594 | { /* no item/creature */ |
527 | { /* no item/creature */ |
595 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
528 | op_lvl = max (1, who->map->difficulty); |
596 | op_exp = 0; |
529 | op_exp = 0; |
597 | } |
530 | } |
598 | else if (op->type == RUNE || op->type == TRAP) |
531 | else if (op->type == RUNE || op->type == TRAP) |
599 | { /* all traps. If stats.Cha > 1 we use that |
532 | { /* all traps. If stats.Cha > 1 we use that |
600 | * for the amount of experience */ |
533 | * for the amount of experience */ |
… | |
… | |
604 | else |
537 | else |
605 | { /* all other items/living creatures */ |
538 | { /* all other items/living creatures */ |
606 | op_exp = op->stats.exp; |
539 | op_exp = op->stats.exp; |
607 | op_lvl = op->level; |
540 | op_lvl = op->level; |
608 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
541 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
609 | { /* for ident/make items */ |
542 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
610 | op_lvl += 5 * abs (op->magic); |
|
|
611 | } |
|
|
612 | } |
543 | } |
613 | |
544 | |
614 | if (op_lvl < 1) |
545 | if (op_lvl < 1) |
615 | op_lvl = 1; |
546 | op_lvl = 1; |
616 | |
547 | |
… | |
… | |
624 | /* if skill really is a skill, then we can look at the skill archetype for |
555 | /* if skill really is a skill, then we can look at the skill archetype for |
625 | * bse reward value (exp) and level multiplier factor. |
556 | * bse reward value (exp) and level multiplier factor. |
626 | */ |
557 | */ |
627 | if (skill->type == SKILL) |
558 | if (skill->type == SKILL) |
628 | { |
559 | { |
629 | base += skill->arch->clone.stats.exp; |
560 | base += skill->arch->stats.exp; |
630 | if (settings.simple_exp) |
561 | if (settings.simple_exp) |
631 | { |
562 | { |
632 | if (skill->arch->clone.level) |
563 | if (skill->arch->level) |
633 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
564 | lvl_mult = (float) skill->arch->level / 100.0; |
634 | else |
565 | else |
635 | lvl_mult = 1.0; /* no adjustment */ |
566 | lvl_mult = 1.0; /* no adjustment */ |
636 | } |
567 | } |
637 | else |
568 | else |
638 | { |
569 | { |
639 | if (skill->level) |
570 | if (skill->level) |
640 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
571 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
641 | else |
572 | else |
642 | lvl_mult = 1.0; |
573 | lvl_mult = 1.0; |
643 | } |
574 | } |
644 | } |
575 | } |
645 | else |
576 | else |
646 | { |
577 | { |
647 | /* Don't divide by zero here! */ |
578 | /* Don't divide by zero here! */ |
648 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
579 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
649 | } |
580 | } |
650 | } |
581 | } |
651 | |
582 | |
652 | /* assemble the exp total, and return value */ |
583 | /* assemble the exp total, and return value */ |
653 | |
584 | |
… | |
… | |
667 | * This one actually teaches the player the skill as something |
598 | * This one actually teaches the player the skill as something |
668 | * they can equip. |
599 | * they can equip. |
669 | * Return 0 if the player knows the skill, 1 if the |
600 | * Return 0 if the player knows the skill, 1 if the |
670 | * player learns the skill, 2 otherwise. |
601 | * player learns the skill, 2 otherwise. |
671 | */ |
602 | */ |
672 | |
|
|
673 | int |
603 | int |
674 | learn_skill (object *pl, object *scroll) |
604 | learn_skill (object *pl, object *scroll) |
675 | { |
605 | { |
676 | object *tmp; |
|
|
677 | |
|
|
678 | if (!scroll->skill) |
606 | if (!scroll->skill) |
679 | { |
607 | { |
680 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
608 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
681 | return 2; |
609 | return 2; |
682 | } |
610 | } |
683 | |
611 | |
684 | /* can't use find_skill_by_name because we want skills the player knows |
612 | object *tmp = find_skill (pl, scroll->skill); |
685 | * but can't use natively. |
|
|
686 | */ |
|
|
687 | |
|
|
688 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
689 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
690 | break; |
|
|
691 | |
613 | |
692 | /* player already knows it */ |
614 | /* player already knows it */ |
693 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
615 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
694 | return 0; |
616 | return 0; |
695 | |
617 | |
… | |
… | |
708 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
630 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
709 | return 2; |
631 | return 2; |
710 | } |
632 | } |
711 | |
633 | |
712 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
634 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
713 | link_player_skills (pl); |
635 | |
714 | return 1; |
636 | return 1; |
715 | } |
637 | } |
716 | |
638 | |
717 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
718 | |
|
|
719 | /* Probably belongs in some global utils-type file? */ |
640 | /* Probably belongs in some global utils-type file? */ |
720 | static int |
641 | static int |
721 | clipped_percent (sint64 a, sint64 b) |
642 | clipped_percent (sint64 a, sint64 b) |
722 | { |
643 | { |
723 | int rv; |
644 | int rv; |
… | |
… | |
743 | * Note this function is a bit more complicated becauase we |
664 | * Note this function is a bit more complicated becauase we |
744 | * we want ot sort the skills before printing them. If we |
665 | * we want ot sort the skills before printing them. If we |
745 | * just dumped this as we found it, this would be a bit |
666 | * just dumped this as we found it, this would be a bit |
746 | * simpler. |
667 | * simpler. |
747 | */ |
668 | */ |
748 | |
669 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
749 | void |
670 | void |
750 | show_skills (object *op, const char *search) |
671 | show_skills (object *pl, const char *search) |
751 | { |
672 | { |
752 | object *tmp = NULL; |
|
|
753 | char buf[MAX_BUF]; |
|
|
754 | const char *cp; |
673 | const char *cp; |
755 | int i, num_skills_found = 0; |
674 | int i, num_skills_found = 0; |
756 | static const char *const periods = "........................................"; |
675 | const char *const periods = ".............................."; // 30 |
757 | |
676 | |
758 | /* Need to have a pointer and use strdup for qsort to work properly */ |
677 | /* Need to have a pointer and use strdup for qsort to work properly */ |
759 | char skills[NUM_SKILLS][MAX_BUF]; |
678 | char skills[NUM_SKILLS][128]; // d'oh |
760 | |
679 | |
|
|
680 | object *op = pl->contr->ob; |
761 | |
681 | |
762 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
682 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
763 | { |
683 | { |
764 | if (tmp->type == SKILL) |
684 | if (tmp->type == SKILL) |
765 | { |
685 | { |
766 | if (search && strstr (tmp->name, search) == NULL) |
686 | if (search && !tmp->name.contains (search)) |
767 | continue; |
687 | continue; |
|
|
688 | |
|
|
689 | char buf[30]; |
|
|
690 | |
768 | /* Basically want to fill this out to 40 spaces with periods */ |
691 | /* Basically want to fill this out to 30 spaces with periods */ |
769 | sprintf (buf, "%s%s", &tmp->name, periods); |
692 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
770 | buf[40] = 0; |
|
|
771 | |
693 | |
772 | if (settings.permanent_exp_ratio) |
694 | if (settings.permanent_exp_ratio) |
773 | { |
|
|
774 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
695 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
775 | buf, tmp->level, |
696 | buf, tmp->level, tmp->stats.exp, |
776 | (long long) tmp->stats.exp, |
|
|
777 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
697 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
778 | } |
|
|
779 | else |
698 | else |
780 | { |
|
|
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
699 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
782 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
700 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
783 | } |
701 | |
784 | /* I don't know why some characters get a bunch of skills, but |
702 | /* I don't know why some characters get a bunch of skills, but |
785 | * it sometimes happens (maybe a leftover from bugier earlier code |
703 | * it sometimes happens (maybe a leftover from bugier earlier code |
786 | * and those character are still about). In any case, lets handle |
704 | * and those character are still about). In any case, lets handle |
787 | * it so it doesn't crash the server - otherwise, one character may |
705 | * it so it doesn't crash the server - otherwise, one character may |
788 | * crash the server numerous times. |
706 | * crash the server numerous times. |
… | |
… | |
794 | break; |
712 | break; |
795 | } |
713 | } |
796 | } |
714 | } |
797 | } |
715 | } |
798 | |
716 | |
799 | clear_win_info (op); |
717 | dynbuf_text msg (4096, 1024); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
718 | |
|
|
719 | msg << "T<Player skills:>\n\n"; |
801 | if (num_skills_found > 1) |
720 | if (num_skills_found > 1) |
802 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
721 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
803 | |
722 | |
804 | for (i = 0; i < num_skills_found; i++) |
723 | for (i = 0; i < num_skills_found; i++) |
805 | { |
724 | msg << " C<" << skills [i] << ">\n"; |
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
|
|
807 | } |
|
|
808 | |
725 | |
809 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
726 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
810 | |
727 | |
811 | cp = determine_god (op); |
728 | cp = determine_god (op); |
812 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
729 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
813 | |
730 | |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
731 | msg << "Your equipped item power is " << (int)op->contr->item_power |
815 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
732 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
733 | << ".\n"; |
|
|
734 | |
|
|
735 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
816 | } |
736 | } |
817 | |
737 | |
818 | /* use_skill() - similar to invoke command, it executes the skill in the |
738 | /* use_skill() - similar to invoke command, it executes the skill in the |
819 | * direction that the user is facing. Returns false if we are unable to |
739 | * direction that the user is facing. Returns false if we are unable to |
820 | * change to the requested skill, or were unable to use the skill properly. |
740 | * change to the requested skill, or were unable to use the skill properly. |
821 | * This is tricky because skills can have spaces. We basically roll |
741 | * This is tricky because skills can have spaces. We basically roll |
822 | * our own find_skill_by_name so we can try to do better string matching. |
742 | * our own find_skill_by_name so we can try to do better string matching. |
823 | */ |
743 | */ |
824 | |
|
|
825 | int |
744 | int |
826 | use_skill (object *op, const char *string) |
745 | use_skill (object *op, const char *string) |
827 | { |
746 | { |
828 | object *skop; |
747 | object *skop; |
829 | size_t len; |
748 | size_t len; |
830 | |
749 | |
831 | if (!string) |
750 | if (!string) |
832 | return 0; |
751 | return 0; |
833 | |
752 | |
834 | for (skop = op->inv; skop != NULL; skop = skop->below) |
753 | for (skop = op->inv; skop; skop = skop->below) |
835 | { |
754 | { |
|
|
755 | if (skop->type == SKILL |
836 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
756 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
837 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
757 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
838 | break; |
758 | break; |
|
|
759 | else if (skop->type == SKILL_TOOL |
839 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
760 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
840 | break; |
761 | break; |
841 | } |
762 | } |
|
|
763 | |
842 | if (!skop) |
764 | if (!skop) |
843 | { |
765 | { |
844 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
766 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
845 | return 0; |
767 | return 0; |
846 | } |
768 | } |
… | |
… | |
851 | * options given to the skill. Its pretty simple - if there |
773 | * options given to the skill. Its pretty simple - if there |
852 | * are extra parameters (as deteremined by string length), we |
774 | * are extra parameters (as deteremined by string length), we |
853 | * want to skip over any leading spaces. |
775 | * want to skip over any leading spaces. |
854 | */ |
776 | */ |
855 | if (len >= strlen (string)) |
777 | if (len >= strlen (string)) |
856 | { |
|
|
857 | string = NULL; |
778 | string = NULL; |
858 | } |
|
|
859 | else |
779 | else |
860 | { |
780 | { |
861 | string += len; |
781 | string += len; |
862 | while (*string == 0x20) |
782 | while (*string == 0x20) |
863 | string++; |
783 | string++; |
|
|
784 | |
864 | if (strlen (string) == 0) |
785 | if (strlen (string) == 0) |
865 | string = NULL; |
786 | string = NULL; |
866 | } |
787 | } |
867 | |
788 | |
868 | #ifdef SKILL_UTIL_DEBUG |
789 | #ifdef SKILL_UTIL_DEBUG |
869 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
790 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
870 | #endif |
791 | #endif |
871 | |
792 | |
872 | /* Change to the new skill, then execute it. */ |
|
|
873 | if (do_skill (op, op, skop, op->facing, string)) |
793 | if (do_skill (op, op, skop, op->facing, string)) |
874 | return 1; |
794 | return 1; |
875 | |
795 | |
876 | return 0; |
796 | return 0; |
877 | } |
797 | } |
878 | |
798 | |
|
|
799 | static bool |
|
|
800 | hth_skill_p (object *skill) |
|
|
801 | { |
|
|
802 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
|
|
803 | } |
879 | |
804 | |
880 | |
|
|
881 | /* This finds the best unarmed skill the player has, and returns |
805 | /* This finds the first unarmed skill the player has, and returns it. |
882 | * it. Best can vary a little - we consider clawing to always |
|
|
883 | * be the best for dragons. |
|
|
884 | * This could be more intelligent, eg, look at the skill level |
|
|
885 | * of the skill and go from there (eg, a level 40 puncher is |
|
|
886 | * is probably better than level 1 karate). OTOH, if you |
|
|
887 | * don't bother to set up your skill properly, that is the players |
|
|
888 | * problem (although, it might be nice to have a preferred skill |
|
|
889 | * field the player can set. |
|
|
890 | * Unlike the old code, we don't give out any skills - it is |
|
|
891 | * possible you just don't have any ability to get into unarmed |
|
|
892 | * combat. If everyone race/class should have one, this should |
|
|
893 | * be handled in the starting treasurelists, not in the code. |
|
|
894 | */ |
806 | */ |
895 | static object * |
807 | static object * |
896 | find_best_player_hth_skill (object *op) |
808 | find_player_hth_skill (object *op) |
897 | { |
809 | { |
898 | object *tmp, *best_skill = NULL; |
|
|
899 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
|
|
900 | |
|
|
901 | for (tmp = op->inv; tmp; tmp = tmp->below) |
810 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
902 | { |
811 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
903 | if (tmp->type == SKILL) |
|
|
904 | { |
|
|
905 | if (dragon && tmp->subtype == SK_CLAWING) |
|
|
906 | return tmp; |
812 | return tmp; |
907 | |
813 | |
908 | /* The order in the array is preferred order. So basically, |
814 | return 0; |
909 | * we just cut down the number to search - eg, if we find a skill |
|
|
910 | * early on in flame touch, then we only need to look into the unarmed_array |
|
|
911 | * to the entry before flame touch - don't care about the entries afterward, |
|
|
912 | * because they are infrerior skills. |
|
|
913 | * if we end up finding the best skill (i==0) might as well return |
|
|
914 | * right away - can't get any better than that. |
|
|
915 | */ |
|
|
916 | for (i = 0; i < last_skill; i++) |
|
|
917 | { |
|
|
918 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
919 | { |
|
|
920 | best_skill = tmp; |
|
|
921 | last_skill = i; |
|
|
922 | if (i == 0) |
|
|
923 | return best_skill; |
|
|
924 | } |
|
|
925 | } |
|
|
926 | } |
|
|
927 | } |
|
|
928 | return best_skill; |
|
|
929 | } |
815 | } |
930 | |
816 | |
931 | /* do_skill_attack() - We have got an appropriate opponent from either |
817 | /* do_skill_attack() - We have got an appropriate opponent from either |
932 | * move_player_attack() or skill_attack(). In this part we get on with |
818 | * move_player_attack() or skill_attack(). In this part we get on with |
933 | * attacking, take care of messages from the attack and changes in invisible. |
819 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
935 | * tmp is the targetted monster. |
821 | * tmp is the targetted monster. |
936 | * op is what is attacking |
822 | * op is what is attacking |
937 | * string is passed along to describe what messages to describe |
823 | * string is passed along to describe what messages to describe |
938 | * the damage. |
824 | * the damage. |
939 | */ |
825 | */ |
940 | |
|
|
941 | static int |
826 | static int |
942 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
827 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
943 | { |
828 | { |
944 | int success; |
|
|
945 | |
|
|
946 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
829 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
947 | return RESULT_INT (0); |
830 | return RESULT_INT (0); |
948 | |
831 | |
949 | /* For Players only: if there is no ready weapon, and no "attack" skill |
832 | /* For Players only: if there is no ready weapon, and no "attack" skill |
950 | * is readied either then try to find a skill for the player to use. |
833 | * is readied either then try to find a skill for the player to use. |
951 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
834 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
952 | * the caller should have set it appropriately). We still want to pass |
835 | * the caller should have set it appropriately). We still want to pass |
953 | * through that code if skill is set to change to the skill. |
836 | * through that code if skill is set to change to the skill. |
954 | */ |
837 | */ |
955 | if (op->type == PLAYER) |
838 | if (player *pl = op->contr) |
956 | { |
839 | { |
957 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
840 | if (skill) |
|
|
841 | op->change_skill (skill); |
|
|
842 | else |
958 | { |
843 | { |
959 | size_t i; |
844 | if (!pl->combat_ob) |
960 | |
|
|
961 | if (!skill) |
|
|
962 | { |
845 | { |
963 | /* See if the players chosen skill is a combat skill, and use |
846 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
964 | * it if appropriate. |
|
|
965 | */ |
|
|
966 | if (op->chosen_skill) |
|
|
967 | { |
847 | { |
968 | for (i = 0; i < sizeof (unarmed_skills); i++) |
848 | for (tmp = op->inv; tmp; tmp = tmp->below) |
969 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
849 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
970 | { |
|
|
971 | skill = op->chosen_skill; |
|
|
972 | break; |
850 | break; |
973 | } |
851 | |
|
|
852 | if (!tmp) |
|
|
853 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
854 | |
|
|
855 | pl->combat_ob = tmp; |
974 | } |
856 | } |
975 | /* If we didn't find a skill above, look harder for a good skill */ |
857 | |
976 | if (!skill) |
858 | if (!pl->combat_ob) |
977 | { |
859 | { |
978 | skill = find_best_player_hth_skill (op); |
860 | /* See if the players chosen skill is a combat skill, and use |
979 | |
861 | * it if appropriate. |
980 | if (!skill) |
862 | */ |
|
|
863 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
864 | skill = op->chosen_skill; |
|
|
865 | else |
981 | { |
866 | { |
|
|
867 | skill = find_player_hth_skill (op); |
|
|
868 | |
|
|
869 | if (!skill) |
982 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
870 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
983 | return 0; |
871 | } |
|
|
872 | |
|
|
873 | if (skill) |
|
|
874 | { |
|
|
875 | op->change_skill (0); |
|
|
876 | apply_special (op, skill, AP_APPLY); |
984 | } |
877 | } |
985 | } |
878 | } |
986 | } |
879 | |
987 | if (skill != op->chosen_skill) |
880 | if (!pl->combat_ob) |
988 | { |
881 | { |
989 | /* now try to ready the new skill */ |
882 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
990 | if (!change_skill (op, skill, 0)) |
|
|
991 | { /* oh oh, trouble! */ |
|
|
992 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
993 | return 0; |
883 | return 0; |
994 | } |
884 | } |
995 | } |
885 | } |
|
|
886 | |
|
|
887 | if (!op->change_weapon (pl->combat_ob)) |
|
|
888 | return 0; |
996 | } |
889 | } |
997 | else |
890 | |
|
|
891 | /* lose invisiblity/hiding status for running attacks */ |
|
|
892 | if (pl->tmp_invis) |
998 | { |
893 | { |
999 | /* Seen some crashes below where current_weapon is not set, |
894 | pl->tmp_invis = 0; |
1000 | * even though the flag says it is. So if current weapon isn't set, |
895 | op->invisible = 0; |
1001 | * do some work in trying to find the object to use. |
896 | op->flag [FLAG_HIDDEN] = 0; |
1002 | */ |
897 | update_object (op, UP_OBJ_CHANGE); |
1003 | if (!op->current_weapon) |
|
|
1004 | { |
|
|
1005 | object *tmp; |
|
|
1006 | |
|
|
1007 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
1008 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1009 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1010 | break; |
|
|
1011 | |
|
|
1012 | if (!tmp) |
|
|
1013 | { |
|
|
1014 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
1015 | op->current_weapon = NULL; |
|
|
1016 | return 0; |
|
|
1017 | } |
|
|
1018 | else |
|
|
1019 | { |
|
|
1020 | op->current_weapon = tmp; |
|
|
1021 | } |
|
|
1022 | } |
|
|
1023 | |
|
|
1024 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
|
|
1025 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
|
|
1026 | { |
|
|
1027 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
|
|
1028 | } |
|
|
1029 | } |
898 | } |
1030 | } |
899 | } |
1031 | |
900 | |
1032 | /* lose invisiblity/hiding status for running attacks */ |
|
|
1033 | |
|
|
1034 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
1035 | { |
|
|
1036 | op->contr->tmp_invis = 0; |
|
|
1037 | op->invisible = 0; |
|
|
1038 | op->hide = 0; |
|
|
1039 | update_object (op, UP_OBJ_FACE); |
|
|
1040 | } |
|
|
1041 | |
|
|
1042 | success = attack_ob (tmp, op); |
901 | int success = attack_ob (tmp, op); |
1043 | |
902 | |
1044 | /* print appropriate messages to the player */ |
903 | /* print appropriate messages to the player */ |
1045 | |
904 | |
1046 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
905 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1047 | { |
906 | { |
1048 | if (op->type == PLAYER) |
907 | if (op->type == PLAYER) |
1049 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
908 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1050 | else if (tmp->type == PLAYER) |
909 | else if (tmp->type == PLAYER) |
1051 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
910 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1052 | } |
911 | } |
|
|
912 | |
1053 | return success; |
913 | return success; |
1054 | } |
914 | } |
1055 | |
|
|
1056 | |
915 | |
1057 | /* skill_attack() - Core routine for use when we attack using a skills |
916 | /* skill_attack() - Core routine for use when we attack using a skills |
1058 | * system. In essence, this code handles |
917 | * system. In essence, this code handles |
1059 | * all skill-based attacks, ie hth, missile and melee weapons should be |
918 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1060 | * treated here. If an opponent is already supplied by move_player(), |
919 | * treated here. If an opponent is already supplied by move_player(), |
1061 | * we move right onto do_skill_attack(), otherwise we find if an |
920 | * we move right onto do_skill_attack(), otherwise we find if an |
1062 | * appropriate opponent exists. |
921 | * appropriate opponent exists. |
1063 | * |
922 | * |
1064 | * This is called by move_player() and attack_hth() |
923 | * This is called by move_player() and attack_hth() |
1065 | * |
924 | * |
1066 | * Initial implementation by -bt thomas@astro.psu.edu |
925 | * Initial implementation by -bt thomas@astro.psu.edu |
1067 | */ |
926 | */ |
1068 | |
|
|
1069 | int |
927 | int |
1070 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
928 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1071 | { |
929 | { |
1072 | sint16 tx, ty; |
930 | sint16 tx, ty; |
1073 | maptile *m; |
931 | maptile *m; |
1074 | int mflags; |
932 | int mflags; |
1075 | |
933 | |
1076 | if (!dir) |
934 | if (!dir) |
1077 | dir = pl->facing; |
935 | dir = pl->facing; |
|
|
936 | |
1078 | tx = freearr_x[dir]; |
937 | tx = freearr_x[dir]; |
1079 | ty = freearr_y[dir]; |
938 | ty = freearr_y[dir]; |
1080 | |
939 | |
1081 | /* If we don't yet have an opponent, find if one exists, and attack. |
940 | /* If we don't yet have an opponent, find if one exists, and attack. |
1082 | * Legal opponents are the same as outlined in move_player_attack() |
941 | * Legal opponents are the same as outlined in move_player_attack() |
1083 | */ |
942 | */ |
1084 | |
943 | if (!tmp) |
1085 | if (tmp == NULL) |
|
|
1086 | { |
944 | { |
1087 | m = pl->map; |
945 | m = pl->map; |
1088 | tx = pl->x + freearr_x[dir]; |
946 | tx = pl->x + freearr_x[dir]; |
1089 | ty = pl->y + freearr_y[dir]; |
947 | ty = pl->y + freearr_y[dir]; |
1090 | |
948 | |
… | |
… | |
1094 | |
952 | |
1095 | /* space must be blocked for there to be anything interesting to do */ |
953 | /* space must be blocked for there to be anything interesting to do */ |
1096 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
954 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1097 | return 0; |
955 | return 0; |
1098 | |
956 | |
1099 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
957 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
1100 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
958 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1101 | { |
959 | { |
1102 | /* Don't attack party members */ |
960 | /* Don't attack party members */ |
1103 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
961 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1104 | return 0; |
962 | return 0; |
|
|
963 | |
1105 | break; |
964 | break; |
1106 | } |
965 | } |
1107 | } |
966 | } |
|
|
967 | |
1108 | if (!tmp) |
968 | if (!tmp) |
1109 | { |
969 | { |
1110 | if (pl->type == PLAYER) |
970 | if (pl->type == PLAYER) |
1111 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
971 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
972 | |
1112 | return 0; |
973 | return 0; |
1113 | } |
974 | } |
1114 | |
975 | |
1115 | return do_skill_attack (tmp, pl, string, skill); |
976 | return do_skill_attack (tmp, pl, string, skill); |
1116 | } |
977 | } |
1117 | |
|
|
1118 | |
978 | |
1119 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
979 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1120 | |
980 | |
1121 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
981 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1122 | * (attack_hth) we check for weapon use, etc in the second (the new |
982 | * (attack_hth) we check for weapon use, etc in the second (the new |
1123 | * function skill_attack() we actually attack. |
983 | * function skill_attack() we actually attack. |
1124 | */ |
984 | */ |
1125 | |
|
|
1126 | static int |
985 | static int |
1127 | attack_hth (object *pl, int dir, const char *string, object *skill) |
986 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1128 | { |
987 | { |
1129 | object *enemy = NULL, *weapon; |
988 | object *enemy = NULL, *weapon; |
1130 | |
989 | |
… | |
… | |
1133 | { |
992 | { |
1134 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
993 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1135 | { |
994 | { |
1136 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
995 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1137 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
996 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1138 | fix_player (pl); |
997 | pl->update_stats (); |
1139 | if (pl->type == PLAYER) |
998 | if (pl->type == PLAYER) |
1140 | { |
999 | { |
1141 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1000 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1142 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1001 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1143 | } |
1002 | } |
|
|
1003 | |
1144 | break; |
1004 | break; |
1145 | } |
1005 | } |
1146 | } |
1006 | } |
|
|
1007 | |
1147 | return skill_attack (enemy, pl, dir, string, skill); |
1008 | return skill_attack (enemy, pl, dir, string, skill); |
1148 | } |
1009 | } |
1149 | |
|
|
1150 | |
1010 | |
1151 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1011 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1152 | * For now we are just checking to see if we have a ready weapon here. |
1012 | * For now we are just checking to see if we have a ready weapon here. |
1153 | * But there is a real neato possible feature of this scheme which |
1013 | * But there is a real neato possible feature of this scheme which |
1154 | * bears mentioning: |
1014 | * bears mentioning: |
1155 | * Since we are only calling this from do_skill() in the future |
1015 | * Since we are only calling this from do_skill() in the future |
1156 | * we may make this routine handle 'special' melee weapons attacks |
1016 | * we may make this routine handle 'special' melee weapons attacks |
1157 | * (like disarming manuever with sai) based on player SK_level and |
1017 | * (like disarming manuever with sai) based on player SK_level and |
1158 | * weapon type. |
1018 | * weapon type. |
1159 | */ |
1019 | */ |
1160 | |
|
|
1161 | static int |
1020 | static int |
1162 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1021 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1163 | { |
1022 | { |
1164 | |
1023 | |
1165 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1024 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1166 | { |
1025 | { |
1167 | if (op->type == PLAYER) |
1026 | if (op->type == PLAYER) |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1027 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1028 | |
1169 | return 0; |
1029 | return 0; |
1170 | } |
1030 | } |
|
|
1031 | |
1171 | return skill_attack (NULL, op, dir, string, skill); |
1032 | return skill_attack (NULL, op, dir, string, skill); |
1172 | |
|
|
1173 | } |
1033 | } |
|
|
1034 | |