1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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 (©) 2005,2006,2007,2008 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 |
… | |
… | |
61 | * subtypes. |
60 | * subtypes. |
62 | */ |
61 | */ |
63 | void |
62 | void |
64 | init_skills (void) |
63 | init_skills (void) |
65 | { |
64 | { |
66 | for (archetype *at = first_archetype; at; at = at->next) |
65 | for_all_archetypes (at) |
67 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
68 | { |
67 | { |
69 | if (skill_names[at->clone.subtype]) |
68 | if (skill_names[at->subtype]) |
70 | 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", |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
72 | else |
71 | else |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
74 | } |
73 | } |
75 | |
74 | |
76 | /* 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 |
77 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
78 | */ |
77 | */ |
… | |
… | |
85 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
86 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
87 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
88 | */ |
87 | */ |
89 | void |
88 | void |
90 | link_player_skills (object *op) |
89 | player::link_skills () |
91 | { |
90 | { |
|
|
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
|
|
93 | |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
93 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
94 | { |
96 | { |
95 | /* This is really a warning, hence no else below */ |
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
|
|
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
|
|
99 | |
98 | |
100 | if (tmp->subtype >= NUM_SKILLS) |
99 | if (last_skill_ob [tmp->subtype] != tmp) |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
102 | else |
|
|
103 | { |
100 | { |
|
|
101 | /* This is really a warning, hence no else below */ |
|
|
102 | if (last_skill_ob [tmp->subtype]) |
|
|
103 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
104 | &last_skill_ob [tmp->subtype]->skill, &tmp->skill); |
|
|
105 | |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
106 | last_skill_ob [tmp->subtype] = tmp; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
107 | if (ns) |
|
|
108 | ns->last_skill_exp [tmp->subtype] = -1; |
106 | } |
109 | } |
107 | } |
110 | } |
108 | } |
111 | } |
109 | |
112 | |
110 | static object * |
113 | static object * |
111 | find_skill (object *who, const shstr &sh) |
114 | find_skill (object *who, shstr_cmp name) |
112 | { |
115 | { |
|
|
116 | if (who->chosen_skill |
|
|
117 | && who->chosen_skill->skill == name |
|
|
118 | && who->chosen_skill->type == SKILL) |
|
|
119 | return who->chosen_skill; |
|
|
120 | |
113 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
114 | if (tmp->skill == sh && tmp->type == SKILL) |
122 | if (tmp->skill == name && tmp->type == SKILL) |
115 | return tmp; |
123 | return splay (tmp); |
116 | |
124 | |
117 | return 0; |
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); |
118 | } |
132 | } |
119 | |
133 | |
120 | /* This returns the skill pointer of the given name (the |
134 | /* This returns the skill pointer of the given name (the |
121 | * one that accumulates exp, has the level, etc). |
135 | * one that accumulates exp, has the level, etc). |
122 | * |
136 | * |
123 | * It is presumed that the player will be needing to actually |
137 | * It is presumed that the player will be needing to actually |
124 | * 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 |
125 | * tool, this code will equip it. |
139 | * tool, this code will equip it. |
126 | */ |
140 | */ |
127 | object * |
141 | object * |
128 | find_skill_by_name (object *who, const shstr &sh) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
129 | { |
143 | { |
130 | object *skill_tool = 0; |
144 | object *skill_tool = 0; |
131 | |
145 | |
132 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
133 | if (tmp->skill == sh) |
147 | if (tmp->skill == sh) |
… | |
… | |
150 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
151 | */ |
165 | */ |
152 | object *skill = find_skill (who, skill_tool->skill); |
166 | object *skill = find_skill (who, skill_tool->skill); |
153 | |
167 | |
154 | if (!skill) |
168 | if (!skill) |
155 | { |
|
|
156 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
157 | link_player_skills (who); |
|
|
158 | } |
|
|
159 | |
170 | |
160 | if (!skill_tool->flag [FLAG_APPLIED]) |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
161 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
162 | return 0; |
173 | return 0; |
163 | |
174 | |
164 | return splay (skill); |
175 | return splay (skill); |
165 | } |
176 | } |
166 | |
177 | |
167 | object * |
178 | object * |
168 | find_skill_by_name (object *who, const char *name) |
179 | find_skill_by_name_fuzzy (object *who, const char *name) |
169 | { |
180 | { |
170 | if (!name) |
181 | if (!name) |
171 | return 0; |
182 | return 0; |
172 | |
183 | |
173 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
174 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
175 | && tmp->skill.begins_with (name)) |
186 | && tmp->skill.starts_with (name)) |
176 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
177 | return skop; |
188 | return skop; |
178 | |
189 | |
179 | return 0; |
190 | return 0; |
180 | } |
191 | } |
… | |
… | |
292 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
293 | } |
304 | } |
294 | else |
305 | else |
295 | { |
306 | { |
296 | SET_FLAG (skill, FLAG_APPLIED); |
307 | SET_FLAG (skill, FLAG_APPLIED); |
297 | 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!"); |
298 | } |
309 | } |
299 | |
310 | |
300 | op->update_stats (); |
311 | op->update_stats (); |
301 | success = 1; |
312 | success = 1; |
302 | break; |
313 | break; |
… | |
… | |
312 | case SK_HIDING: |
323 | case SK_HIDING: |
313 | exp = success = hide (op, skill); |
324 | exp = success = hide (op, skill); |
314 | break; |
325 | break; |
315 | |
326 | |
316 | case SK_JUMPING: |
327 | case SK_JUMPING: |
317 | success = jump (op, dir, skill); |
328 | exp = success = jump (op, dir, skill); |
318 | break; |
329 | break; |
319 | |
330 | |
320 | case SK_INSCRIPTION: |
331 | case SK_INSCRIPTION: |
321 | exp = success = write_on_item (op, string, skill); |
332 | exp = success = write_on_item (op, string, skill); |
322 | break; |
333 | break; |
… | |
… | |
453 | * 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 |
454 | * which use_monster_skill is called already simulates this. |
465 | * which use_monster_skill is called already simulates this. |
455 | * If certain skills should take more/less time, that should be |
466 | * If certain skills should take more/less time, that should be |
456 | * in the code for the skill itself. |
467 | * in the code for the skill itself. |
457 | */ |
468 | */ |
458 | |
|
|
459 | if (op->type == PLAYER) |
469 | if (op->type == PLAYER) |
460 | op->speed_left -= 1.f; |
470 | op->speed_left -= 1.f; |
461 | |
471 | |
462 | /* 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. |
463 | * Note that add_exp() will figure out player/monster experience |
473 | * Note that add_exp() will figure out player/monster experience |
… | |
… | |
511 | * 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 |
512 | * help out exp awards for skill_ident skills. Also, if |
522 | * help out exp awards for skill_ident skills. Also, if |
513 | * 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 |
514 | * and level (this was the old system) -b.t. |
524 | * and level (this was the old system) -b.t. |
515 | */ |
525 | */ |
516 | |
|
|
517 | if (!op) |
526 | if (!op) |
518 | { /* no item/creature */ |
527 | { /* no item/creature */ |
519 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
528 | op_lvl = max (1, who->map->difficulty); |
520 | op_exp = 0; |
529 | op_exp = 0; |
521 | } |
530 | } |
522 | else if (op->type == RUNE || op->type == TRAP) |
531 | else if (op->type == RUNE || op->type == TRAP) |
523 | { /* all traps. If stats.Cha > 1 we use that |
532 | { /* all traps. If stats.Cha > 1 we use that |
524 | * for the amount of experience */ |
533 | * for the amount of experience */ |
… | |
… | |
528 | else |
537 | else |
529 | { /* all other items/living creatures */ |
538 | { /* all other items/living creatures */ |
530 | op_exp = op->stats.exp; |
539 | op_exp = op->stats.exp; |
531 | op_lvl = op->level; |
540 | op_lvl = op->level; |
532 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
541 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
533 | { /* for ident/make items */ |
542 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
534 | op_lvl += 5 * abs (op->magic); |
|
|
535 | } |
|
|
536 | } |
543 | } |
537 | |
544 | |
538 | if (op_lvl < 1) |
545 | if (op_lvl < 1) |
539 | op_lvl = 1; |
546 | op_lvl = 1; |
540 | |
547 | |
… | |
… | |
548 | /* 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 |
549 | * bse reward value (exp) and level multiplier factor. |
556 | * bse reward value (exp) and level multiplier factor. |
550 | */ |
557 | */ |
551 | if (skill->type == SKILL) |
558 | if (skill->type == SKILL) |
552 | { |
559 | { |
553 | base += skill->arch->clone.stats.exp; |
560 | base += skill->arch->stats.exp; |
554 | if (settings.simple_exp) |
561 | if (settings.simple_exp) |
555 | { |
562 | { |
556 | if (skill->arch->clone.level) |
563 | if (skill->arch->level) |
557 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
564 | lvl_mult = (float) skill->arch->level / 100.0; |
558 | else |
565 | else |
559 | lvl_mult = 1.0; /* no adjustment */ |
566 | lvl_mult = 1.0; /* no adjustment */ |
560 | } |
567 | } |
561 | else |
568 | else |
562 | { |
569 | { |
563 | if (skill->level) |
570 | if (skill->level) |
564 | 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); |
565 | else |
572 | else |
566 | lvl_mult = 1.0; |
573 | lvl_mult = 1.0; |
567 | } |
574 | } |
568 | } |
575 | } |
569 | else |
576 | else |
570 | { |
577 | { |
571 | /* Don't divide by zero here! */ |
578 | /* Don't divide by zero here! */ |
572 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
579 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
573 | } |
580 | } |
574 | } |
581 | } |
575 | |
582 | |
576 | /* assemble the exp total, and return value */ |
583 | /* assemble the exp total, and return value */ |
577 | |
584 | |
… | |
… | |
623 | 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); |
624 | return 2; |
631 | return 2; |
625 | } |
632 | } |
626 | |
633 | |
627 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
634 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
628 | link_player_skills (pl); |
635 | |
629 | return 1; |
636 | return 1; |
630 | } |
637 | } |
631 | |
638 | |
632 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
633 | /* Probably belongs in some global utils-type file? */ |
640 | /* Probably belongs in some global utils-type file? */ |
… | |
… | |
657 | * Note this function is a bit more complicated becauase we |
664 | * Note this function is a bit more complicated becauase we |
658 | * we want ot sort the skills before printing them. If we |
665 | * we want ot sort the skills before printing them. If we |
659 | * 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 |
660 | * simpler. |
667 | * simpler. |
661 | */ |
668 | */ |
662 | |
669 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
663 | void |
670 | void |
664 | show_skills (object *op, const char *search) |
671 | show_skills (object *pl, const char *search) |
665 | { |
672 | { |
666 | object *tmp = NULL; |
|
|
667 | char buf[MAX_BUF]; |
|
|
668 | const char *cp; |
673 | const char *cp; |
669 | int i, num_skills_found = 0; |
674 | int i, num_skills_found = 0; |
670 | static const char *const periods = "........................................"; |
675 | const char *const periods = ".............................."; // 30 |
671 | |
676 | |
672 | /* 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 */ |
673 | char skills[NUM_SKILLS][MAX_BUF]; |
678 | char skills[NUM_SKILLS][128]; // d'oh |
674 | |
679 | |
|
|
680 | object *op = pl->contr->ob; |
675 | |
681 | |
676 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
682 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
677 | { |
683 | { |
678 | if (tmp->type == SKILL) |
684 | if (tmp->type == SKILL) |
679 | { |
685 | { |
680 | if (search && strstr (tmp->name, search) == NULL) |
686 | if (search && !tmp->name.contains (search)) |
681 | continue; |
687 | continue; |
|
|
688 | |
|
|
689 | char buf[30]; |
|
|
690 | |
682 | /* Basically want to fill this out to 40 spaces with periods */ |
691 | /* Basically want to fill this out to 30 spaces with periods */ |
683 | sprintf (buf, "%s%s", &tmp->name, periods); |
692 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
684 | buf[40] = 0; |
|
|
685 | |
693 | |
686 | if (settings.permanent_exp_ratio) |
694 | if (settings.permanent_exp_ratio) |
687 | { |
|
|
688 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
695 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
689 | buf, tmp->level, tmp->stats.exp, |
696 | buf, tmp->level, tmp->stats.exp, |
690 | 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)); |
691 | } |
|
|
692 | else |
698 | else |
693 | { |
|
|
694 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
699 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
695 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
700 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
696 | } |
701 | |
697 | /* 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 |
698 | * it sometimes happens (maybe a leftover from bugier earlier code |
703 | * it sometimes happens (maybe a leftover from bugier earlier code |
699 | * and those character are still about). In any case, lets handle |
704 | * and those character are still about). In any case, lets handle |
700 | * 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 |
701 | * crash the server numerous times. |
706 | * crash the server numerous times. |
… | |
… | |
707 | break; |
712 | break; |
708 | } |
713 | } |
709 | } |
714 | } |
710 | } |
715 | } |
711 | |
716 | |
712 | clear_win_info (op); |
717 | dynbuf_text msg (4096, 1024); |
713 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
718 | |
|
|
719 | msg << "T<Player skills:>\n\n"; |
714 | if (num_skills_found > 1) |
720 | if (num_skills_found > 1) |
715 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
721 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
716 | |
722 | |
717 | for (i = 0; i < num_skills_found; i++) |
723 | for (i = 0; i < num_skills_found; i++) |
718 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
724 | msg << " C<" << skills [i] << ">\n"; |
719 | |
725 | |
720 | 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"; |
721 | |
727 | |
722 | cp = determine_god (op); |
728 | cp = determine_god (op); |
723 | 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"; |
724 | |
730 | |
725 | 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 |
726 | 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); |
727 | } |
736 | } |
728 | |
737 | |
729 | /* 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 |
730 | * 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 |
731 | * 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. |
… | |
… | |
826 | * 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 |
827 | * 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. |
828 | */ |
837 | */ |
829 | if (player *pl = op->contr) |
838 | if (player *pl = op->contr) |
830 | { |
839 | { |
831 | if (!pl->combat_ob) |
840 | if (skill) |
|
|
841 | op->change_skill (skill); |
|
|
842 | else |
832 | { |
843 | { |
833 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
834 | { |
|
|
835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
836 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
837 | break; |
|
|
838 | |
|
|
839 | if (!tmp) |
|
|
840 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
841 | |
|
|
842 | pl->combat_ob = tmp; |
|
|
843 | } |
|
|
844 | |
|
|
845 | if (!pl->combat_ob) |
844 | if (!pl->combat_ob) |
846 | { |
845 | { |
|
|
846 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
847 | { |
|
|
848 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
849 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
850 | break; |
|
|
851 | |
847 | if (!skill) |
852 | if (!tmp) |
|
|
853 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
854 | |
|
|
855 | pl->combat_ob = tmp; |
|
|
856 | } |
|
|
857 | |
|
|
858 | if (!pl->combat_ob) |
848 | { |
859 | { |
849 | /* See if the players chosen skill is a combat skill, and use |
860 | /* See if the players chosen skill is a combat skill, and use |
850 | * it if appropriate. |
861 | * it if appropriate. |
851 | */ |
862 | */ |
852 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
863 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
… | |
… | |
856 | skill = find_player_hth_skill (op); |
867 | skill = find_player_hth_skill (op); |
857 | |
868 | |
858 | if (!skill) |
869 | if (!skill) |
859 | 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!"); |
860 | } |
871 | } |
|
|
872 | |
|
|
873 | if (skill) |
|
|
874 | { |
|
|
875 | op->change_skill (0); |
|
|
876 | apply_special (op, skill, AP_APPLY); |
|
|
877 | } |
861 | } |
878 | } |
862 | |
879 | |
863 | op->change_skill (0); |
880 | if (!pl->combat_ob) |
864 | apply_special (op, skill, AP_APPLY); |
881 | { |
|
|
882 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
883 | return 0; |
|
|
884 | } |
865 | } |
885 | } |
866 | |
886 | |
867 | if (!pl->combat_ob) |
887 | if (!op->change_weapon (pl->combat_ob)) |
868 | { |
|
|
869 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
|
|
870 | return 0; |
888 | return 0; |
871 | } |
|
|
872 | } |
889 | } |
873 | |
|
|
874 | if (!op->change_weapon (pl->combat_ob)) |
|
|
875 | return 0; |
|
|
876 | |
890 | |
877 | /* lose invisiblity/hiding status for running attacks */ |
891 | /* lose invisiblity/hiding status for running attacks */ |
878 | if (pl->tmp_invis) |
892 | if (pl->tmp_invis) |
879 | { |
893 | { |
880 | pl->tmp_invis = 0; |
894 | pl->tmp_invis = 0; |
881 | op->invisible = 0; |
895 | op->invisible = 0; |
882 | op->hide = 0; |
896 | op->flag [FLAG_HIDDEN] = 0; |
883 | update_object (op, UP_OBJ_CHANGE); |
897 | update_object (op, UP_OBJ_CHANGE); |
884 | } |
898 | } |
885 | } |
899 | } |
886 | |
900 | |
887 | int success = attack_ob (tmp, op); |
901 | int success = attack_ob (tmp, op); |
… | |
… | |
899 | return success; |
913 | return success; |
900 | } |
914 | } |
901 | |
915 | |
902 | /* 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 |
903 | * system. In essence, this code handles |
917 | * system. In essence, this code handles |
904 | * 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 |
905 | * treated here. If an opponent is already supplied by move_player(), |
919 | * treated here. If an opponent is already supplied by move_player(), |
906 | * 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 |
907 | * appropriate opponent exists. |
921 | * appropriate opponent exists. |
908 | * |
922 | * |
909 | * This is called by move_player() and attack_hth() |
923 | * This is called by move_player() and attack_hth() |