1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_skill_util_c = |
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4 | * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $"; |
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5 | */ |
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6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
9 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | * |
27 | The author can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
28 | */ |
23 | */ |
29 | |
24 | |
30 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
25 | /* Created July 95 to separate skill utilities from actual skills -b.t. */ |
31 | |
26 | |
32 | /* Reconfigured skills code to allow linking of skills to experience |
27 | /* Reconfigured skills code to allow linking of skills to experience |
33 | * categories. This is done solely through the init_new_exp_system() fctn. |
28 | * categories. This is done solely through the init_new_exp_system() fctn. |
… | |
… | |
43 | |
38 | |
44 | /* define the following for skills utility debuging */ |
39 | /* define the following for skills utility debuging */ |
45 | |
40 | |
46 | /* #define SKILL_UTIL_DEBUG */ |
41 | /* #define SKILL_UTIL_DEBUG */ |
47 | |
42 | |
48 | #define WANT_UNARMED_SKILLS |
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49 | |
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50 | #include <global.h> |
43 | #include <global.h> |
51 | #include <object.h> |
44 | #include <object.h> |
52 | #ifndef __CEXTRACT__ |
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53 | # include <sproto.h> |
45 | #include <sproto.h> |
54 | #endif |
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55 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
46 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
56 | #include <spells.h> |
47 | #include <spells.h> |
57 | |
48 | |
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49 | const uint8_t skill_flags[NUM_SKILLS] = { |
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50 | 0, // SK_NONE |
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51 | # define def(uc, flags) flags, |
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52 | # include "skillinc.h" |
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53 | # undef def |
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54 | }; |
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55 | |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
56 | 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); |
57 | 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 | |
58 | |
63 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
64 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
65 | * subtypes. |
61 | * subtypes. |
66 | */ |
62 | */ |
67 | void |
63 | void |
68 | init_skills (void) |
64 | init_skills (void) |
69 | { |
65 | { |
70 | int i; |
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71 | archetype *at; |
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72 | |
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73 | for (at = first_archetype; at != NULL; at = at->next) |
66 | for (archetype *at = first_archetype; at; at = at->next) |
74 | { |
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75 | if (at->clone.type == SKILL) |
67 | if (at->clone.type == SKILL) |
76 | { |
68 | { |
77 | if (skill_names[at->clone.subtype] != NULL) |
69 | if (skill_names[at->clone.subtype]) |
78 | { |
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79 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
70 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
80 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
71 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
81 | } |
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82 | else |
72 | else |
83 | { |
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84 | skill_names[at->clone.subtype] = at->clone.skill; |
73 | skill_names[at->clone.subtype] = at->clone.skill; |
85 | } |
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86 | } |
74 | } |
87 | } |
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88 | |
75 | |
89 | /* This isn't really an error if there is no skill subtype set, but |
76 | /* This isn't really an error if there is no skill subtype set, but |
90 | * checking for this may catch some user errors. |
77 | * checking for this may catch some user errors. |
91 | */ |
78 | */ |
92 | for (i = 1; i < NUM_SKILLS; i++) |
79 | for (int i = 1; i < NUM_SKILLS; i++) |
93 | { |
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94 | if (!skill_names[i]) |
80 | if (!skill_names[i]) |
95 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
81 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
96 | } |
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97 | } |
82 | } |
98 | |
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99 | |
83 | |
100 | /* This function goes through the player inventory and sets |
84 | /* This function goes through the player inventory and sets |
101 | * up the last_skills[] array in the player object. |
85 | * up the last_skills[] array in the player object. |
102 | * the last_skills[] is used to more quickly lookup skills - |
86 | * the last_skills[] is used to more quickly lookup skills - |
103 | * mostly used for sending exp. |
87 | * mostly used for sending exp. |
104 | */ |
88 | */ |
105 | void |
89 | void |
106 | link_player_skills (object *op) |
90 | link_player_skills (object *op) |
107 | { |
91 | { |
108 | object *tmp; |
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109 | |
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110 | for (tmp = op->inv; tmp; tmp = tmp->below) |
92 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
111 | { |
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112 | if (tmp->type == SKILL) |
93 | if (tmp->type == SKILL) |
113 | { |
94 | { |
114 | /* This is really a warning, hence no else below */ |
95 | /* This is really a warning, hence no else below */ |
115 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
96 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
116 | { |
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117 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
97 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
118 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
98 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
119 | } |
99 | |
120 | if (tmp->subtype >= NUM_SKILLS) |
100 | if (tmp->subtype >= NUM_SKILLS) |
121 | { |
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122 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
101 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
123 | } |
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124 | else |
102 | else |
125 | { |
103 | { |
126 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
104 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
127 | op->contr->last_skill_exp[tmp->subtype] = -1; |
105 | op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go |
128 | } |
106 | } |
129 | } |
107 | } |
130 | } |
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131 | } |
108 | } |
132 | |
109 | |
133 | /* This returns the skill pointer of the given name (the |
110 | /* This returns the skill pointer of the given name (the |
134 | * one that accumlates exp, has the level, etc). |
111 | * one that accumlates exp, has the level, etc). |
135 | * |
112 | * |
… | |
… | |
178 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
155 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
179 | { |
156 | { |
180 | if (apply_special (who, skill_tool, 0)) |
157 | if (apply_special (who, skill_tool, 0)) |
181 | return NULL; |
158 | return NULL; |
182 | } |
159 | } |
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160 | |
183 | if (!skill) |
161 | if (!skill) |
184 | { |
162 | { |
185 | skill = give_skill_by_name (who, skill_tool->skill); |
163 | skill = give_skill_by_name (who, skill_tool->skill); |
186 | link_player_skills (who); |
164 | link_player_skills (who); |
187 | } |
165 | } |
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166 | |
188 | return skill; |
167 | return skill; |
189 | } |
168 | } |
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169 | |
190 | return NULL; |
170 | return NULL; |
191 | } |
171 | } |
192 | |
172 | |
193 | |
173 | |
194 | /* This returns the skill pointer of the given name (the |
174 | /* This returns the skill pointer of the given name (the |
… | |
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239 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
219 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
240 | { |
220 | { |
241 | if (apply_special (who, skill_tool, 0)) |
221 | if (apply_special (who, skill_tool, 0)) |
242 | return NULL; |
222 | return NULL; |
243 | } |
223 | } |
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224 | |
244 | if (!skill) |
225 | if (!skill) |
245 | { |
226 | { |
246 | skill = give_skill_by_name (who, skill_tool->skill); |
227 | skill = give_skill_by_name (who, skill_tool->skill); |
247 | link_player_skills (who); |
228 | link_player_skills (who); |
248 | } |
229 | } |
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230 | |
249 | return skill; |
231 | return skill; |
250 | } |
232 | } |
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233 | |
251 | return NULL; |
234 | return NULL; |
252 | } |
235 | } |
253 | |
236 | |
254 | /* This changes the objects skill to new_skill. |
237 | /* This changes the objects skill to new_skill. |
255 | * note that this function doesn't always need to get used - |
238 | * note that this function doesn't always need to get used - |
… | |
… | |
260 | * flag has the current meaning: |
243 | * flag has the current meaning: |
261 | * 0x1: If set, don't update the range pointer. This is useful when we |
244 | * 0x1: If set, don't update the range pointer. This is useful when we |
262 | * need to ready a new skill, but don't want to clobber range. |
245 | * need to ready a new skill, but don't want to clobber range. |
263 | * return 1 on success, 0 on error |
246 | * return 1 on success, 0 on error |
264 | */ |
247 | */ |
265 | |
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266 | int |
248 | int |
267 | change_skill (object *who, object *new_skill, int flag) |
249 | change_skill (object *who, object *new_skill, int flag) |
268 | { |
250 | { |
269 | int old_range; |
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270 | |
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271 | if (who->type != PLAYER) |
251 | if (who->type != PLAYER) |
272 | return 0; |
252 | return 0; |
273 | |
253 | |
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) |
254 | if (!new_skill) |
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255 | { |
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256 | LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", |
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257 | who->debug_desc ()); |
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258 | return 0; |
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259 | } |
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260 | |
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261 | player *pl = who->contr; |
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262 | |
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263 | // move skill to front, so it will be preferred next time |
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264 | new_skill->remove (); |
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265 | who->insert (new_skill); |
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266 | |
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267 | if (apply_special (who, new_skill, AP_APPLY)) |
290 | return 0; |
268 | return 0; |
291 | |
269 | |
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; |
270 | return 1; |
300 | } |
271 | } |
301 | |
272 | |
302 | /* This function just clears the chosen_skill and range_skill values |
273 | /* This function just clears the chosen_skill and range_skill values |
303 | * inthe player. |
274 | * in the player. |
304 | */ |
275 | */ |
305 | void |
276 | void |
306 | clear_skill (object *who) |
277 | clear_skill (object *who) |
307 | { |
278 | { |
308 | who->chosen_skill = NULL; |
279 | who->chosen_skill = 0; |
309 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
280 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
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281 | |
310 | if (who->type == PLAYER) |
282 | if (who->type == PLAYER) |
311 | { |
283 | { |
312 | who->contr->ranges[range_skill] = NULL; |
284 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) |
313 | if (who->contr->shoottype == range_skill) |
285 | who->contr->ranged_ob = 0; |
314 | who->contr->shoottype = range_none; |
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315 | } |
286 | } |
316 | } |
287 | } |
317 | |
288 | |
318 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
289 | /* 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. |
290 | * We handle all requests for skill use outside of some combat here. |
… | |
… | |
323 | * exp - no caller needed that info, but it also prevented the callers |
294 | * 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 |
295 | * from know if a skill was actually used, as many skills don't |
325 | * give any exp for their direct use (eg, throwing). |
296 | * give any exp for their direct use (eg, throwing). |
326 | * It returns 0 if no skill was used. |
297 | * It returns 0 if no skill was used. |
327 | */ |
298 | */ |
328 | |
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329 | int |
299 | int |
330 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
300 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
331 | { |
301 | { |
332 | int success = 0, exp = 0; |
302 | int success = 0, exp = 0; |
333 | int did_alc = 0; |
303 | int did_alc = 0; |
… | |
… | |
342 | * the player doesn't have a bucket for that, create one. |
312 | * the player doesn't have a bucket for that, create one. |
343 | */ |
313 | */ |
344 | if (skill->type != SKILL && op->type == PLAYER) |
314 | if (skill->type != SKILL && op->type == PLAYER) |
345 | { |
315 | { |
346 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
316 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
347 | { |
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348 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
317 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
349 | break; |
318 | break; |
350 | } |
319 | |
351 | if (!tmp) |
320 | if (!tmp) |
352 | tmp = give_skill_by_name (op, skill->skill); |
321 | tmp = give_skill_by_name (op, skill->skill); |
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322 | |
353 | skill = tmp; |
323 | skill = tmp; |
354 | } |
324 | } |
355 | |
325 | |
356 | // skill, by_whom, on_which_object, which direction, skill_argument |
326 | // 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))) |
327 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
358 | return 0; |
328 | return 0; |
359 | |
329 | |
360 | switch (skill->subtype) |
330 | switch (skill->subtype) |
361 | { |
331 | { |
362 | case SK_LEVITATION: |
332 | case SK_LEVITATION: |
363 | /* Not 100% sure if this will work with new movement code - |
333 | /* Not 100% sure if this will work with new movement code - |
364 | * the levitation skill has move_type for flying, so when |
334 | * the levitation skill has move_type for flying, so when |
365 | * equipped, that should transfer to player, when not, |
335 | * equipped, that should transfer to player, when not, |
366 | * shouldn't. |
336 | * shouldn't. |
367 | */ |
337 | */ |
368 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
338 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
369 | { |
339 | { |
370 | CLEAR_FLAG (skill, FLAG_APPLIED); |
340 | CLEAR_FLAG (skill, FLAG_APPLIED); |
371 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
341 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
372 | } |
342 | } |
373 | else |
343 | else |
374 | { |
344 | { |
375 | SET_FLAG (skill, FLAG_APPLIED); |
345 | SET_FLAG (skill, FLAG_APPLIED); |
376 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
346 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
377 | } |
347 | } |
378 | fix_player (op); |
348 | |
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349 | op->update_stats (); |
379 | success = 1; |
350 | success = 1; |
380 | break; |
351 | break; |
381 | |
352 | |
382 | case SK_STEALING: |
353 | case SK_STEALING: |
383 | exp = success = steal (op, dir, skill); |
354 | exp = success = steal (op, dir, skill); |
384 | break; |
355 | break; |
385 | |
356 | |
386 | case SK_LOCKPICKING: |
357 | case SK_LOCKPICKING: |
387 | exp = success = pick_lock (op, dir, skill); |
358 | exp = success = pick_lock (op, dir, skill); |
388 | break; |
359 | break; |
389 | |
360 | |
390 | case SK_HIDING: |
361 | case SK_HIDING: |
391 | exp = success = hide (op, skill); |
362 | exp = success = hide (op, skill); |
392 | break; |
363 | break; |
393 | |
364 | |
394 | case SK_JUMPING: |
365 | case SK_JUMPING: |
395 | success = jump (op, dir, skill); |
366 | success = jump (op, dir, skill); |
396 | break; |
367 | break; |
397 | |
368 | |
398 | case SK_INSCRIPTION: |
369 | case SK_INSCRIPTION: |
399 | exp = success = write_on_item (op, string, skill); |
370 | exp = success = write_on_item (op, string, skill); |
400 | break; |
371 | break; |
401 | |
372 | |
402 | case SK_MEDITATION: |
373 | case SK_MEDITATION: |
403 | meditate (op, skill); |
374 | meditate (op, skill); |
404 | success = 1; |
375 | success = 1; |
405 | break; |
376 | break; |
406 | /* note that the following 'attack' skills gain exp through hit_player() */ |
377 | /* note that the following 'attack' skills gain exp through hit_player() */ |
407 | |
378 | |
408 | case SK_KARATE: |
379 | case SK_KARATE: |
409 | (void) attack_hth (op, dir, "karate-chopped", skill); |
380 | attack_hth (op, dir, "karate-chopped", skill); |
410 | break; |
381 | break; |
411 | |
382 | |
412 | case SK_PUNCHING: |
383 | case SK_PUNCHING: |
413 | (void) attack_hth (op, dir, "punched", skill); |
384 | attack_hth (op, dir, "punched", skill); |
414 | break; |
385 | break; |
415 | |
386 | |
416 | case SK_FLAME_TOUCH: |
387 | case SK_FLAME_TOUCH: |
417 | (void) attack_hth (op, dir, "flamed", skill); |
388 | attack_hth (op, dir, "flamed", skill); |
418 | break; |
389 | break; |
419 | |
390 | |
420 | case SK_SPARK_TOUCH: |
391 | case SK_SPARK_TOUCH: |
421 | (void) attack_hth (op, dir, "zapped", skill); |
392 | attack_hth (op, dir, "zapped", skill); |
422 | break; |
393 | break; |
423 | |
394 | |
424 | case SK_SHIVER: |
395 | case SK_SHIVER: |
425 | (void) attack_hth (op, dir, "froze", skill); |
396 | attack_hth (op, dir, "froze", skill); |
426 | break; |
397 | break; |
427 | |
398 | |
428 | case SK_ACID_SPLASH: |
399 | case SK_ACID_SPLASH: |
429 | (void) attack_hth (op, dir, "dissolved", skill); |
400 | attack_hth (op, dir, "dissolved", skill); |
430 | break; |
401 | break; |
431 | |
402 | |
432 | case SK_POISON_NAIL: |
403 | case SK_POISON_NAIL: |
433 | (void) attack_hth (op, dir, "injected poison into", skill); |
404 | attack_hth (op, dir, "injected poison into", skill); |
434 | break; |
405 | break; |
435 | |
406 | |
436 | case SK_CLAWING: |
407 | case SK_CLAWING: |
437 | (void) attack_hth (op, dir, "clawed", skill); |
408 | attack_hth (op, dir, "clawed", skill); |
438 | break; |
409 | break; |
439 | |
410 | |
440 | case SK_ONE_HANDED_WEAPON: |
411 | case SK_ONE_HANDED_WEAPON: |
441 | case SK_TWO_HANDED_WEAPON: |
412 | case SK_TWO_HANDED_WEAPON: |
442 | (void) attack_melee_weapon (op, dir, NULL, skill); |
413 | attack_melee_weapon (op, dir, NULL, skill); |
443 | break; |
414 | break; |
444 | |
415 | |
445 | case SK_FIND_TRAPS: |
416 | case SK_FIND_TRAPS: |
446 | exp = success = find_traps (op, skill); |
417 | exp = success = find_traps (op, skill); |
447 | break; |
418 | break; |
448 | |
419 | |
449 | case SK_SINGING: |
420 | case SK_SINGING: |
450 | exp = success = singing (op, dir, skill); |
421 | exp = success = singing (op, dir, skill); |
451 | break; |
422 | break; |
452 | |
423 | |
453 | case SK_ORATORY: |
424 | case SK_ORATORY: |
454 | exp = success = use_oratory (op, dir, skill); |
425 | exp = success = use_oratory (op, dir, skill); |
455 | break; |
426 | break; |
456 | |
427 | |
457 | case SK_SMITHERY: |
428 | case SK_SMITHERY: |
458 | case SK_BOWYER: |
429 | case SK_BOWYER: |
459 | case SK_JEWELER: |
430 | case SK_JEWELER: |
460 | case SK_ALCHEMY: |
431 | case SK_ALCHEMY: |
461 | case SK_THAUMATURGY: |
432 | case SK_THAUMATURGY: |
462 | case SK_LITERACY: |
433 | case SK_LITERACY: |
463 | case SK_WOODSMAN: |
434 | case SK_WOODSMAN: |
464 | /* first, we try to find a cauldron, and do the alchemy thing. |
435 | /* first, we try to find a cauldron, and do the alchemy thing. |
465 | * failing that, we go and identify stuff. |
436 | * failing that, we go and identify stuff. |
466 | */ |
437 | */ |
467 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
438 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) |
468 | { |
439 | { |
469 | next = tmp->above; |
440 | next = tmp->above; |
|
|
441 | |
470 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
442 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
471 | { |
443 | { |
472 | attempt_do_alchemy (op, tmp); |
444 | attempt_do_alchemy (op, tmp); |
|
|
445 | |
473 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
446 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
474 | esrv_send_inventory (op, tmp); |
447 | esrv_send_inventory (op, tmp); |
|
|
448 | |
475 | did_alc = 1; |
449 | did_alc = 1; |
476 | } |
450 | } |
477 | } |
451 | } |
|
|
452 | |
478 | if (did_alc == 0) |
453 | if (did_alc == 0) |
479 | exp = success = skill_ident (op, skill); |
|
|
480 | break; |
|
|
481 | |
|
|
482 | case SK_DET_MAGIC: |
|
|
483 | case SK_DET_CURSE: |
|
|
484 | exp = success = skill_ident (op, skill); |
454 | exp = success = skill_ident (op, skill); |
|
|
455 | |
485 | break; |
456 | break; |
486 | |
457 | |
|
|
458 | case SK_DET_MAGIC: |
|
|
459 | case SK_DET_CURSE: |
|
|
460 | exp = success = skill_ident (op, skill); |
|
|
461 | break; |
|
|
462 | |
487 | case SK_DISARM_TRAPS: |
463 | case SK_DISARM_TRAPS: |
488 | exp = success = remove_trap (op, dir, skill); |
464 | exp = success = remove_trap (op, dir, skill); |
489 | break; |
465 | break; |
490 | |
466 | |
491 | case SK_THROWING: |
467 | case SK_THROWING: |
492 | success = skill_throw (op, part, dir, string, skill); |
468 | success = skill_throw (op, part, dir, string, skill); |
493 | break; |
469 | break; |
494 | |
470 | |
495 | case SK_SET_TRAP: |
471 | case SK_SET_TRAP: |
496 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
472 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
497 | break; |
473 | break; |
498 | |
474 | |
499 | case SK_USE_MAGIC_ITEM: |
475 | case SK_USE_MAGIC_ITEM: |
500 | case SK_MISSILE_WEAPON: |
476 | case SK_MISSILE_WEAPON: |
501 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
502 | break; |
478 | break; |
503 | |
479 | |
504 | case SK_PRAYING: |
480 | case SK_PRAYING: |
505 | success = pray (op, skill); |
481 | success = pray (op, skill); |
506 | break; |
482 | break; |
507 | |
483 | |
508 | case SK_BARGAINING: |
484 | case SK_BARGAINING: |
509 | success = describe_shop (op); |
485 | success = describe_shop (op); |
510 | break; |
486 | break; |
511 | |
487 | |
512 | case SK_SORCERY: |
488 | case SK_SORCERY: |
513 | case SK_EVOCATION: |
489 | case SK_EVOCATION: |
514 | case SK_PYROMANCY: |
490 | case SK_PYROMANCY: |
515 | case SK_SUMMONING: |
491 | case SK_SUMMONING: |
516 | case SK_CLIMBING: |
492 | case SK_CLIMBING: |
517 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
493 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
518 | break; |
494 | break; |
519 | |
495 | |
520 | default: |
496 | default: |
521 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
497 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
522 | break; |
498 | break; |
523 | } |
499 | } |
524 | |
500 | |
525 | /* For players we now update the speed_left from using the skill. |
501 | /* 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 |
502 | * Monsters have no skill use time because of the random nature in |
527 | * which use_monster_skill is called already simulates this. |
503 | * which use_monster_skill is called already simulates this. |
… | |
… | |
566 | * op is the object that was 'defeated'. |
542 | * op is the object that was 'defeated'. |
567 | * skill is the skill used. If no skill is used, it should just |
543 | * skill is the skill used. If no skill is used, it should just |
568 | * point back to who. |
544 | * point back to who. |
569 | * |
545 | * |
570 | */ |
546 | */ |
571 | |
|
|
572 | int |
547 | int |
573 | calc_skill_exp (object *who, object *op, object *skill) |
548 | calc_skill_exp (object *who, object *op, object *skill) |
574 | { |
549 | { |
575 | int op_exp = 0, op_lvl = 0; |
550 | int op_exp = 0, op_lvl = 0; |
576 | float base, value, lvl_mult = 0.0; |
551 | float base, value, lvl_mult = 0.0; |
… | |
… | |
665 | * This one actually teaches the player the skill as something |
640 | * This one actually teaches the player the skill as something |
666 | * they can equip. |
641 | * they can equip. |
667 | * Return 0 if the player knows the skill, 1 if the |
642 | * Return 0 if the player knows the skill, 1 if the |
668 | * player learns the skill, 2 otherwise. |
643 | * player learns the skill, 2 otherwise. |
669 | */ |
644 | */ |
670 | |
|
|
671 | int |
645 | int |
672 | learn_skill (object *pl, object *scroll) |
646 | learn_skill (object *pl, object *scroll) |
673 | { |
647 | { |
674 | object *tmp; |
648 | object *tmp; |
675 | |
649 | |
… | |
… | |
688 | break; |
662 | break; |
689 | |
663 | |
690 | /* player already knows it */ |
664 | /* player already knows it */ |
691 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
665 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
692 | return 0; |
666 | return 0; |
693 | |
|
|
694 | |
|
|
695 | |
667 | |
696 | /* now a random change to learn, based on player Int. |
668 | /* now a random change to learn, based on player Int. |
697 | * give bonus based on level - otherwise stupid characters |
669 | * give bonus based on level - otherwise stupid characters |
698 | * might never be able to learn anything. |
670 | * might never be able to learn anything. |
699 | */ |
671 | */ |
… | |
… | |
769 | sprintf (buf, "%s%s", &tmp->name, periods); |
741 | sprintf (buf, "%s%s", &tmp->name, periods); |
770 | buf[40] = 0; |
742 | buf[40] = 0; |
771 | |
743 | |
772 | if (settings.permanent_exp_ratio) |
744 | if (settings.permanent_exp_ratio) |
773 | { |
745 | { |
774 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
746 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", |
775 | buf, tmp->level, |
747 | buf, tmp->level, tmp->stats.exp, |
776 | (long long) tmp->stats.exp, |
|
|
777 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
748 | level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
778 | } |
749 | } |
779 | else |
750 | else |
780 | { |
751 | { |
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
752 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", |
782 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
753 | buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); |
783 | } |
754 | } |
784 | /* I don't know why some characters get a bunch of skills, but |
755 | /* I don't know why some characters get a bunch of skills, but |
785 | * it sometimes happens (maybe a leftover from bugier earlier code |
756 | * it sometimes happens (maybe a leftover from bugier earlier code |
786 | * and those character are still about). In any case, lets handle |
757 | * and those character are still about). In any case, lets handle |
787 | * it so it doesn't crash the server - otherwise, one character may |
758 | * it so it doesn't crash the server - otherwise, one character may |
… | |
… | |
797 | } |
768 | } |
798 | |
769 | |
799 | clear_win_info (op); |
770 | clear_win_info (op); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
771 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
801 | if (num_skills_found > 1) |
772 | if (num_skills_found > 1) |
802 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
773 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
803 | |
774 | |
804 | for (i = 0; i < num_skills_found; i++) |
775 | for (i = 0; i < num_skills_found; i++) |
805 | { |
|
|
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
776 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
807 | } |
|
|
808 | |
777 | |
809 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
778 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
810 | |
779 | |
811 | cp = determine_god (op); |
780 | cp = determine_god (op); |
812 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
781 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
… | |
… | |
874 | return 1; |
843 | return 1; |
875 | |
844 | |
876 | return 0; |
845 | return 0; |
877 | } |
846 | } |
878 | |
847 | |
|
|
848 | static bool |
|
|
849 | hth_skill_p (object *skill) |
|
|
850 | { |
|
|
851 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
|
|
852 | } |
879 | |
853 | |
880 | |
|
|
881 | /* This finds the best unarmed skill the player has, and returns |
854 | /* 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 | */ |
855 | */ |
895 | static object * |
856 | static object * |
896 | find_best_player_hth_skill (object *op) |
857 | find_player_hth_skill (object *op) |
897 | { |
858 | { |
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) |
859 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
902 | { |
860 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
903 | if (tmp->type == SKILL) |
|
|
904 | { |
|
|
905 | if (dragon && tmp->subtype == SK_CLAWING) |
|
|
906 | return tmp; |
861 | return tmp; |
907 | |
862 | |
908 | /* The order in the array is preferred order. So basically, |
863 | 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 | } |
864 | } |
930 | |
865 | |
931 | /* do_skill_attack() - We have got an appropriate opponent from either |
866 | /* 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 |
867 | * 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. |
868 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
935 | * tmp is the targetted monster. |
870 | * tmp is the targetted monster. |
936 | * op is what is attacking |
871 | * op is what is attacking |
937 | * string is passed along to describe what messages to describe |
872 | * string is passed along to describe what messages to describe |
938 | * the damage. |
873 | * the damage. |
939 | */ |
874 | */ |
940 | |
|
|
941 | static int |
875 | static int |
942 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
876 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
943 | { |
877 | { |
944 | int success; |
|
|
945 | |
|
|
946 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
878 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
947 | return RESULT_INT (0); |
879 | return RESULT_INT (0); |
948 | |
880 | |
949 | /* For Players only: if there is no ready weapon, and no "attack" skill |
881 | /* 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. |
882 | * 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, |
883 | * 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 |
884 | * 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. |
885 | * through that code if skill is set to change to the skill. |
954 | */ |
886 | */ |
955 | if (op->type == PLAYER) |
887 | if (player *pl = op->contr) |
956 | { |
888 | { |
|
|
889 | if (!pl->combat_ob) |
|
|
890 | { |
957 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
891 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
958 | { |
|
|
959 | size_t i; |
|
|
960 | |
|
|
961 | if (!skill) |
|
|
962 | { |
892 | { |
963 | /* See if the players chosen skill is a combat skill, and use |
893 | for (tmp = op->inv; tmp; tmp = tmp->below) |
964 | * it if appropriate. |
894 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
965 | */ |
895 | break; |
966 | if (op->chosen_skill) |
896 | |
|
|
897 | if (!tmp) |
967 | { |
898 | { |
968 | for (i = 0; i < sizeof (unarmed_skills); i++) |
899 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
969 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
900 | return 0; |
970 | { |
|
|
971 | skill = op->chosen_skill; |
|
|
972 | break; |
|
|
973 | } |
|
|
974 | } |
901 | } |
975 | /* If we didn't find a skill above, look harder for a good skill */ |
902 | |
|
|
903 | change_skill (op, find_skill_by_name (op, tmp->skill), 1); |
|
|
904 | } |
|
|
905 | else |
|
|
906 | { |
976 | if (!skill) |
907 | if (!skill) |
977 | { |
908 | { |
978 | skill = find_best_player_hth_skill (op); |
909 | /* See if the players chosen skill is a combat skill, and use |
979 | |
910 | * it if appropriate. |
980 | if (!skill) |
911 | */ |
|
|
912 | if (op->chosen_skill && hth_skill_p (op->chosen_skill)) |
|
|
913 | skill = op->chosen_skill; |
|
|
914 | else |
981 | { |
915 | { |
|
|
916 | skill = find_player_hth_skill (op); |
|
|
917 | |
|
|
918 | if (!skill) |
|
|
919 | { |
982 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
920 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
983 | return 0; |
921 | return 0; |
|
|
922 | } |
984 | } |
923 | } |
985 | } |
924 | } |
986 | } |
925 | |
987 | if (skill != op->chosen_skill) |
|
|
988 | { |
|
|
989 | /* now try to ready the new skill */ |
926 | /* now try to ready the new skill */ |
990 | if (!change_skill (op, skill, 0)) |
927 | if (!change_skill (op, skill, 0)) |
991 | { /* oh oh, trouble! */ |
928 | { /* oh oh, trouble! */ |
992 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
929 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
993 | return 0; |
930 | return 0; |
994 | } |
931 | } |
995 | } |
932 | } |
996 | } |
933 | |
997 | else |
934 | if (!pl->combat_ob) |
998 | { |
|
|
999 | /* Seen some crashes below where current_weapon is not set, |
|
|
1000 | * even though the flag says it is. So if current weapon isn't set, |
|
|
1001 | * do some work in trying to find the object to use. |
|
|
1002 | */ |
|
|
1003 | if (!op->current_weapon) |
|
|
1004 | { |
935 | { |
1005 | object *tmp; |
|
|
1006 | |
|
|
1007 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
|
|
1008 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1009 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1010 | break; |
|
|
1011 | |
|
|
1012 | if (!tmp) |
|
|
1013 | { |
|
|
1014 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
936 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
1015 | op->current_weapon = NULL; |
|
|
1016 | return 0; |
937 | return 0; |
1017 | } |
|
|
1018 | else |
|
|
1019 | { |
|
|
1020 | op->current_weapon = tmp; |
|
|
1021 | } |
|
|
1022 | } |
938 | } |
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 | } |
939 | } |
|
|
940 | |
|
|
941 | if (op->current_weapon != pl->combat_ob) |
1029 | } |
942 | { |
1030 | } |
943 | op->current_weapon = pl->combat_ob; |
|
|
944 | op->update_stats (); |
|
|
945 | } |
1031 | |
946 | |
1032 | /* lose invisiblity/hiding status for running attacks */ |
947 | /* lose invisiblity/hiding status for running attacks */ |
1033 | |
948 | |
1034 | if (op->type == PLAYER && op->contr->tmp_invis) |
949 | if (pl->tmp_invis) |
1035 | { |
950 | { |
1036 | op->contr->tmp_invis = 0; |
951 | pl->tmp_invis = 0; |
1037 | op->invisible = 0; |
952 | op->invisible = 0; |
1038 | op->hide = 0; |
953 | op->hide = 0; |
1039 | update_object (op, UP_OBJ_FACE); |
954 | update_object (op, UP_OBJ_CHANGE); |
|
|
955 | } |
1040 | } |
956 | } |
1041 | |
957 | |
1042 | success = attack_ob (tmp, op); |
958 | int success = attack_ob (tmp, op); |
1043 | |
959 | |
1044 | /* print appropriate messages to the player */ |
960 | /* print appropriate messages to the player */ |
1045 | |
961 | |
1046 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
962 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
1047 | { |
963 | { |
1048 | if (op->type == PLAYER) |
964 | if (op->type == PLAYER) |
1049 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
965 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
1050 | else if (tmp->type == PLAYER) |
966 | else if (tmp->type == PLAYER) |
1051 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
967 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
1052 | } |
968 | } |
|
|
969 | |
1053 | return success; |
970 | return success; |
1054 | } |
971 | } |
1055 | |
|
|
1056 | |
972 | |
1057 | /* skill_attack() - Core routine for use when we attack using a skills |
973 | /* skill_attack() - Core routine for use when we attack using a skills |
1058 | * system. In essence, this code handles |
974 | * system. In essence, this code handles |
1059 | * all skill-based attacks, ie hth, missile and melee weapons should be |
975 | * all skill-based attacks, ie hth, missile and melee weapons should be |
1060 | * treated here. If an opponent is already supplied by move_player(), |
976 | * treated here. If an opponent is already supplied by move_player(), |
… | |
… | |
1063 | * |
979 | * |
1064 | * This is called by move_player() and attack_hth() |
980 | * This is called by move_player() and attack_hth() |
1065 | * |
981 | * |
1066 | * Initial implementation by -bt thomas@astro.psu.edu |
982 | * Initial implementation by -bt thomas@astro.psu.edu |
1067 | */ |
983 | */ |
1068 | |
|
|
1069 | int |
984 | int |
1070 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
985 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
1071 | { |
986 | { |
1072 | sint16 tx, ty; |
987 | sint16 tx, ty; |
1073 | mapstruct *m; |
988 | maptile *m; |
1074 | int mflags; |
989 | int mflags; |
1075 | |
990 | |
1076 | if (!dir) |
991 | if (!dir) |
1077 | dir = pl->facing; |
992 | dir = pl->facing; |
|
|
993 | |
1078 | tx = freearr_x[dir]; |
994 | tx = freearr_x[dir]; |
1079 | ty = freearr_y[dir]; |
995 | ty = freearr_y[dir]; |
1080 | |
996 | |
1081 | /* If we don't yet have an opponent, find if one exists, and attack. |
997 | /* 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() |
998 | * Legal opponents are the same as outlined in move_player_attack() |
1083 | */ |
999 | */ |
1084 | |
1000 | if (!tmp) |
1085 | if (tmp == NULL) |
|
|
1086 | { |
1001 | { |
1087 | m = pl->map; |
1002 | m = pl->map; |
1088 | tx = pl->x + freearr_x[dir]; |
1003 | tx = pl->x + freearr_x[dir]; |
1089 | ty = pl->y + freearr_y[dir]; |
1004 | ty = pl->y + freearr_y[dir]; |
1090 | |
1005 | |
… | |
… | |
1094 | |
1009 | |
1095 | /* space must be blocked for there to be anything interesting to do */ |
1010 | /* 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))) |
1011 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
1097 | return 0; |
1012 | return 0; |
1098 | |
1013 | |
1099 | for (tmp = get_map_ob (m, tx, ty); tmp; tmp = tmp->above) |
1014 | 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) |
1015 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
1101 | { |
1016 | { |
1102 | /* Don't attack party members */ |
1017 | /* Don't attack party members */ |
1103 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1018 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
1104 | return 0; |
1019 | return 0; |
|
|
1020 | |
1105 | break; |
1021 | break; |
1106 | } |
1022 | } |
1107 | } |
1023 | } |
|
|
1024 | |
1108 | if (!tmp) |
1025 | if (!tmp) |
1109 | { |
1026 | { |
1110 | if (pl->type == PLAYER) |
1027 | if (pl->type == PLAYER) |
1111 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
1028 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
1029 | |
1112 | return 0; |
1030 | return 0; |
1113 | } |
1031 | } |
1114 | |
1032 | |
1115 | return do_skill_attack (tmp, pl, string, skill); |
1033 | return do_skill_attack (tmp, pl, string, skill); |
1116 | } |
1034 | } |
… | |
… | |
1133 | { |
1051 | { |
1134 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1052 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1135 | { |
1053 | { |
1136 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1054 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1137 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1055 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1138 | fix_player (pl); |
1056 | pl->update_stats (); |
1139 | if (pl->type == PLAYER) |
1057 | if (pl->type == PLAYER) |
1140 | { |
1058 | { |
1141 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1059 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1142 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1060 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1143 | } |
1061 | } |
1144 | break; |
1062 | break; |
1145 | } |
1063 | } |
1146 | } |
1064 | } |
|
|
1065 | |
1147 | return skill_attack (enemy, pl, dir, string, skill); |
1066 | return skill_attack (enemy, pl, dir, string, skill); |
1148 | } |
1067 | } |
1149 | |
|
|
1150 | |
1068 | |
1151 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1069 | /* 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. |
1070 | * 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 |
1071 | * But there is a real neato possible feature of this scheme which |
1154 | * bears mentioning: |
1072 | * bears mentioning: |
1155 | * Since we are only calling this from do_skill() in the future |
1073 | * Since we are only calling this from do_skill() in the future |
1156 | * we may make this routine handle 'special' melee weapons attacks |
1074 | * we may make this routine handle 'special' melee weapons attacks |
1157 | * (like disarming manuever with sai) based on player SK_level and |
1075 | * (like disarming manuever with sai) based on player SK_level and |
1158 | * weapon type. |
1076 | * weapon type. |
1159 | */ |
1077 | */ |
1160 | |
|
|
1161 | static int |
1078 | static int |
1162 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1079 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1163 | { |
1080 | { |
1164 | |
1081 | |
1165 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1082 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1166 | { |
1083 | { |
1167 | if (op->type == PLAYER) |
1084 | if (op->type == PLAYER) |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1085 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
|
|
1086 | |
1169 | return 0; |
1087 | return 0; |
1170 | } |
1088 | } |
|
|
1089 | |
1171 | return skill_attack (NULL, op, dir, string, skill); |
1090 | return skill_attack (NULL, op, dir, string, skill); |
1172 | |
1091 | |
1173 | } |
1092 | } |