1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
24 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | |
25 | |
27 | /* Reconfigured skills code to allow linking of skills to experience |
26 | /* Reconfigured skills code to allow linking of skills to experience |
… | |
… | |
44 | #include <object.h> |
43 | #include <object.h> |
45 | #include <sproto.h> |
44 | #include <sproto.h> |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
45 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
47 | #include <spells.h> |
46 | #include <spells.h> |
48 | |
47 | |
49 | /* Table of unarmed attack skills. Terminated by -1. This |
48 | const uint8_t skill_flags[NUM_SKILLS] = { |
50 | * is also the list that we should try to use skills when |
49 | 0, // SK_NONE |
51 | * automatically applying one for the player. |
50 | # define def(uc, flags) flags, |
52 | */ |
51 | # include "skillinc.h" |
53 | static uint8 unarmed_skills[] = { |
52 | # undef def |
54 | SK_KARATE, |
|
|
55 | SK_CLAWING, |
|
|
56 | SK_FLAME_TOUCH, |
|
|
57 | SK_SPARK_TOUCH, |
|
|
58 | SK_SHIVER, |
|
|
59 | SK_ACID_SPLASH, |
|
|
60 | SK_POISON_NAIL, |
|
|
61 | SK_PUNCHING, |
|
|
62 | (uint8)-1 |
|
|
63 | }; |
53 | }; |
64 | |
54 | |
65 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
55 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
66 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
56 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
67 | |
57 | |
… | |
… | |
70 | * subtypes. |
60 | * subtypes. |
71 | */ |
61 | */ |
72 | void |
62 | void |
73 | init_skills (void) |
63 | init_skills (void) |
74 | { |
64 | { |
75 | int i; |
65 | for_all_archetypes (at) |
76 | archetype *at; |
|
|
77 | |
|
|
78 | for (at = first_archetype; at != NULL; at = at->next) |
|
|
79 | if (at->clone.type == SKILL) |
66 | if (at->type == SKILL) |
80 | { |
67 | { |
81 | if (skill_names[at->clone.subtype] != NULL) |
68 | if (skill_names[at->subtype]) |
82 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
69 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
83 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
70 | at->subtype, &skill_names[at->subtype], &at->skill); |
84 | else |
71 | else |
85 | skill_names[at->clone.subtype] = at->clone.skill; |
72 | skill_names[at->subtype] = at->skill; |
86 | } |
73 | } |
87 | |
74 | |
88 | /* This isn't really an error if there is no skill subtype set, but |
75 | /* This isn't really an error if there is no skill subtype set, but |
89 | * checking for this may catch some user errors. |
76 | * checking for this may catch some user errors. |
90 | */ |
77 | */ |
91 | for (i = 1; i < NUM_SKILLS; i++) |
78 | for (int i = 1; i < NUM_SKILLS; i++) |
92 | { |
|
|
93 | if (!skill_names[i]) |
79 | if (!skill_names[i]) |
94 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
80 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
95 | } |
|
|
96 | } |
81 | } |
97 | |
82 | |
98 | /* This function goes through the player inventory and sets |
83 | /* This function goes through the player inventory and sets |
99 | * up the last_skills[] array in the player object. |
84 | * up the last_skills[] array in the player object. |
100 | * the last_skills[] is used to more quickly lookup skills - |
85 | * the last_skills[] is used to more quickly lookup skills - |
101 | * mostly used for sending exp. |
86 | * mostly used for sending exp. |
102 | */ |
87 | */ |
103 | void |
88 | void |
104 | link_player_skills (object *op) |
89 | player::link_skills () |
105 | { |
90 | { |
|
|
91 | for (int i = 0; i < NUM_SKILLS; ++i) |
|
|
92 | last_skill_ob [i] = 0; |
|
|
93 | |
106 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
94 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
107 | if (tmp->type == SKILL) |
95 | if (tmp->type == SKILL) |
108 | { |
96 | { |
109 | /* This is really a warning, hence no else below */ |
97 | assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); |
110 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
|
|
111 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
|
|
112 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
|
|
113 | |
98 | |
114 | if (tmp->subtype >= NUM_SKILLS) |
99 | if (last_skill_ob [tmp->subtype] != tmp) |
115 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
|
|
116 | else |
|
|
117 | { |
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 | |
118 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
106 | last_skill_ob [tmp->subtype] = tmp; |
119 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
107 | if (ns) |
|
|
108 | ns->last_skill_exp [tmp->subtype] = -1; |
120 | } |
109 | } |
121 | } |
110 | } |
122 | } |
111 | } |
123 | |
112 | |
|
|
113 | static object * |
|
|
114 | find_skill (object *who, shstr_cmp name) |
|
|
115 | { |
|
|
116 | if (who->chosen_skill |
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117 | && who->chosen_skill->skill == name |
|
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118 | && who->chosen_skill->type == SKILL) |
|
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119 | return who->chosen_skill; |
|
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120 | |
|
|
121 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
122 | if (tmp->skill == name && tmp->type == SKILL) |
|
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123 | return splay (tmp); |
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124 | |
|
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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); |
|
|
132 | } |
|
|
133 | |
124 | /* This returns the skill pointer of the given name (the |
134 | /* This returns the skill pointer of the given name (the |
125 | * one that accumlates exp, has the level, etc). |
135 | * one that accumulates exp, has the level, etc). |
126 | * |
136 | * |
127 | * It is presumed that the player will be needing to actually |
137 | * It is presumed that the player will be needing to actually |
128 | * use the skill, so thus if use of the skill requires a skill |
138 | * use the skill, so thus if use of the skill requires a skill |
129 | * tool, this code will equip it. |
139 | * tool, this code will equip it. |
130 | */ |
140 | */ |
131 | object * |
141 | object * |
132 | find_skill_by_name (object *who, const char *name) |
142 | find_skill_by_name (object *who, shstr_cmp sh) |
133 | { |
143 | { |
134 | object *skill = NULL, *skill_tool = NULL, *tmp; |
144 | object *skill_tool = 0; |
135 | |
145 | |
136 | if (!name) |
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137 | return NULL; |
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138 | |
|
|
139 | /* We make sure the length of the string in the object is greater |
|
|
140 | * in length than the passed string. Eg, if we have a skill called |
|
|
141 | * 'hi', we don't want to match if the user passed 'high' |
|
|
142 | */ |
|
|
143 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
146 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
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147 | if (tmp->skill == sh) |
144 | { |
148 | { |
145 | 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])) |
146 | skill = tmp; |
150 | /* If this is a skill that can be used without applying tool, return it */ |
147 | |
151 | return splay (tmp); |
148 | /* Try to find appropriate skilltool. If the player has one already |
152 | /* Try to find appropriate skilltool. If the player has one already |
149 | * applied, we try to keep using that one. |
153 | * applied, we try to keep using that one. |
150 | */ |
154 | */ |
151 | 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) |
152 | { |
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153 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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154 | skill_tool = tmp; |
156 | skill_tool = tmp; |
155 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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156 | skill_tool = tmp; |
|
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157 | } |
157 | } |
158 | } |
158 | |
159 | /* If this is a skill that can be used without a tool, return it */ |
159 | if (!skill_tool) |
160 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
|
161 | return skill; |
160 | return 0; |
162 | |
161 | |
163 | /* 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 - |
164 | * 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 |
165 | * but not the skill itself, give it to them. |
164 | * but not the skill itself, give it to them. |
166 | */ |
165 | */ |
167 | if (skill_tool) |
166 | object *skill = find_skill (who, skill_tool->skill); |
168 | { |
167 | |
169 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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170 | { |
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171 | if (apply_special (who, skill_tool, 0)) |
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172 | return NULL; |
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173 | } |
|
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174 | if (!skill) |
168 | if (!skill) |
175 | { |
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|
176 | skill = give_skill_by_name (who, skill_tool->skill); |
169 | skill = give_skill_by_name (who, skill_tool->skill); |
177 | link_player_skills (who); |
170 | |
178 | } |
171 | if (!skill_tool->flag [FLAG_APPLIED]) |
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172 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
179 | return skill; |
173 | return 0; |
180 | } |
174 | |
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175 | return splay (skill); |
|
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176 | } |
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177 | |
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178 | object * |
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179 | find_skill_by_name_fuzzy (object *who, const char *name) |
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180 | { |
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181 | if (!name) |
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182 | return 0; |
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183 | |
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184 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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185 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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186 | && tmp->skill.starts_with (name)) |
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187 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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188 | return skop; |
|
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189 | |
181 | return NULL; |
190 | return 0; |
182 | } |
191 | } |
183 | |
|
|
184 | |
192 | |
185 | /* This returns the skill pointer of the given name (the |
193 | /* This returns the skill pointer of the given name (the |
186 | * one that accumlates exp, has the level, etc). |
194 | * one that accumulates exp, has the level, etc). |
187 | * |
195 | * |
188 | * It is presumed that the player will be needing to actually |
196 | * It is presumed that the player will be needing to actually |
189 | * use the skill, so thus if use of the skill requires a skill |
197 | * use the skill, so thus if use of the skill requires a skill |
190 | * tool, this code will equip it. |
198 | * tool, this code will equip it. |
191 | * |
199 | * |
… | |
… | |
194 | * this replaces find_skill. |
202 | * this replaces find_skill. |
195 | */ |
203 | */ |
196 | object * |
204 | object * |
197 | find_skill_by_number (object *who, int skillno) |
205 | find_skill_by_number (object *who, int skillno) |
198 | { |
206 | { |
199 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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200 | |
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201 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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202 | return NULL; |
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203 | |
|
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204 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
207 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
205 | { |
|
|
206 | if (tmp->type == SKILL && tmp->subtype == skillno) |
208 | if (tmp->type == SKILL && tmp->subtype == skillno) |
207 | skill = tmp; |
209 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
208 | |
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209 | /* Try to find appropriate skilltool. If the player has one already |
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210 | * applied, we try to keep using that one. |
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211 | */ |
|
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212 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
|
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213 | { |
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214 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
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215 | skill_tool = tmp; |
|
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216 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
|
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217 | skill_tool = tmp; |
|
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218 | } |
|
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219 | } |
|
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220 | /* If this is a skill that can be used without a tool, return it */ |
|
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221 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
|
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222 | return skill; |
|
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223 | |
|
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224 | /* Player has a tool to use the skill. IF not applied, apply it - |
|
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225 | * if not successful, return null. If they do have the skill tool |
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226 | * but not the skill itself, give it to them. |
|
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227 | */ |
|
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228 | if (skill_tool) |
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229 | { |
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230 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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231 | { |
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232 | if (apply_special (who, skill_tool, 0)) |
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233 | return NULL; |
|
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234 | } |
|
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235 | |
|
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236 | if (!skill) |
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237 | { |
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238 | skill = give_skill_by_name (who, skill_tool->skill); |
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239 | link_player_skills (who); |
|
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240 | } |
|
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241 | |
|
|
242 | return skill; |
210 | return skop; |
243 | } |
|
|
244 | |
211 | |
245 | return NULL; |
212 | return 0; |
246 | } |
213 | } |
247 | |
214 | |
248 | /* This changes the objects skill to new_skill. |
215 | /* This changes the objects chosen_skill to new_skill. |
249 | * note that this function doesn't always need to get used - |
|
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250 | * you can now add skill exp to the player without the chosen_skill being |
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251 | * set. This function is of most interest to players to update |
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|
252 | * the various range information. |
|
|
253 | * if new_skill is null, this just unapplies the skill. |
|
|
254 | * flag has the current meaning: |
|
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255 | * 0x1: If set, don't update the range pointer. This is useful when we |
|
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256 | * need to ready a new skill, but don't want to clobber range. |
|
|
257 | * return 1 on success, 0 on error |
216 | * return 1 on success, 0 on error |
258 | */ |
217 | */ |
259 | |
218 | bool |
260 | int |
219 | object::change_skill (object *new_skill) |
261 | change_skill (object *who, object *new_skill, int flag) |
|
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262 | { |
220 | { |
263 | int old_range; |
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264 | |
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265 | if (who->type != PLAYER) |
221 | if (type != PLAYER) |
266 | return 0; |
222 | return 0; |
267 | |
223 | |
268 | old_range = who->contr->shoottype; |
224 | // optimise this supposedly common case |
269 | |
225 | if (new_skill == chosen_skill) |
270 | if (who->chosen_skill && who->chosen_skill == new_skill) |
|
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271 | { |
|
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272 | /* optimization for changing skill to current skill */ |
|
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273 | if (who->type == PLAYER && !(flag & 0x1)) |
|
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274 | who->contr->shoottype = range_skill; |
|
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275 | |
|
|
276 | return 1; |
226 | return 1; |
277 | } |
|
|
278 | |
227 | |
279 | // move skill to front, so it will be preferred next time |
|
|
280 | new_skill->remove (); |
|
|
281 | who->insert (new_skill); |
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282 | |
|
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283 | if (!new_skill || who->chosen_skill) |
|
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284 | if (who->chosen_skill) |
228 | if (chosen_skill) |
285 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
229 | { |
|
|
230 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
231 | change_abil (this, chosen_skill); |
|
|
232 | } |
286 | |
233 | |
287 | /* Only goal in this case was to unapply a skill */ |
234 | chosen_skill = new_skill; |
|
|
235 | |
288 | if (!new_skill) |
236 | if (chosen_skill) |
289 | return 0; |
237 | { |
|
|
238 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
239 | change_abil (this, chosen_skill); |
|
|
240 | } |
290 | |
241 | |
291 | if (apply_special (who, new_skill, AP_APPLY)) |
242 | // always clear current weapon, as the selected skill could |
292 | return 0; |
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; |
293 | |
246 | |
294 | if (flag & 0x1) |
247 | update_stats (); |
295 | who->contr->shoottype = (rangetype)old_range; |
|
|
296 | |
|
|
297 | return 1; |
248 | return 1; |
298 | } |
|
|
299 | |
|
|
300 | /* This function just clears the chosen_skill and range_skill values |
|
|
301 | * inthe player. |
|
|
302 | */ |
|
|
303 | void |
|
|
304 | clear_skill (object *who) |
|
|
305 | { |
|
|
306 | who->chosen_skill = NULL; |
|
|
307 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
308 | if (who->type == PLAYER) |
|
|
309 | { |
|
|
310 | who->contr->ranges[range_skill] = NULL; |
|
|
311 | if (who->contr->shoottype == range_skill) |
|
|
312 | who->contr->shoottype = range_none; |
|
|
313 | } |
|
|
314 | } |
249 | } |
315 | |
250 | |
316 | /* 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(). |
317 | * 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. |
318 | * 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 |
… | |
… | |
321 | * 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 |
322 | * 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 |
323 | * give any exp for their direct use (eg, throwing). |
258 | * give any exp for their direct use (eg, throwing). |
324 | * It returns 0 if no skill was used. |
259 | * It returns 0 if no skill was used. |
325 | */ |
260 | */ |
326 | |
|
|
327 | int |
261 | int |
328 | 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) |
329 | { |
263 | { |
330 | int success = 0, exp = 0; |
264 | int success = 0, exp = 0; |
331 | int did_alc = 0; |
|
|
332 | object *tmp, *next; |
|
|
333 | |
265 | |
334 | if (!skill) |
266 | if (!skill) |
335 | return 0; |
267 | return 0; |
336 | |
268 | |
337 | /* The code below presumes that the skill points to the object that |
269 | /* The code below presumes that the skill points to the object that |
… | |
… | |
339 | * go and try to find the actual real skill pointer, and if the |
271 | * go and try to find the actual real skill pointer, and if the |
340 | * the player doesn't have a bucket for that, create one. |
272 | * the player doesn't have a bucket for that, create one. |
341 | */ |
273 | */ |
342 | if (skill->type != SKILL && op->type == PLAYER) |
274 | if (skill->type != SKILL && op->type == PLAYER) |
343 | { |
275 | { |
344 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
276 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
345 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
277 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
346 | break; |
278 | { |
|
|
279 | skill = tmp; |
|
|
280 | goto found; |
|
|
281 | } |
347 | |
282 | |
348 | if (!tmp) |
|
|
349 | tmp = give_skill_by_name (op, skill->skill); |
283 | skill = give_skill_by_name (op, skill->skill); |
350 | |
284 | found: ; |
351 | skill = tmp; |
|
|
352 | } |
285 | } |
353 | |
286 | |
354 | // skill, by_whom, on_which_object, which direction, skill_argument |
287 | // skill, by_whom, on_which_object, which direction, skill_argument |
355 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
288 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
356 | return 0; |
289 | return 0; |
… | |
… | |
369 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
302 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
370 | } |
303 | } |
371 | else |
304 | else |
372 | { |
305 | { |
373 | SET_FLAG (skill, FLAG_APPLIED); |
306 | SET_FLAG (skill, FLAG_APPLIED); |
374 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
307 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
375 | } |
308 | } |
376 | |
309 | |
377 | op->update_stats (); |
310 | op->update_stats (); |
378 | success = 1; |
311 | success = 1; |
379 | break; |
312 | break; |
… | |
… | |
389 | case SK_HIDING: |
322 | case SK_HIDING: |
390 | exp = success = hide (op, skill); |
323 | exp = success = hide (op, skill); |
391 | break; |
324 | break; |
392 | |
325 | |
393 | case SK_JUMPING: |
326 | case SK_JUMPING: |
394 | success = jump (op, dir, skill); |
327 | exp = success = jump (op, dir, skill); |
395 | break; |
328 | break; |
396 | |
329 | |
397 | case SK_INSCRIPTION: |
330 | case SK_INSCRIPTION: |
398 | exp = success = write_on_item (op, string, skill); |
331 | exp = success = write_on_item (op, string, skill); |
399 | break; |
332 | break; |
… | |
… | |
403 | success = 1; |
336 | success = 1; |
404 | break; |
337 | break; |
405 | /* note that the following 'attack' skills gain exp through hit_player() */ |
338 | /* note that the following 'attack' skills gain exp through hit_player() */ |
406 | |
339 | |
407 | case SK_KARATE: |
340 | case SK_KARATE: |
408 | (void) attack_hth (op, dir, "karate-chopped", skill); |
341 | attack_hth (op, dir, "karate-chopped", skill); |
409 | break; |
342 | break; |
410 | |
343 | |
411 | case SK_PUNCHING: |
344 | case SK_PUNCHING: |
412 | (void) attack_hth (op, dir, "punched", skill); |
345 | attack_hth (op, dir, "punched", skill); |
413 | break; |
346 | break; |
414 | |
347 | |
415 | case SK_FLAME_TOUCH: |
348 | case SK_FLAME_TOUCH: |
416 | (void) attack_hth (op, dir, "flamed", skill); |
349 | attack_hth (op, dir, "flamed", skill); |
417 | break; |
350 | break; |
418 | |
351 | |
419 | case SK_SPARK_TOUCH: |
352 | case SK_SPARK_TOUCH: |
420 | (void) attack_hth (op, dir, "zapped", skill); |
353 | attack_hth (op, dir, "zapped", skill); |
421 | break; |
354 | break; |
422 | |
355 | |
423 | case SK_SHIVER: |
356 | case SK_SHIVER: |
424 | (void) attack_hth (op, dir, "froze", skill); |
357 | attack_hth (op, dir, "froze", skill); |
425 | break; |
358 | break; |
426 | |
359 | |
427 | case SK_ACID_SPLASH: |
360 | case SK_ACID_SPLASH: |
428 | (void) attack_hth (op, dir, "dissolved", skill); |
361 | attack_hth (op, dir, "dissolved", skill); |
429 | break; |
362 | break; |
430 | |
363 | |
431 | case SK_POISON_NAIL: |
364 | case SK_POISON_NAIL: |
432 | (void) attack_hth (op, dir, "injected poison into", skill); |
365 | attack_hth (op, dir, "injected poison into", skill); |
433 | break; |
366 | break; |
434 | |
367 | |
435 | case SK_CLAWING: |
368 | case SK_CLAWING: |
436 | (void) attack_hth (op, dir, "clawed", skill); |
369 | attack_hth (op, dir, "clawed", skill); |
437 | break; |
370 | break; |
438 | |
371 | |
439 | case SK_ONE_HANDED_WEAPON: |
372 | case SK_ONE_HANDED_WEAPON: |
440 | case SK_TWO_HANDED_WEAPON: |
373 | case SK_TWO_HANDED_WEAPON: |
441 | (void) attack_melee_weapon (op, dir, NULL, skill); |
374 | attack_melee_weapon (op, dir, NULL, skill); |
442 | break; |
375 | break; |
443 | |
376 | |
444 | case SK_FIND_TRAPS: |
377 | case SK_FIND_TRAPS: |
445 | exp = success = find_traps (op, skill); |
378 | exp = success = find_traps (op, skill); |
446 | break; |
379 | break; |
… | |
… | |
461 | case SK_LITERACY: |
394 | case SK_LITERACY: |
462 | case SK_WOODSMAN: |
395 | case SK_WOODSMAN: |
463 | /* first, we try to find a cauldron, and do the alchemy thing. |
396 | /* first, we try to find a cauldron, and do the alchemy thing. |
464 | * failing that, we go and identify stuff. |
397 | * failing that, we go and identify stuff. |
465 | */ |
398 | */ |
|
|
399 | { |
|
|
400 | bool found_cauldron = false; |
|
|
401 | |
466 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
402 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
467 | { |
403 | { |
468 | next = tmp->above; |
404 | next = tmp->above; |
469 | |
405 | |
470 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
406 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
471 | { |
407 | { |
|
|
408 | found_cauldron = true; |
|
|
409 | |
|
|
410 | if (tmp->skill != skill->skill) |
|
|
411 | { |
|
|
412 | op->failmsg (format ("You can't use the %s with the %s skill!", |
|
|
413 | query_name (tmp), |
|
|
414 | query_name (skill))); |
|
|
415 | break; |
|
|
416 | } |
|
|
417 | |
472 | attempt_do_alchemy (op, tmp); |
418 | attempt_do_alchemy (op, tmp, skill); |
473 | |
419 | |
474 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
420 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
475 | esrv_send_inventory (op, tmp); |
421 | esrv_send_inventory (op, tmp); |
476 | |
|
|
477 | did_alc = 1; |
|
|
478 | } |
422 | } |
479 | } |
423 | } |
480 | |
424 | |
481 | if (did_alc == 0) |
425 | if (!found_cauldron) |
482 | exp = success = skill_ident (op, skill); |
426 | exp = success = skill_ident (op, skill); |
483 | |
427 | } |
484 | break; |
428 | break; |
485 | |
429 | |
486 | case SK_DET_MAGIC: |
430 | case SK_DET_MAGIC: |
487 | case SK_DET_CURSE: |
431 | case SK_DET_CURSE: |
488 | exp = success = skill_ident (op, skill); |
432 | exp = success = skill_ident (op, skill); |
… | |
… | |
530 | * Monsters have no skill use time because of the random nature in |
474 | * Monsters have no skill use time because of the random nature in |
531 | * which use_monster_skill is called already simulates this. |
475 | * which use_monster_skill is called already simulates this. |
532 | * If certain skills should take more/less time, that should be |
476 | * If certain skills should take more/less time, that should be |
533 | * in the code for the skill itself. |
477 | * in the code for the skill itself. |
534 | */ |
478 | */ |
535 | |
|
|
536 | if (op->type == PLAYER) |
479 | if (op->type == PLAYER) |
537 | op->speed_left -= 1.0; |
480 | op->speed_left -= 1.f; |
538 | |
481 | |
539 | /* this is a good place to add experience for successfull use of skills. |
482 | /* this is a good place to add experience for successfull use of skills. |
540 | * Note that add_exp() will figure out player/monster experience |
483 | * Note that add_exp() will figure out player/monster experience |
541 | * gain problems. |
484 | * gain problems. |
542 | */ |
485 | */ |
… | |
… | |
570 | * op is the object that was 'defeated'. |
513 | * op is the object that was 'defeated'. |
571 | * skill is the skill used. If no skill is used, it should just |
514 | * skill is the skill used. If no skill is used, it should just |
572 | * point back to who. |
515 | * point back to who. |
573 | * |
516 | * |
574 | */ |
517 | */ |
575 | |
|
|
576 | int |
518 | int |
577 | calc_skill_exp (object *who, object *op, object *skill) |
519 | calc_skill_exp (object *who, object *op, object *skill) |
578 | { |
520 | { |
579 | int op_exp = 0, op_lvl = 0; |
521 | int op_exp = 0, op_lvl = 0; |
580 | float base, value, lvl_mult = 0.0; |
522 | float base, value, lvl_mult = 0.0; |
… | |
… | |
589 | * If an object is not alive and magical we set the base exp higher to |
531 | * If an object is not alive and magical we set the base exp higher to |
590 | * help out exp awards for skill_ident skills. Also, if |
532 | * help out exp awards for skill_ident skills. Also, if |
591 | * an item is type RUNE, we give out exp based on stats.Cha |
533 | * an item is type RUNE, we give out exp based on stats.Cha |
592 | * and level (this was the old system) -b.t. |
534 | * and level (this was the old system) -b.t. |
593 | */ |
535 | */ |
594 | |
|
|
595 | if (!op) |
536 | if (!op) |
596 | { /* no item/creature */ |
537 | { /* no item/creature */ |
597 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
538 | op_lvl = max (1, who->map->difficulty); |
598 | op_exp = 0; |
539 | op_exp = 0; |
599 | } |
540 | } |
600 | else if (op->type == RUNE || op->type == TRAP) |
541 | else if (op->type == RUNE || op->type == TRAP) |
601 | { /* all traps. If stats.Cha > 1 we use that |
542 | { /* all traps. If stats.Cha > 1 we use that |
602 | * for the amount of experience */ |
543 | * for the amount of experience */ |
… | |
… | |
606 | else |
547 | else |
607 | { /* all other items/living creatures */ |
548 | { /* all other items/living creatures */ |
608 | op_exp = op->stats.exp; |
549 | op_exp = op->stats.exp; |
609 | op_lvl = op->level; |
550 | op_lvl = op->level; |
610 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
551 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
611 | { /* for ident/make items */ |
552 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
612 | op_lvl += 5 * abs (op->magic); |
|
|
613 | } |
|
|
614 | } |
553 | } |
615 | |
554 | |
616 | if (op_lvl < 1) |
555 | if (op_lvl < 1) |
617 | op_lvl = 1; |
556 | op_lvl = 1; |
618 | |
557 | |
… | |
… | |
626 | /* if skill really is a skill, then we can look at the skill archetype for |
565 | /* if skill really is a skill, then we can look at the skill archetype for |
627 | * bse reward value (exp) and level multiplier factor. |
566 | * bse reward value (exp) and level multiplier factor. |
628 | */ |
567 | */ |
629 | if (skill->type == SKILL) |
568 | if (skill->type == SKILL) |
630 | { |
569 | { |
631 | base += skill->arch->clone.stats.exp; |
570 | base += skill->arch->stats.exp; |
632 | if (settings.simple_exp) |
571 | if (settings.simple_exp) |
633 | { |
572 | { |
634 | if (skill->arch->clone.level) |
573 | if (skill->arch->level) |
635 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
574 | lvl_mult = (float) skill->arch->level / 100.0; |
636 | else |
575 | else |
637 | lvl_mult = 1.0; /* no adjustment */ |
576 | lvl_mult = 1.0; /* no adjustment */ |
638 | } |
577 | } |
639 | else |
578 | else |
640 | { |
579 | { |
641 | if (skill->level) |
580 | if (skill->level) |
642 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
581 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
643 | else |
582 | else |
644 | lvl_mult = 1.0; |
583 | lvl_mult = 1.0; |
645 | } |
584 | } |
646 | } |
585 | } |
647 | else |
586 | else |
648 | { |
587 | { |
649 | /* Don't divide by zero here! */ |
588 | /* Don't divide by zero here! */ |
650 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
589 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
651 | } |
590 | } |
652 | } |
591 | } |
653 | |
592 | |
654 | /* assemble the exp total, and return value */ |
593 | /* assemble the exp total, and return value */ |
655 | |
594 | |
… | |
… | |
669 | * This one actually teaches the player the skill as something |
608 | * This one actually teaches the player the skill as something |
670 | * they can equip. |
609 | * they can equip. |
671 | * Return 0 if the player knows the skill, 1 if the |
610 | * Return 0 if the player knows the skill, 1 if the |
672 | * player learns the skill, 2 otherwise. |
611 | * player learns the skill, 2 otherwise. |
673 | */ |
612 | */ |
674 | |
|
|
675 | int |
613 | int |
676 | learn_skill (object *pl, object *scroll) |
614 | learn_skill (object *pl, object *scroll) |
677 | { |
615 | { |
678 | object *tmp; |
|
|
679 | |
|
|
680 | if (!scroll->skill) |
616 | if (!scroll->skill) |
681 | { |
617 | { |
682 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
618 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
683 | return 2; |
619 | return 2; |
684 | } |
620 | } |
685 | |
621 | |
686 | /* can't use find_skill_by_name because we want skills the player knows |
622 | object *tmp = find_skill (pl, scroll->skill); |
687 | * but can't use natively. |
|
|
688 | */ |
|
|
689 | |
|
|
690 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
691 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
692 | break; |
|
|
693 | |
623 | |
694 | /* player already knows it */ |
624 | /* player already knows it */ |
695 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
625 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
696 | return 0; |
626 | return 0; |
697 | |
627 | |
… | |
… | |
710 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
640 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
711 | return 2; |
641 | return 2; |
712 | } |
642 | } |
713 | |
643 | |
714 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
644 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
715 | link_player_skills (pl); |
645 | |
716 | return 1; |
646 | return 1; |
717 | } |
647 | } |
718 | |
648 | |
719 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
649 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
720 | |
|
|
721 | /* Probably belongs in some global utils-type file? */ |
650 | /* Probably belongs in some global utils-type file? */ |
722 | static int |
651 | static int |
723 | clipped_percent (sint64 a, sint64 b) |
652 | clipped_percent (sint64 a, sint64 b) |
724 | { |
653 | { |
725 | int rv; |
654 | int rv; |
… | |
… | |
745 | * Note this function is a bit more complicated becauase we |
674 | * Note this function is a bit more complicated becauase we |
746 | * we want ot sort the skills before printing them. If we |
675 | * we want ot sort the skills before printing them. If we |
747 | * just dumped this as we found it, this would be a bit |
676 | * just dumped this as we found it, this would be a bit |
748 | * simpler. |
677 | * simpler. |
749 | */ |
678 | */ |
750 | |
679 | //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. |
751 | void |
680 | void |
752 | show_skills (object *op, const char *search) |
681 | show_skills (object *pl, const char *search) |
753 | { |
682 | { |
754 | object *tmp = NULL; |
|
|
755 | char buf[MAX_BUF]; |
|
|
756 | const char *cp; |
683 | const char *cp; |
757 | int i, num_skills_found = 0; |
684 | int i, num_skills_found = 0; |
758 | static const char *const periods = "........................................"; |
685 | const char *const periods = ".............................."; // 30 |
759 | |
686 | |
760 | /* Need to have a pointer and use strdup for qsort to work properly */ |
687 | /* Need to have a pointer and use strdup for qsort to work properly */ |
761 | char skills[NUM_SKILLS][MAX_BUF]; |
688 | char skills[NUM_SKILLS][128]; // d'oh |
762 | |
689 | |
|
|
690 | object *op = pl->contr->ob; |
763 | |
691 | |
764 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
692 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
765 | { |
693 | { |
766 | if (tmp->type == SKILL) |
694 | if (tmp->type == SKILL) |
767 | { |
695 | { |
768 | if (search && strstr (tmp->name, search) == NULL) |
696 | if (search && !tmp->name.contains (search)) |
769 | continue; |
697 | continue; |
|
|
698 | |
|
|
699 | char buf[30]; |
|
|
700 | |
770 | /* Basically want to fill this out to 40 spaces with periods */ |
701 | /* Basically want to fill this out to 30 spaces with periods */ |
771 | sprintf (buf, "%s%s", &tmp->name, periods); |
702 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
772 | buf[40] = 0; |
|
|
773 | |
703 | |
774 | if (settings.permanent_exp_ratio) |
704 | if (settings.permanent_exp_ratio) |
775 | { |
|
|
776 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
705 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
777 | buf, tmp->level, tmp->stats.exp, |
706 | buf, tmp->level, tmp->stats.exp, |
778 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
707 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
779 | } |
|
|
780 | else |
708 | else |
781 | { |
|
|
782 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
709 | snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
783 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
710 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
784 | } |
711 | |
785 | /* I don't know why some characters get a bunch of skills, but |
712 | /* I don't know why some characters get a bunch of skills, but |
786 | * it sometimes happens (maybe a leftover from bugier earlier code |
713 | * it sometimes happens (maybe a leftover from bugier earlier code |
787 | * and those character are still about). In any case, lets handle |
714 | * and those character are still about). In any case, lets handle |
788 | * it so it doesn't crash the server - otherwise, one character may |
715 | * it so it doesn't crash the server - otherwise, one character may |
789 | * crash the server numerous times. |
716 | * crash the server numerous times. |
… | |
… | |
795 | break; |
722 | break; |
796 | } |
723 | } |
797 | } |
724 | } |
798 | } |
725 | } |
799 | |
726 | |
800 | clear_win_info (op); |
727 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
801 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
728 | |
|
|
729 | msg << "T<Player skills:>\n\n"; |
802 | if (num_skills_found > 1) |
730 | if (num_skills_found > 1) |
803 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
731 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
804 | |
732 | |
805 | for (i = 0; i < num_skills_found; i++) |
733 | for (i = 0; i < num_skills_found; i++) |
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
734 | msg << " C<" << skills [i] << ">\n"; |
807 | |
735 | |
808 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
736 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
809 | |
737 | |
810 | cp = determine_god (op); |
738 | cp = determine_god (op); |
811 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
739 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
812 | |
740 | |
813 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
741 | msg << "Your equipped item power is " << (int)op->contr->item_power |
814 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
742 | << " out of " << int (op->level * settings.item_power_factor) |
|
|
743 | << ".\n"; |
|
|
744 | |
|
|
745 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
815 | } |
746 | } |
816 | |
747 | |
817 | /* use_skill() - similar to invoke command, it executes the skill in the |
748 | /* use_skill() - similar to invoke command, it executes the skill in the |
818 | * direction that the user is facing. Returns false if we are unable to |
749 | * direction that the user is facing. Returns false if we are unable to |
819 | * change to the requested skill, or were unable to use the skill properly. |
750 | * change to the requested skill, or were unable to use the skill properly. |
820 | * This is tricky because skills can have spaces. We basically roll |
751 | * This is tricky because skills can have spaces. We basically roll |
821 | * our own find_skill_by_name so we can try to do better string matching. |
752 | * our own find_skill_by_name so we can try to do better string matching. |
822 | */ |
753 | */ |
823 | |
|
|
824 | int |
754 | int |
825 | use_skill (object *op, const char *string) |
755 | use_skill (object *op, const char *string) |
826 | { |
756 | { |
827 | object *skop; |
757 | object *skop; |
828 | size_t len; |
758 | size_t len; |
829 | |
759 | |
830 | if (!string) |
760 | if (!string) |
831 | return 0; |
761 | return 0; |
832 | |
762 | |
833 | for (skop = op->inv; skop != NULL; skop = skop->below) |
763 | for (skop = op->inv; skop; skop = skop->below) |
834 | { |
764 | { |
|
|
765 | if (skop->type == SKILL |
835 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
766 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
836 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
767 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
837 | break; |
768 | break; |
|
|
769 | else if (skop->type == SKILL_TOOL |
838 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
770 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
839 | break; |
771 | break; |
840 | } |
772 | } |
|
|
773 | |
841 | if (!skop) |
774 | if (!skop) |
842 | { |
775 | { |
843 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
776 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
844 | return 0; |
777 | return 0; |
845 | } |
778 | } |
… | |
… | |
850 | * options given to the skill. Its pretty simple - if there |
783 | * options given to the skill. Its pretty simple - if there |
851 | * are extra parameters (as deteremined by string length), we |
784 | * are extra parameters (as deteremined by string length), we |
852 | * want to skip over any leading spaces. |
785 | * want to skip over any leading spaces. |
853 | */ |
786 | */ |
854 | if (len >= strlen (string)) |
787 | if (len >= strlen (string)) |
855 | { |
|
|
856 | string = NULL; |
788 | string = NULL; |
857 | } |
|
|
858 | else |
789 | else |
859 | { |
790 | { |
860 | string += len; |
791 | string += len; |
861 | while (*string == 0x20) |
792 | while (*string == 0x20) |
862 | string++; |
793 | string++; |
|
|
794 | |
863 | if (strlen (string) == 0) |
795 | if (strlen (string) == 0) |
864 | string = NULL; |
796 | string = NULL; |
865 | } |
797 | } |
866 | |
798 | |
867 | #ifdef SKILL_UTIL_DEBUG |
799 | #ifdef SKILL_UTIL_DEBUG |
868 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
800 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
869 | #endif |
801 | #endif |
870 | |
802 | |
871 | /* Change to the new skill, then execute it. */ |
|
|
872 | if (do_skill (op, op, skop, op->facing, string)) |
803 | if (do_skill (op, op, skop, op->facing, string)) |
873 | return 1; |
804 | return 1; |
874 | |
805 | |
875 | return 0; |
806 | return 0; |
876 | } |
807 | } |
877 | |
808 | |
878 | static bool |
809 | static bool |
879 | hth_skill_p (object *skill) |
810 | hth_skill_p (object *skill) |
880 | { |
811 | { |
881 | for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) |
812 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
882 | if (skill->subtype == unarmed_skills[i]) |
|
|
883 | return 1; |
|
|
884 | |
|
|
885 | return 0; |
|
|
886 | } |
813 | } |
887 | |
814 | |
888 | /* This finds the first unarmed skill the player has, and returns it. |
815 | /* This finds the first unarmed skill the player has, and returns it. |
889 | */ |
816 | */ |
890 | static object * |
817 | static object * |
… | |
… | |
904 | * tmp is the targetted monster. |
831 | * tmp is the targetted monster. |
905 | * op is what is attacking |
832 | * op is what is attacking |
906 | * string is passed along to describe what messages to describe |
833 | * string is passed along to describe what messages to describe |
907 | * the damage. |
834 | * the damage. |
908 | */ |
835 | */ |
909 | |
|
|
910 | static int |
836 | static int |
911 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
837 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
912 | { |
838 | { |
913 | int success; |
|
|
914 | |
|
|
915 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
839 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
916 | return RESULT_INT (0); |
840 | return RESULT_INT (0); |
917 | |
841 | |
918 | /* For Players only: if there is no ready weapon, and no "attack" skill |
842 | /* For Players only: if there is no ready weapon, and no "attack" skill |
919 | * is readied either then try to find a skill for the player to use. |
843 | * is readied either then try to find a skill for the player to use. |
920 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
844 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
921 | * the caller should have set it appropriately). We still want to pass |
845 | * the caller should have set it appropriately). We still want to pass |
922 | * through that code if skill is set to change to the skill. |
846 | * through that code if skill is set to change to the skill. |
923 | */ |
847 | */ |
924 | if (op->type == PLAYER) |
848 | if (player *pl = op->contr) |
925 | { |
849 | { |
926 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
850 | if (skill) |
|
|
851 | op->change_skill (skill); |
|
|
852 | else |
927 | { |
853 | { |
928 | if (!skill) |
854 | if (!pl->combat_ob) |
929 | { |
855 | { |
930 | /* See if the players chosen skill is a combat skill, and use |
856 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
931 | * it if appropriate. |
|
|
932 | */ |
|
|
933 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
934 | skill = op->chosen_skill; |
|
|
935 | else |
|
|
936 | { |
857 | { |
937 | skill = find_player_hth_skill (op); |
858 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
859 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
860 | break; |
938 | |
861 | |
939 | if (!skill) |
862 | if (!tmp) |
|
|
863 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
864 | |
|
|
865 | pl->combat_ob = tmp; |
|
|
866 | } |
|
|
867 | |
|
|
868 | if (!pl->combat_ob) |
|
|
869 | { |
|
|
870 | /* See if the players chosen skill is a combat skill, and use |
|
|
871 | * it if appropriate. |
|
|
872 | */ |
|
|
873 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
874 | skill = op->chosen_skill; |
|
|
875 | else |
940 | { |
876 | { |
|
|
877 | skill = find_player_hth_skill (op); |
|
|
878 | |
|
|
879 | if (!skill) |
941 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
880 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
942 | return 0; |
881 | } |
|
|
882 | |
|
|
883 | if (skill) |
|
|
884 | { |
|
|
885 | op->change_skill (0); |
|
|
886 | apply_special (op, skill, AP_APPLY); |
943 | } |
887 | } |
944 | } |
888 | } |
945 | } |
|
|
946 | |
889 | |
947 | /* now try to ready the new skill */ |
|
|
948 | if (!change_skill (op, skill, 0)) |
|
|
949 | { /* oh oh, trouble! */ |
|
|
950 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
|
|
951 | return 0; |
|
|
952 | } |
|
|
953 | } |
|
|
954 | else |
|
|
955 | { |
|
|
956 | /* Seen some crashes below where current_weapon is not set, |
|
|
957 | * even though the flag says it is. So if current weapon isn't set, |
|
|
958 | * do some work in trying to find the object to use. |
|
|
959 | */ |
|
|
960 | if (!op->current_weapon) |
|
|
961 | { |
|
|
962 | object *tmp; |
|
|
963 | |
|
|
964 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
965 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
966 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
967 | break; |
|
|
968 | |
|
|
969 | if (!tmp) |
890 | if (!pl->combat_ob) |
970 | { |
891 | { |
971 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
892 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
972 | op->current_weapon = NULL; |
|
|
973 | return 0; |
893 | return 0; |
974 | } |
894 | } |
975 | else |
|
|
976 | { |
|
|
977 | op->current_weapon = tmp; |
|
|
978 | } |
|
|
979 | } |
895 | } |
980 | |
896 | |
981 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
897 | if (!op->change_weapon (pl->combat_ob)) |
|
|
898 | return 0; |
982 | } |
899 | } |
983 | } |
|
|
984 | |
900 | |
985 | /* lose invisiblity/hiding status for running attacks */ |
901 | /* lose invisiblity/hiding status for running attacks */ |
986 | |
902 | if (pl->tmp_invis) |
987 | if (op->type == PLAYER && op->contr->tmp_invis) |
903 | { |
988 | { |
|
|
989 | op->contr->tmp_invis = 0; |
904 | pl->tmp_invis = 0; |
990 | op->invisible = 0; |
905 | op->invisible = 0; |
991 | op->hide = 0; |
906 | op->flag [FLAG_HIDDEN] = 0; |
992 | update_object (op, UP_OBJ_FACE); |
907 | update_object (op, UP_OBJ_CHANGE); |
|
|
908 | } |
993 | } |
909 | } |
994 | |
910 | |
995 | success = attack_ob (tmp, op); |
911 | int success = attack_ob (tmp, op); |
996 | |
912 | |
997 | /* print appropriate messages to the player */ |
913 | /* print appropriate messages to the player */ |
998 | |
914 | |
999 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
915 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1000 | { |
916 | { |
1001 | if (op->type == PLAYER) |
917 | if (op->type == PLAYER) |
1002 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
918 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1003 | else if (tmp->type == PLAYER) |
919 | else if (tmp->type == PLAYER) |
1004 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
920 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1005 | } |
921 | } |
|
|
922 | |
1006 | return success; |
923 | return success; |
1007 | } |
924 | } |
1008 | |
|
|
1009 | |
925 | |
1010 | /* skill_attack() - Core routine for use when we attack using a skills |
926 | /* skill_attack() - Core routine for use when we attack using a skills |
1011 | * system. In essence, this code handles |
927 | * system. In essence, this code handles |
1012 | * all skill-based attacks, ie hth, missile and melee weapons should be |
928 | * all skill-based attacks, i.e. hth, missile and melee weapons should be |
1013 | * treated here. If an opponent is already supplied by move_player(), |
929 | * treated here. If an opponent is already supplied by move_player(), |
1014 | * we move right onto do_skill_attack(), otherwise we find if an |
930 | * we move right onto do_skill_attack(), otherwise we find if an |
1015 | * appropriate opponent exists. |
931 | * appropriate opponent exists. |
1016 | * |
932 | * |
1017 | * This is called by move_player() and attack_hth() |
933 | * This is called by move_player() and attack_hth() |
1018 | * |
934 | * |
1019 | * Initial implementation by -bt thomas@astro.psu.edu |
935 | * Initial implementation by -bt thomas@astro.psu.edu |
1020 | */ |
936 | */ |
1021 | |
|
|
1022 | int |
937 | int |
1023 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
938 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1024 | { |
939 | { |
1025 | sint16 tx, ty; |
940 | sint16 tx, ty; |
1026 | maptile *m; |
941 | maptile *m; |
… | |
… | |
1033 | ty = freearr_y[dir]; |
948 | ty = freearr_y[dir]; |
1034 | |
949 | |
1035 | /* If we don't yet have an opponent, find if one exists, and attack. |
950 | /* If we don't yet have an opponent, find if one exists, and attack. |
1036 | * Legal opponents are the same as outlined in move_player_attack() |
951 | * Legal opponents are the same as outlined in move_player_attack() |
1037 | */ |
952 | */ |
1038 | |
953 | if (!tmp) |
1039 | if (tmp == NULL) |
|
|
1040 | { |
954 | { |
1041 | m = pl->map; |
955 | m = pl->map; |
1042 | tx = pl->x + freearr_x[dir]; |
956 | tx = pl->x + freearr_x[dir]; |
1043 | ty = pl->y + freearr_y[dir]; |
957 | ty = pl->y + freearr_y[dir]; |
1044 | |
958 | |
… | |
… | |
1054 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
968 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1055 | { |
969 | { |
1056 | /* Don't attack party members */ |
970 | /* Don't attack party members */ |
1057 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
971 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1058 | return 0; |
972 | return 0; |
|
|
973 | |
1059 | break; |
974 | break; |
1060 | } |
975 | } |
1061 | } |
976 | } |
|
|
977 | |
1062 | if (!tmp) |
978 | if (!tmp) |
1063 | { |
979 | { |
1064 | if (pl->type == PLAYER) |
980 | if (pl->type == PLAYER) |
1065 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
981 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
982 | |
1066 | return 0; |
983 | return 0; |
1067 | } |
984 | } |
1068 | |
985 | |
1069 | return do_skill_attack (tmp, pl, string, skill); |
986 | return do_skill_attack (tmp, pl, string, skill); |
1070 | } |
987 | } |
1071 | |
|
|
1072 | |
988 | |
1073 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
989 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1074 | |
990 | |
1075 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
991 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1076 | * (attack_hth) we check for weapon use, etc in the second (the new |
992 | * (attack_hth) we check for weapon use, etc in the second (the new |
1077 | * function skill_attack() we actually attack. |
993 | * function skill_attack() we actually attack. |
1078 | */ |
994 | */ |
1079 | |
|
|
1080 | static int |
995 | static int |
1081 | attack_hth (object *pl, int dir, const char *string, object *skill) |
996 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1082 | { |
997 | { |
1083 | object *enemy = NULL, *weapon; |
998 | object *enemy = NULL, *weapon; |
1084 | |
999 | |
… | |
… | |
1093 | if (pl->type == PLAYER) |
1008 | if (pl->type == PLAYER) |
1094 | { |
1009 | { |
1095 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1010 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1096 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1011 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1097 | } |
1012 | } |
|
|
1013 | |
1098 | break; |
1014 | break; |
1099 | } |
1015 | } |
1100 | } |
1016 | } |
|
|
1017 | |
1101 | return skill_attack (enemy, pl, dir, string, skill); |
1018 | return skill_attack (enemy, pl, dir, string, skill); |
1102 | } |
1019 | } |
1103 | |
|
|
1104 | |
1020 | |
1105 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1021 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1106 | * For now we are just checking to see if we have a ready weapon here. |
1022 | * For now we are just checking to see if we have a ready weapon here. |
1107 | * But there is a real neato possible feature of this scheme which |
1023 | * But there is a real neato possible feature of this scheme which |
1108 | * bears mentioning: |
1024 | * bears mentioning: |
1109 | * Since we are only calling this from do_skill() in the future |
1025 | * Since we are only calling this from do_skill() in the future |
1110 | * we may make this routine handle 'special' melee weapons attacks |
1026 | * we may make this routine handle 'special' melee weapons attacks |
1111 | * (like disarming manuever with sai) based on player SK_level and |
1027 | * (like disarming manuever with sai) based on player SK_level and |
1112 | * weapon type. |
1028 | * weapon type. |
1113 | */ |
1029 | */ |
1114 | |
|
|
1115 | static int |
1030 | static int |
1116 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1031 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1117 | { |
1032 | { |
1118 | |
1033 | |
1119 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1034 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1120 | { |
1035 | { |
1121 | if (op->type == PLAYER) |
1036 | if (op->type == PLAYER) |
1122 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1037 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
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|
1038 | |
1123 | return 0; |
1039 | return 0; |
1124 | } |
1040 | } |
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|
1041 | |
1125 | return skill_attack (NULL, op, dir, string, skill); |
1042 | return skill_attack (NULL, op, dir, string, skill); |
1126 | |
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|
1127 | } |
1043 | } |
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1044 | |