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1 | |
1 | /* |
2 | /* |
2 | * static char *rcsid_skill_util_c = |
3 | * static char *rcsid_skill_util_c = |
3 | * "$Id: skill_util.C,v 1.8 2006/09/07 10:01:58 pippijn Exp $"; |
4 | * "$Id: skill_util.C,v 1.9 2006/09/10 15:59:57 root Exp $"; |
4 | */ |
5 | */ |
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6 | |
5 | /* |
7 | /* |
6 | CrossFire, A Multiplayer game for X-windows |
8 | CrossFire, A Multiplayer game for X-windows |
7 | |
9 | |
8 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copryight (C) 2002 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
11 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
38 | * experience. Calc_skill_exp() handles the gained experience using |
40 | * experience. Calc_skill_exp() handles the gained experience using |
39 | * modifications in the skills[] table. - b.t. |
41 | * modifications in the skills[] table. - b.t. |
40 | */ |
42 | */ |
41 | |
43 | |
42 | /* define the following for skills utility debuging */ |
44 | /* define the following for skills utility debuging */ |
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45 | |
43 | /* #define SKILL_UTIL_DEBUG */ |
46 | /* #define SKILL_UTIL_DEBUG */ |
44 | |
47 | |
45 | #define WANT_UNARMED_SKILLS |
48 | #define WANT_UNARMED_SKILLS |
46 | |
49 | |
47 | #include <global.h> |
50 | #include <global.h> |
48 | #include <object.h> |
51 | #include <object.h> |
49 | #ifndef __CEXTRACT__ |
52 | #ifndef __CEXTRACT__ |
50 | #include <sproto.h> |
53 | # include <sproto.h> |
51 | #endif |
54 | #endif |
52 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t.*/ |
55 | #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ |
53 | #include <spells.h> |
56 | #include <spells.h> |
54 | |
57 | |
55 | static int attack_hth(object *pl, int dir, const char *string, object *skill); |
58 | static int attack_hth (object *pl, int dir, const char *string, object *skill); |
56 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill); |
59 | static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); |
57 | |
60 | |
58 | shstr skill_names[NUM_SKILLS]; |
61 | shstr skill_names[NUM_SKILLS]; |
59 | |
62 | |
60 | /* init_skills basically just sets up the skill_names table |
63 | /* init_skills basically just sets up the skill_names table |
61 | * above. The index into the array is set up by the |
64 | * above. The index into the array is set up by the |
62 | * subtypes. |
65 | * subtypes. |
63 | */ |
66 | */ |
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67 | void |
64 | void init_skills(void) { |
68 | init_skills (void) |
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69 | { |
65 | int i; |
70 | int i; |
66 | archetype *at; |
71 | archetype *at; |
67 | |
72 | |
68 | for(at = first_archetype;at!=NULL;at=at->next) { |
73 | for (at = first_archetype; at != NULL; at = at->next) |
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74 | { |
69 | if (at->clone.type == SKILL) { |
75 | if (at->clone.type == SKILL) |
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76 | { |
70 | if (skill_names[at->clone.subtype] != NULL) { |
77 | if (skill_names[at->clone.subtype] != NULL) |
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78 | { |
71 | LOG(llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
79 | LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", |
72 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
80 | at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); |
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81 | } |
73 | } else { |
82 | else |
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83 | { |
74 | skill_names[at->clone.subtype] = at->clone.skill; |
84 | skill_names[at->clone.subtype] = at->clone.skill; |
75 | } |
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76 | } |
85 | } |
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86 | } |
77 | } |
87 | } |
78 | |
88 | |
79 | /* This isn't really an error if there is no skill subtype set, but |
89 | /* This isn't really an error if there is no skill subtype set, but |
80 | * checking for this may catch some user errors. |
90 | * checking for this may catch some user errors. |
81 | */ |
91 | */ |
82 | for (i=1; i<NUM_SKILLS; i++) { |
92 | for (i = 1; i < NUM_SKILLS; i++) |
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93 | { |
83 | if (!skill_names[i]) |
94 | if (!skill_names[i]) |
84 | LOG(llevError, "init_skills: skill subtype %d doesn't have a name?\n", |
95 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
85 | i); |
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86 | } |
96 | } |
87 | } |
97 | } |
88 | |
98 | |
89 | |
99 | |
90 | /* This function goes through the player inventory and sets |
100 | /* This function goes through the player inventory and sets |
91 | * up the last_skills[] array in the player object. |
101 | * up the last_skills[] array in the player object. |
92 | * the last_skills[] is used to more quickly lookup skills - |
102 | * the last_skills[] is used to more quickly lookup skills - |
93 | * mostly used for sending exp. |
103 | * mostly used for sending exp. |
94 | */ |
104 | */ |
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105 | void |
95 | void link_player_skills(object *op) |
106 | link_player_skills (object *op) |
96 | { |
107 | { |
97 | object *tmp; |
108 | object *tmp; |
98 | |
109 | |
99 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
110 | for (tmp = op->inv; tmp; tmp = tmp->below) |
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111 | { |
100 | if (tmp->type == SKILL) { |
112 | if (tmp->type == SKILL) |
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113 | { |
101 | /* This is really a warning, hence no else below */ |
114 | /* This is really a warning, hence no else below */ |
102 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) { |
115 | if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) |
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116 | { |
103 | LOG(llevError,"Multiple skills with the same subtype? %s, %s\n", |
117 | LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", |
104 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
118 | &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); |
105 | } |
119 | } |
106 | if (tmp->subtype >= NUM_SKILLS) { |
120 | if (tmp->subtype >= NUM_SKILLS) |
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121 | { |
107 | LOG(llevError,"Invalid subtype number %d (range 0-%d)\n", |
122 | LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); |
108 | tmp->subtype, NUM_SKILLS); |
123 | } |
109 | } else { |
124 | else |
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125 | { |
110 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
126 | op->contr->last_skill_ob[tmp->subtype] = tmp; |
111 | op->contr->last_skill_exp[tmp->subtype] = -1; |
127 | op->contr->last_skill_exp[tmp->subtype] = -1; |
112 | } |
128 | } |
113 | } |
129 | } |
114 | } |
130 | } |
115 | } |
131 | } |
116 | |
132 | |
… | |
… | |
119 | * |
135 | * |
120 | * It is presumed that the player will be needing to actually |
136 | * It is presumed that the player will be needing to actually |
121 | * use the skill, so thus if use of the skill requires a skill |
137 | * use the skill, so thus if use of the skill requires a skill |
122 | * tool, this code will equip it. |
138 | * tool, this code will equip it. |
123 | */ |
139 | */ |
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140 | object * |
124 | object *find_skill_by_name(object *who, const char *name) |
141 | find_skill_by_name (object *who, const char *name) |
125 | { |
142 | { |
126 | object *skill = NULL, *skill_tool = NULL, *tmp; |
143 | object *skill = NULL, *skill_tool = NULL, *tmp; |
127 | |
144 | |
128 | if (!name) return NULL; |
145 | if (!name) |
129 | |
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130 | /* We make sure the length of the string in the object is greater |
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131 | * in length than the passed string. Eg, if we have a skill called |
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132 | * 'hi', we don't want to match if the user passed 'high' |
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133 | */ |
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134 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) { |
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135 | if (tmp->type == SKILL && !strncasecmp(name, tmp->skill, strlen(name)) && |
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136 | (size_t) strlen(tmp->skill) >= strlen(name)) skill = tmp; |
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137 | |
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138 | /* Try to find appropriate skilltool. If the player has one already |
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139 | * applied, we try to keep using that one. |
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140 | */ |
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141 | else if (tmp->type == SKILL_TOOL && !strncasecmp(name, tmp->skill, strlen(name)) && |
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142 | (size_t) strlen(tmp->skill) >= strlen(name)) { |
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143 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
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144 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
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145 | skill_tool = tmp; |
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146 | } |
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147 | } |
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148 | /* If this is a skill that can be used without a tool, return it */ |
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149 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
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150 | |
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151 | /* Player has a tool to use the skill. IF not applied, apply it - |
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152 | * if not successful, return null. If they do have the skill tool |
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153 | * but not the skill itself, give it to them. |
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154 | */ |
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155 | if (skill_tool) { |
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156 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
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157 | if (apply_special(who, skill_tool, 0)) return NULL; |
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158 | } |
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159 | if (!skill) { |
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160 | skill = give_skill_by_name(who, skill_tool->skill); |
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161 | link_player_skills(who); |
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162 | } |
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163 | return skill; |
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164 | } |
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165 | return NULL; |
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) |
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153 | { |
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154 | if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
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155 | skill = tmp; |
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156 | |
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157 | /* Try to find appropriate skilltool. If the player has one already |
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158 | * applied, we try to keep using that one. |
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159 | */ |
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160 | else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) |
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161 | { |
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162 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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163 | skill_tool = tmp; |
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164 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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165 | skill_tool = tmp; |
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166 | } |
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167 | } |
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168 | /* If this is a skill that can be used without a tool, return it */ |
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169 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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170 | return skill; |
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171 | |
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172 | /* Player has a tool to use the skill. IF not applied, apply it - |
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173 | * if not successful, return null. If they do have the skill tool |
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174 | * but not the skill itself, give it to them. |
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175 | */ |
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176 | if (skill_tool) |
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177 | { |
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178 | if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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179 | { |
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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; |
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189 | } |
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190 | return NULL; |
166 | } |
191 | } |
167 | |
192 | |
168 | |
193 | |
169 | /* This returns the skill pointer of the given name (the |
194 | /* This returns the skill pointer of the given name (the |
170 | * one that accumlates exp, has the level, etc). |
195 | * one that accumlates exp, has the level, etc). |
… | |
… | |
175 | * |
200 | * |
176 | * This code is basically the same as find_skill_by_name() above, |
201 | * This code is basically the same as find_skill_by_name() above, |
177 | * but instead a skill name, we search by matching number. |
202 | * but instead a skill name, we search by matching number. |
178 | * this replaces find_skill. |
203 | * this replaces find_skill. |
179 | */ |
204 | */ |
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205 | object * |
180 | object *find_skill_by_number(object *who, int skillno) |
206 | find_skill_by_number (object *who, int skillno) |
181 | { |
207 | { |
182 | object *skill=NULL, *skill_tool=NULL, *tmp; |
208 | object *skill = NULL, *skill_tool = NULL, *tmp; |
183 | |
209 | |
184 | if (skillno < 1 || skillno >= NUM_SKILLS) return NULL; |
210 | if (skillno < 1 || skillno >= NUM_SKILLS) |
185 | |
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186 | for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { |
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187 | if (tmp->type == SKILL && tmp->subtype == skillno) skill = tmp; |
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188 | |
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189 | /* Try to find appropriate skilltool. If the player has one already |
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190 | * applied, we try to keep using that one. |
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191 | */ |
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192 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) { |
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193 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) skill_tool = tmp; |
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194 | else if (!skill_tool || !QUERY_FLAG(skill_tool, FLAG_APPLIED)) |
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195 | skill_tool = tmp; |
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196 | } |
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197 | } |
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198 | /* If this is a skill that can be used without a tool, return it */ |
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199 | if (skill && QUERY_FLAG(skill, FLAG_CAN_USE_SKILL)) return skill; |
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200 | |
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201 | /* Player has a tool to use the skill. IF not applied, apply it - |
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202 | * if not successful, return null. If they do have the skill tool |
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203 | * but not the skill itself, give it to them. |
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204 | */ |
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205 | if (skill_tool) { |
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206 | if (!QUERY_FLAG(skill_tool, FLAG_APPLIED)) { |
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207 | if (apply_special(who, skill_tool, 0)) return NULL; |
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208 | } |
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209 | if (!skill) { |
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210 | skill = give_skill_by_name(who, skill_tool->skill); |
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211 | link_player_skills(who); |
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212 | } |
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213 | return skill; |
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214 | } |
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215 | return NULL; |
211 | return NULL; |
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212 | |
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213 | for (tmp = who->inv; tmp != NULL; tmp = tmp->below) |
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214 | { |
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215 | if (tmp->type == SKILL && tmp->subtype == skillno) |
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216 | skill = tmp; |
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217 | |
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218 | /* Try to find appropriate skilltool. If the player has one already |
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219 | * applied, we try to keep using that one. |
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220 | */ |
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221 | else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) |
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222 | { |
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223 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
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224 | skill_tool = tmp; |
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225 | else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) |
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226 | skill_tool = tmp; |
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227 | } |
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228 | } |
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229 | /* If this is a skill that can be used without a tool, return it */ |
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230 | if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) |
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231 | return skill; |
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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; |
216 | } |
252 | } |
217 | |
253 | |
218 | /* This changes the objects skill to new_skill. |
254 | /* This changes the objects skill to new_skill. |
219 | * note that this function doesn't always need to get used - |
255 | * note that this function doesn't always need to get used - |
220 | * you can now add skill exp to the player without the chosen_skill being |
256 | * you can now add skill exp to the player without the chosen_skill being |
… | |
… | |
225 | * 0x1: If set, don't update the range pointer. This is useful when we |
261 | * 0x1: If set, don't update the range pointer. This is useful when we |
226 | * need to ready a new skill, but don't want to clobber range. |
262 | * need to ready a new skill, but don't want to clobber range. |
227 | * return 1 on success, 0 on error |
263 | * return 1 on success, 0 on error |
228 | */ |
264 | */ |
229 | |
265 | |
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266 | int |
230 | int change_skill (object *who, object *new_skill, int flag) |
267 | change_skill (object *who, object *new_skill, int flag) |
231 | { |
268 | { |
232 | int old_range; |
269 | int old_range; |
233 | |
270 | |
234 | if ( who->type != PLAYER ) |
271 | if (who->type != PLAYER) |
235 | return 0; |
272 | return 0; |
236 | |
273 | |
237 | old_range = who->contr->shoottype; |
274 | old_range = who->contr->shoottype; |
238 | |
275 | |
239 | if (who->chosen_skill && who->chosen_skill == new_skill) |
276 | if (who->chosen_skill && who->chosen_skill == new_skill) |
240 | { |
277 | { |
241 | /* optimization for changing skill to current skill */ |
278 | /* optimization for changing skill to current skill */ |
242 | if (who->type == PLAYER && !(flag & 0x1)) |
279 | if (who->type == PLAYER && !(flag & 0x1)) |
243 | who->contr->shoottype = range_skill; |
280 | who->contr->shoottype = range_skill; |
244 | return 1; |
281 | return 1; |
245 | } |
282 | } |
246 | |
283 | |
247 | if (!new_skill || who->chosen_skill) |
284 | if (!new_skill || who->chosen_skill) |
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285 | if (who->chosen_skill) |
248 | if (who->chosen_skill) apply_special(who, who->chosen_skill, AP_UNAPPLY); |
286 | apply_special (who, who->chosen_skill, AP_UNAPPLY); |
249 | |
287 | |
250 | /* Only goal in this case was to unapply a skill */ |
288 | /* Only goal in this case was to unapply a skill */ |
251 | if (!new_skill) return 0; |
289 | if (!new_skill) |
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290 | return 0; |
252 | |
291 | |
253 | if (apply_special (who, new_skill, AP_APPLY)) { |
292 | if (apply_special (who, new_skill, AP_APPLY)) |
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293 | { |
254 | return 0; |
294 | return 0; |
255 | } |
295 | } |
256 | if (flag & 0x1) |
296 | if (flag & 0x1) |
257 | who->contr->shoottype = (rangetype) old_range; |
297 | who->contr->shoottype = (rangetype) old_range; |
258 | |
298 | |
259 | return 1; |
299 | return 1; |
260 | } |
300 | } |
261 | |
301 | |
262 | /* This function just clears the chosen_skill and range_skill values |
302 | /* This function just clears the chosen_skill and range_skill values |
263 | * inthe player. |
303 | * inthe player. |
264 | */ |
304 | */ |
|
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305 | void |
265 | void clear_skill(object *who) |
306 | clear_skill (object *who) |
266 | { |
307 | { |
267 | who->chosen_skill = NULL; |
308 | who->chosen_skill = NULL; |
268 | CLEAR_FLAG(who, FLAG_READY_SKILL); |
309 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
269 | if (who->type == PLAYER) { |
310 | if (who->type == PLAYER) |
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311 | { |
270 | who->contr->ranges[range_skill] = NULL; |
312 | who->contr->ranges[range_skill] = NULL; |
271 | if (who->contr->shoottype == range_skill) |
313 | if (who->contr->shoottype == range_skill) |
272 | who->contr->shoottype = range_none; |
314 | who->contr->shoottype = range_none; |
273 | } |
315 | } |
274 | } |
316 | } |
275 | |
317 | |
276 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
318 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
277 | * We handle all requests for skill use outside of some combat here. |
319 | * We handle all requests for skill use outside of some combat here. |
… | |
… | |
282 | * from know if a skill was actually used, as many skills don't |
324 | * from know if a skill was actually used, as many skills don't |
283 | * give any exp for their direct use (eg, throwing). |
325 | * give any exp for their direct use (eg, throwing). |
284 | * It returns 0 if no skill was used. |
326 | * It returns 0 if no skill was used. |
285 | */ |
327 | */ |
286 | |
328 | |
|
|
329 | int |
287 | int do_skill (object *op, object *part, object *skill, int dir, const char *string) { |
330 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
|
|
331 | { |
288 | int success=0, exp=0; |
332 | int success = 0, exp = 0; |
289 | int did_alc = 0; |
333 | int did_alc = 0; |
290 | object *tmp, *next; |
334 | object *tmp, *next; |
291 | |
335 | |
292 | if (!skill) return 0; |
336 | if (!skill) |
|
|
337 | return 0; |
293 | |
338 | |
294 | /* The code below presumes that the skill points to the object that |
339 | /* The code below presumes that the skill points to the object that |
295 | * holds the exp, level, etc of the skill. So if this is a player |
340 | * holds the exp, level, etc of the skill. So if this is a player |
296 | * go and try to find the actual real skill pointer, and if the |
341 | * go and try to find the actual real skill pointer, and if the |
297 | * the player doesn't have a bucket for that, create one. |
342 | * the player doesn't have a bucket for that, create one. |
298 | */ |
343 | */ |
299 | if (skill->type != SKILL && op->type == PLAYER) { |
344 | if (skill->type != SKILL && op->type == PLAYER) |
|
|
345 | { |
300 | for (tmp = op->inv; tmp!=NULL; tmp=tmp->below) { |
346 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
347 | { |
301 | if (tmp->type == SKILL && tmp->skill == skill->skill) break; |
348 | if (tmp->type == SKILL && tmp->skill == skill->skill) |
|
|
349 | break; |
302 | } |
350 | } |
|
|
351 | if (!tmp) |
303 | if (!tmp) tmp=give_skill_by_name(op, skill->skill); |
352 | tmp = give_skill_by_name (op, skill->skill); |
304 | skill = tmp; |
353 | skill = tmp; |
305 | } |
354 | } |
306 | |
355 | |
307 | // skill, by_whom, on_which_object, which direction, skill_argument |
356 | // skill, by_whom, on_which_object, which direction, skill_argument |
308 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
357 | if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) |
309 | return 0; |
358 | return 0; |
310 | |
359 | |
311 | switch(skill->subtype) { |
360 | switch (skill->subtype) |
|
|
361 | { |
312 | case SK_LEVITATION: |
362 | case SK_LEVITATION: |
313 | /* Not 100% sure if this will work with new movement code - |
363 | /* Not 100% sure if this will work with new movement code - |
314 | * the levitation skill has move_type for flying, so when |
364 | * the levitation skill has move_type for flying, so when |
315 | * equipped, that should transfer to player, when not, |
365 | * equipped, that should transfer to player, when not, |
316 | * shouldn't. |
366 | * shouldn't. |
317 | */ |
367 | */ |
318 | if(QUERY_FLAG(skill,FLAG_APPLIED)) { |
368 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
|
|
369 | { |
319 | CLEAR_FLAG(skill,FLAG_APPLIED); |
370 | CLEAR_FLAG (skill, FLAG_APPLIED); |
320 | new_draw_info(NDI_UNIQUE,0,op,"You come to earth."); |
371 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
|
|
372 | } |
|
|
373 | else |
321 | } |
374 | { |
322 | else { |
|
|
323 | SET_FLAG(skill,FLAG_APPLIED); |
375 | SET_FLAG (skill, FLAG_APPLIED); |
324 | new_draw_info(NDI_UNIQUE,0,op,"You rise into the air!."); |
376 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
325 | } |
377 | } |
326 | fix_player(op); |
378 | fix_player (op); |
327 | success=1; |
379 | success = 1; |
328 | break; |
380 | break; |
329 | |
381 | |
330 | case SK_STEALING: |
382 | case SK_STEALING: |
331 | exp = success = steal(op, dir, skill); |
383 | exp = success = steal (op, dir, skill); |
332 | break; |
384 | break; |
333 | |
385 | |
334 | case SK_LOCKPICKING: |
386 | case SK_LOCKPICKING: |
335 | exp = success = pick_lock(op, dir, skill); |
387 | exp = success = pick_lock (op, dir, skill); |
336 | break; |
388 | break; |
337 | |
389 | |
338 | case SK_HIDING: |
390 | case SK_HIDING: |
339 | exp = success = hide(op, skill); |
391 | exp = success = hide (op, skill); |
340 | break; |
392 | break; |
341 | |
393 | |
342 | case SK_JUMPING: |
394 | case SK_JUMPING: |
343 | success = jump(op, dir, skill); |
395 | success = jump (op, dir, skill); |
344 | break; |
396 | break; |
345 | |
397 | |
346 | case SK_INSCRIPTION: |
398 | case SK_INSCRIPTION: |
347 | exp = success = write_on_item(op,string, skill); |
399 | exp = success = write_on_item (op, string, skill); |
348 | break; |
400 | break; |
349 | |
401 | |
350 | case SK_MEDITATION: |
402 | case SK_MEDITATION: |
351 | meditate(op, skill); |
403 | meditate (op, skill); |
352 | success=1; |
404 | success = 1; |
353 | break; |
405 | break; |
354 | /* note that the following 'attack' skills gain exp through hit_player() */ |
406 | /* note that the following 'attack' skills gain exp through hit_player() */ |
355 | |
407 | |
356 | case SK_KARATE: |
408 | case SK_KARATE: |
357 | (void) attack_hth(op,dir,"karate-chopped", skill); |
409 | (void) attack_hth (op, dir, "karate-chopped", skill); |
358 | break; |
410 | break; |
359 | |
411 | |
360 | case SK_PUNCHING: |
412 | case SK_PUNCHING: |
361 | (void) attack_hth(op,dir,"punched", skill); |
413 | (void) attack_hth (op, dir, "punched", skill); |
362 | break; |
414 | break; |
363 | |
415 | |
364 | case SK_FLAME_TOUCH: |
416 | case SK_FLAME_TOUCH: |
365 | (void) attack_hth(op,dir,"flamed", skill); |
417 | (void) attack_hth (op, dir, "flamed", skill); |
366 | break; |
418 | break; |
367 | |
419 | |
368 | case SK_SPARK_TOUCH: |
420 | case SK_SPARK_TOUCH: |
369 | (void) attack_hth(op,dir,"zapped", skill); |
421 | (void) attack_hth (op, dir, "zapped", skill); |
370 | break; |
422 | break; |
371 | |
423 | |
372 | case SK_SHIVER: |
424 | case SK_SHIVER: |
373 | (void) attack_hth(op,dir,"froze", skill); |
425 | (void) attack_hth (op, dir, "froze", skill); |
374 | break; |
426 | break; |
375 | |
427 | |
376 | case SK_ACID_SPLASH: |
428 | case SK_ACID_SPLASH: |
377 | (void) attack_hth(op,dir,"dissolved", skill); |
429 | (void) attack_hth (op, dir, "dissolved", skill); |
378 | break; |
430 | break; |
379 | |
431 | |
380 | case SK_POISON_NAIL: |
432 | case SK_POISON_NAIL: |
381 | (void) attack_hth(op,dir,"injected poison into", skill); |
433 | (void) attack_hth (op, dir, "injected poison into", skill); |
382 | break; |
434 | break; |
383 | |
435 | |
384 | case SK_CLAWING: |
436 | case SK_CLAWING: |
385 | (void) attack_hth(op,dir,"clawed", skill); |
437 | (void) attack_hth (op, dir, "clawed", skill); |
386 | break; |
438 | break; |
387 | |
439 | |
388 | case SK_ONE_HANDED_WEAPON: |
440 | case SK_ONE_HANDED_WEAPON: |
389 | case SK_TWO_HANDED_WEAPON: |
441 | case SK_TWO_HANDED_WEAPON: |
390 | (void) attack_melee_weapon(op,dir,NULL, skill); |
442 | (void) attack_melee_weapon (op, dir, NULL, skill); |
391 | break; |
443 | break; |
392 | |
444 | |
393 | case SK_FIND_TRAPS: |
445 | case SK_FIND_TRAPS: |
394 | exp = success = find_traps(op, skill); |
446 | exp = success = find_traps (op, skill); |
395 | break; |
447 | break; |
396 | |
448 | |
397 | case SK_SINGING: |
449 | case SK_SINGING: |
398 | exp = success = singing(op,dir, skill); |
450 | exp = success = singing (op, dir, skill); |
399 | break; |
451 | break; |
400 | |
452 | |
401 | case SK_ORATORY: |
453 | case SK_ORATORY: |
402 | exp = success = use_oratory(op,dir, skill); |
454 | exp = success = use_oratory (op, dir, skill); |
403 | break; |
455 | break; |
404 | |
456 | |
405 | case SK_SMITHERY: |
457 | case SK_SMITHERY: |
406 | case SK_BOWYER: |
458 | case SK_BOWYER: |
407 | case SK_JEWELER: |
459 | case SK_JEWELER: |
408 | case SK_ALCHEMY: |
460 | case SK_ALCHEMY: |
409 | case SK_THAUMATURGY: |
461 | case SK_THAUMATURGY: |
410 | case SK_LITERACY: |
462 | case SK_LITERACY: |
411 | case SK_WOODSMAN: |
463 | case SK_WOODSMAN: |
412 | /* first, we try to find a cauldron, and do the alchemy thing. |
464 | /* first, we try to find a cauldron, and do the alchemy thing. |
413 | * failing that, we go and identify stuff. |
465 | * failing that, we go and identify stuff. |
414 | */ |
466 | */ |
415 | for (tmp=get_map_ob(op->map, op->x, op->y); tmp != NULL;tmp=next) { |
467 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = next) |
|
|
468 | { |
416 | next=tmp->above; |
469 | next = tmp->above; |
417 | if(QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
470 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
|
|
471 | { |
418 | attempt_do_alchemy(op, tmp); |
472 | attempt_do_alchemy (op, tmp); |
419 | if (QUERY_FLAG(tmp, FLAG_APPLIED)) |
473 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
420 | esrv_send_inventory(op, tmp); |
474 | esrv_send_inventory (op, tmp); |
421 | did_alc=1; |
475 | did_alc = 1; |
422 | } |
476 | } |
423 | } |
477 | } |
424 | if (did_alc == 0) |
478 | if (did_alc == 0) |
425 | exp = success = skill_ident(op,skill); |
479 | exp = success = skill_ident (op, skill); |
426 | break; |
480 | break; |
427 | |
481 | |
428 | case SK_DET_MAGIC: |
482 | case SK_DET_MAGIC: |
429 | case SK_DET_CURSE: |
483 | case SK_DET_CURSE: |
430 | exp = success = skill_ident(op,skill); |
484 | exp = success = skill_ident (op, skill); |
431 | break; |
485 | break; |
432 | |
486 | |
433 | case SK_DISARM_TRAPS: |
487 | case SK_DISARM_TRAPS: |
434 | exp = success = remove_trap(op,dir, skill); |
488 | exp = success = remove_trap (op, dir, skill); |
435 | break; |
489 | break; |
436 | |
490 | |
437 | case SK_THROWING: |
491 | case SK_THROWING: |
438 | success = skill_throw(op,part,dir,string, skill); |
492 | success = skill_throw (op, part, dir, string, skill); |
439 | break; |
493 | break; |
440 | |
494 | |
441 | case SK_SET_TRAP: |
495 | case SK_SET_TRAP: |
442 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is not currently implemented."); |
496 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); |
443 | break; |
497 | break; |
444 | |
498 | |
445 | case SK_USE_MAGIC_ITEM: |
499 | case SK_USE_MAGIC_ITEM: |
446 | case SK_MISSILE_WEAPON: |
500 | case SK_MISSILE_WEAPON: |
447 | new_draw_info(NDI_UNIQUE, 0,op,"There is no special attack for this skill."); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); |
448 | break; |
502 | break; |
449 | |
503 | |
450 | case SK_PRAYING: |
504 | case SK_PRAYING: |
451 | success = pray(op, skill); |
505 | success = pray (op, skill); |
452 | break; |
506 | break; |
453 | |
507 | |
454 | case SK_BARGAINING: |
508 | case SK_BARGAINING: |
455 | success = describe_shop(op); |
509 | success = describe_shop (op); |
456 | break; |
510 | break; |
457 | |
511 | |
458 | case SK_SORCERY: |
512 | case SK_SORCERY: |
459 | case SK_EVOCATION: |
513 | case SK_EVOCATION: |
460 | case SK_PYROMANCY: |
514 | case SK_PYROMANCY: |
461 | case SK_SUMMONING: |
515 | case SK_SUMMONING: |
462 | case SK_CLIMBING: |
516 | case SK_CLIMBING: |
463 | new_draw_info(NDI_UNIQUE, 0,op,"This skill is already in effect."); |
517 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
464 | break; |
518 | break; |
465 | |
519 | |
466 | default: |
520 | default: |
467 | LOG(llevDebug,"%s attempted to use unknown skill: %d\n" |
521 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
468 | ,query_name(op), op->chosen_skill->stats.sp); |
|
|
469 | break; |
522 | break; |
470 | } |
523 | } |
471 | |
524 | |
472 | /* For players we now update the speed_left from using the skill. |
525 | /* For players we now update the speed_left from using the skill. |
473 | * Monsters have no skill use time because of the random nature in |
526 | * Monsters have no skill use time because of the random nature in |
474 | * which use_monster_skill is called already simulates this. |
527 | * which use_monster_skill is called already simulates this. |
475 | * If certain skills should take more/less time, that should be |
528 | * If certain skills should take more/less time, that should be |
476 | * in the code for the skill itself. |
529 | * in the code for the skill itself. |
477 | */ |
530 | */ |
478 | |
|
|
479 | if(op->type==PLAYER) op->speed_left -= 1.0; |
|
|
480 | |
531 | |
|
|
532 | if (op->type == PLAYER) |
|
|
533 | op->speed_left -= 1.0; |
|
|
534 | |
481 | /* this is a good place to add experience for successfull use of skills. |
535 | /* this is a good place to add experience for successfull use of skills. |
482 | * Note that add_exp() will figure out player/monster experience |
536 | * Note that add_exp() will figure out player/monster experience |
483 | * gain problems. |
537 | * gain problems. |
484 | */ |
538 | */ |
485 | |
539 | |
|
|
540 | if (success && exp) |
486 | if(success && exp) change_exp(op,exp, skill->skill, 0); |
541 | change_exp (op, exp, skill->skill, 0); |
487 | |
542 | |
488 | return success; |
543 | return success; |
489 | } |
544 | } |
490 | |
545 | |
491 | /* calc_skill_exp() - calculates amount of experience can be gained for |
546 | /* calc_skill_exp() - calculates amount of experience can be gained for |
492 | * successfull use of a skill. Returns value of experience gain. |
547 | * successfull use of a skill. Returns value of experience gain. |
493 | * Here we take the view that a player must 'overcome an opponent' |
548 | * Here we take the view that a player must 'overcome an opponent' |
… | |
… | |
512 | * skill is the skill used. If no skill is used, it should just |
567 | * skill is the skill used. If no skill is used, it should just |
513 | * point back to who. |
568 | * point back to who. |
514 | * |
569 | * |
515 | */ |
570 | */ |
516 | |
571 | |
|
|
572 | int |
517 | int calc_skill_exp(object *who, object *op, object *skill) { |
573 | calc_skill_exp (object *who, object *op, object *skill) |
|
|
574 | { |
518 | int op_exp=0,op_lvl= 0; |
575 | int op_exp = 0, op_lvl = 0; |
519 | float base,value,lvl_mult=0.0; |
576 | float base, value, lvl_mult = 0.0; |
520 | |
577 | |
521 | if (!skill) skill = who; |
578 | if (!skill) |
|
|
579 | skill = who; |
522 | |
580 | |
523 | /* Oct 95 - where we have an object, I expanded our treatment |
581 | /* Oct 95 - where we have an object, I expanded our treatment |
524 | * to 3 cases: |
582 | * to 3 cases: |
525 | * non-living magic obj, runes and everything else. |
583 | * non-living magic obj, runes and everything else. |
526 | * |
584 | * |
527 | * If an object is not alive and magical we set the base exp higher to |
585 | * If an object is not alive and magical we set the base exp higher to |
528 | * help out exp awards for skill_ident skills. Also, if |
586 | * help out exp awards for skill_ident skills. Also, if |
529 | * an item is type RUNE, we give out exp based on stats.Cha |
587 | * an item is type RUNE, we give out exp based on stats.Cha |
530 | * and level (this was the old system) -b.t. |
588 | * and level (this was the old system) -b.t. |
531 | */ |
589 | */ |
532 | |
590 | |
533 | if(!op) { /* no item/creature */ |
591 | if (!op) |
|
|
592 | { /* no item/creature */ |
534 | op_lvl= who->map->difficulty < 1 ? 1: who->map->difficulty; |
593 | op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; |
535 | op_exp = 0; |
594 | op_exp = 0; |
536 | } else if(op->type==RUNE || op->type==TRAP) { /* all traps. If stats.Cha > 1 we use that |
595 | } |
|
|
596 | else if (op->type == RUNE || op->type == TRAP) |
|
|
597 | { /* all traps. If stats.Cha > 1 we use that |
537 | * for the amount of experience */ |
598 | * for the amount of experience */ |
538 | op_exp = op->stats.Cha>1 ? op->stats.Cha : op->stats.exp; |
599 | op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp; |
539 | op_lvl = op->level; |
600 | op_lvl = op->level; |
540 | } else { /* all other items/living creatures */ |
601 | } |
|
|
602 | else |
|
|
603 | { /* all other items/living creatures */ |
541 | op_exp = op->stats.exp; |
604 | op_exp = op->stats.exp; |
542 | op_lvl = op->level; |
605 | op_lvl = op->level; |
543 | if(!QUERY_FLAG(op,FLAG_ALIVE)) { /* for ident/make items */ |
606 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
607 | { /* for ident/make items */ |
544 | op_lvl += 5 * abs(op->magic); |
608 | op_lvl += 5 * abs (op->magic); |
545 | } |
609 | } |
546 | } |
610 | } |
547 | |
611 | |
548 | if(op_lvl<1) op_lvl = 1; |
612 | if (op_lvl < 1) |
|
|
613 | op_lvl = 1; |
549 | |
614 | |
550 | if(who->type!=PLAYER) { /* for monsters only */ |
615 | if (who->type != PLAYER) |
|
|
616 | { /* for monsters only */ |
551 | return ((int) (op_exp*0.1)+1); /* we add one to insure positive value is returned */ |
617 | return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */ |
|
|
618 | } |
|
|
619 | else |
552 | } else { /* for players */ |
620 | { /* for players */ |
553 | base = op_exp; |
621 | base = op_exp; |
554 | /* if skill really is a skill, then we can look at the skill archetype for |
622 | /* if skill really is a skill, then we can look at the skill archetype for |
555 | * bse reward value (exp) and level multiplier factor. |
623 | * bse reward value (exp) and level multiplier factor. |
556 | */ |
624 | */ |
557 | if (skill->type == SKILL) { |
625 | if (skill->type == SKILL) |
|
|
626 | { |
558 | base += skill->arch->clone.stats.exp; |
627 | base += skill->arch->clone.stats.exp; |
559 | if (settings.simple_exp) { |
628 | if (settings.simple_exp) |
|
|
629 | { |
560 | if (skill->arch->clone.level) |
630 | if (skill->arch->clone.level) |
561 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
631 | lvl_mult = (float) skill->arch->clone.level / 100.0; |
562 | else |
632 | else |
563 | lvl_mult = 1.0; /* no adjustment */ |
633 | lvl_mult = 1.0; /* no adjustment */ |
|
|
634 | } |
|
|
635 | else |
564 | } |
636 | { |
565 | else { |
|
|
566 | if (skill->level) |
637 | if (skill->level) |
567 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
638 | lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); |
568 | else |
639 | else |
569 | lvl_mult = 1.0; |
640 | lvl_mult = 1.0; |
|
|
641 | } |
570 | } |
642 | } |
571 | } else { |
643 | else |
|
|
644 | { |
572 | /* Don't divide by zero here! */ |
645 | /* Don't divide by zero here! */ |
573 | lvl_mult = (float) op_lvl / (float) (skill->level?skill->level:1); |
646 | lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); |
574 | } |
647 | } |
575 | } |
648 | } |
576 | |
649 | |
577 | /* assemble the exp total, and return value */ |
650 | /* assemble the exp total, and return value */ |
578 | |
651 | |
579 | value = base * lvl_mult; |
652 | value = base * lvl_mult; |
|
|
653 | if (value < 1) |
580 | if (value < 1) value=1; /* Always give at least 1 exp point */ |
654 | value = 1; /* Always give at least 1 exp point */ |
581 | |
655 | |
582 | #ifdef SKILL_UTIL_DEBUG |
656 | #ifdef SKILL_UTIL_DEBUG |
583 | LOG(llevDebug,"calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", |
657 | LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl); |
584 | who->name,skill->level,op->name,op_lvl); |
|
|
585 | #endif |
658 | #endif |
586 | return ( (int) value); |
659 | return ((int) value); |
587 | } |
660 | } |
588 | |
661 | |
589 | /* Learn skill. This inserts the requested skill in the player's |
662 | /* Learn skill. This inserts the requested skill in the player's |
590 | * inventory. The skill field of the scroll should have the |
663 | * inventory. The skill field of the scroll should have the |
591 | * exact name of the requested skill. |
664 | * exact name of the requested skill. |
592 | * This one actually teaches the player the skill as something |
665 | * This one actually teaches the player the skill as something |
593 | * they can equip. |
666 | * they can equip. |
594 | * Return 0 if the player knows the skill, 1 if the |
667 | * Return 0 if the player knows the skill, 1 if the |
595 | * player learns the skill, 2 otherwise. |
668 | * player learns the skill, 2 otherwise. |
596 | */ |
669 | */ |
597 | |
670 | |
598 | int |
671 | int |
599 | learn_skill (object *pl, object *scroll) { |
672 | learn_skill (object *pl, object *scroll) |
|
|
673 | { |
600 | object *tmp; |
674 | object *tmp; |
601 | |
675 | |
602 | if (!scroll->skill) { |
676 | if (!scroll->skill) |
|
|
677 | { |
603 | LOG(llevError,"skill scroll %s does not have skill pointer set.\n", &scroll->name); |
678 | LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); |
604 | return 2; |
679 | return 2; |
605 | } |
680 | } |
606 | |
681 | |
607 | /* can't use find_skill_by_name because we want skills the player knows |
682 | /* can't use find_skill_by_name because we want skills the player knows |
608 | * but can't use natively. |
683 | * but can't use natively. |
609 | */ |
684 | */ |
610 | |
685 | |
611 | for (tmp=pl->inv; tmp!=NULL; tmp=tmp->below) |
686 | for (tmp = pl->inv; tmp != NULL; tmp = tmp->below) |
612 | if (tmp->type == SKILL && !strncasecmp(scroll->skill, tmp->skill, strlen(scroll->skill))) break; |
687 | if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill))) |
|
|
688 | break; |
613 | |
689 | |
614 | /* player already knows it */ |
690 | /* player already knows it */ |
615 | if (tmp && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) return 0; |
691 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
692 | return 0; |
616 | |
693 | |
617 | |
694 | |
618 | |
695 | |
619 | /* now a random change to learn, based on player Int. |
696 | /* now a random change to learn, based on player Int. |
620 | * give bonus based on level - otherwise stupid characters |
697 | * give bonus based on level - otherwise stupid characters |
621 | * might never be able to learn anything. |
698 | * might never be able to learn anything. |
622 | */ |
699 | */ |
623 | if(random_roll(0, 99, pl, PREFER_LOW)>(learn_spell[pl->stats.Int] + (pl->level/5))) |
700 | if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5))) |
624 | return 2; /* failure :< */ |
701 | return 2; /* failure :< */ |
625 | |
702 | |
626 | if (!tmp) |
703 | if (!tmp) |
627 | tmp = give_skill_by_name(pl, scroll->skill); |
704 | tmp = give_skill_by_name (pl, scroll->skill); |
628 | |
705 | |
629 | if (!tmp) { |
706 | if (!tmp) |
|
|
707 | { |
630 | LOG(llevError,"skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
708 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
631 | return 2; |
709 | return 2; |
632 | } |
710 | } |
633 | |
711 | |
634 | SET_FLAG(tmp, FLAG_CAN_USE_SKILL); |
712 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
635 | link_player_skills(pl); |
713 | link_player_skills (pl); |
636 | return 1; |
714 | return 1; |
637 | } |
715 | } |
638 | |
716 | |
639 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
717 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
|
|
718 | |
640 | /* Probably belongs in some global utils-type file? */ |
719 | /* Probably belongs in some global utils-type file? */ |
|
|
720 | static int |
641 | static int clipped_percent(sint64 a, sint64 b) |
721 | clipped_percent (sint64 a, sint64 b) |
642 | { |
722 | { |
643 | int rv; |
723 | int rv; |
644 | |
724 | |
645 | if (b <= 0) |
725 | if (b <= 0) |
646 | return 0; |
726 | return 0; |
647 | |
727 | |
648 | rv = (int)((100.0f * ((float)a) / ((float)b) ) + 0.5f); |
728 | rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f); |
649 | |
729 | |
650 | if (rv < 0) |
730 | if (rv < 0) |
651 | return 0; |
731 | return 0; |
652 | else if (rv > 100) |
732 | else if (rv > 100) |
653 | return 100; |
733 | return 100; |
654 | |
734 | |
655 | return rv; |
735 | return rv; |
656 | } |
736 | } |
657 | |
737 | |
658 | /* show_skills() - Meant to allow players to examine |
738 | /* show_skills() - Meant to allow players to examine |
659 | * their current skill list. |
739 | * their current skill list. |
… | |
… | |
663 | * Note this function is a bit more complicated becauase we |
743 | * Note this function is a bit more complicated becauase we |
664 | * we want ot sort the skills before printing them. If we |
744 | * we want ot sort the skills before printing them. If we |
665 | * just dumped this as we found it, this would be a bit |
745 | * just dumped this as we found it, this would be a bit |
666 | * simpler. |
746 | * simpler. |
667 | */ |
747 | */ |
668 | |
748 | |
|
|
749 | void |
669 | void show_skills(object *op, const char* search) { |
750 | show_skills (object *op, const char *search) |
|
|
751 | { |
670 | object *tmp=NULL; |
752 | object *tmp = NULL; |
671 | char buf[MAX_BUF]; |
753 | char buf[MAX_BUF]; |
672 | const char *cp; |
754 | const char *cp; |
673 | int i,num_skills_found=0; |
755 | int i, num_skills_found = 0; |
674 | static const char *const periods = "........................................"; |
756 | static const char *const periods = "........................................"; |
|
|
757 | |
675 | /* Need to have a pointer and use strdup for qsort to work properly */ |
758 | /* Need to have a pointer and use strdup for qsort to work properly */ |
676 | char skills[NUM_SKILLS][MAX_BUF]; |
759 | char skills[NUM_SKILLS][MAX_BUF]; |
677 | |
760 | |
678 | |
761 | |
679 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
762 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
763 | { |
680 | if (tmp->type == SKILL) { |
764 | if (tmp->type == SKILL) |
|
|
765 | { |
681 | if ( search && strstr(tmp->name,search)==NULL ) continue; |
766 | if (search && strstr (tmp->name, search) == NULL) |
|
|
767 | continue; |
682 | /* Basically want to fill this out to 40 spaces with periods */ |
768 | /* Basically want to fill this out to 40 spaces with periods */ |
683 | sprintf(buf,"%s%s", &tmp->name, periods); |
769 | sprintf (buf, "%s%s", &tmp->name, periods); |
684 | buf[40] = 0; |
770 | buf[40] = 0; |
685 | |
771 | |
686 | if (settings.permanent_exp_ratio) { |
772 | if (settings.permanent_exp_ratio) |
|
|
773 | { |
687 | sprintf(skills[num_skills_found++],"%slvl:%3d (xp:%lld/%lld/%d%%)", |
774 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld/%d%%)", |
688 | buf,tmp->level, |
775 | buf, tmp->level, |
689 | (long long)tmp->stats.exp, |
776 | (long long) tmp->stats.exp, |
690 | (long long)level_exp(tmp->level+1, op->expmul), |
777 | (long long) level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); |
691 | clipped_percent(tmp->perm_exp,tmp->stats.exp)); |
778 | } |
692 | } else { |
779 | else |
|
|
780 | { |
693 | sprintf(skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
781 | sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%lld/%lld)", |
694 | buf,tmp->level, |
782 | buf, tmp->level, (long long) tmp->stats.exp, (long long) level_exp (tmp->level + 1, op->expmul)); |
695 | (long long)tmp->stats.exp, |
|
|
696 | (long long)level_exp(tmp->level+1, op->expmul)); |
|
|
697 | } |
783 | } |
698 | /* I don't know why some characters get a bunch of skills, but |
784 | /* I don't know why some characters get a bunch of skills, but |
699 | * it sometimes happens (maybe a leftover from bugier earlier code |
785 | * it sometimes happens (maybe a leftover from bugier earlier code |
700 | * and those character are still about). In any case, lets handle |
786 | * and those character are still about). In any case, lets handle |
701 | * it so it doesn't crash the server - otherwise, one character may |
787 | * it so it doesn't crash the server - otherwise, one character may |
702 | * crash the server numerous times. |
788 | * crash the server numerous times. |
703 | */ |
789 | */ |
704 | if (num_skills_found >= NUM_SKILLS) { |
790 | if (num_skills_found >= NUM_SKILLS) |
|
|
791 | { |
705 | new_draw_info(NDI_RED, 0, op, "Your character has too many skills."); |
792 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
706 | new_draw_info(NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
793 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
707 | break; |
794 | break; |
708 | } |
|
|
709 | } |
795 | } |
|
|
796 | } |
710 | } |
797 | } |
711 | |
798 | |
712 | clear_win_info(op); |
799 | clear_win_info (op); |
713 | new_draw_info(NDI_UNIQUE, 0,op,"Player skills:"); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); |
|
|
801 | if (num_skills_found > 1) |
714 | if (num_skills_found > 1) qsort(skills, num_skills_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); |
802 | qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
715 | |
803 | |
716 | for (i=0; i<num_skills_found; i++) { |
804 | for (i = 0; i < num_skills_found; i++) |
|
|
805 | { |
717 | new_draw_info(NDI_UNIQUE, 0, op, skills[i]); |
806 | new_draw_info (NDI_UNIQUE, 0, op, skills[i]); |
718 | } |
807 | } |
719 | |
808 | |
720 | new_draw_info_format(NDI_UNIQUE, 0, op, |
809 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); |
721 | "You can handle %d weapon improvements.",op->level/5+5); |
|
|
722 | |
810 | |
723 | cp = determine_god(op); |
811 | cp = determine_god (op); |
724 | new_draw_info_format(NDI_UNIQUE, 0, op, |
812 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); |
725 | "You worship %s.", cp?cp:"no god at current time"); |
|
|
726 | |
813 | |
727 | new_draw_info_format(NDI_UNIQUE,0,op, "Your equipped item power is %d out of %d\n", |
814 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", |
728 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
815 | op->contr->item_power, (int) (op->level * settings.item_power_factor)); |
729 | } |
816 | } |
730 | |
817 | |
731 | /* use_skill() - similar to invoke command, it executes the skill in the |
818 | /* use_skill() - similar to invoke command, it executes the skill in the |
732 | * direction that the user is facing. Returns false if we are unable to |
819 | * direction that the user is facing. Returns false if we are unable to |
733 | * change to the requested skill, or were unable to use the skill properly. |
820 | * change to the requested skill, or were unable to use the skill properly. |
734 | * This is tricky because skills can have spaces. We basically roll |
821 | * This is tricky because skills can have spaces. We basically roll |
735 | * our own find_skill_by_name so we can try to do better string matching. |
822 | * our own find_skill_by_name so we can try to do better string matching. |
736 | */ |
823 | */ |
737 | |
824 | |
|
|
825 | int |
738 | int use_skill(object *op, const char *string) { |
826 | use_skill (object *op, const char *string) |
|
|
827 | { |
739 | object *skop; |
828 | object *skop; |
740 | size_t len; |
829 | size_t len; |
741 | |
830 | |
742 | if (!string) return 0; |
831 | if (!string) |
|
|
832 | return 0; |
743 | |
833 | |
744 | for (skop = op->inv; skop != NULL; skop=skop->below) { |
834 | for (skop = op->inv; skop != NULL; skop = skop->below) |
|
|
835 | { |
745 | if (skop->type == SKILL && QUERY_FLAG(skop, FLAG_CAN_USE_SKILL) && |
836 | if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && |
746 | !strncasecmp(string, skop->skill, MIN(strlen(string), (size_t) strlen(skop->skill)))) |
837 | !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
747 | break; |
838 | break; |
748 | else if (skop->type == SKILL_TOOL && |
|
|
749 | !strncasecmp(string, skop->skill, MIN(strlen(string), (size_t) strlen(skop->skill)))) |
839 | else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
750 | break; |
840 | break; |
751 | } |
841 | } |
752 | if (!skop) { |
842 | if (!skop) |
753 | new_draw_info_format(NDI_UNIQUE, 0, op, |
843 | { |
754 | "Unable to find skill %s", string); |
844 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
755 | return 0; |
845 | return 0; |
756 | } |
846 | } |
757 | |
847 | |
758 | len=strlen(skop->skill); |
848 | len = strlen (skop->skill); |
759 | |
849 | |
760 | /* All this logic goes and skips over the skill name to find any |
850 | /* All this logic goes and skips over the skill name to find any |
761 | * options given to the skill. Its pretty simple - if there |
851 | * options given to the skill. Its pretty simple - if there |
762 | * are extra parameters (as deteremined by string length), we |
852 | * are extra parameters (as deteremined by string length), we |
763 | * want to skip over any leading spaces. |
853 | * want to skip over any leading spaces. |
764 | */ |
854 | */ |
765 | if(len>=strlen(string)) { |
855 | if (len >= strlen (string)) |
|
|
856 | { |
766 | string=NULL; |
857 | string = NULL; |
767 | } else { |
858 | } |
|
|
859 | else |
|
|
860 | { |
768 | string += len; |
861 | string += len; |
769 | while(*string==0x20) string++; |
862 | while (*string == 0x20) |
770 | if(strlen(string)==0) string = NULL; |
863 | string++; |
771 | } |
864 | if (strlen (string) == 0) |
|
|
865 | string = NULL; |
772 | |
866 | } |
|
|
867 | |
773 | #ifdef SKILL_UTIL_DEBUG |
868 | #ifdef SKILL_UTIL_DEBUG |
774 | LOG(llevDebug,"use_skill() got skill: %s\n",sknum>-1?skills[sknum].name:"none"); |
869 | LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); |
775 | #endif |
870 | #endif |
776 | |
871 | |
777 | /* Change to the new skill, then execute it. */ |
872 | /* Change to the new skill, then execute it. */ |
778 | if(do_skill(op,op,skop, op->facing,string)) return 1; |
873 | if (do_skill (op, op, skop, op->facing, string)) |
779 | |
|
|
780 | return 0; |
874 | return 1; |
|
|
875 | |
|
|
876 | return 0; |
781 | } |
877 | } |
782 | |
878 | |
783 | |
879 | |
784 | |
880 | |
785 | /* This finds the best unarmed skill the player has, and returns |
881 | /* This finds the best unarmed skill the player has, and returns |
… | |
… | |
794 | * Unlike the old code, we don't give out any skills - it is |
890 | * Unlike the old code, we don't give out any skills - it is |
795 | * possible you just don't have any ability to get into unarmed |
891 | * possible you just don't have any ability to get into unarmed |
796 | * combat. If everyone race/class should have one, this should |
892 | * combat. If everyone race/class should have one, this should |
797 | * be handled in the starting treasurelists, not in the code. |
893 | * be handled in the starting treasurelists, not in the code. |
798 | */ |
894 | */ |
|
|
895 | static object * |
799 | static object *find_best_player_hth_skill(object *op) |
896 | find_best_player_hth_skill (object *op) |
800 | { |
897 | { |
801 | object *tmp, *best_skill=NULL; |
898 | object *tmp, *best_skill = NULL; |
802 | int dragon = is_dragon_pl(op), last_skill=sizeof(unarmed_skills), i; |
899 | int dragon = is_dragon_pl (op), last_skill = sizeof (unarmed_skills), i; |
803 | |
900 | |
804 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
901 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
902 | { |
805 | if (tmp->type == SKILL) { |
903 | if (tmp->type == SKILL) |
|
|
904 | { |
806 | if (dragon && tmp->subtype == SK_CLAWING) return tmp; |
905 | if (dragon && tmp->subtype == SK_CLAWING) |
|
|
906 | return tmp; |
807 | |
907 | |
808 | /* The order in the array is preferred order. So basically, |
908 | /* The order in the array is preferred order. So basically, |
809 | * we just cut down the number to search - eg, if we find a skill |
909 | * we just cut down the number to search - eg, if we find a skill |
810 | * early on in flame touch, then we only need to look into the unarmed_array |
910 | * early on in flame touch, then we only need to look into the unarmed_array |
811 | * to the entry before flame touch - don't care about the entries afterward, |
911 | * to the entry before flame touch - don't care about the entries afterward, |
812 | * because they are infrerior skills. |
912 | * because they are infrerior skills. |
813 | * if we end up finding the best skill (i==0) might as well return |
913 | * if we end up finding the best skill (i==0) might as well return |
814 | * right away - can't get any better than that. |
914 | * right away - can't get any better than that. |
815 | */ |
915 | */ |
816 | for (i=0; i<last_skill; i++) { |
916 | for (i = 0; i < last_skill; i++) |
|
|
917 | { |
817 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG(tmp, FLAG_CAN_USE_SKILL)) { |
918 | if (tmp->subtype == unarmed_skills[i] && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
|
|
919 | { |
818 | best_skill = tmp; |
920 | best_skill = tmp; |
819 | last_skill = i; |
921 | last_skill = i; |
|
|
922 | if (i == 0) |
820 | if (i==0) return best_skill; |
923 | return best_skill; |
821 | } |
924 | } |
822 | } |
925 | } |
823 | } |
926 | } |
824 | } |
927 | } |
825 | return best_skill; |
928 | return best_skill; |
826 | } |
929 | } |
827 | |
930 | |
828 | /* do_skill_attack() - We have got an appropriate opponent from either |
931 | /* do_skill_attack() - We have got an appropriate opponent from either |
829 | * move_player_attack() or skill_attack(). In this part we get on with |
932 | * move_player_attack() or skill_attack(). In this part we get on with |
830 | * attacking, take care of messages from the attack and changes in invisible. |
933 | * attacking, take care of messages from the attack and changes in invisible. |
… | |
… | |
832 | * tmp is the targetted monster. |
935 | * tmp is the targetted monster. |
833 | * op is what is attacking |
936 | * op is what is attacking |
834 | * string is passed along to describe what messages to describe |
937 | * string is passed along to describe what messages to describe |
835 | * the damage. |
938 | * the damage. |
836 | */ |
939 | */ |
837 | |
940 | |
|
|
941 | static int |
838 | static int do_skill_attack(object *tmp, object *op, const char *string, object *skill) { |
942 | do_skill_attack (object *tmp, object *op, const char *string, object *skill) |
|
|
943 | { |
839 | int success; |
944 | int success; |
840 | |
945 | |
841 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
946 | if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) |
842 | return RESULT_INT (0); |
947 | return RESULT_INT (0); |
843 | |
948 | |
844 | /* For Players only: if there is no ready weapon, and no "attack" skill |
949 | /* For Players only: if there is no ready weapon, and no "attack" skill |
845 | * is readied either then try to find a skill for the player to use. |
950 | * is readied either then try to find a skill for the player to use. |
846 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
951 | * it is presumed that if skill is set, it is a valid attack skill (eg, |
847 | * the caller should have set it appropriately). We still want to pass |
952 | * the caller should have set it appropriately). We still want to pass |
848 | * through that code if skill is set to change to the skill. |
953 | * through that code if skill is set to change to the skill. |
849 | */ |
954 | */ |
850 | if(op->type==PLAYER) { |
955 | if (op->type == PLAYER) |
|
|
956 | { |
851 | if (!QUERY_FLAG(op,FLAG_READY_WEAPON)) { |
957 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
958 | { |
852 | size_t i; |
959 | size_t i; |
853 | |
960 | |
854 | if (!skill) { |
961 | if (!skill) |
|
|
962 | { |
855 | /* See if the players chosen skill is a combat skill, and use |
963 | /* See if the players chosen skill is a combat skill, and use |
856 | * it if appropriate. |
964 | * it if appropriate. |
857 | */ |
965 | */ |
858 | if (op->chosen_skill) { |
966 | if (op->chosen_skill) |
|
|
967 | { |
859 | for (i=0; i<sizeof(unarmed_skills); i++) |
968 | for (i = 0; i < sizeof (unarmed_skills); i++) |
860 | if (op->chosen_skill->subtype == unarmed_skills[i]) { |
969 | if (op->chosen_skill->subtype == unarmed_skills[i]) |
|
|
970 | { |
861 | skill = op->chosen_skill; |
971 | skill = op->chosen_skill; |
862 | break; |
972 | break; |
863 | } |
973 | } |
864 | } |
974 | } |
865 | /* If we didn't find a skill above, look harder for a good skill */ |
975 | /* If we didn't find a skill above, look harder for a good skill */ |
866 | if (!skill) { |
976 | if (!skill) |
|
|
977 | { |
867 | skill = find_best_player_hth_skill(op); |
978 | skill = find_best_player_hth_skill (op); |
868 | |
979 | |
869 | if (!skill) { |
980 | if (!skill) |
|
|
981 | { |
870 | new_draw_info(NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
982 | new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); |
871 | return 0; |
983 | return 0; |
872 | } |
984 | } |
873 | } |
985 | } |
874 | } |
986 | } |
875 | if (skill != op->chosen_skill) { |
987 | if (skill != op->chosen_skill) |
|
|
988 | { |
876 | /* now try to ready the new skill */ |
989 | /* now try to ready the new skill */ |
877 | if(!change_skill(op,skill,0)) { /* oh oh, trouble! */ |
990 | if (!change_skill (op, skill, 0)) |
|
|
991 | { /* oh oh, trouble! */ |
878 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
992 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name); |
879 | return 0; |
993 | return 0; |
880 | } |
994 | } |
881 | } |
995 | } |
|
|
996 | } |
882 | } else { |
997 | else |
|
|
998 | { |
883 | /* Seen some crashes below where current_weapon is not set, |
999 | /* Seen some crashes below where current_weapon is not set, |
884 | * even though the flag says it is. So if current weapon isn't set, |
1000 | * even though the flag says it is. So if current weapon isn't set, |
885 | * do some work in trying to find the object to use. |
1001 | * do some work in trying to find the object to use. |
886 | */ |
1002 | */ |
887 | if (!op->current_weapon) { |
1003 | if (!op->current_weapon) |
|
|
1004 | { |
888 | object *tmp; |
1005 | object *tmp; |
889 | |
1006 | |
890 | LOG(llevError,"Player %s does not have current weapon set but flag_ready_weapon is set\n", |
1007 | LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name); |
891 | &op->name); |
|
|
892 | for (tmp=op->inv; tmp; tmp=tmp->below) |
1008 | for (tmp = op->inv; tmp; tmp = tmp->below) |
893 | if (tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_APPLIED)) break; |
1009 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1010 | break; |
894 | |
1011 | |
895 | if (!tmp) { |
1012 | if (!tmp) |
|
|
1013 | { |
896 | LOG(llevError,"Could not find applied weapon on %s\n", |
1014 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
897 | &op->name); |
|
|
898 | op->current_weapon=NULL; |
1015 | op->current_weapon = NULL; |
899 | return 0; |
1016 | return 0; |
900 | } else { |
|
|
901 | op->current_weapon = tmp; |
|
|
902 | } |
1017 | } |
|
|
1018 | else |
|
|
1019 | { |
|
|
1020 | op->current_weapon = tmp; |
903 | } |
1021 | } |
|
|
1022 | } |
904 | |
1023 | |
905 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
1024 | /* Has ready weapon - make sure chosen_skill is set up properly */ |
906 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) { |
1025 | if (!op->chosen_skill || op->current_weapon->skill != op->chosen_skill->skill) |
|
|
1026 | { |
907 | change_skill(op, find_skill_by_name(op, op->current_weapon->skill), 1); |
1027 | change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); |
908 | } |
|
|
909 | } |
1028 | } |
|
|
1029 | } |
910 | } |
1030 | } |
911 | |
1031 | |
912 | /* lose invisiblity/hiding status for running attacks */ |
1032 | /* lose invisiblity/hiding status for running attacks */ |
913 | |
1033 | |
914 | if(op->type==PLAYER && op->contr->tmp_invis) { |
1034 | if (op->type == PLAYER && op->contr->tmp_invis) |
|
|
1035 | { |
915 | op->contr->tmp_invis=0; |
1036 | op->contr->tmp_invis = 0; |
916 | op->invisible=0; |
1037 | op->invisible = 0; |
917 | op->hide=0; |
1038 | op->hide = 0; |
918 | update_object(op,UP_OBJ_FACE); |
1039 | update_object (op, UP_OBJ_FACE); |
919 | } |
1040 | } |
920 | |
1041 | |
921 | success = attack_ob(tmp,op); |
1042 | success = attack_ob (tmp, op); |
922 | |
1043 | |
923 | /* print appropriate messages to the player */ |
1044 | /* print appropriate messages to the player */ |
924 | |
1045 | |
925 | if(success && string!=NULL && tmp && !QUERY_FLAG(tmp,FLAG_FREED)) { |
1046 | if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
1047 | { |
926 | if(op->type==PLAYER) |
1048 | if (op->type == PLAYER) |
927 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1049 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
928 | "You %s %s!",string,query_name(tmp)); |
|
|
929 | else if(tmp->type==PLAYER) |
1050 | else if (tmp->type == PLAYER) |
930 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
1051 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
931 | "%s %s you!",query_name(op),string); |
|
|
932 | } |
1052 | } |
933 | return success; |
1053 | return success; |
934 | } |
1054 | } |
935 | |
1055 | |
936 | |
1056 | |
937 | /* skill_attack() - Core routine for use when we attack using a skills |
1057 | /* skill_attack() - Core routine for use when we attack using a skills |
938 | * system. In essence, this code handles |
1058 | * system. In essence, this code handles |
939 | * all skill-based attacks, ie hth, missile and melee weapons should be |
1059 | * all skill-based attacks, ie hth, missile and melee weapons should be |
… | |
… | |
943 | * |
1063 | * |
944 | * This is called by move_player() and attack_hth() |
1064 | * This is called by move_player() and attack_hth() |
945 | * |
1065 | * |
946 | * Initial implementation by -bt thomas@astro.psu.edu |
1066 | * Initial implementation by -bt thomas@astro.psu.edu |
947 | */ |
1067 | */ |
948 | |
1068 | |
|
|
1069 | int |
949 | int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) { |
1070 | skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) |
|
|
1071 | { |
950 | sint16 tx,ty; |
1072 | sint16 tx, ty; |
951 | mapstruct *m; |
1073 | mapstruct *m; |
952 | int mflags; |
1074 | int mflags; |
953 | |
1075 | |
|
|
1076 | if (!dir) |
954 | if(!dir) dir=pl->facing; |
1077 | dir = pl->facing; |
955 | tx=freearr_x[dir]; |
1078 | tx = freearr_x[dir]; |
956 | ty=freearr_y[dir]; |
1079 | ty = freearr_y[dir]; |
957 | |
1080 | |
958 | /* If we don't yet have an opponent, find if one exists, and attack. |
1081 | /* If we don't yet have an opponent, find if one exists, and attack. |
959 | * Legal opponents are the same as outlined in move_player_attack() |
1082 | * Legal opponents are the same as outlined in move_player_attack() |
960 | */ |
1083 | */ |
961 | |
1084 | |
962 | if(tmp==NULL) { |
1085 | if (tmp == NULL) |
|
|
1086 | { |
963 | m = pl->map; |
1087 | m = pl->map; |
964 | tx = pl->x + freearr_x[dir]; |
1088 | tx = pl->x + freearr_x[dir]; |
965 | ty = pl->y + freearr_y[dir]; |
1089 | ty = pl->y + freearr_y[dir]; |
966 | |
1090 | |
967 | mflags = get_map_flags(m, &m, tx, ty, &tx, &ty); |
1091 | mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); |
968 | if (mflags & P_OUT_OF_MAP) return 0; |
1092 | if (mflags & P_OUT_OF_MAP) |
969 | |
|
|
970 | /* space must be blocked for there to be anything interesting to do */ |
|
|
971 | if (!OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, tx,ty))) return 0; |
|
|
972 | |
|
|
973 | for(tmp=get_map_ob(m, tx, ty); tmp; tmp=tmp->above) |
|
|
974 | if((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->stats.hp>=0) |
|
|
975 | || QUERY_FLAG(tmp, FLAG_CAN_ROLL) |
|
|
976 | || tmp->type==LOCKED_DOOR ) { |
|
|
977 | /* Don't attack party members */ |
|
|
978 | if((pl->type==PLAYER && tmp->type==PLAYER) && (pl->contr->party!=NULL |
|
|
979 | && pl->contr->party==tmp->contr->party)) |
|
|
980 | return 0; |
|
|
981 | break; |
|
|
982 | } |
|
|
983 | } |
|
|
984 | if (!tmp) { |
|
|
985 | if(pl->type==PLAYER) |
|
|
986 | new_draw_info(NDI_UNIQUE, 0,pl,"There is nothing to attack!"); |
|
|
987 | return 0; |
1093 | return 0; |
|
|
1094 | |
|
|
1095 | /* 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))) |
|
|
1097 | return 0; |
|
|
1098 | |
|
|
1099 | 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) |
|
|
1101 | { |
|
|
1102 | /* Don't attack party members */ |
|
|
1103 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
|
|
1104 | return 0; |
|
|
1105 | break; |
|
|
1106 | } |
|
|
1107 | } |
|
|
1108 | if (!tmp) |
988 | } |
1109 | { |
|
|
1110 | if (pl->type == PLAYER) |
|
|
1111 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); |
|
|
1112 | return 0; |
|
|
1113 | } |
989 | |
1114 | |
990 | return do_skill_attack(tmp,pl,string, skill); |
1115 | return do_skill_attack (tmp, pl, string, skill); |
991 | } |
1116 | } |
992 | |
1117 | |
993 | |
1118 | |
994 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
1119 | /* attack_hth() - this handles all hand-to-hand attacks -b.t. */ |
|
|
1120 | |
995 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
1121 | /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first |
996 | * (attack_hth) we check for weapon use, etc in the second (the new |
1122 | * (attack_hth) we check for weapon use, etc in the second (the new |
997 | * function skill_attack() we actually attack. |
1123 | * function skill_attack() we actually attack. |
998 | */ |
1124 | */ |
999 | |
1125 | |
|
|
1126 | static int |
1000 | static int attack_hth(object *pl, int dir, const char *string, object *skill) { |
1127 | attack_hth (object *pl, int dir, const char *string, object *skill) |
|
|
1128 | { |
1001 | object *enemy=NULL,*weapon; |
1129 | object *enemy = NULL, *weapon; |
1002 | |
1130 | |
1003 | if(QUERY_FLAG(pl, FLAG_READY_WEAPON)) |
1131 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
1004 | for(weapon=pl->inv;weapon;weapon=weapon->below) { |
1132 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
|
|
1133 | { |
1005 | if (weapon->type==WEAPON && QUERY_FLAG(weapon, FLAG_APPLIED)) { |
1134 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
1135 | { |
1006 | CLEAR_FLAG(weapon,FLAG_APPLIED); |
1136 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1007 | CLEAR_FLAG(pl,FLAG_READY_WEAPON); |
1137 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1008 | fix_player(pl); |
1138 | fix_player (pl); |
1009 | if(pl->type==PLAYER) { |
1139 | if (pl->type == PLAYER) |
|
|
1140 | { |
1010 | new_draw_info(NDI_UNIQUE, 0,pl,"You unwield your weapon in order to attack."); |
1141 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1011 | esrv_update_item(UPD_FLAGS, pl, weapon); |
1142 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1012 | } |
1143 | } |
1013 | break; |
1144 | break; |
1014 | } |
1145 | } |
1015 | } |
1146 | } |
1016 | return skill_attack(enemy,pl,dir,string, skill); |
1147 | return skill_attack (enemy, pl, dir, string, skill); |
1017 | } |
1148 | } |
1018 | |
1149 | |
1019 | |
1150 | |
1020 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1151 | /* attack_melee_weapon() - this handles melee weapon attacks -b.t. |
1021 | * For now we are just checking to see if we have a ready weapon here. |
1152 | * For now we are just checking to see if we have a ready weapon here. |
… | |
… | |
1025 | * we may make this routine handle 'special' melee weapons attacks |
1156 | * we may make this routine handle 'special' melee weapons attacks |
1026 | * (like disarming manuever with sai) based on player SK_level and |
1157 | * (like disarming manuever with sai) based on player SK_level and |
1027 | * weapon type. |
1158 | * weapon type. |
1028 | */ |
1159 | */ |
1029 | |
1160 | |
|
|
1161 | static int |
1030 | static int attack_melee_weapon(object *op, int dir, const char *string, object *skill) { |
1162 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
|
|
1163 | { |
1031 | |
1164 | |
1032 | if(!QUERY_FLAG(op, FLAG_READY_WEAPON)) { |
1165 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
|
|
1166 | { |
1033 | if(op->type==PLAYER) |
1167 | if (op->type == PLAYER) |
1034 | new_draw_info(NDI_UNIQUE, 0,op,"You have no ready weapon to attack with!"); |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1035 | return 0; |
1169 | return 0; |
1036 | } |
1170 | } |
1037 | return skill_attack(NULL,op,dir,string, skill); |
1171 | return skill_attack (NULL, op, dir, string, skill); |
1038 | |
1172 | |
1039 | } |
1173 | } |