1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_skill_util_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $"; |
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5 | */ |
3 | * |
6 | |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
7 | /* |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
12 | |
8 | * |
13 | This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
14 | it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
15 | the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
16 | (at your option) any later version. |
12 | * option) any later version. |
17 | |
13 | * |
18 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
22 | |
18 | * |
23 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
24 | along with this program; if not, write to the Free Software |
20 | * and the GNU General Public License along with this program. If not, see |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
26 | |
22 | * |
27 | The author can be reached via e-mail to crossfire-devel@real-time.com |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
28 | */ |
24 | */ |
29 | |
25 | |
30 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
26 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
31 | |
27 | |
32 | /* Reconfigured skills code to allow linking of skills to experience |
28 | /* Reconfigured skills code to allow linking of skills to experience |
33 | * categories. This is done solely through the init_new_exp_system() fctn. |
29 | * categories. This is done solely through the init_new_exp_system() fctn. |
… | |
… | |
43 | |
39 | |
44 | /* define the following for skills utility debuging */ |
40 | /* define the following for skills utility debuging */ |
45 | |
41 | |
46 | /* #define SKILL_UTIL_DEBUG */ |
42 | /* #define SKILL_UTIL_DEBUG */ |
47 | |
43 | |
48 | #define WANT_UNARMED_SKILLS |
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49 | |
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50 | #include <global.h> |
44 | #include <global.h> |
51 | #include <object.h> |
45 | #include <object.h> |
52 | #ifndef __CEXTRACT__ |
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53 | # include <sproto.h> |
46 | #include <sproto.h> |
54 | #endif |
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55 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
47 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
56 | #include <spells.h> |
48 | #include <spells.h> |
57 | |
49 | |
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50 | const uint8_t skill_flags[NUM_SKILLS] = { |
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51 | 0, // SK_NONE |
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52 | # define def(uc, flags) flags, |
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53 | # include "skillinc.h" |
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54 | # undef def |
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55 | }; |
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56 | |
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57 | vector<object_ptr> skillvec; |
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58 | |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
59 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
60 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
60 | |
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61 | shstr skill_names[NUM_SKILLS]; |
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62 | |
61 | |
63 | /* init_skills basically just sets up the skill_names table |
62 | /* init_skills basically just sets up the skill_names table |
64 | * above. The index into the array is set up by the |
63 | * above. The index into the array is set up by the |
65 | * subtypes. |
64 | * subtypes. |
66 | */ |
65 | */ |
67 | void |
66 | void |
68 | init_skills (void) |
67 | init_skills () |
69 | { |
68 | { |
70 | int i; |
69 | // nop |
71 | archetype *at; |
70 | } |
72 | |
71 | |
73 | for (at = first_archetype; at != NULL; at = at->next) |
72 | void |
74 | { |
73 | add_skill_archetype (object *o) |
75 | if (at->clone.type == SKILL) |
74 | { |
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75 | assert (("skill name must equal skill skill", o->name == o->skill)); |
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76 | |
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77 | for (auto &&i = skillvec.begin (); i != skillvec.end (); ++i) |
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78 | if ((*i)->name == o->name) |
76 | { |
79 | { |
77 | if (skill_names[at->clone.subtype] != NULL) |
80 | // replace existing entry |
78 | { |
81 | SKILL_INDEX (o) = i - skillvec.begin (); |
79 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
82 | *i = o; |
80 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
83 | return; |
81 | } |
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82 | else |
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83 | { |
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84 | skill_names[at->clone.subtype] = at->clone.skill; |
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85 | } |
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86 | } |
84 | } |
87 | } |
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88 | |
85 | |
89 | /* This isn't really an error if there is no skill subtype set, but |
86 | // add new entry |
90 | * checking for this may catch some user errors. |
87 | assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS)); |
91 | */ |
88 | SKILL_INDEX (o) = skillvec.size (); |
92 | for (i = 1; i < NUM_SKILLS; i++) |
89 | skillvec.push_back (o); |
93 | { |
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94 | if (!skill_names[i]) |
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95 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
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96 | } |
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97 | } |
90 | } |
98 | |
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99 | |
91 | |
100 | /* This function goes through the player inventory and sets |
92 | /* This function goes through the player inventory and sets |
101 | * up the last_skills[] array in the player object. |
93 | * up the last_skills[] array in the player object. |
102 | * the last_skills[] is used to more quickly lookup skills - |
94 | * the last_skills[] is used to more quickly lookup skills - |
103 | * mostly used for sending exp. |
95 | * mostly used for sending exp. |
104 | */ |
96 | */ |
105 | void |
97 | void |
106 | link_player_skills (object *op) |
98 | player::link_skills () |
107 | { |
99 | { |
108 | object *tmp; |
100 | for (int i = 0; i < CS_NUM_SKILLS; ++i) |
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101 | last_skill_ob [i] = 0; |
109 | |
102 | |
110 | for (tmp = op->inv; tmp; tmp = tmp->below) |
103 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
111 | { |
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112 | if (tmp->type == SKILL) |
104 | if (tmp->type == SKILL) |
113 | { |
105 | { |
114 | /* This is really a warning, hence no else below */ |
106 | int idx = SKILL_INDEX (tmp); |
115 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
107 | |
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108 | assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS)); |
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109 | |
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110 | if (last_skill_ob [idx] != tmp) |
116 | { |
111 | { |
117 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
112 | last_skill_ob [idx] = tmp; |
118 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
113 | if (ns) |
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114 | ns->last_skill_exp [idx] = -1; |
119 | } |
115 | } |
120 | if (tmp->subtype >= NUM_SKILLS) |
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121 | { |
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122 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
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123 | } |
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124 | else |
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125 | { |
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126 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
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127 | op->contr->last_skill_exp[tmp->subtype] = -1; |
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128 | } |
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129 | } |
116 | } |
130 | } |
117 | } |
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118 | |
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119 | static object * |
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120 | find_skill (object *who, shstr_cmp name) |
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121 | { |
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122 | if (who->chosen_skill |
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123 | && who->chosen_skill->skill == name |
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124 | && who->chosen_skill->type == SKILL) |
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125 | return who->chosen_skill; |
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126 | |
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127 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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128 | if (tmp->skill == name && tmp->type == SKILL) |
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129 | return splay (tmp); |
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130 | |
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131 | return 0; |
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132 | } |
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133 | |
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134 | object * |
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135 | player::find_skill (shstr_cmp name) const |
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136 | { |
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137 | // might want to use last_skill_obj at one point, or maybe not |
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138 | return ::find_skill (ob, name); |
131 | } |
139 | } |
132 | |
140 | |
133 | /* This returns the skill pointer of the given name (the |
141 | /* This returns the skill pointer of the given name (the |
134 | * one that accumlates exp, has the level, etc). |
142 | * one that accumulates exp, has the level, etc). |
135 | * |
143 | * |
136 | * It is presumed that the player will be needing to actually |
144 | * It is presumed that the player will be needing to actually |
137 | * use the skill, so thus if use of the skill requires a skill |
145 | * use the skill, so thus if use of the skill requires a skill |
138 | * tool, this code will equip it. |
146 | * tool, this code will equip it. |
139 | */ |
147 | */ |
140 | object * |
148 | object * |
141 | find_skill_by_name (object *who, const char *name) |
149 | find_skill_by_name (object *who, shstr_cmp sh) |
142 | { |
150 | { |
143 | object *skill = NULL, *skill_tool = NULL, *tmp; |
151 | object *skill_tool = 0; |
144 | |
152 | |
145 | if (!name) |
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146 | return NULL; |
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147 | |
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148 | /* We make sure the length of the string in the object is greater |
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149 | * in length than the passed string. Eg, if we have a skill called |
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150 | * 'hi', we don't want to match if the user passed 'high' |
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151 | */ |
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152 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
153 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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154 | if (tmp->skill == sh) |
153 | { |
155 | { |
154 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
156 | if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) |
155 | skill = tmp; |
157 | /* If this is a skill that can be used without applying tool, return it */ |
156 | |
158 | return splay (tmp); |
157 | /* Try to find appropriate skilltool. If the player has one already |
159 | /* Try to find appropriate skilltool. If the player has one already |
158 | * applied, we try to keep using that one. |
160 | * applied, we try to keep using that one. |
159 | */ |
161 | */ |
160 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
162 | else if (tmp->type == SKILL_TOOL && !skill_tool) |
161 | { |
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162 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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163 | skill_tool = tmp; |
163 | skill_tool = tmp; |
164 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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165 | skill_tool = tmp; |
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166 | } |
164 | } |
167 | } |
165 | |
168 | /* If this is a skill that can be used without a tool, return it */ |
166 | if (!skill_tool) |
169 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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170 | return skill; |
167 | return 0; |
171 | |
168 | |
172 | /* Player has a tool to use the skill. IF not applied, apply it - |
169 | /* Player has a tool to use the skill. If not applied, apply it - |
173 | * if not successful, return null. If they do have the skill tool |
170 | * if not successful, return null. If they do have the skill tool |
174 | * but not the skill itself, give it to them. |
171 | * but not the skill itself, give it to them. |
175 | */ |
172 | */ |
176 | if (skill_tool) |
173 | object *skill = who->give_skill (skill_tool->skill); |
177 | { |
174 | |
178 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
175 | if (!skill_tool->flag [FLAG_APPLIED]) |
179 | { |
176 | if (!who->apply (splay (skill_tool))) |
180 | if (apply_special (who, skill_tool, 0)) |
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181 | return NULL; |
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182 | } |
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183 | if (!skill) |
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184 | { |
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185 | skill = give_skill_by_name (who, skill_tool->skill); |
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186 | link_player_skills (who); |
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187 | } |
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188 | return skill; |
177 | return 0; |
189 | } |
178 | |
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179 | return splay (skill); |
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180 | } |
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181 | |
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182 | object * |
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183 | find_skill_by_name_fuzzy (object *who, const char *name) |
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184 | { |
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185 | if (name) |
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186 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
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187 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
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188 | && tmp->skill.starts_with (name)) |
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189 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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190 | return skop; |
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191 | |
190 | return NULL; |
192 | return 0; |
191 | } |
193 | } |
192 | |
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193 | |
194 | |
194 | /* This returns the skill pointer of the given name (the |
195 | /* This returns the skill pointer of the given name (the |
195 | * one that accumlates exp, has the level, etc). |
196 | * one that accumulates exp, has the level, etc). |
196 | * |
197 | * |
197 | * It is presumed that the player will be needing to actually |
198 | * It is presumed that the player will be needing to actually |
198 | * use the skill, so thus if use of the skill requires a skill |
199 | * use the skill, so thus if use of the skill requires a skill |
199 | * tool, this code will equip it. |
200 | * tool, this code will equip it. |
200 | * |
201 | * |
201 | * This code is basically the same as find_skill_by_name() above, |
202 | * This code is basically the same as find_skill_by_name() above, |
202 | * but instead a skill name, we search by matching number. |
203 | * but instead a skill name, we search by matching number. |
203 | * this replaces find_skill. |
204 | * this replaces find_skill. |
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205 | * |
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206 | * MUST NOT BE USED IN NEW CODE! (schmorp) |
204 | */ |
207 | */ |
205 | object * |
208 | object * |
206 | find_skill_by_number (object *who, int skillno) |
209 | find_skill_by_number (object *who, int skillno) |
207 | { |
210 | { |
208 | object *skill = NULL, *skill_tool = NULL, *tmp; |
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209 | |
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210 | if (skillno < 1 || skillno >= NUM_SKILLS) |
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211 | return NULL; |
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212 | |
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213 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
211 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
214 | { |
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215 | if (tmp->type == SKILL && tmp->subtype == skillno) |
212 | if (tmp->type == SKILL && tmp->subtype == skillno) |
216 | skill = tmp; |
213 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
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214 | return skop; |
217 | |
215 | |
218 | /* Try to find appropriate skilltool. If the player has one already |
216 | return 0; |
219 | * applied, we try to keep using that one. |
217 | } |
220 | */ |
218 | |
221 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
219 | object * |
222 | { |
220 | object::give_skill (shstr_cmp name, bool can_use) |
223 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
221 | { |
224 | skill_tool = tmp; |
222 | object *skill = find_skill (this, name); |
225 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
223 | |
226 | skill_tool = tmp; |
224 | if (!skill) |
227 | } |
225 | skill = give_skill_by_name (this, name); |
228 | } |
226 | |
229 | /* If this is a skill that can be used without a tool, return it */ |
227 | if (skill && can_use) |
230 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
228 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
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229 | |
231 | return skill; |
230 | return skill; |
232 | |
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233 | /* Player has a tool to use the skill. IF not applied, apply it - |
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234 | * if not successful, return null. If they do have the skill tool |
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235 | * but not the skill itself, give it to them. |
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236 | */ |
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237 | if (skill_tool) |
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238 | { |
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239 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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240 | { |
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241 | if (apply_special (who, skill_tool, 0)) |
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242 | return NULL; |
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243 | } |
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244 | if (!skill) |
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245 | { |
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246 | skill = give_skill_by_name (who, skill_tool->skill); |
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247 | link_player_skills (who); |
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248 | } |
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249 | return skill; |
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250 | } |
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251 | return NULL; |
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252 | } |
231 | } |
253 | |
232 | |
254 | /* This changes the objects skill to new_skill. |
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255 | * note that this function doesn't always need to get used - |
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256 | * you can now add skill exp to the player without the chosen_skill being |
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257 | * set. This function is of most interest to players to update |
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258 | * the various range information. |
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259 | * if new_skill is null, this just unapplies the skill. |
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260 | * flag has the current meaning: |
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261 | * 0x1: If set, don't update the range pointer. This is useful when we |
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262 | * need to ready a new skill, but don't want to clobber range. |
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263 | * return 1 on success, 0 on error |
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264 | */ |
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265 | |
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266 | int |
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267 | change_skill (object *who, object *new_skill, int flag) |
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268 | { |
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269 | int old_range; |
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270 | |
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271 | if (who->type != PLAYER) |
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272 | return 0; |
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273 | |
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274 | old_range = who->contr->shoottype; |
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275 | |
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276 | if (who->chosen_skill && who->chosen_skill == new_skill) |
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277 | { |
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278 | /* optimization for changing skill to current skill */ |
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279 | if (who->type == PLAYER && !(flag & 0x1)) |
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280 | who->contr->shoottype = range_skill; |
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281 | return 1; |
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282 | } |
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283 | |
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284 | if (!new_skill || who->chosen_skill) |
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285 | if (who->chosen_skill) |
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286 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
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287 | |
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288 | /* Only goal in this case was to unapply a skill */ |
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289 | if (!new_skill) |
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290 | return 0; |
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291 | |
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292 | if (apply_special (who, new_skill, AP_APPLY)) |
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293 | { |
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294 | return 0; |
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295 | } |
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296 | if (flag & 0x1) |
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297 | who->contr->shoottype = (rangetype) old_range; |
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298 | |
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299 | return 1; |
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300 | } |
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301 | |
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302 | /* This function just clears the chosen_skill and range_skill values |
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303 | * inthe player. |
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304 | */ |
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305 | void |
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306 | clear_skill (object *who) |
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307 | { |
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308 | who->chosen_skill = NULL; |
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309 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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310 | if (who->type == PLAYER) |
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311 | { |
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312 | who->contr->ranges[range_skill] = NULL; |
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313 | if (who->contr->shoottype == range_skill) |
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314 | who->contr->shoottype = range_none; |
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315 | } |
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316 | } |
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317 | |
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318 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
233 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
319 | * We handle all requests for skill use outside of some combat here. |
234 | * We handle all requests for skill use outside of some combat here. |
320 | * We require a separate routine outside of fire() so as to allow monsters |
235 | * We require a separate routine outside of fire() so as to allow monsters |
321 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
236 | * to utilize skills. Returns 1 on use of skill, otherwise 0. |
322 | * This is changed (2002-11-30) from the old method that returned |
237 | * This is changed (2002-11-30) from the old method that returned |
323 | * exp - no caller needed that info, but it also prevented the callers |
238 | * exp - no caller needed that info, but it also prevented the callers |
324 | * from know if a skill was actually used, as many skills don't |
239 | * from know if a skill was actually used, as many skills don't |
325 | * give any exp for their direct use (eg, throwing). |
240 | * give any exp for their direct use (eg, throwing). |
326 | * It returns 0 if no skill was used. |
241 | * It returns 0 if no skill was used. |
327 | */ |
242 | */ |
328 | |
|
|
329 | int |
243 | int |
330 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
244 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
331 | { |
245 | { |
332 | int success = 0, exp = 0; |
246 | int success = 0, exp = 0; |
333 | int did_alc = 0; |
|
|
334 | object *tmp, *next; |
|
|
335 | |
247 | |
336 | if (!skill) |
248 | if (!skill) |
337 | return 0; |
249 | return 0; |
338 | |
250 | |
339 | /* The code below presumes that the skill points to the object that |
251 | /* The code below presumes that the skill points to the object that |
… | |
… | |
341 | * go and try to find the actual real skill pointer, and if the |
253 | * go and try to find the actual real skill pointer, and if the |
342 | * the player doesn't have a bucket for that, create one. |
254 | * the player doesn't have a bucket for that, create one. |
343 | */ |
255 | */ |
344 | if (skill->type != SKILL && op->type == PLAYER) |
256 | if (skill->type != SKILL && op->type == PLAYER) |
345 | { |
257 | { |
346 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
258 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
347 | { |
|
|
348 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
259 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
349 | break; |
260 | { |
|
|
261 | skill = tmp; |
|
|
262 | goto found; |
350 | } |
263 | } |
351 | if (!tmp) |
264 | |
352 | tmp = give_skill_by_name (op, skill->skill); |
265 | skill = give_skill_by_name (op, skill->skill); |
353 | skill = tmp; |
266 | found: ; |
354 | } |
267 | } |
355 | |
268 | |
356 | // skill, by_whom, on_which_object, which direction, skill_argument |
269 | // skill, by_whom, on_which_object, which direction, skill_argument |
357 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
270 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
358 | return 0; |
271 | return 0; |
359 | |
272 | |
360 | switch (skill->subtype) |
273 | switch (skill->subtype) |
361 | { |
274 | { |
362 | case SK_LEVITATION: |
275 | case SK_LEVITATION: |
363 | /* Not 100% sure if this will work with new movement code - |
276 | /* Not 100% sure if this will work with new movement code - |
364 | * the levitation skill has move_type for flying, so when |
277 | * the levitation skill has move_type for flying, so when |
365 | * equipped, that should transfer to player, when not, |
278 | * equipped, that should transfer to player, when not, |
366 | * shouldn't. |
279 | * shouldn't. |
367 | */ |
280 | */ |
368 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
281 | if (skill->flag [FLAG_APPLIED]) |
369 | { |
282 | { |
370 | CLEAR_FLAG (skill, FLAG_APPLIED); |
283 | skill->clr_flag (FLAG_APPLIED); |
371 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
284 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
372 | } |
285 | } |
373 | else |
286 | else |
374 | { |
287 | { |
375 | SET_FLAG (skill, FLAG_APPLIED); |
288 | skill->set_flag (FLAG_APPLIED); |
376 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
289 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
377 | } |
290 | } |
378 | fix_player (op); |
291 | |
|
|
292 | op->update_stats (); |
379 | success = 1; |
293 | success = 1; |
380 | break; |
294 | break; |
381 | |
295 | |
382 | case SK_STEALING: |
296 | case SK_STEALING: |
383 | exp = success = steal (op, dir, skill); |
297 | exp = success = steal (op, dir, skill); |
384 | break; |
298 | break; |
385 | |
299 | |
386 | case SK_LOCKPICKING: |
300 | case SK_LOCKPICKING: |
387 | exp = success = pick_lock (op, dir, skill); |
301 | exp = success = pick_lock (op, dir, skill); |
388 | break; |
302 | break; |
389 | |
303 | |
390 | case SK_HIDING: |
304 | case SK_HIDING: |
391 | exp = success = hide (op, skill); |
305 | exp = success = hide (op, skill); |
392 | break; |
306 | break; |
393 | |
307 | |
394 | case SK_JUMPING: |
308 | case SK_JUMPING: |
395 | success = jump (op, dir, skill); |
309 | exp = success = jump (op, dir, skill); |
396 | break; |
310 | break; |
397 | |
311 | |
398 | case SK_INSCRIPTION: |
312 | case SK_INSCRIPTION: |
399 | exp = success = write_on_item (op, string, skill); |
313 | exp = success = write_on_item (op, string, skill); |
400 | break; |
314 | break; |
401 | |
315 | |
402 | case SK_MEDITATION: |
316 | case SK_MEDITATION: |
403 | meditate (op, skill); |
317 | meditate (op, skill); |
404 | success = 1; |
318 | success = 1; |
405 | break; |
319 | break; |
406 | /* note that the following 'attack' skills gain exp through hit_player() */ |
320 | /* note that the following 'attack' skills gain exp through hit_player() */ |
407 | |
321 | |
408 | case SK_KARATE: |
322 | case SK_KARATE: |
409 | (void) attack_hth (op, dir, "karate-chopped", skill); |
323 | attack_hth (op, dir, "karate-chopped", skill); |
410 | break; |
324 | break; |
411 | |
325 | |
412 | case SK_PUNCHING: |
326 | case SK_PUNCHING: |
413 | (void) attack_hth (op, dir, "punched", skill); |
327 | attack_hth (op, dir, "punched", skill); |
414 | break; |
328 | break; |
415 | |
329 | |
416 | case SK_FLAME_TOUCH: |
330 | case SK_FLAME_TOUCH: |
417 | (void) attack_hth (op, dir, "flamed", skill); |
331 | attack_hth (op, dir, "flamed", skill); |
418 | break; |
332 | break; |
419 | |
333 | |
420 | case SK_SPARK_TOUCH: |
334 | case SK_SPARK_TOUCH: |
421 | (void) attack_hth (op, dir, "zapped", skill); |
335 | attack_hth (op, dir, "zapped", skill); |
422 | break; |
336 | break; |
423 | |
337 | |
424 | case SK_SHIVER: |
338 | case SK_SHIVER: |
425 | (void) attack_hth (op, dir, "froze", skill); |
339 | attack_hth (op, dir, "froze", skill); |
426 | break; |
340 | break; |
427 | |
341 | |
428 | case SK_ACID_SPLASH: |
342 | case SK_ACID_SPLASH: |
429 | (void) attack_hth (op, dir, "dissolved", skill); |
343 | attack_hth (op, dir, "dissolved", skill); |
430 | break; |
344 | break; |
431 | |
345 | |
432 | case SK_POISON_NAIL: |
346 | case SK_POISON_NAIL: |
433 | (void) attack_hth (op, dir, "injected poison into", skill); |
347 | attack_hth (op, dir, "injected poison into", skill); |
434 | break; |
348 | break; |
435 | |
349 | |
436 | case SK_CLAWING: |
350 | case SK_CLAWING: |
437 | (void) attack_hth (op, dir, "clawed", skill); |
351 | attack_hth (op, dir, "clawed", skill); |
438 | break; |
352 | break; |
439 | |
353 | |
440 | case SK_ONE_HANDED_WEAPON: |
354 | case SK_ONE_HANDED_WEAPON: |
441 | case SK_TWO_HANDED_WEAPON: |
355 | case SK_TWO_HANDED_WEAPON: |
442 | (void) attack_melee_weapon (op, dir, NULL, skill); |
356 | attack_melee_weapon (op, dir, NULL, skill); |
443 | break; |
357 | break; |
444 | |
358 | |
445 | case SK_FIND_TRAPS: |
359 | case SK_FIND_TRAPS: |
446 | exp = success = find_traps (op, skill); |
360 | exp = success = find_traps (op, skill); |
447 | break; |
361 | break; |
448 | |
362 | |
449 | case SK_SINGING: |
363 | case SK_SINGING: |
450 | exp = success = singing (op, dir, skill); |
364 | exp = success = singing (op, dir, skill); |
451 | break; |
365 | break; |
452 | |
366 | |
453 | case SK_ORATORY: |
367 | case SK_ORATORY: |
454 | exp = success = use_oratory (op, dir, skill); |
368 | exp = success = use_oratory (op, dir, skill); |
455 | break; |
369 | break; |
456 | |
370 | |
457 | case SK_SMITHERY: |
371 | case SK_SMITHERY: |
458 | case SK_BOWYER: |
372 | case SK_BOWYER: |
459 | case SK_JEWELER: |
373 | case SK_JEWELER: |
460 | case SK_ALCHEMY: |
374 | case SK_ALCHEMY: |
461 | case SK_THAUMATURGY: |
375 | case SK_THAUMATURGY: |
462 | case SK_LITERACY: |
376 | case SK_LITERACY: |
463 | case SK_WOODSMAN: |
377 | case SK_WOODSMAN: |
464 | /* first, we try to find a cauldron, and do the alchemy thing. |
378 | /* first, we try to find a cauldron, and do the alchemy thing. |
465 | * failing that, we go and identify stuff. |
379 | * failing that, we go and identify stuff. |
466 | */ |
380 | */ |
|
|
381 | { |
|
|
382 | bool found_cauldron = false; |
|
|
383 | |
467 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
384 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
468 | { |
385 | { |
469 | next = tmp->above; |
386 | next = tmp->above; |
|
|
387 | |
470 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
388 | if (tmp->flag [FLAG_IS_CAULDRON]) |
471 | { |
389 | { |
|
|
390 | found_cauldron = true; |
|
|
391 | |
|
|
392 | if (tmp->skill != skill->skill) |
|
|
393 | { |
|
|
394 | op->failmsgf ("You can't use the %s with the %s skill!", |
|
|
395 | query_name (tmp), |
|
|
396 | query_name (skill)); |
|
|
397 | break; |
|
|
398 | } |
|
|
399 | |
472 | attempt_do_alchemy (op, tmp); |
400 | attempt_do_alchemy (op, tmp, skill); |
|
|
401 | |
473 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
402 | if (tmp->flag [FLAG_APPLIED]) |
474 | esrv_send_inventory (op, tmp); |
403 | esrv_send_inventory (op, tmp); |
475 | did_alc = 1; |
|
|
476 | } |
404 | } |
477 | } |
405 | } |
478 | if (did_alc == 0) |
406 | |
|
|
407 | if (!found_cauldron) |
479 | exp = success = skill_ident (op, skill); |
408 | exp = success = skill_ident (op, skill); |
|
|
409 | } |
480 | break; |
410 | break; |
481 | |
411 | |
482 | case SK_DET_MAGIC: |
412 | case SK_DET_MAGIC: |
483 | case SK_DET_CURSE: |
413 | case SK_DET_CURSE: |
484 | exp = success = skill_ident (op, skill); |
414 | exp = success = skill_ident (op, skill); |
485 | break; |
415 | break; |
486 | |
416 | |
487 | case SK_DISARM_TRAPS: |
417 | case SK_DISARM_TRAPS: |
488 | exp = success = remove_trap (op, dir, skill); |
418 | exp = success = remove_trap (op, dir, skill); |
489 | break; |
419 | break; |
490 | |
420 | |
491 | case SK_THROWING: |
421 | case SK_THROWING: |
492 | success = skill_throw (op, part, dir, string, skill); |
422 | success = skill_throw (op, part, dir, string, skill); |
493 | break; |
423 | break; |
494 | |
424 | |
495 | case SK_SET_TRAP: |
425 | case SK_SET_TRAP: |
496 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
426 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
497 | break; |
427 | break; |
498 | |
428 | |
499 | case SK_USE_MAGIC_ITEM: |
429 | case SK_USE_MAGIC_ITEM: |
500 | case SK_MISSILE_WEAPON: |
430 | case SK_MISSILE_WEAPON: |
501 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
431 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
502 | break; |
432 | break; |
503 | |
433 | |
504 | case SK_PRAYING: |
434 | case SK_PRAYING: |
505 | success = pray (op, skill); |
435 | success = pray (op, skill); |
506 | break; |
436 | break; |
507 | |
437 | |
508 | case SK_BARGAINING: |
438 | case SK_BARGAINING: |
509 | success = describe_shop (op); |
439 | success = describe_shop (op); |
510 | break; |
440 | break; |
511 | |
441 | |
512 | case SK_SORCERY: |
442 | case SK_SORCERY: |
513 | case SK_EVOCATION: |
443 | case SK_EVOCATION: |
514 | case SK_PYROMANCY: |
444 | case SK_PYROMANCY: |
515 | case SK_SUMMONING: |
445 | case SK_SUMMONING: |
516 | case SK_CLIMBING: |
446 | case SK_CLIMBING: |
517 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
447 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
518 | break; |
448 | break; |
519 | |
449 | |
|
|
450 | case SK_MINING: |
|
|
451 | success = skill_mining (op, part, skill, dir, string); |
|
|
452 | break; |
|
|
453 | |
520 | default: |
454 | default: |
521 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
455 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
522 | break; |
456 | break; |
523 | } |
457 | } |
524 | |
458 | |
525 | /* For players we now update the speed_left from using the skill. |
459 | /* For players we now update the speed_left from using the skill. |
526 | * Monsters have no skill use time because of the random nature in |
460 | * Monsters have no skill use time because of the random nature in |
527 | * which use_monster_skill is called already simulates this. |
461 | * which use_monster_skill is called already simulates this. |
528 | * If certain skills should take more/less time, that should be |
462 | * If certain skills should take more/less time, that should be |
529 | * in the code for the skill itself. |
463 | * in the code for the skill itself. |
530 | */ |
464 | */ |
531 | |
|
|
532 | if (op->type == PLAYER) |
465 | if (op->type == PLAYER) |
533 | op->speed_left -= 1.0; |
466 | op->speed_left -= 1.f; |
534 | |
467 | |
535 | /* this is a good place to add experience for successfull use of skills. |
468 | /* this is a good place to add experience for successfull use of skills. |
536 | * Note that add_exp() will figure out player/monster experience |
469 | * Note that add_exp() will figure out player/monster experience |
537 | * gain problems. |
470 | * gain problems. |
538 | */ |
471 | */ |
… | |
… | |
566 | * op is the object that was 'defeated'. |
499 | * op is the object that was 'defeated'. |
567 | * skill is the skill used. If no skill is used, it should just |
500 | * skill is the skill used. If no skill is used, it should just |
568 | * point back to who. |
501 | * point back to who. |
569 | * |
502 | * |
570 | */ |
503 | */ |
571 | |
|
|
572 | int |
504 | int |
573 | calc_skill_exp (object *who, object *op, object *skill) |
505 | calc_skill_exp (object *who, object *op, object *skill) |
574 | { |
506 | { |
575 | int op_exp = 0, op_lvl = 0; |
507 | int op_exp = 0, op_lvl = 0; |
576 | float base, value, lvl_mult = 0.0; |
508 | float base, value, lvl_mult = 0.0; |
… | |
… | |
583 | * non-living magic obj, runes and everything else. |
515 | * non-living magic obj, runes and everything else. |
584 | * |
516 | * |
585 | * If an object is not alive and magical we set the base exp higher to |
517 | * If an object is not alive and magical we set the base exp higher to |
586 | * help out exp awards for skill_ident skills. Also, if |
518 | * help out exp awards for skill_ident skills. Also, if |
587 | * an item is type RUNE, we give out exp based on stats.Cha |
519 | * an item is type RUNE, we give out exp based on stats.Cha |
588 | * and level (this was the old system) -b.t. |
520 | * and level (this was the old system) -b.t. |
589 | */ |
521 | */ |
590 | |
|
|
591 | if (!op) |
522 | if (!op) |
592 | { /* no item/creature */ |
523 | { /* no item/creature */ |
593 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
524 | op_lvl = max (1, who->map->difficulty); |
594 | op_exp = 0; |
525 | op_exp = 0; |
595 | } |
526 | } |
596 | else if (op->type == RUNE || op->type == TRAP) |
527 | else if (op->type == RUNE || op->type == TRAP) |
597 | { /* all traps. If stats.Cha > 1 we use that |
528 | { /* all traps. If stats.Cha > 1 we use that |
598 | * for the amount of experience */ |
529 | * for the amount of experience */ |
… | |
… | |
601 | } |
532 | } |
602 | else |
533 | else |
603 | { /* all other items/living creatures */ |
534 | { /* all other items/living creatures */ |
604 | op_exp = op->stats.exp; |
535 | op_exp = op->stats.exp; |
605 | op_lvl = op->level; |
536 | op_lvl = op->level; |
606 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
537 | if (!op->flag [FLAG_ALIVE]) |
607 | { /* for ident/make items */ |
538 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
608 | op_lvl += 5 * abs (op->magic); |
|
|
609 | } |
|
|
610 | } |
539 | } |
611 | |
540 | |
612 | if (op_lvl < 1) |
541 | if (op_lvl < 1) |
613 | op_lvl = 1; |
542 | op_lvl = 1; |
614 | |
543 | |
… | |
… | |
622 | /* if skill really is a skill, then we can look at the skill archetype for |
551 | /* if skill really is a skill, then we can look at the skill archetype for |
623 | * bse reward value (exp) and level multiplier factor. |
552 | * bse reward value (exp) and level multiplier factor. |
624 | */ |
553 | */ |
625 | if (skill->type == SKILL) |
554 | if (skill->type == SKILL) |
626 | { |
555 | { |
627 | base += skill->arch->clone.stats.exp; |
556 | base += skill->arch->stats.exp; |
628 | if (settings.simple_exp) |
557 | if (settings.simple_exp) |
629 | { |
558 | { |
630 | if (skill->arch->clone.level) |
559 | if (skill->arch->level) |
631 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
560 | lvl_mult = (float) skill->arch->level / 100.0; |
632 | else |
561 | else |
633 | lvl_mult = 1.0; /* no adjustment */ |
562 | lvl_mult = 1.0; /* no adjustment */ |
634 | } |
563 | } |
635 | else |
564 | else |
636 | { |
565 | { |
637 | if (skill->level) |
566 | if (skill->level) |
638 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
567 | lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0); |
639 | else |
568 | else |
640 | lvl_mult = 1.0; |
569 | lvl_mult = 1.0; |
641 | } |
570 | } |
642 | } |
571 | } |
643 | else |
572 | else |
644 | { |
573 | { |
645 | /* Don't divide by zero here! */ |
574 | /* Don't divide by zero here! */ |
646 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
575 | lvl_mult = (float) op_lvl / (float) max (1, skill->level); |
647 | } |
576 | } |
648 | } |
577 | } |
649 | |
578 | |
650 | /* assemble the exp total, and return value */ |
579 | /* assemble the exp total, and return value */ |
651 | |
580 | |
… | |
… | |
660 | } |
589 | } |
661 | |
590 | |
662 | /* Learn skill. This inserts the requested skill in the player's |
591 | /* Learn skill. This inserts the requested skill in the player's |
663 | * inventory. The skill field of the scroll should have the |
592 | * inventory. The skill field of the scroll should have the |
664 | * exact name of the requested skill. |
593 | * exact name of the requested skill. |
665 | * This one actually teaches the player the skill as something |
594 | * This one actually teaches the player the skill as something |
666 | * they can equip. |
595 | * they can equip. |
667 | * Return 0 if the player knows the skill, 1 if the |
596 | * Return 0 if the player knows the skill, 1 if the |
668 | * player learns the skill, 2 otherwise. |
597 | * player learns the skill, 2 otherwise. |
669 | */ |
598 | */ |
670 | |
|
|
671 | int |
599 | int |
672 | learn_skill (object *pl, object *scroll) |
600 | learn_skill (object *pl, object *scroll) |
673 | { |
601 | { |
674 | object *tmp; |
|
|
675 | |
|
|
676 | if (!scroll->skill) |
602 | if (!scroll->skill) |
677 | { |
603 | { |
678 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
604 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
679 | return 2; |
605 | return 2; |
680 | } |
606 | } |
681 | |
607 | |
682 | /* can't use find_skill_by_name because we want skills the player knows |
608 | object *tmp = find_skill (pl, scroll->skill); |
683 | * but can't use natively. |
|
|
684 | */ |
|
|
685 | |
|
|
686 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
|
|
687 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
688 | break; |
|
|
689 | |
609 | |
690 | /* player already knows it */ |
610 | /* player already knows it */ |
691 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
611 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
692 | return 0; |
612 | return 0; |
693 | |
|
|
694 | |
|
|
695 | |
613 | |
696 | /* now a random change to learn, based on player Int. |
614 | /* now a random change to learn, based on player Int. |
697 | * give bonus based on level - otherwise stupid characters |
615 | * give bonus based on level - otherwise stupid characters |
698 | * might never be able to learn anything. |
616 | * might never be able to learn anything. |
699 | */ |
617 | */ |
… | |
… | |
707 | { |
625 | { |
708 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
626 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
709 | return 2; |
627 | return 2; |
710 | } |
628 | } |
711 | |
629 | |
712 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
630 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
713 | link_player_skills (pl); |
631 | |
714 | return 1; |
632 | return 1; |
715 | } |
633 | } |
716 | |
634 | |
717 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
635 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
718 | |
|
|
719 | /* Probably belongs in some global utils-type file? */ |
636 | /* Probably belongs in some global utils-type file? */ |
720 | static int |
637 | static int |
721 | clipped_percent (sint64 a, sint64 b) |
638 | clipped_percent (sint64 a, sint64 b) |
722 | { |
639 | { |
723 | int rv; |
640 | int rv; |
… | |
… | |
731 | return 0; |
648 | return 0; |
732 | else if (rv > 100) |
649 | else if (rv > 100) |
733 | return 100; |
650 | return 100; |
734 | |
651 | |
735 | return rv; |
652 | return rv; |
|
|
653 | } |
|
|
654 | |
|
|
655 | static int |
|
|
656 | cmp_skillp (const void *sk1, const void *sk2) |
|
|
657 | { |
|
|
658 | return strcmp (&((*(const object **) sk1)->name), |
|
|
659 | &((*(const object **) sk2)->name)); |
736 | } |
660 | } |
737 | |
661 | |
738 | /* show_skills() - Meant to allow players to examine |
662 | /* show_skills() - Meant to allow players to examine |
739 | * their current skill list. |
663 | * their current skill list. |
740 | * This shows the amount of exp they have in the skills. |
664 | * This shows the amount of exp they have in the skills. |
741 | * we also include some other non skill related info (god, |
665 | * we also include some other non skill related info (god, |
742 | * max weapon improvments, item power). |
666 | * max weapon improvments, item power). |
743 | * Note this function is a bit more complicated becauase we |
667 | * Note this function is a bit more complicated because we |
744 | * we want ot sort the skills before printing them. If we |
668 | * we want to sort the skills before printing them. If we |
745 | * just dumped this as we found it, this would be a bit |
669 | * just dumped this as we found it, this would be a bit |
746 | * simpler. |
670 | * simpler. |
747 | */ |
671 | */ |
748 | |
|
|
749 | void |
672 | void |
750 | show_skills (object *op, const char *search) |
673 | show_skills (object *pl, const char *search) |
751 | { |
674 | { |
752 | object *tmp = NULL; |
|
|
753 | char buf[MAX_BUF]; |
|
|
754 | const char *cp; |
675 | const char *cp; |
755 | int i, num_skills_found = 0; |
676 | int i, num_skills_found = 0; |
756 | static const char *const periods = "........................................"; |
677 | object *skills[CS_NUM_SKILLS]; |
|
|
678 | object *op = pl->contr->ob; |
757 | |
679 | |
758 | /* Need to have a pointer and use strdup for qsort to work properly */ |
680 | /* find the skills */ |
759 | char skills[NUM_SKILLS][MAX_BUF]; |
|
|
760 | |
|
|
761 | |
|
|
762 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
681 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
763 | { |
682 | { |
764 | if (tmp->type == SKILL) |
683 | if (tmp->type == SKILL) |
765 | { |
684 | { |
766 | if (search && strstr (tmp->name, search) == NULL) |
685 | if (search && !tmp->name.contains (search)) |
767 | continue; |
686 | continue; |
768 | /* Basically want to fill this out to 40 spaces with periods */ |
|
|
769 | sprintf (buf, "%s%s", &tmp->name, periods); |
|
|
770 | buf[40] = 0; |
|
|
771 | |
687 | |
772 | if (settings.permanent_exp_ratio) |
688 | skills[num_skills_found++] = tmp; |
773 | { |
689 | |
774 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
|
|
775 | buf, tmp->level, |
|
|
776 | (long long) tmp->stats.exp, |
|
|
777 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
778 | } |
|
|
779 | else |
|
|
780 | { |
|
|
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
|
|
782 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
|
|
783 | } |
|
|
784 | /* I don't know why some characters get a bunch of skills, but |
690 | /* I don't know why some characters get a bunch of skills, but |
785 | * it sometimes happens (maybe a leftover from bugier earlier code |
691 | * it sometimes happens (maybe a leftover from bugier earlier code |
786 | * and those character are still about). In any case, lets handle |
692 | * and those character are still about). In any case, lets handle |
787 | * it so it doesn't crash the server - otherwise, one character may |
693 | * it so it doesn't crash the server - otherwise, one character may |
788 | * crash the server numerous times. |
694 | * crash the server numerous times. |
789 | */ |
695 | */ |
790 | if (num_skills_found >= NUM_SKILLS) |
696 | if (num_skills_found >= CS_NUM_SKILLS) |
791 | { |
697 | { |
792 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
698 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
793 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
699 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
794 | break; |
700 | break; |
795 | } |
701 | } |
796 | } |
702 | } |
797 | } |
703 | } |
798 | |
704 | |
799 | clear_win_info (op); |
705 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
706 | |
|
|
707 | msg << "T<Player skills:>\n\n"; |
801 | if (num_skills_found > 1) |
708 | if (num_skills_found > 1) |
802 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
709 | qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp); |
803 | |
710 | |
|
|
711 | char buf[31]; /* +1 for '\0' */ |
|
|
712 | const char *const periods = ".............................."; // 30 |
|
|
713 | |
804 | for (i = 0; i < num_skills_found; i++) |
714 | for (i = 0; i < num_skills_found; i++) { |
805 | { |
715 | object *tmp = skills[i]; |
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
716 | |
|
|
717 | /* Basically want to fill this out to 30 spaces with periods */ |
|
|
718 | snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods); |
|
|
719 | |
|
|
720 | msg << " C<"; |
|
|
721 | |
|
|
722 | if (settings.permanent_exp_ratio) |
|
|
723 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
|
|
724 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul), |
|
|
725 | clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
|
|
726 | else |
|
|
727 | msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
|
|
728 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
|
|
729 | |
|
|
730 | msg << ">\n"; |
807 | } |
731 | } |
808 | |
732 | |
809 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
733 | msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; |
810 | |
734 | |
811 | cp = determine_god (op); |
735 | cp = determine_god (op); |
812 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
736 | msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; |
813 | |
737 | |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
738 | msg << "Your equipped item power is " << (int)op->contr->item_power |
815 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
739 | << " out of " << int (op->level * settings.item_power_factor) |
816 | } |
740 | << ".\n"; |
817 | |
741 | |
|
|
742 | pl->contr->infobox (MSG_CHANNEL ("skills"), msg); |
|
|
743 | } |
|
|
744 | |
818 | /* use_skill() - similar to invoke command, it executes the skill in the |
745 | /* 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 |
746 | * 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. |
747 | * 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 |
748 | * 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. |
749 | * our own find_skill_by_name so we can try to do better string matching. |
823 | */ |
750 | */ |
824 | |
|
|
825 | int |
751 | int |
826 | use_skill (object *op, const char *string) |
752 | use_skill (object *op, const char *string) |
827 | { |
753 | { |
828 | object *skop; |
754 | object *skop; |
829 | size_t len; |
755 | size_t len; |
830 | |
756 | |
831 | if (!string) |
757 | if (!string) |
832 | return 0; |
758 | return 0; |
833 | |
759 | |
834 | for (skop = op->inv; skop != NULL; skop = skop->below) |
760 | for (skop = op->inv; skop; skop = skop->below) |
835 | { |
761 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
836 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
|
|
837 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
762 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
763 | { |
|
|
764 | skop = find_skill_by_name (op, skop->skill); |
838 | break; |
765 | break; |
839 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
840 | break; |
|
|
841 | } |
766 | } |
|
|
767 | |
842 | if (!skop) |
768 | if (!skop) |
843 | { |
769 | { |
844 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
770 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
771 | return 0; |
|
|
772 | } |
|
|
773 | |
|
|
774 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
775 | { |
|
|
776 | op->failmsgf ( |
|
|
777 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
778 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
779 | "use it with some item, or it's always active.>", |
|
|
780 | &skop->skill |
|
|
781 | ); |
845 | return 0; |
782 | return 0; |
846 | } |
783 | } |
847 | |
784 | |
848 | len = strlen (skop->skill); |
785 | len = strlen (skop->skill); |
849 | |
786 | |
… | |
… | |
851 | * options given to the skill. Its pretty simple - if there |
788 | * options given to the skill. Its pretty simple - if there |
852 | * are extra parameters (as deteremined by string length), we |
789 | * are extra parameters (as deteremined by string length), we |
853 | * want to skip over any leading spaces. |
790 | * want to skip over any leading spaces. |
854 | */ |
791 | */ |
855 | if (len >= strlen (string)) |
792 | if (len >= strlen (string)) |
856 | { |
|
|
857 | string = NULL; |
793 | string = NULL; |
858 | } |
|
|
859 | else |
794 | else |
860 | { |
795 | { |
861 | string += len; |
796 | string += len; |
862 | while (*string == 0x20) |
797 | while (*string == 0x20) |
863 | string++; |
798 | string++; |
|
|
799 | |
864 | if (strlen (string) == 0) |
800 | if (strlen (string) == 0) |
865 | string = NULL; |
801 | string = NULL; |
866 | } |
802 | } |
867 | |
803 | |
868 | #ifdef SKILL_UTIL_DEBUG |
804 | #ifdef SKILL_UTIL_DEBUG |
869 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
805 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
870 | #endif |
806 | #endif |
871 | |
807 | |
872 | /* Change to the new skill, then execute it. */ |
|
|
873 | if (do_skill (op, op, skop, op->facing, string)) |
808 | if (do_skill (op, op, skop, op->facing, string)) |
874 | return 1; |
809 | return 1; |
875 | |
810 | |
876 | return 0; |
811 | return 0; |
877 | } |
812 | } |
878 | |
813 | |
|
|
814 | static bool |
|
|
815 | hth_skill_p (object *skill) |
|
|
816 | { |
|
|
817 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
|
|
818 | } |
879 | |
819 | |
880 | |
|
|
881 | /* This finds the best unarmed skill the player has, and returns |
820 | /* 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 | */ |
821 | */ |
895 | static object * |
822 | static object * |
896 | find_best_player_hth_skill (object *op) |
823 | find_player_hth_skill (object *op) |
897 | { |
824 | { |
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) |
825 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
902 | { |
826 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
903 | if (tmp->type == SKILL) |
|
|
904 | { |
|
|
905 | if (dragon && tmp->subtype == SK_CLAWING) |
|
|
906 | return tmp; |
827 | return tmp; |
907 | |
828 | |
908 | /* The order in the array is preferred order. So basically, |
829 | 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 | } |
830 | } |
930 | |
831 | |
931 | /* do_skill_attack() - We have got an appropriate opponent from either |
832 | /* 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 |
833 | * 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. |
834 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
935 | * tmp is the targetted monster. |
836 | * tmp is the targetted monster. |
936 | * op is what is attacking |
837 | * op is what is attacking |
937 | * string is passed along to describe what messages to describe |
838 | * string is passed along to describe what messages to describe |
938 | * the damage. |
839 | * the damage. |
939 | */ |
840 | */ |
940 | |
|
|
941 | static int |
841 | static int |
942 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
842 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
943 | { |
843 | { |
944 | int success; |
|
|
945 | |
|
|
946 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
844 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
947 | return RESULT_INT (0); |
845 | return RESULT_INT (0); |
948 | |
846 | |
949 | /* For Players only: if there is no ready weapon, and no "attack" skill |
847 | /* 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. |
848 | * 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, |
849 | * 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 |
850 | * 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. |
851 | * through that code if skill is set to change to the skill. |
954 | */ |
852 | */ |
955 | if (op->type == PLAYER) |
853 | if (player *pl = op->contr) |
956 | { |
854 | { |
957 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
855 | if (skill) |
958 | { |
856 | { |
959 | size_t i; |
|
|
960 | |
|
|
961 | if (!skill) |
857 | if (!op->apply (skill)) |
|
|
858 | return 0; |
|
|
859 | } |
|
|
860 | else |
|
|
861 | { |
|
|
862 | if (!pl->combat_ob) |
962 | { |
863 | { |
963 | /* See if the players chosen skill is a combat skill, and use |
864 | if (op->flag [FLAG_READY_WEAPON]) |
964 | * it if appropriate. |
|
|
965 | */ |
|
|
966 | if (op->chosen_skill) |
|
|
967 | { |
865 | { |
968 | for (i = 0; i < sizeof (unarmed_skills); i++) |
866 | for (tmp = op->inv; tmp; tmp = tmp->below) |
969 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
867 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
970 | { |
|
|
971 | skill = op->chosen_skill; |
|
|
972 | break; |
868 | break; |
973 | } |
869 | |
|
|
870 | if (!tmp) |
|
|
871 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
|
|
872 | |
|
|
873 | pl->combat_ob = tmp; |
974 | } |
874 | } |
975 | /* If we didn't find a skill above, look harder for a good skill */ |
875 | |
976 | if (!skill) |
876 | if (!pl->combat_ob) |
977 | { |
877 | { |
978 | skill = find_best_player_hth_skill (op); |
878 | /* See if the players chosen skill is a combat skill, and use |
979 | |
879 | * it if appropriate. |
980 | if (!skill) |
880 | */ |
|
|
881 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
882 | skill = op->chosen_skill; |
|
|
883 | else |
981 | { |
884 | { |
|
|
885 | skill = find_player_hth_skill (op); |
|
|
886 | |
|
|
887 | if (!skill) |
982 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
888 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
983 | return 0; |
|
|
984 | } |
889 | } |
|
|
890 | |
|
|
891 | op->apply (skill); |
985 | } |
892 | } |
986 | } |
893 | |
987 | if (skill != op->chosen_skill) |
894 | if (!pl->combat_ob) |
988 | { |
895 | { |
989 | /* now try to ready the new skill */ |
896 | 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; |
897 | return 0; |
994 | } |
898 | } |
995 | } |
899 | } |
996 | } |
900 | |
997 | else |
901 | if (!op->apply (pl->combat_ob)) |
998 | { |
902 | return 0; |
999 | /* Seen some crashes below where current_weapon is not set, |
903 | |
1000 | * even though the flag says it is. So if current weapon isn't set, |
904 | if (!op->chosen_skill) |
1001 | * do some work in trying to find the object to use. |
|
|
1002 | */ |
|
|
1003 | if (!op->current_weapon) |
|
|
1004 | { |
905 | { |
1005 | object *tmp; |
906 | LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ()); |
1006 | |
907 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!"); |
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; |
908 | 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 | } |
909 | } |
1029 | } |
910 | } |
1030 | } |
|
|
1031 | |
911 | |
1032 | /* lose invisiblity/hiding status for running attacks */ |
912 | /* lose invisiblity/hiding status for running attacks */ |
1033 | |
913 | if (pl->tmp_invis) |
1034 | if (op->type == PLAYER && op->contr->tmp_invis) |
914 | { |
1035 | { |
|
|
1036 | op->contr->tmp_invis = 0; |
915 | pl->tmp_invis = 0; |
1037 | op->invisible = 0; |
916 | op->invisible = 0; |
1038 | op->hide = 0; |
917 | op->flag [FLAG_HIDDEN] = 0; |
1039 | update_object (op, UP_OBJ_FACE); |
918 | update_object (op, UP_OBJ_CHANGE); |
|
|
919 | } |
1040 | } |
920 | } |
1041 | |
921 | |
1042 | success = attack_ob (tmp, op); |
922 | int success = attack_ob (tmp, op); |
1043 | |
923 | |
1044 | /* print appropriate messages to the player */ |
924 | /* print appropriate messages to the player */ |
1045 | |
925 | |
1046 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
926 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
1047 | { |
927 | { |
1048 | if (op->type == PLAYER) |
928 | if (op->type == PLAYER) |
1049 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
929 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1050 | else if (tmp->type == PLAYER) |
930 | else if (tmp->type == PLAYER) |
1051 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
931 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1052 | } |
932 | } |
|
|
933 | |
1053 | return success; |
934 | return success; |
1054 | } |
935 | } |
1055 | |
|
|
1056 | |
936 | |
1057 | /* skill_attack() - Core routine for use when we attack using a skills |
937 | /* skill_attack() - Core routine for use when we attack using a skills |
1058 | * system. In essence, this code handles |
938 | * system. In essence, this code handles |
1059 | * all skill-based attacks, ie hth, missile and melee weapons should be |
939 | * 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(), |
940 | * treated here. If an opponent is already supplied by move_player(), |
1061 | * we move right onto do_skill_attack(), otherwise we find if an |
941 | * we move right onto do_skill_attack(), otherwise we find if an |
1062 | * appropriate opponent exists. |
942 | * appropriate opponent exists. |
1063 | * |
943 | * |
1064 | * This is called by move_player() and attack_hth() |
944 | * This is called by move_player() and attack_hth() |
1065 | * |
945 | * |
1066 | * Initial implementation by -bt thomas@astro.psu.edu |
946 | * Initial implementation by -bt thomas@astro.psu.edu |
1067 | */ |
947 | */ |
1068 | |
|
|
1069 | int |
948 | int |
1070 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
949 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1071 | { |
950 | { |
1072 | sint16 tx, ty; |
951 | sint16 tx, ty; |
1073 | mapstruct *m; |
952 | maptile *m; |
1074 | int mflags; |
953 | int mflags; |
1075 | |
954 | |
1076 | if (!dir) |
955 | if (!dir) |
1077 | dir = pl->facing; |
956 | dir = pl->facing; |
1078 | tx = freearr_x[dir]; |
957 | |
1079 | ty = freearr_y[dir]; |
958 | tx = DIRX (dir); |
|
|
959 | ty = DIRY (dir); |
1080 | |
960 | |
1081 | /* If we don't yet have an opponent, find if one exists, and attack. |
961 | /* 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() |
962 | * Legal opponents are the same as outlined in move_player_attack() |
1083 | */ |
963 | */ |
1084 | |
964 | if (!tmp) |
1085 | if (tmp == NULL) |
|
|
1086 | { |
965 | { |
1087 | m = pl->map; |
966 | m = pl->map; |
1088 | tx = pl->x + freearr_x[dir]; |
967 | tx = pl->x + DIRX (dir); |
1089 | ty = pl->y + freearr_y[dir]; |
968 | ty = pl->y + DIRY (dir); |
1090 | |
969 | |
1091 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
970 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
1092 | if (mflags & P_OUT_OF_MAP) |
971 | if (mflags & P_OUT_OF_MAP) |
1093 | return 0; |
972 | return 0; |
1094 | |
973 | |
1095 | /* space must be blocked for there to be anything interesting to do */ |
974 | /* 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))) |
975 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1097 | return 0; |
976 | return 0; |
1098 | |
977 | |
1099 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
978 | 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) |
979 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
1101 | { |
980 | { |
1102 | /* Don't attack party members */ |
981 | /* Don't attack party members */ |
1103 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
982 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1104 | return 0; |
983 | return 0; |
|
|
984 | |
1105 | break; |
985 | break; |
1106 | } |
986 | } |
1107 | } |
987 | } |
|
|
988 | |
1108 | if (!tmp) |
989 | if (!tmp) |
1109 | { |
990 | { |
1110 | if (pl->type == PLAYER) |
991 | if (pl->type == PLAYER) |
1111 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
992 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
993 | |
1112 | return 0; |
994 | return 0; |
1113 | } |
995 | } |
1114 | |
996 | |
1115 | return do_skill_attack (tmp, pl, string, skill); |
997 | return do_skill_attack (tmp, pl, string, skill); |
1116 | } |
998 | } |
1117 | |
|
|
1118 | |
999 | |
1119 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1000 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1120 | |
1001 | |
1121 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1002 | /* 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 |
1003 | * (attack_hth) we check for weapon use, etc in the second (the new |
1123 | * function skill_attack() we actually attack. |
1004 | * function skill_attack() we actually attack. |
1124 | */ |
1005 | */ |
1125 | |
|
|
1126 | static int |
1006 | static int |
1127 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1007 | attack_hth (object *pl, int dir, const char *string, object *skill) |
1128 | { |
1008 | { |
1129 | object *enemy = NULL, *weapon; |
1009 | object *enemy = NULL, *weapon; |
1130 | |
1010 | |
1131 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1011 | if (pl->flag [FLAG_READY_WEAPON]) |
1132 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1012 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1133 | { |
1013 | { |
1134 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1014 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1135 | { |
1015 | { |
1136 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1016 | weapon->clr_flag (FLAG_APPLIED); |
1137 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1017 | pl->clr_flag (FLAG_READY_WEAPON); |
1138 | fix_player (pl); |
1018 | pl->update_stats (); |
1139 | if (pl->type == PLAYER) |
1019 | if (pl->type == PLAYER) |
1140 | { |
1020 | { |
1141 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1021 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1142 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1022 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1143 | } |
1023 | } |
|
|
1024 | |
1144 | break; |
1025 | break; |
1145 | } |
1026 | } |
1146 | } |
1027 | } |
|
|
1028 | |
1147 | return skill_attack (enemy, pl, dir, string, skill); |
1029 | return skill_attack (enemy, pl, dir, string, skill); |
1148 | } |
1030 | } |
1149 | |
|
|
1150 | |
1031 | |
1151 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1032 | /* 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. |
1033 | * 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 |
1034 | * But there is a real neato possible feature of this scheme which |
1154 | * bears mentioning: |
1035 | * bears mentioning: |
1155 | * Since we are only calling this from do_skill() in the future |
1036 | * Since we are only calling this from do_skill() in the future |
1156 | * we may make this routine handle 'special' melee weapons attacks |
1037 | * we may make this routine handle 'special' melee weapons attacks |
1157 | * (like disarming manuever with sai) based on player SK_level and |
1038 | * (like disarming manuever with sai) based on player SK_level and |
1158 | * weapon type. |
1039 | * weapon type. |
1159 | */ |
1040 | */ |
1160 | |
|
|
1161 | static int |
1041 | static int |
1162 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1042 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1163 | { |
1043 | { |
1164 | |
1044 | |
1165 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1045 | if (!op->flag [FLAG_READY_WEAPON]) |
1166 | { |
1046 | { |
1167 | if (op->type == PLAYER) |
1047 | if (op->type == PLAYER) |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1048 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1049 | |
1169 | return 0; |
1050 | return 0; |
1170 | } |
1051 | } |
|
|
1052 | |
1171 | return skill_attack (NULL, op, dir, string, skill); |
1053 | return skill_attack (NULL, op, dir, string, skill); |
1172 | |
|
|
1173 | } |
1054 | } |
|
|
1055 | |